TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  COMPENDIUM 2016 
  
   
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  GM’S MONTHLY MISCELLANY: COMPENDIUM 2016 
  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	on-going	design	of	the	megadungeon	Gloamhold,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	
  for	the	busy,	time-crunched	GM.		
   
  	
  Design:	John	Bennett,	Creighton	Broadhurst,	Kalyna	Conrad,	Kat	
  Evans,	 Jeff	 Gomez,	 Richard	 Green,	 Eric	 Hindley,	 Anthony	
  Jennings,	 Neal	 Litherland,	 Greg	 Marks,	 Jacob	 W.	 Michaels,	
  Brian	 Wiborg	 Mønster,	 Stephen	 Radney-MacFarland,	 Jacob	
  Trier,	Amber	Underwood,	Josh	Vogt,	Christopher	Wasko	and	
  Mike	Welham	
  Development:	Creighton	Broadhurst	
  Art:	Pawel	Dobosz	(The	Forge	Studios),	William	McAusland,	Matt	
  Morrow	 and	 Maciej	 Zagorski	 (The	 Forge	 Studios).	 Some	
  artwork	copyright	William	McAusland,	used	with	permission.	
  Cartography:	 Simon	 Butler,	 Dyson	 Logos,	 Tommi	 Salama	 and	
  Maciej	Zagorski	(The	Forge	Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	
  Compendium	2016;	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	
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  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:	Compendium	2016	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,	 Kalyna	 Conrad,	 Kat	 Evans,	 Jeff	
  Gomez,	 Richard	 Green,	 Eric	 Hindley,	 Anthony	 Jennings,	 Neal	
  Litherland,	 Greg	 Marks,	 Jacob	 W.	 Michaels,	 Brian	 Wiborg	
  Mønster,	 Stephen	 Radney-MacFarland,	 Jacob	 Trier,	 Amber	
  Underwood,	Josh	Vogt,	Christopher	Wasko	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	2016.	
  	
  Pathfinder	 is	 a	 registered	 trademark	 of	 Paizo	 Inc.,	 and	 the	
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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	
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  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	
  C O N T E N T S  
  Contents	.......................................................................................	2	
  Featured	Products	........................................................................	3	
  Foreword	......................................................................................	4	
  OGL	V1.0A	..................................................................................	80	
  A R T I C L E S  
  10	Lich’s	Phylacteries	...................................................................	6	
  10	Things	to	See	in	a	Burned	Out	Building	...................................	7	
  10	Things	to	See	in	a	Plague-Infested	Building	.............................	7	
  20	Bulky	Treasures	Difficult	to	Get	Out	of	the	Dungeon	..............	8	
  20	Curses	to	Encounter	in	a	Necropolis	.......................................	9	
  20	Minor	Hauntings	to	Encounter	in	an	Ancient	Necropolis	......	10	
  20	Minor	Treasures	to	Find	in	a	Smuggler’s	Storeroom	.............	11	
  20	Things	to	Decorate	a	Wizard’s	Tower	....................................	12	
  20	Things	to	Find	in	a	Mine	........................................................	13	
  20	Things	to	Say	if	a	PC	Searches	for	a	Trap	and	Finds	Nothing	.	14	
  20	Things	to	See	During	an	Orc	Raid	..........................................	15	
  Gloamhold:	The	Ghost	Tower	....................................................	16	
  House	Rule:	Identifying	Monsters	..............................................	17	
  The	10	Commandments	of	Dungeon	Delving	............................	18	
  The	Fallacy	of	the	Adventurer’s	Backpack	..................................	19	
  Treasures,	Trinkets	&	Trash:	Longswords	&	Maces	....................	20	
  Why	Character	Optimisation	is	Pointless	(Unless	You	Enjoy	It)	.	21	
  Why	Your	Campaign	Needs	More	Rumours	...............................	22	
  B A C K D R O P S  
  Cahill	Abbey	At	A	Glance	............................................................	24	
  Feigrvidr	At	A	Glance	..................................................................	26	
  Feyhall	At	A	Glance	....................................................................	28	
  Flenheim	At	a	Glance	.................................................................	30	
  Godswatch	At	a	Glance	..............................................................	32	
  Macrimei	At	a	Glance	.................................................................	34	
  Monastery	of	the	Marble	Palm	At	a	Glance	...............................	36	
  Penitent's	Rest	At	a	Glance	........................................................	38	
  Shroudhaven	At	A	Glance	...........................................................	40	
  The	Midnight	Market	At	a	Glance	..............................................	42	
  The	Mistfall	Refuge	At	a	Glance	.................................................	44	
  The	Mudded	Manse	At	a	Glance	................................................	46	
  Revenge	At	a	Glance	..................................................................	48	
  Umelas	At	A	Glance	....................................................................	50	
  Y’taris	At	A	Glance	......................................................................	52	
  Vaagwol	At	A	Glance	..................................................................	54	
  M I S C E L L A N E O U S  O F F E R I N G S  
  An	Uneventful	Day’s	Travel	in	the	Hills	......................................	58	
  An	Uneventful	Day’s	Travel	in	the	Swamp	.................................	60	
  Bridge	Town:	Sights	&	Sounds	....................................................	62	
  I	Loot	the	Bag	of	Holding:	Adventuring	Gear	.............................	64	
  I	Loot	the	Druid:	Pouch	Contents	...............................................	66	
  I	Loot	the	Rogue’s	Body:	Tools	of	the	Trade	..............................	68	
  Prison	Break:	Prison	Dressing	.....................................................	70	
  Shunned	Valley	of	the	Three	Tombs:	Notable	Locations	...........	72	
  The	Wizard’s	Bonded	Object	......................................................	76	
  Whispers	&	Rumours:	Local	Legends	.........................................	78	
  	
   
  
  3	
  F E A T U R E D  P R O D U C T S  
  § 
  20	Things	#3:	Wizard’s	Tower	Creighton	Broadhurst	
  § 
  20	Things	#4:	Smuggler’s	Lair	Creighton	Broadhurst	
  § 
  20	Things	#7:	Ancient	Necropolis	John	Bennett	and	Creighton	
  Broadhurst	
  § 
  20	 Things	 #7:	 Haunted	 House	Alexander	 Augunas,	 Creighton	
  Broadhurst	and	Cole	Kronewitter.	
  § 
  Campaign	 Backdrop:	 Hills	 &	 Mountains	 (extract	 by)	 John	
  Bennett.	
  § 
  Campaign	 Backdrop:	 Swamps	 &	 Marshes	 Jesper	 Andersen,	
  John	Bennett,	Creighton	Broadhurst,	Denver	Edwards	Jr.,	Steve	
  Hood,	Greg	Marks,	David	Posener,	Jacob	Trier,	Josh	Vogt	and	
  Mike	Welham.	
  § 
  Campaign	Events:	Prison	Break	Christopher	Wasko.	
  § 
  I	Loot	the	Bag	of	Holding	Mike	Welham.	
  § 
  I	Loot	the	Druid’s	Body	Mike	Welham.	
  § 
  I	Loot	the	Rogue’s	Body	Eric	Hindley.	
  § 
  I	Loot	the	Wizard’s	Body	Kat	Evans.	
  § 
  Places	of	Power:	Godswatch	Amber	Underwood.	
  § 
  Places	of	Power:	Penitent’s	Rest	Jacob	W.	Michaels.	
  § 
  Places	of	Power:	The	Midnight	Market	Eric	Hindley.	
  § 
  Places	 of	 Power:	 The	 Mistfall	 Refuge	 Jeff	 Gomez	 and	 Jacob	
  Trier.	
  § 
  Places	of	Power:	The	Monastery	of	the	Marble	Palm	Anthony	
  Jennings.	
  § 
  Places	of	Power:	The	Mudded	Manse	Mike	Welham.	
  § 
  Shunned	Valley	of	the	Three	Tombs	Creighton	Broadhurst.	
  § 
  Subterranean	Enclave:	Flenheim	Brian	Wiborg	Mønster.	
  § 
  Urban	Dressing:	Bridge	Town	Josh	Vogt.	
  § 
  Village	Backdrop:	Cahill	Abbey	Jacob	W.	Michaels.	
  § 
  Village	Backdrop:	Feigrvidr	Stephen	Radney-MacFarland.	
  § 
  Village	Backdrop:	Feyhall	Greg	Marks.	
  § 
  Village	Backdrop:	Macrimei	John	Bennett.	
  § 
  Village	Backdrop:	Revenge	Richard	Green.	
  § 
  Village	Backdrop:	Shroudhaven	Mike	Welham.	
  § 
  Village	Backdrop:	Umelas	Jeff	Gomez.	
  § 
  Village	Backdrop:	Vaagwol	Greg	Marks.	
  § 
  Village	Backdrop:	Y’taris	Jeff	Gomez.	
  § 
  Whispers	&	Rumours:	Borderland	Town	Neal	Litherland.		
  
  4	
  F O R E W O R D  
  2016	has	been	a	cracking	year	for	Raging	Swan	
  Press.	 We’ve	 achieved	 a	 lot	 in	 2016	 and	 I'm	
  tremendously	 grateful	 to	 everyone	 who	 has	
  supported	 us	 in	 our	 heroic	 quest	 to	 make	
  flavoursome	 products	 for	 the	 time-crunched	
  GM.	The	more	I	think	about	it,	the	more	I	think	
  we	 as	 publishers	 can—and	 should—do	 much	
  more	to	help	the	GMs	struggling	to	keep	up	to	
  date	 with	 the	 demands	 of	 their	
  campaign.	 I	 don’t	 mean	 we	 should	 be	 producing	 more	 feats,	
  spells	and	magic	items;	I	don’t	see	how	that	really	helps.	Rather	I	
  think	 we	 should	 be	 doing	 more	 to	 make	 the	 products	 we	 sell	
  easier	to	use.	After	all,	it	doesn’t	matter	how	good	a	sourcebook	
  or	adventure	is—if	no-one	can	easily	understand	and	use	it,	it’s	
  not	going	to	enhance	a	GM’s	campaign.		I	think	that’s	going	to	be	
  my	mission	for	2016—to	make	our	products	even	easier	to	use.		
  	
  Anyway,	in	this	book—the	third	yearly	compilation	of	GM's	
  Monthly	Miscellany—you’ll	find	dozens	of	articles	and	scores	of	
  extracts	 from	 our	 2016	 release	 schedule.	 We	 release	 a	
  lot	 of	 books	 every	 year	 (around	 50)	 and	 you	
  should	find	extracts	from	virtually	of	all	
  them	 in	 this	 book.	 If	 you	 are	 new	 to	
  Raging	Swan	Press,	they	should	give	you	
  a	great	idea	of	the	kind	of	stuff	we	publish.	
  P A T R E O N  
  	
  You	might	also	be	aware	that	Raging	Swan	
  Press	 is	 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	increased	our	word	rate	to	9	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	 taking	 a	 look	 at	 the	 campaign,	 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,	 thank	 you	 for	 your	 support	 in	 2016.	 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.	
  	
  	
  	
  
  5	
   
   
   
   
   
   
   
   
   
   
   
  ARTICLES 
   
   
  
  6	
  1 0  L I C H ’ S  P H Y L A C T E R I E S  
  Lichs	are	among	the	most	powerful	undead	and	are	dangerous	
  foes	 for	 virtually	 any	 adventurer.	 As	 well	 as	 being	 puissant	
  spellcasters,	 lichs	 are	 virtually	 immortal;	 they	 cannot	 be	
  destroyed	until	their	phylactery	is	also	destroyed.		
  	
  Thus,	a	lich’s	phylactery	is	a	tremendously	important	object	
  both	for	the	lich	itself	and	the	adventurers	seeking	to	defeat	it.	
  However,	 a	 lich’s	 phylactery	 is	 rarely	 described.	 The	 default	
  phylactery	is	a	small	metal	box	filled	with	rune-covers	scraps	of	
  parchment,	 although—obviously—other	 examples	 exist.	 No	
  matter,	 in	 whatever	 form	 it	 takes,	 the	 phylactery	 is	
  tremendously	 difficult	 to	 destroy.	 	(And	 obviously	 such	
  important	items	would	be	heavily	guarded	or	well	hidden—they	
  might	even	be	enchanted	so	they	don’t	radiate	as	magic).		
  	
  Use	 the	 table	 below,	 to	 generate	 the	 details	 of	 a	 lich’s	
  phylactery.		
  1. This	 hinged	 plain	 iron	 amulet	 opens	 to	 reveal	 a	 small,	
  seemingly	 empty	 recess,	 perhaps	 once	 used	 to	 hold	 a	 small	
  picture	of	a	loved	one.	The	recess	is	actually	a	very	small	inter-
  dimensional	 space	 which	 can	 only	 accessed	 by	 speaking	 the	
  lich’s	name.	This	space	contains	the	lich’s	research	it	used	for	
  its	transformation.		
  2. This	 seemingly	 rusted	 iron	 comb	 was	 once	 apparently	 inlaid	
  with	several	small	gems,	but	these	have	long	since	fallen	from	
  their	fixings.	The	comb	itself	lies—hidden	in	plain	sight—amid	
  a	pile	of	mouldering	and	rusty	equipment	taken	from	corpses	
  of	the	lich’s	enemies.			
  3. A	 seemingly	 innocuous	 platinum	 coin	 lies	 among	 a	 hoard	 of	
  similar	coins	hidden	away	in	a	dusty	vault.	The	coin	is	one	of	a	
  handful	 of	 very	 old	 coins	 intermixed	 among	 more	 recently	
  designs.	Most	of	its	features	have	been	worn	away	seemingly	
  through	use	and	age.	
  4. A	lump	of	magical	hardened	platinum	lies	at	the	centres	of	a	
  large	stone	boulder	created	by	stone	shape.	The	boulder	is	so	
  thick,	detect	magic	and	the	like	do	not	detect	the	phylactery’s	
  magic,	although	a	perceptive	PC	may	notice	the	boulder	was	
  formed	by	magic	(and	wonder	why).	
  5. This	lich	painstakingly	etched	the	secrets	of	lichdom	onto	the	
  teeth	of	a	great	golden	wyrm	it	slew	centuries	ago	as	part	of	
  its	 transformation.	 It	 keeps	 the	 wyrm’s	 skeletal	 remains	
  behind	a	cunning	hidden	secret	door.	The	skull	is	hidden	amid	
  a	great	bone	pile	comprising	the	remains	of	all	those	who	have	
  attacked	the	lich	in	its	lair.		
  6. This	 phylactery	 takes	 the	 form	 of	 an	 over-sized	 amulet.	 It	
  hangs	from	the	mouldering	collar	worn	by	a	huge	skeletal	dog	
  lying	in	state	in	its	own	sarcophagus	hidden	in	a	secret	recess	
  in	the	floor.			
  7. This	lich	used	the	very	first	dagger	it	ever	owned	as	the	vehicle	
  for	 its	 transformation.	 It	 etched	 the	 secrets	 of	 lichdom	 onto	
  very	thin	sheets	of	gold	which	were	then	wrapped	around	the	
  weapon’s	blade.	The	phylactery	was	then	buried	deep	at	the	
  bottom	of	a	pool	somewhere	in	the	lich’s	lair.	
  8. An	 animal	 lover	 in	 life,	 this	 lich	 decided	 to	 use	 the	 animate	
  bones	 of	 its	 first	 animal	 companion—or	 perhaps	 a	 beloved	
  pet—as	 its	 phylactery.	 The	 bones	 were	 drenched	 in	 molten	
  adamantine	 before	 being	 animated	 (rendering	 them	 virtually	
  indestructible).		
  9. Diamond—one	 of	 the	 hardest	 substances	 known	 to	 man—
  makes	 an	 excellent	 phylactery.	 This	 lich	 spent	 years	 hunting	
  down	a	diamond	as	big	as	a	man’s	fist.	Magically	enchanted	
  and	inscribed	with	various	special	command	words	the	value	
  of	 the	 thing	 is	 virtually	 incalculable…unless	 it	 is	 destroyed	 in	
  which	case	the	magic	lurking	within	its	form	causes	the	various	
  pieces	to	evaporate	like	ice	in	the	midday	sun.		
  10. Vastly	 powerful,	 this	 spellcaster	 defeated	 a	 powerful	 paladin	
  during	its	quest	for	immortality.	The	paladin	bore	a	holy	sword	
  that	was	shattered	during	the	confrontation.	The	lich	used	the	
  hilt	of	the	once	powerful	weapon	as	it	phylactery,	revelling	in	
  the	 irony	 of	 transforming	 such	 a	 powerful	 good-aligned	
  weapon	 into	 an	 object	 powering	 its	 unholy	 life.	 To	 make	
  matters	 worse,	 the	 hilt	 is	 very	 distinctive—carved	 from	 the	
  bone	 of	 a	 balor	 and	 inscribed	 with	 the	 symbols	 of	 various	
  good-aligned	 deities	 and	 the	 PCs	 may	 recognise	 it	 as	 the	
  shards	 of	 a	 legendary,	 lost	 weapon.	 The	 lich	 has	 kept	 the	
  shattered	piece	of	the	blade	and	in	extremis	may	offer	up	the	
  various	shard	in	exchange	for	its	“life”	(gambling	the	PCs	will	
  either	hesitate	to	destroy	such	a	weapon	or—more	likely—not	
  notice	the	lich’s	sinister	modifications	to	the	hilt).	
  	
  	
   
  
  7	
  1 0  T H I N G S  T O  S E E  I N  A  B U R N E D  O U T  B U I L D I N G  
  Fire	is	a	potent	enemy	for	any	settlement.	Wooden	buildings	are	
  particularly	susceptible	to	flames	and	often	marauders	use	it	to	
  devastating	effect	on	the	borderland	settlements	they	raid.		
  	
  Use	the	table	below,	to	determine	what	minor	features	of	note	
  the	party	discover	while	investigating	a	burned-out	building:			
  1. The	 building’s	 blackened	 chimney	 rises	 from	 the	 surrounding	
  piles	of	scorched	and	burnt	wood.	Debris	chokes	the	fireplace.	
  2. Bizarrely	 one	 section	 of	 soot-stained	 wall	 survived	 the	 fire	
  relatively	 undamaged.	 Someone	 has	 written	 graffiti—the	
  names	of	the	people	who	died	here—in	the	soot.	
  3. Part	of	a	bed’s	wooden	headboard	sticks	out	of	a	pile	of	burnt	
  and	scorched	debris.		
  4. The	fire	that	destroyed	this	building	was	clearly	powerful.	The	
  building’s	 stone	 foundation	 stones	 are	 scorched,	 and	 several	
  cracked	in	the	intense	heat.	Similarly,	the	branches	of	a	tree	
  nearest	to	the	building	are	blackened	and	burnt.		
  5. Pieces	 of	 partially	 melted	 iron	 lie	 amid	 the	 ruins.	 One	 is	
  reminiscent	 of	 a	 cauldron	 or	 pot,	 while	 others	 nearby	 might	
  have	once	been	utensils	of	some	sort.	
  6. Birds	 now	 nest	 amid	 the	 scorched	 rafters	 of	 this	 once	 fine	
  home.	 The	 rafters	 rang	 over	 the	 ruin	 like	 blackened	 bones	
  reaching	up	into	the	sky.	If	disturbed,	the	birds	fly	up	out	of	
  the	 building	 into	 the	 air;	 perhaps	 their	 sudden	 appearance	
  could	alert	nearby	raiders	to	the	PCs’	presence.	
  7. Three	crude	grave	markers	of	blackened	wooden	planks	stick	
  out	of	the	muddy	earth	behind	the	house.	Bunches	of	dying	
  flowers	 lie	 upon	 each	 grave	 suggesting	 at	 least	 one	 person	
  cares	about	the	people	who	once	lived	here.	
  8. Rubble	 and	 the	 scorched	 remains	 of	 two	 wooden	 beams	
  partially	cover	a	hole	in	the	ground.	Investigation	reveals,	the	
  hole	 leads	 down	 to	 a	 root	 cellar.	 The	 wooden	 stairs	 leading	
  downward	were	badly	damaged	in	the	fire	and	collapse	if	any	
  meaningful	weight	is	put	on	them.	
  9. Attempts	have	been	made	to	salvage	useable	materials	from	
  this	 ruin.	 Near	 what	 was	 once	 the	 front	 door,	 someone	 has	
  dumped	a	pile	of	wood	that	survived	the	fire	in	relatively	good	
  condition;	 another	 pile	 of	 scorched	 and	 burnt	 offcuts	 lies	
  nearby.	
  10. The	soot-wreathed	bones	of	one	of	the	building’s	unfortunate	
  residents	lies	pinned	beneath	an	unstable	pile	of	debris.	Trying	
  to	 reach	 the	 skeleton	 is	 dangerous;	 the	 pile	 could	 shift	 or	
  collapse	if	disturbed.	
  	
  1 0  T H I N G S  T O  S E E  I N  A  P L A G U E - I N F E S T E D  B U I L D I N G  
  When	plague	comes	to	a	settlement,	death	and	suffering	travel	
  in	 its	 wake.	 Inevitably,	 houses	 touched	 by	 plague	 are	 horrible	
  places;	 here	 evidence	 of	 the	 its	 savagery	 is	 writ	 large.	 Sane	
  individuals	 do	 not	 willingly	 enter	 such	 places,	 but	 sometimes	
  adventurers—or	looters—have	little	or	no	choice	in	the	matter.		
  	
  Use	this	table,	to	generate	minor	features	of	“interest"	the	
  PCs	could	discover	in	such	a	house:		
  1. 
  A	bloody	blanket	lies	twisted	on	the	floor.	The	bloody	is	dried	
  and	from	the	pattern	of	the	stain	looks	like	it	was	coughed	up.	
  2. The	 remains	 of	 a	 meal—a	 plate	 holding	 some	 mouldy	 bread	
  and	hard	cheese—stands	next	to	a	fallen	pewter	cup.		
  3. The	door	to	this	room	has	been	crudely	nailed	shut	from	the	
  outside.		
  4. A	 terrible	 smell	 of	 rot	 pervades	 the	 house;	 clearly	 someone	
  died	here.	The	stench	gets	stronger	as	the	PCs	get	closer	to	the	
  body.		
  5. Much	of	the	furniture	lies	scattered	about	out	of	place.	Either	
  someone	 was	 enraged	 and	 took	 out	 his	 frustrations	 on	 the	
  furniture	or	someone	has	searched	everywhere	for	loot.		
  6. Dust	 and	 grime	 covers	 most	 surfaces	 in	 the	 house.	 Faint	
  footsteps	lead	toward	a	back	room.	A	PC	skilled	in	tracking	can	
  tell	the	person	making	the	tracks	was	shuffling.		
  7. The	 rotting	 corpses	 of	 three	 rats	 lie	 on	 the	 ground	 near	 the	
  body	of	one	of	the	house’s	occupant.	The	body	lies	with	one	
  arm	stretched;	many	small	bite	marks	on	the	arm	are	evident.	
  8. The	 building’s	 windows	 are	 all	 boarded	 over…from	 the	
  outside.	 Inside,	 gloom	 fills	 the	 house	 and	 dust	 sifts	 down	
  through	the	thin	cracks	of	sunlight	piercing	the	interior.	
  9. A	body—wrapped	in	sack	cloth—lies	in	state	on	a	long	table.	
  Burnt	down	candles	surround	the	suppurating	corpse	and	its	
  bloody,	grimy	wrappings.		
  10. A	 man	 hangs	 from	 a	 makeshift	 noose	 thrown	 over	 a	 rafter.	
  Clearly	 dead,	 his	 neck	 is	 broken	 and	 insects	 swarm	 over	 his	
  decomposing	 corpse.	 In	 a	 nearby	 room,	 the	 party	 find	 his	
  family’s	 rotting	 bodies	 laid	 out	 in	 state	 together,	 under	 a	
  blanket.	
  	
   
   
  
  8	
  2 0  B U L K Y  T R E A S U R E S  D I F F I C U L T  T O  G E T  O U T  O F  T H E  D U N G E O N  
  One	 reader	 of	 my	 blog	 recently	 waxed	 lyrical	 about	 bulky	
  treasure	 and	 how	 is	 was	 fun	 to	 give	 the	 PC	 the	 challenge	 of	
  actually	getting	them	out	of	the	dungeon.	With	the	near	death	
  of	encumbrance,	such	challenges	have	faded	away.	That’s	a	real	
  shame.	So	with	that	in	mind,	behold:	20	piece	of	bulky	treasure	
  difficult	to	get	out	of	the	dungeon:		
  1. A	 10-foot	 square	 tapestry	 hangs	 on	 one	 wall.	 The	 tapestry	
  depicts	a	bucolic	woodland	hunting	scene,	is	worth	50	gp	and	
  weighs	120	lbs.	
  2. A	cast	iron	chandelier	easily	5	ft.	across	hangs	from	the	ceiling.	
  It	has	five	arms	forged	to	depict	writhing	dragon	heads.	Within	
  each	dragon’s	open	mouth	writhe	magical,	heatless	flames.	A	
  long	 metal	 rod	 leaning	 against	 the	 wall	 enables	 the	 user	 to	
  open	or	close	each	mouth,	to	increase	or	decrease	the	amount	
  of	light.	The	whole	is	worth	200	gp,	but	weighs	75	lbs.	
  3. A	huge	giant’s	breastplate	has	been	pressed	into	service	as	a	
  brazier.	Full	of	hot	coals,	the	breastplate	is	heavy	(45	lbs.)	but	
  finely	decorated	with	intricate	lightning	bolt	engravings	picked	
  out	 with	 silver.	 Worth	 400	 gp,	 the	 item	 is	 nevertheless	
  worthless	 as	 armour	 because	 the	 entire	 back	 of	 the	
  breastplate	is	missing.		
  4. A	 map	 of	 the	 local	 area	 showing	 all	 major	 landmarks	 and	
  settlements	decorates	this	15	ft.	long	and	10	ft.	wide	rug.	Of	
  great	interest	and	value	to	local	nobility	and	suchlike	the	rug	is	
  worth	75	gp	(but	weighs	100	lbs.)	
  5. This	10-foot	tall	stone	statue	depicts	a	medusa—its	snake-hair	
  waving	about	its	face—staring	down	at	those	in	front	of	it.	The	
  statue	 is	 (ironically)	 tremendously	 detailed	 and	 life-like.	 As	 a	
  piece	of	art,	it	is	worth	200	gp	(but	weighs	200	lbs).		
  6. This	long,	narrow	ornate	oak	box	has	a	hinged	lid	decorated	
  with	beautiful	geometric	shapes	picked	out	with	wood	stain.	
  Displayed	 within,	 amid	 velvet	 compartments,	 is	 a	 full	 set	 of	
  silver	 cutlery	 with	 enough	 place	 settings	 for	 a	 dozen	 diners.	
  The	 whole	 is	 worth	 100	 gp,	 but	 weighs	 20	 lbs.	 Dumping	 the	
  box	and	keeping	the	cutlery	reduces	the	value	by	20	gp.		
  7. Of	beaten	silver,	this	shallow	2	ft.	wide	display	bowl	could	be	
  used	for	hand	washing,	to	hold	fruit	or	as	the	centrepiece	of	a	
  formal	dining	table	layout.	It	is	worth	10	gp.	
  8. A	mass	of	glass	bottles	and	retorts	along	with	a	small	cauldron	
  and	 dozens	 of	 small	tools	 and	 other	 pieces	 of	 equipment	 sit	
  upon	 a	 side	 table.	 Obviously	 the	 equipment	 of	 a	 wizard	 or	
  alchemist	 the	 whole	 is	 worth	 200	 gp,	 but	 weighs	 40	 lbs.	 If	
  packed	carefully,	the	rest	of	the	equipment	is	designed	to	fit	
  into	the	cauldron	(but	if	packed	poorly	without	padding	much	
  of	the	glass	items	won’t	survive	rough	handling).		
  9. This	 long	 blood-red	 ballgown	 complete	 with	 short	 train	 is	 a	
  stunning	mix	of	lace	and	chiffon	and	worth	30	gp.	However,	
  although	light—only	weighing	6	lbs.—it	is	bulky	and	must	be	
  careful	folded	to	avoid	damage.		
  10. This	thick	coil	of	rope	is	400	ft.	long	and	designed	to	hold	twice	
  as	much	weight	as	a	normal	rope	but	is	heavy	(160	lbs.)	and	
  only	worth	16	gp.	
  11. This	portable	battering	ram	is	crafted	from	some	kind	of	super	
  heavy	 and	 dense	 wood	 and	 is	 tipped	 with	 a	 great	 wedge	 of	
  iron	shaped	like	a	clenched	fist.	It	is	twice	as	heavy	as	a	normal	
  ram	 (40	 lbs.)	 and	 requires	 two	 people	 to	 swing	 properly.	 It	
  provides	a	+6	Strength	bonus	to	opening	doors.	
  12. This	huge	bullseye	lantern	was	clearly	crafted	for	a	giant	(or	
  perhaps	 a	 ship	 or	 lighthouse).	 It	 burns	 a	 pint	 of	 oil	 in	 three	
  hours	 but	 provides	 double	 the	 illumination	 produced	 by	 a	
  normal	bullseye	lantern.	The	lantern	weights	6	lbs.,	is	five-foot	
  high	and	worth	25	gp.	
  13. These	ornate	metal	scales	are	large	enough	to	weigh	a	human	
  or	similarly-sized	object.	With	the	matching	set	of	weights	the	
  whole	 is	 worth	 150	 gp	 to	 a	 merchant	 or	 similar	 person.	
  However,	the	scales	along	with	the	weights	weighs	400	lbs.		
  14. Four	tightly	rolled	bolts	of	silk—blue,	red,	yellow	and	black	in	
  colour—fill	a	large	sack.	Each	roll	is	worth	25	gp.	While	light,	
  the	sack	is	bulky.	
  15. A	four-foot	square	steel	cage	holds	a	great	mass	of	dried	and	
  then	 oil-soaked	 wood	 logs.	 The	 oil	 used	 to	 impregnate	 the	
  wood	 is	 particularly	 fragrant	 and	 pleasant.	 Used	 to	 heat	
  noble’s	houses,	the	taproom	of	upmarket	taverns	and	the	like	
  the	wood	is	valuable.	The	whole	mass	of	wood—weighting	100	
  lbs.—is	worth	20	gp.	
  16. This	 heavy	 iron	 door	 bar	 is	 intricately	 engraved	 with	 a	
  depiction	 of	 two	 muscular	 arms	 grasping	 each	 others	 wrists.	
  The	bar	is	worth	20	gp,	is	seven-foot	long	and	weighs	50	lbs.	
  17. This	 high-backed	 wooden	 chair	 is	 intricately	 carved.	 The	
  armrests	look	like	a	mass	of	writhing	serpents	and	a	red	velvet	
  cushion	provides	a	modicum	of	comfort	to	the	user.	The	chair	
  weighs	100	lbs.	and	is	worth	50	gp	to	a	nobleman	or	similar	
  person.		
  18. With	a	set	of	draws	on	either	side,	this	ornate	oak	desk	and	
  been	 stained	 a	 deep	 brown.	 Each	 of	 the	 drawers	 is	 lockable	
  and	 one	 has	 a	 well-hidden	 secret	 compartment.	 The	 desk	
  weighs	150	lbs.	but	with	its	matching	chair	(and	set	of	draw	
  keys)	is	worth	200	gp.	
  19. These	 four	 matching	 tapestries	 are	 only	 five-foot	 wide	 and	
  reach	from	floor	to	ceiling.	Designed	to	conceal	doors,	alcoves	
  or	 perhaps	 windows	 the	 four	 are	 a	 deep	 red	 in	 hue.	 Each	
  weighs	20	lb.	and	is	worth	10	gp.	As	a	set,	however,	their	value	
  doubles.	
  20. This	 chainmail	 barding—designed	 for	 a	 truly	 monstrous	
  horse—weighs	80	lbs.	and	is	worth	750	gp.	It	is	so	finely	made,	
  it	could	be	magically	enchanted.			
  	
  
  9	
  2 0  C U R S E S  T O  E N C O U N T E R  I N  A  N E C R O P O L I S  
  The	dead	lie	mouldering	in	coffins,	tombs	and	sarcophagi	often	
  surrounded	by	treasures	tempting	grave	robbers	and	foolhardy	
  adventures.	Disturbing	these	objects	often	comes	with	a	price	as	
  the	 dead	 do	 not	 part	 with	 their	 treasures	 so	 easily.	 Even	
  disturbing	 their	 sanctuary	 can	 bring	 down	 the	 curses	 of	 the	
  deceased.		
  1. Rows	 of	 bleached	 skulls	 form	 the	 lintel	 of	 a	 stone	 doorway.	
  Anyone	passing	underneath	alerts	any	undead	within	60	ft.	to	
  its	presence	for	1d4	days.	
  2. Ancient,	but	valuable,	silver	coins	(worth	30	gp)	cover	the	eyes	
  of	a	mummified	humanoid.	Taking	the	coins	inflicts	blindness	
  on	the	thieving	PC	for	1d4	hours.	
  3. The	 funeral	 shroud	 of	 a	 mummy	 lies	 inscribed	 with	 deeds	
  describing	its	former	life.		Anyone	reading	the	script	acts	out	
  the	mummy’s	life	while	sleepwalking	for	one	week.	
  4. A	 jewelled	 vase	 (worth	 150	 gp)	 lies	 at	 the	 foot	 of	 a	
  sarcophagus	inscribed	with	the	visage	of	a	beautiful	woman.	
  Disturbing	the	vase	transforms	any	nonmagical	liquids	within	
  the	 room	 into	 bitter	 tears.	 This	 change	 is	 not	 immediately	
  obvious	 and	 only	 comes	 to	 light	 when	 the	 liquid	 is	 drunk	 or	
  used.	
  5. A	 golden	 necklace	 (worth	 200	 gp)	 found	 amongst	 a	 pile	 of	
  brittle	bones	causes	whoever	takes	it	to	sob	inconsolably	for	
  five	minutes	after	committing	violence	against	another	living	
  creature.	
  6. An	 inscription	 on	 the	 floor,	 if	 not	 intoned	 properly	 and	
  placated	with	an	offering	of	blood,	causes	anyone	passing	over	
  it	to	feel	a	tangible	sadness,	effectively	doubling	their	weight	
  for	24	hours.	
  7. A	skeleton	grips	a	bejewelled	dagger	(worth	145	gp).	Whoever	
  removes	 the	 dagger	 begins	 suffering	 mysterious	 cuts,	 taking	
  1d4	 points	 of	 damage	 every	 6	 hours	 until	 the	 weapon	 is	
  discarded.	
  8. A	 small	 pearl	 (worth	 100	 gp)	 rests	 in	 the	 mouth	 of	 a	 skull.	
  Removing	 the	 pearl	 causes	 the	 person	 to	 speak	 only	 in	 an	
  ancient	 language	 for	 1d6	 days.	 This	 does	 not	 affect	 spell	
  casting.	
  9. A	 silver	 skull	 (worth	 250	 gp)	 nestles	 within	 the	 lid	 of	 a	
  sarcophagus.	Anyone	touching	the	skull	has	vivid	and	horrific	
  nightmares	that	night	and	is	unable	to	gain	the	benefits	of	a	
  food	night's	rest.	
  10. A	 ring	 (worth	 50	 gp)	 worn	 on	 a	 mummy's	 hand	 causes	 the	
  hand	of	anyone	touch	it	to	become	paralyzed	for	2d4	hours.	
  11. Bas-reliefs	of	underworld	spirits	guard	a	doorway.	Crossing	the	
  threshold	causes	offenders	to	be	attacked	by	a	wraith	the	next	
  time	his	hit	points	drop	below	half.		
  12. An	ornate	funerary	urn	(worth	65	gp)	causes	the	skin	of	those	
  who	touch	it	to	become	brittle	(all	damage	taken	is	doubled)	
  for	1d4	hours.	
  13. A	 stack	 of	 50	 ancient	 gold	 coins	 creates	 feelings	 of	 intense	
  greed	and	paranoia	in	anyone	who	takes	it	for	1d6	days.	
  14. A	golden	crown	(worth	300	gp),	perched	on	a	skeleton’s	head,	
  temporarily	possesses	whoever	removes	it	with	the	deceased’s	
  spirit	for	1d4	hours.	
  15. A	 bloodstained	 pit	 filled	 with	 bones	 (and	 three	 enticingly	
  placed	 gems	 worth	 50	 gp	 each)	 causes	 whoever	 enters	 it	 to	
  hear	the	screams	of	dying	creatures	for	3d4	hours.	
  16. An	ornate	golden	goblet	(worth	225	gp)	lies	entombed	with	a	
  skeleton.	Anyone	taking	the	goblet	tastes	blood	in	their	mouth	
  and	 is	 unable	 to	 drink	 any	 liquids	 for	 2d4	 hours—doing	 so	
  makes	the	drinker	violently—even	explosively—sick.	
  17. A	 small,	 cracked	 silver	 mirror	 (worth	 35	 gp)	 creates	 a	 hate-
  filled,	murderous	doppelganger	of	whoever	stares	into	it.	The	
  doppelgänger	emerges	1d20	minutes	after	the	PCs	leave	the	
  area	or	discard	the	mirror.	It	then	begins	to	hunt	the	PC	down.	
  18. Any	person	passing	by	a	row	of	upright	sarcophagi	has	to	reroll	
  the	next	roll	made	to	avoid	or	mitigate	damage	within	the	next	
  24	hours,	as	the	spirits	of	the	dead	cluster	around	them.	
  19. A	 bone	 strewn	 floor	 causes	 whoever	 disturbs	 the	 debris	 to	
  move	 at	 half-speed	 for	 1d4	 hours	 as	 if	 dragged	 down	 by	
  innumerable	ghostly	hands.	
  20. A	golden	bracelet	(worth	75	gp)	adorning	a	skeleton	fuses	to	
  the	arm	of	whoever	touches	for	1d3	days.	The	arm	has	a	will	of	
  its	own	and	cannot	be	controlled.	It	doesn't	try	to	harm	the	PC,	
  but	often	does	strange	or	inappropriate	things.	
  8  S T R A N G E  E F F E C T S  
  1. Faint	mist	clings	to	the	floor.	
  2. Multi-coloured	glimmering	shards	of	light	float	gently	on	the	
  air	currents.	
  3. Thick	shadows	cloak	the	small	nooks	and	crannies	in	this	area.	
  Only	magical	light	banishes	them.		
  4. Faint	 groaning	 emanates	 from	 the	 walls;	 perhaps	 it	 is	 the	
  spirits	of	those	buried	within	lamenting	their	fate,	or	perhaps	
  the	old	stones	are	simply	moving	and	shifting.	
  5. The	air	is	strangely	cold;	frost	clings	to	the	walls	and	floor.	
  6. Small	motes	of	insubstantial	darkness	float	like	dust	upon	the	
  air.	 They	 disappear	 when	 they	 collide	 with	 a	 warm	 blooded	
  creature.		
  7. The	translucent	image	of	what	the	necropolis	looked	like	in	its	
  prime	is	superimposed	over	the	place’s	current	condition.	This	
  effect	is	sporadic	and	fades	in	and	out	of	view.	
  8. Bones	in	some	of	the	burial	niches	seem	to	shudder	and	move	
  slightly	when	the	PCs	get	close.	
  	
  
  10	
  2 0  M I N O R  H A U N T I N G S  T O  E N C O U N T E R  I N  A N  A N C I E N T  N E C R O P O L I S  
  Vestiges	 of	 the	 dead	 wander	 the	 necropolis—fleeting	 spirits	
  mirroring	 their	 past	 lives	 or	 lashing	 out	 at	 intruders	 disturbing	
  their	rest.	Sometimes	these	lost	spirits	partially	manifest	into	the	
  world,	and	the	PCs	encounter	the	fleeting	vestige	of	their	lives.		
  1. A	 ghostly	 procession	 of	 priests	 drags	 a	 screaming	 servant	
  down	a	tunnel	leading	further	into	the	necropolis.	
  2. The	vacant	eye	sockets	of	a	pillar	of	skulls	glow	red	and	scream	
  in	an	ancient	language	when	the	party	passes	by.	
  3. A	shimmering,	translucent	group	wearing	robes	of	ancient	cut	
  kneel	before	a	sarcophagus.	As	one,	they	draw	long	daggers,	
  thrusting	 them	 into	 their	 hearts	 before	 disappearing.	 Their	
  brittle	bones	remain	among	the	dust.	
  4. A	 noble	 woman	 drags	 the	 corpse	 of	 a	 man,	 stabbed	 many	
  times,	 behind	 her	 before	 dumping	 the	 body	 in	 a	 corner	 and	
  sneering	as	she	fades	away.	A	dust-shrouded	skeleton	remains	
  to	bear	witness	to	her	crime.	
  5. Spectral	 people	 blink	 in	 and	 out	 of	 existence	 along	 a	 row	 of	
  bone-filled	niches	piercing	the	wall.	
  6. Two	armoured	figures	clash	violently	in	front	of	the	tattered	
  remains	of	an	ancient	tapestry	depicting	them.	
  7. A	 translucent,	 roguish	 figure	 flashes	 a	 smile	 at	 the	 nearest	
  creature	 before	 disappearing	 into	 a	 wall	 (which	 reveals	 the	
  location	of	a	hidden	secret	door	to	observant	PCs).	
  8. Skulls	fill	numerous	shelves	bored	into	the	wall.	They	begin	to	
  chatter	and	moan	when	any	living	creature	comes	within	5	ft.	
  9. A	regal	figure	rests	within	an	open	coffin,	appearing	to	be	alive	
  but	 asleep.	 Touching	 the	 body	 causes	 a	 spirit	 in	 the	 figure’s	
  likeness	to	rise	up,	scream	and	then	dissipate,	leaving	nothing	
  but	a	mouldering	corpse	behind.	
  10. Shadowy	 figures	 hound	 the	 footsteps	 of	 anyone	 within	 the	
  room,	appearing	just	out	of	sight.	
  11. Bones	 skitter	 madly	 across	 the	 floor,	 rising	 up	 briefly	 before	
  clattering	back	down.	
  12. Lids	 swing	 open	 on	 a	 number	 of	 coffins	 before	 suddenly	
  slamming	shut.	Muffled	screams	come	from	the	coffins.	
  13. Phantasmal	 figures	 feast	 at	 a	 ghostly	 table	 on	 fine	 food	 and	
  wine	before	a	shrieking	wind	sweeps	them—and	the	table—
  away.	
  14. The	sounds	of	laughter,	sobbing	and	screaming	swirl	through	
  the	air	around	piles	of	stacked	skulls.	As	quickly	as	the	sounds	
  begin,	they	end.	
  15. Pale	 figures	 fly	 from	 a	 series	 of	 urns,	 streaking	 towards	 any	
  living	 creature,	 their	 mouths	 rent	 with	 fury,	 before	
  disappearing	with	a	cackle.	
  16. A	 family	 of	 five	 transparent	 figures	 watches	 intruders,	 their	
  eyes	vacant	black	holes	of	swirling	energy.	
  17. The	 temperature	 drops	 abruptly	 to	 freezing	 and	 any	 living	
  creature	 feels	 hands	 trying	 to	 pull	 them	 down	 through	 the	
  floor.	
  18. The	temperature	rises	to	sweltering	levels	as	if	the	explorers	
  have	entered	a	fire.	Blackened,	writhing	figures	flicker	just	out	
  of	sight.	
  19. Blood	 appears	 to	 spurt	 out	 from	 niches	 along	 the	 wall,	
  accompanied	by	a	torrent	of	screams.	
  20. Everyone	feels	claustrophobic,	as	if	the	room	is	no	larger	than	
  a	coffin.	
  Sometimes,	 when	 explorers	 encounter	 haunts	 they	 suffer	 ill	
  effects.	Sample	effects	include:		
  1. The	sight	of	the	haunt	leaves	the	PC	shaken	for	half	an	hour.	
  2. The	intense	emotions	radiating	from	the	haunt	leaves	the	PC	
  dazed	for	half	an	hour.	
  3. Sickened	 by	 the	 otherworldly	suffering	 of	the	 haunt,	 the	 PC	
  feels	intensely	sick	until	he	eats	his	next	meal.		
  4. Wisps	of	the	haunt	cling	to	the	PC	and	suckle	upon	his	warmth.	
  These	leaves	the	PC	sluggish	and	tired	for	an	hour.	
  5. The	sight	of	the	haunt	damages	the	PC’s	sanity.	He	temporarily	
  loses	 1	 point	 of	 Wisdom.	 It	 returns	after	 a	 day	 or	complete	
  rest.		
  6. Contact	with	the	otherworldly	nature	of	the	haunt	inflicts	1d6	
  damage	upon	the	PC.	
  1 2  S T R A N G E  S O U N D S  
  The	sounds	below	can	come	from	any	direction	and	be	at	any	
  volume.	Use	them	to	build	tension.	
  1. The	skittering	of	tiny	clawed	feet	on	stone.	
  2. The	 gentle	 sigh	 of	 the	 wind	 (perhaps	 accompanied	 by	 tiny,	
  swirling	dust	devils).	
  3. Rocks	or	stones	clatter	to	the	ground.	
  4. A	guttural	cackling	slowly	tails	off	into	a	gurgle.	
  5. A	choir’s	faint	chanting	in	an	ancient	tongue	floats	through	the	
  necropolis.	(The	chant	is	a	litany	for	the	dead).	
  6. Something	 large	 slithers	 through	 the	 necropolis.	 The	 party	
  hear	the	rasp	of	its	scales	on	stone.	
  7. Somewhere	distant,	a	gong	sounds	once.	
  8. The	clanking	of	chains—as	it	something	like	a	gate	was	being	
  raised	or	lowered—breaks	the	silence.	
  9. Soft,	tinkling	chimes	sound	for	a	few	minutes	every	half	hour.	
  10. A	 faint	 susurrus	 of	 whispering—its	 tone	 oddly	 menacing—
  occasionally	reaches	the	party’s	ears.	
  11. Unidentifiable	instruments	play	a	mournful	dirge.		
  12. Sobbing—perhaps	from	ghostly	mourners.	
  
  11	
  2 0  M I N O R  T R E A S U R E S  T O  F I N D  I N  A  S M U G G L E R ’ S  S T O R E R O O M  
  Smugglers	are	naughty	chaps;	intent	on	dodging	the	lawful	taxes	
  of	 the	 realm	 they	 work	 at	 night	 to	 bring	 in	 valuable	 or	 illegal	
  items	destined	for	the	black	market.		
  	
  Thus,	smugglers’	lairs	can	offer	up	a	great	store	of	treasure	
  for	 adventurers	 intent	 on	 stamping	 out	 their	 nefarious	 doings.	
  Note,	many	of	the	items	listed	below	are	not	ordinary	or	typical	
  examples	of	a	smuggler’s	normal	inventory	and	should	be	used	
  to	round	out	the	gang’s	inventory.		
  1. Two	small	kegs	of	brandy	stamped	with	the	seal	of	a	famed	
  distiller.	Each	keg	weighs	10	lbs.	and	is	worth	50	gp.	
  2. The	lid	of	this	small	coffer	is	sealed	with	white	wax.	The	coffer	
  feels	light	if	picked	up	as	if	it	were	empty.	In	reality,	it	contains	
  ten	sealed	packets	of	exotic	spices	each	sealed	with	wax	and	
  stamped	with	a	seal	depicting	a	stylised	sailboat.	The	whole	is	
  worth	150	gp.	
  3. One	bolt	of	blue	silk	and	one	bolt	of	red	silk	wrapped	tightly	in	
  an	oversized	sack.	Each	bolt	contains	enough	material	for	five	
  cloaks	and	is	worth	75	gp.		
  4. A	lidless	chest	holds	six	large	clay	jars	packed	with	straw.	Each	
  of	 the	 jars	 holds	 peaches	 steeped	 in	 whisky.	 A	 current	
  favourite	among	the	local	nobility,	each	jar	is	worth	20	gp.		
  5. This	 large	 chest	 contains	 a	 mass	 of	 junk	 silver	 and	 gold	
  including	 damaged	 coins,	 broken	 jewellery	 and	 blobs	 of	
  already	melted	down	precious	metal.	Destined	for	a	jeweller	of	
  dubious	 moral	 character,	 the	 chest	 weighs	 150	 lbs.	 The	
  contents	are	worth	250	gp.		
  6. An	 exquisitely	 made	 silk	 and	 lace	 ball	 gown	 is	 wrapped	 in	 a	
  wide	and	soft	roll	of	cotton.		
  7. This	 small	 finely	 crafted	 coffer	 contains	 an	 exquisite	 glass	
  decanter	 along	 with	 four	 matching	 glasses.	 Nestled	 in	 a	
  cushion	of	blue	velvet	the	set	is	with	80	gp.	
  8. This	large	barrel	of	middling	to	fair	quality	red	wine	contains	a	
  secret.	Hidden	within—in	a	waterproof	sack—are	three	scrolls	
  of	animate	dead.	The	wine	itself	is	worth	10	gp	to	a	tavern	or	
  similar	establishment.	
  9. Wet	 sand	 fills	 this	 heavy	 barrel,	 which	 is	 covered	 in	 thick	
  blankets.	Buried	within	the	sand	are	two	large	eggs	the	size	
  of	a	human	head.	They	are	warm	to	the	touch;	what	they	
  contain	is	anyone’s	guess.	
  10. This	 rough	 wooden	 box	 is	 roughly	 four-foot	 long	 and	
  holds	 the	 crumbling	 bones	 of	 a	 halfling	 or	 gnome.	 In	
  life,	the	deceased	was	a	prominent	citizen	of	a	nearby	
  town	who	was	rumoured	to	know	certain	secrets	of	
  the	local	nobility.	A	necromancer	desires	these	
  secrets	 and	 so	 has	 secured	 the	 individual’s	
  bones	so	he	can	use	them	to	speak	with	
  dead.		
  11. A	 wooden	 case	 contains	 six	 bottles	 of	 exquisite	 elven	 wine;	
  each	 is	 worth	 20	 gp—even	 the	 bottles	 are	 delicate	 works	 of	
  art.	
  12. This	stiff	and	dry	sheepskin	glimmers	in	the	light;	silver	flecks	
  impregnate	the	heavy	fleece.	It	is	worth	20	gp.		
  13. A	large	cask	of	cracked	salt	worth	15	gp.		
  14. A	single	silk	shirt	wrapped	voluminously	in	faded	red	cloth.	The	
  shirt	 is	 impregnated	 with	 bubonic	 plague	 and	 is	 destined	 to	
  play	centre	stage	in	an	upcoming	assassination.	
  15. A	pile	of	fur	pelts	stuffed	into	several	sacks.	Among	the	more	
  common	 wolf,	 fix	 and	 rabbit	 pelts	 is	 a	 full	 owlbear	 pelt	
  (complete	with	clawed	hands	and	beaked	head)	and	a	thick,	
  gorgeous	winter	wolf	pelt.	Each	of	these	atypical	pelts	is	worth	
  100	gp,	while	the	others	are	worth	a	total	of	25	gp.	
  16. A	robust	chest	contains	several	trade	bars	of	precious	metals	
  of	 the	 type	 used	 by	 mints	 or	 jewellers.	 There	 are	 five	 silver	
  bars	(each	worth	5	gp),	four	gold	bars	(each	worth	50	gp)	and	a	
  platinum	bar	(worth	500	gp).	Each	of	the	bars	bears	the	crest	
  of	a	nearby	kingdom.	
  17. Six	 small	 flasks	 hold	 a	 rare	 red	 dye	 much	 in	 demand	 due	 to	
  recent	fashion	changes.	Each	flask	is	worth	5	gp.	
  18. A	small	dark	wood	coffer	contains	12	small	packets	of	exotic	
  incense.	The	coffer	is	worth	20	gp	and	each	packet	is	worth	15	
  gp.	
  19. Six	tightly	sealed	earthen	jars	hold	preserved	exotic	fruits.	Two	
  jars	 contain	 pineapples	 (worth	 7	 gp	 each)	 and	 three	 contain	
  pomegranate	 segments	 (worth	 7	 gp	 each).	 The	 final	 jar	 is	
  cracked	and	contains	nothing	but	rotting	coconut.	
  A	large	cage	contains	a	beaten	and	starved	baby	griffon	destined	
  to	be	the	plaything	of	a	noble	obsessed	with	owning	the	most	
  exotic	 mounts.	 Although	 caged	 and	 maltreated	 the	 griffon	 is	
  still	a	proud,	violent	predator.	Characters	getting	too	close	to	
  the	cage	could	be	in	for	a	shock.	
  	
  	
   
  
  12	
  2 0  T H I N G S  T O  D E C O R A T E  A  W I Z A R D ’ S  T O W E R  
  Wizard’s	 towers	 are	 strange	 places	 full	 of	 esoteric	 items	 of	
  unknowable	 purpose	 and	 artifice.	 It	 makes	 sense	 that	 such	
  folk—steeped	in	arcane	arts—would	decorate	their	homes	with	
  objects	 and	 items	 that	 one	 would	 be	 unlikely	 to	 find	 in	 more	
  normal	dwellings.	
  1. This	 large	 black	 tapestry	 covers	 one	 entire	 wall;	 small	
  interwoven	silver	beads	depict	the	best	known	constellations.	
  Perceptive	 PCs	 note	 another	 constellation	 they	 don’t	
  recognise;	this	one	is	picked	out	with	small	red	beads.			
  2. Wrought	 iron	 torch	 sconces	 protrude	 from	 the	 walls;	 the	
  sconces	look	like	the	blackened	claws	of	some	kind	of	terrible,	
  mythical	beast.	
  3. A	pentagram	covers	much	of	the	floor.	The	design	is	cut	into	
  the	floor	and	its	tiny	channels	are	full	of	glistening	mercury.	
  4. Thick	red	curtains	hang	from	the	ceiling	around	the	walls	and	
  obscure	 any	 doors	 or	 other	 openings.	 Behind	 the	 curtains,	
  several	 cunningly-cut	 holes	 channel	 the	 wind	 from	 outside;	
  when	the	wind	is	strong	enough,	the	curtains	oscillate.	
  5. This	 chamber’s	 walls	 are	 whitewashed.	 However,	 perceptive	
  PCs	 can	 just	 make	 out	 the	 shadow	 of	 an	 image	 below	 the	
  whitewash.		
  6. This	door	frame	is	decorated	with	intricate	carvings	of	a	swarm	
  of	tiny	hands	grasping	at	the	door;	paranoid	PCs	may	suspect	
  this	is	a	trap.	
  7. The	 floor	 is	 of	 one-foot	 square	 alternating	 yellow	 and	 black	
  flagstones.	 The	 yellow	 flagstones	 look	 older	 and	 more	 worn	
  than	the	black.	
  8. Soot	mars	the	ceiling,	although	there	doesn’t	seem	to	be	any	
  obvious	source	of	fire.		
  9. A	 fan	 of	 daggers—all	 of	 different	 craftsmanship	 and	 make—
  decorates	one	wall.	The	daggers	come	from	a	variety	of	races	
  and	cultures;	some	are	crafted	by	orcs	or	goblins	while	others	
  are	 of	 human	 manufacture.	 One	 impossibly	 slender	 blade	 is	
  clearly	of	elven	origin.		
  10. A	scorched	and	battered	suit	of	chainmail	sits	on	a	stand	in	a	
  small	niche	in	one	wall.		
  11. Small	niches	pierce	the	walls	at	roughly	knee	height.	A	sconce	
  sized	for	a	candle	fills	each	niche,	and	dried	candle	wax	of	a	
  variety	 of	 colours	 covers	 the	 bottom	 of	 each	 niche	 (and	 in	
  some	cases	has	dripped	down	onto	the	floor).		
  12. A	portrait	of	the	wizard	adorns	one	wall;	he	is	pictured	clad	in	
  the	finest	robes,	his	fingers	and	throat	heavy	with	jewellery.	
  Behind	him,	lies	an	alien	landscape	and	motes	of	light	cluster	
  about	this	head.	
  13. A	cracked	and	blackened	skull	of	probably	human	origin	lurks	
  in	 a	 deep	 niche	 in	 the	 wall;	 small	 black	 curtains	 flank	 the	
  niche.		
  14. Esoteric	 runes—in	 the	 ancient	 magical	 language—snake	
  around	the	room	at	waist	height.		PCs	able	to	read	the	runes	
  realise	they	are	a	form	of	ritualistic	protection	against	scrying.	
  15. A	 picture	 set	 into	 an	 ornate,	 gaudy	 frame	 depicts	 a	 great	
  granite	 throne	 standing	 alone	 in	 a	 deep	 cavern.	 The	 dust	 of	
  ages	 is	 upon	 the	 throne	 and	 its	 surroundings.	 Small	 letters	
  hidden	 in	 the	 bottom	 left	 corner	 of	 the	 picture	 identify	 the	
  scene	as,	"The	God-Throne."	The	picture	is	unsigned.		
  16. A	 fabulously	 detailed	 blown-glass	 figurine	 standing	 on	 a	 side	
  table	depicts	a	rearing	unicorn.		
  17. Surprisingly	life-like	carvings	of	a	multitude	of	stone	bats	hang	
  from	the	ceiling.		
  18. A	crudely	painted	picture	of	the	wizard	dead	in	his	coffin	hangs	
  on	one	wall.	The	picture	is	signed	by	the	wizard	himself	(in	a	
  trembling	hand).	
  19. Protective	sigils	are	etched	into	the	wall	above	every	door	and	
  window.	The	sigils	themselves	are	filled	with	a	mix	of	lead	and	
  silver	 and	 are	 designed	 to	 ward	 against	 scrying	 and	
  teleportation	magic.	
  20. A	 beautiful	 rug	 of	 exquisite	 craftsmanship	 covers	 a	 large	
  portion	of	the	floor.	The	map	depicts	the	surrounding	area	and	
  shows	the	location	of	several	hidden	tombs,	derelict	wizard’s	
  towers	and	other	adventure	sites.		
  8  S T R A N G E  S O U N D S  
  1. Perceptive	PCs	hear	the	sound	of	barely	audible	muttering	in	a	
  harsh,	 otherworldly	 language.	 The	 sound	 is	 so	 faint,	 though,	
  they	cannot	make	out	more	than	a	few	words.	
  2. Many	 small	 holes	 pierce	 the	 tower's	 outer	 walls;	 when	 the	
  wind	 is	 stronger	 than	 a	 mere	 breeze	 this	 creates	 a	 whining	
  sound	that	rises	and	falls	as	gusts	batter	the	structure.	
  3. Footsteps	 sound	 in	 a	 random	 direction,	 but	 investigations	
  reveal	the	relevant	area	to	be	empty.	
  4. A	perceptive	PC	detects	the	faint	sound	of	scrabbling	claws	on	
  stone.	
  5. Barely	audible	crying	or	sobbing	comes	to	the	party’s	ears;	it	
  comes	from	an	unknown	source.	
  6. A	 high	 pitch	 buzzing	 sounds	 suddenly	 begins.	 No	 matter	 the	
  PCs’	 actions,	 it	 increases	 in	 pitch	 for	 30	 seconds	 before	
  abruptly	ceasing.		
  7. A	 low	 humming—seemingly	 coming	 from	 the	 tower’s	 very	
  stones—slowly	 becomes	 apparent	 to	 the	 PCs’	 ears.	 It	
  continues	for	20	minutes	before	slowly	fading	away.	
  8. A	single,	loud	chime	rings	out.	The	sound	echoes	through	the	
  tower.	
   
   
  
  13	
  2 0  T H I N G S  T O  F I N D  I N  A  M I N E  
  Mining	 is	 an	 ancient	 effort	 shared	 by	 many	 races.	 Even	 active	
  mines	 may	 come	 across	 problems	 which	 require	the	 help	 of	
  skilled	 adventurers,	 whether	 it	 be	 to	 roust	 a	 pesky	 beast	 or	
  explore	a	newly-discovered	underground	cavern.	
  	
  Use	 the	 table	 below,	 to	 determine	 what	 minor	 points	 of	
  interest	the	party	discover	while	exploring	a	mine:	
  1. The	tunnel	floor	is	marred	with	deep	ruts	worn	by	steel-clad	
  wooden	cart	wheels.	Slippery	moss	grows	in	patches	between	
  the	ruts.	
  2. A	pulley	hangs	from	the	ceiling.	The	rope	dangling	from	it	has	
  an	 empty	 wooden	 bucket	 tied	 to	 one	 end.	The	 other	
  disappears	into	a	deep	shaft	in	the	floor.	
  3. A	donkey	cart	sits	to	one	side	with	its	harness	still	attached.	It	
  contains	three	days’	worth	of	dry	rations	for	four	people.	
  4. Small	recesses	at	head	height,	one	every	ten-foot	or	so,	line	
  the	walls.	One	of	them	contains	a	metal	lantern	which	emits	a	
  cool,	pale	light	that	can’t	be	extinguished.	
  5. The	floor	ahead	is	littered	with	diamond	shards	that	glitter	like	
  stars.	 There	 is	 about	 50	 gp	 worth	 of	diamond	 bits,	 but	
  collecting	them	all	takes	about	30	minutes.	
  6. A	small	metal	cage	dangles	from	a	metal	hook	driven	into	the	
  tunnel’s	 ceiling.	 A	 brightly	 coloured,	 but	miserable-looking,	
  bird	sits	on	a	perch	inside	
  7. A	 six-foot	 stick	 lies	 along	 the	 wall.	 It	 has	 a	 half-used	 candle	
  lashed	to	one	end.	
  8. This	passage	boasts	a	few	large	wooden	support	beams.	One	
  lies	 unfinished	 across	 the	 floor	 in	 a	 pool	 of	oddly	 coloured	
  water.	
  9. Warm,	dry	air	flows	through	this	part	of	the	mine.	A	shaft	in	
  the	ceiling	cuts	straight	up	to	daylight	above.	
  10. Short-hafted	hammers,	pickaxes	and	shovels	lean	against	the	
  walls	 in	 this	 half-finished	 tunnel,	 waiting	 for	the	 workers’	
  return.	
  11. A	group	of	hand	baskets	sit	here,	full	of	ore	ready	to	be	carried	
  from	the	mine.	
  12. A	 low	 shaft	 slants	 off	 to	 the	 right.	 A	 drum	 with	 two	 crank	
  handles	sits	four-foot	back	from	its	opening	wrapped	in	a	rope	
  that	disappears	into	the	darkness	below.	
  13. Atop	a	pile	of	rubble	sits	an	old,	battered	warrior’s	helm	which	
  has	been	modified	to	hold	a	candle	just	over	the	brow.	
  14. Knocking	 sounds	 seem	 to	 come	 from	 behind	 the	 walls	 and	
  ceiling.	All	non-magical	lights	gutter	out	in	this	area.	
  15. The	 floor	 drops	 away	 suddenly.	 A	 wooden	 ladder	 enables	
  access	to	the	lower	level.	
  16. A	pile	of	charcoal	lies	on	the	floor	of	an	alcove.	The	wall	and	
  ceiling	are	black	with	soot.	
  17. Off	to	the	side	sits	a	wheelbarrow	with	a	single	metal	wheel.	
  The	barrow	is	full	of	fist-sized	chunks	of	rock.	
  18. The	walls	are	worked	with	such	delicacy	that	they	are	smooth	
  as	 glass	 to	 the	 touch;	 this	 must	 have	required	 a	 significant	
  amount	of	time,	but	there	seems	to	be	no	reason	why	anyone	
  would	expend	that	much	effort.	
  19. The	floor	slopes	down	into	a	lower	area	full	of	a	strong,	sour	
  gas	smell.	One	minute	spent	in	the	area	probably	causes	any	
  creature	 to	 become	 sickened;	 after	 ten	 minutes	 they	 could	
  lose	consciousness.	
  20. A	crude	sign	nailed	to	a	support	beam	says	“For	the	Knockers”.	
  Beneath	 lies	 a	 pile	 of	 half-eaten	 food	
  in	various	states	of	decay.	
  	
   
  
  14	
  2 0  T H I N G S  T O  S A Y  I F  A  P C  S E A R C H E S  F O R  A  T R A P  A N D  F I N D S  N O T H I N G  
  Players	 are	 a	 paranoid	 bunch.	 The	 only	 thing	 they	 hate	 more	
  than	finding	a	trap	is	not	finding	a	trap	when	they	are	certain	
  one	lurks	nearby!		
  	
  Use	the	table	below,	when	a	PC	makes	a	Perception	check	
  and	finds	nothing,	but	remember	to	modify	the	entries	to	take	
  into	 account	 the	 dungeon	 environment.	 For	 example,	 if	 a	
  dungeon	has	floorboards	or	worked	stone	walls	you’ll	have	to	do	
  some	minor	work	on	several	of	the	description	below.	Read:		
  	
  You	don’t	find	anything	out	of	the	ordinary,	but...		
  1. The	 floor	 doesn’t	 seem	 completely	 flat.	 Several	 parts	 are	
  slightly	higher	than	the	surrounding	areas.	
  2. Dust	on	the	floor	is	thicker	in	some	places	than	others.		
  3. A	 gentle	 breeze	 caresses	 your	 face.	 You	 can’t	 determine	 its	
  source.	
  4. The	mortar	in	the	walls	is	old	and	crumbling.	In	some	places,	it	
  has	completely	disintegrated	leaving	gaps	between	the	bricks.		
  5. The	 floor	 at	 one	 point	 seems	 to	 be	 slightly	 concave	 and	 the	
  stones	look	slightly	damp.		
  6. Your	(torch,	lantern	or	other)	light	casts	strange	shadows	on	
  the	walls	as	if	they	are	not	as	flat	as	they	first	appeared.		
  7. The	area	seems	slightly	colder	than	you’d	expect.	
  8. The	area	seems	slightly	warmer	than	you’d	expect.	
  9. There	is	a	faint,	acrid	smell	in	the	air.	
  10. You	are	pretty	certain	you	heard	the	faint	grinding	or	groaning	
  of	stone	on	stone.	
  11. The	air	is	perfectly	still—it’s	as	if	the	dungeon	itself	is	holding	
  its	breath…waiting	for	you	to	make	a	mistake.	
  12. The	area	seems	safe,	but	for	a	moment	you	thought	you	heard	
  a	faint	clicking	sound.	
  13. The	 ceiling	 looks	 a	 little	 odd.	 Perhaps	 it’s	 not	 built	 properly,	
  but	you	swear	its	sloping	down	toward	one	side	of	the	room.	
  14. There’s	a	fair	amount	of	stone	dust	and	small	pieces	of	stone	
  lying	against	one	wall.	
  15. The	faint	smell	of	smoke	hangs	in	the	air.	
  16. Several	 sections	 of	 the	 walls	 have	 soot	 stains	 reminiscent	 of	
  that	 left	 by	 torches	 set	 in	 sconces.	 However,	 there	 are	 no	
  sconces	present	anywhere	in	the	room.	
  17. Scratches	 on	 the	 floor	 show	 something	 large	 and	 heavy	 was	
  dragged	 through	 here.	 However,	 the	 scratches	 stop	 roughly	
  halfway	across	the	area.	
  18. In	 three	 spots,	 water	 drips	 from	 the	 ceiling	 onto	 the	 floor.	
  None	of	the	resultant	puddles	seem	very	large	suggesting	the	
  water	is	draining	away	somehow.		
  19. Faint	growths	of	mould	on	the	(floor,	wall	or	ceiling)	hint	at	an	
  organised	 pattern	 of	 sorts	 unlikely	 to	 occur	 in	 nature.	 (The	
  pattern	could	be	suggestive	of	a	hidden	portal,	trapdoor,	pit	or	
  sigil	of	arcane	of	divine	nature).		
  20. The	proportions	of	the	whole	chamber	just	looks	wrong.	Some	
  pieces	of	architecture—protrusions	and	niches—seem	to	serve	
  no	 purpose	 whatsoever	 and	 the	 ceiling	 seems	 suspiciously	
  low.		
  	
   
  
  15	
  2 0  T H I N G S  T O  S E E  D U R I N G  A N  O R C  R A I D  
  On	the	frontier,	life	is	tough.	As	well	as	the	unending	battle	to	
  grow	enough	food,	the	threat	of	raiding—either	by	orcs,	bandits	
  or	a	rival	kingdom—is	a	constant	worry.			
  	
  Use	the	table	below,	to	add	minor	points	of	interest	to	a	raid	
  on	a	frontier	settlement.	Of	course,	many	of	the	entries	below	
  can	be	used	for	raiders	of	any	ilk;	simply	change	any	mention	of	
  orcs	to	suit	the	raiders’	identity.			
  1. A	small,	snivelling	child	huddles	behind	a	barrel,	trying	to	hide	
  from	the	rampaging	orcs.	
  2. Fire	suddenly	takes	hold	of	a	nearby	building	and	smoke	from	
  its	burning	thatch	fills	the	air.	Indistinct	screaming	comes	from	
  within...	
  3. Shouts,	 screams	 and	 the	 sound	 of	 battle	 fill	 the	 air.	 One	
  particularly	loud,	piercing	scream	ends	suddenly.		
  4. A	mother	dashes	across	the	street	dragging	one	child	behind	
  her.	In	her	other	hand,	she	carries	an	old	spear.	
  5. The	sprawled	and	bloody	corpse	of	a	militia	member	lies	in	the	
  street.	He	has	been	hacked	to	death	and	lies	in	a	pool	of	his	
  own	blood.	
  6. A	jumbled	collection	of	scattered	household	goods—clothes,	a	
  cooking	pot	and	so	on—lies	scattered	on	the	ground	outside	a	
  home.	
  7. An	 orc	 raider—covered	 in	 blood	 and	 gore—sits	 slumped	
  against	 a	 wall.	 An	 arrow	 protrudes	 from	 his	 throat	 and	 the	
  orc’s	face	is	frozen	in	a	grimace	of	hate	and	pain.		
  8. Smoke	 blows	 across	 the	 street,	 obscuring	 the	 PCs’	 view	 of	
  events.	Humanoid	shapes	move	within	the	smoke—and	they	
  seem	to	be	running	directly	toward	the	party!	
  9. A	broken	barrel	lies	on	its	side	amid	a	puddle	of	wine.	A	crude,	
  bloody	handaxe	is	embedded	in	the	barrel.		
  10. A	 villager—an	 axe	 embedded	 in	 his	 back—crawls	 down	 the	
  street.	 In	 great	 pain,	 he	 spots	 the	 party	 and	 loudly	 begs	 for	
  aid.		
  11. Two	 orc	 raiders	 drag	 a	 woman	 from	 a	 smouldering	 house.	
  Their	 backs	 are	 to	 the	 PCs	 and	 they	 do	 not	 appear	 to	 have	
  noticed	the	adventurers.	
  12. A	javelin	flashes	passed	the	lead	PC’s	face	and	embeds	itself	in	
  a	nearby	wall.		
  13. With	 a	 crash,	 a	 blazing	 outbuilding	 collapses	 in	 on	 itself,	
  throwing	up	a	cloud	of	sparks	and	smoke.	
  14. Two	children—one	clutching	a	baby	to	its	chest—dash	from	a	
  side	 street	 and	 run	 straight	 at	 the	 party.	 Their	 soot-stained	
  faces	 are	 streaked	 with	 tears.	 Behind	 the	 pair	 lumber	 two	
  drunk	orcs—intent	on	easy	pickings.	At	sight	of	the	PCs,	they	
  turn	away.	
  15. The	frenzied	squealing	of	a	horse	in	tremendous	pain	breaks	
  through	the	clamour	of	battle.	
  16. An	 arrow	 falls	 from	 the	 sky	 and	 lands—quivering—at	 a	 PC’s	
  feet.	There’s	no	indication	who	shot	the	arrow	in	question.		
  17. A	handcart	lies	on	its	side	in	the	street—vegetables	along	with	
  a	few	hand	tools	lie	scattered	on	the	ground.	
  18. A	villager—clearly	very	dead—stands	transfixed	against	a	wall	
  by	a	large	spear	driven	through	his	chest.	
  19. A	 raider	 lies	 dead	 in	 the	 street,	 his	 skull	 caved	 in.	 Near	 his	
  outstretched	hand	lies	a	yet	burning	torch.	
  20. The	 thatch	 of	 a	 nearby	 building	 is	 beginning	 to	 smoulder—a	
  raider	 threw	 a	 torch	 onto	 its	 roof	 moments	 ago.	 A	 villager	
  dashes	out	of	the	building	clutching	a	load	of	possessions	to	
  his	 chest.	 He	 dumps	 them	 onto	 the	 street	 and	 then	 dashes	
  back	into	the	building.	
  	
  	
  
  16	
  G L O A M H O L D :  T H E  G H O S T  T O W E R  
  The	 Shard	 is	 one	 of	 the	 most	 well-known	 parts	 of	 Gloamhold.	
  Visible	from	Languard’s	battlemented	walls,	the	great	ruin	soars	
  high	 above	 Greystone's	 ruins	 huddling	 far	 below.	 Neophyte	
  adventurers—not	 ready	 for	 the	 terrors	 lurking	 in	 Gloamhold’s	
  outer	 halls—often	 dare	 the	 Shard’s	 ruins	 in	 search	 of	 easy	
  victories	and	gold.		
  	
  However,	persistent	rumours	speak	of	otherworldly	portions	
  of	the	tower	that	defy	rationale	explanation	or	description.	They	
  speak	 of	 a	 so-called	 Ghost	 Tower	 accessible	 by	 adventurers	
  clever	enough	to	decipher	a	fiendishly	complex	puzzle	buried	far	
  below	the	Shard’s	ruins	in	a	hidden,	savagely	trapped	cellar.			
  	
  The	puzzles	scattered	throughout	the	Shard’s	cellars	granting	
  access	 to	 the	 Ghost	 Tower	 take	 many	 different	 forms.	 Old	
  adventurer’s	lore,	though,	speaks	of	a	band	of	adventurers	who	
  claimed	to	have	discovered	and	deciphered	one	of	the	puzzles—
  an	incredibly	complicated	and	breathtakingly	detailed	mosaic	of	
  stars—in	 a	 cavernous	 vaulted	 chamber	 protected	 by	 merciless	
  sentient	magical	traps.	Since	their	discovery	decades	ago,	no	one	
  is	known	to	have	replicated	their	feat	and	the	survivors	of	the	
  expedition	 seemed	 reticent	 to	 discuss	 what	 they	discovered	
  within	the	Ghost	Tower.				
  	
  For	those	who	cannot	find	or	decipher	the	means	of	entering	
  the	 tower,	 all	 is	 not	 lost.	 Sometimes	 the	 tower's	 fuzzy,	
  transparent	outline,	overlaid	over	(and	soaring	high	above)	the	
  Shard,	is	visible	at	the	height	of	the	savage	annual	winter	storms	
  that	 lash	 the	 Mottled	 Spire.	 What	 otherworldly	 terrors	 lurk	
  within	the	tower	is	a	matter	of	wild	conjecture.	However,	local	
  legends	whisper	that	at	the	height	of	the	fiercest	winter	storms,	
  when	vicious	winds	tear	at	the	ruins,	bolts	of	lightning	blast	the	
  surrounding	rock	and	driving	rain	buffets	the	tower	the	barriers	
  between	 this	 world	 and	 the	 other	 weaken.	 At	 this	 time,	brave	
  adventurers	can	enter	the	tower,	but	they	must	explore	quickly	
  for	 when	 the	 storm	 dies,	 the	 barriers	warding	 the	 tower	
  strengthen	trapping	any	who	yet	linger	within.			
  	
  The	 Ghost	 Tower	 has	 other	 colourful	 names	 including	 the	
  Tower	 Unseen,	 the	 Ephemeral	 Spire	 and	 the	 Citadel	 of	 the	
  Wraith	 Kings.	 The	 last	 of	 these	 names	 perhaps	 hints	 at	 what	
  lurks	within...		
  	
   
  
  17	
  H O U S E  R U L E :  I D E N T I F Y I N G  M O N S T E R S  
  One	of	my	players	recently	sent	me	the	link	for	a	jolly	interesting	
  conversation	on	the	Paizo	message	boards.	The	thread	was	so	
  interesting—and	 the	 generally	 suggested	 “rules	 fix”	 was	 so	
  awesome—I	 immediately	 implemented	 it	 in	 my	 Borderland	 of	
  Adventure	campaign	as	a	house	rule.		
  	
  The	 thread	 in	 question	 discusses	 how	 GMs	 deal	 with	
  Knowledge	checks	made	by	PCs	to	identify	monsters.	This	is	one	
  of	 those	 areas	 in	 the	 core	 rules	 that	 many	 GMs	 handle	
  differently.			
  	
  While	 the	 basics	 of	 the	 rule	 are	 clearly	 spelled	 out:	 a	 PC	
  learns	 one	 piece	 of	 interesting	 or	 useful	 knowledge	 about	 the	
  monster	for	each	5	points	by	which	he	exceeds	the	DC	required	
  to	identify	the	beast.		
  	
  But	what	information?		
  	
  Sometimes	the	information	can	be	less	than	useful.	I	once,	
  for	 example,	 played	 under	 a	 GM	 notorious	 for	 giving	 out	
  pointless	 information	 about	 the	 monster.	 For	 example,	 who	
  cares	about	its	mating	rituals	(or	whatever)	when	it’s	trying	to	
  rip	your	face	off?!		
  	
  The	 solution	 suggested	 in	 the	 thread	 is	 both	 genius	 and	
  simple:	 for	 every	 5	 points	 by	 which	 the	 PC	 exceeds	 the	 DC	
  required	to	identify	the	creature	he	can	ask	one	question.	So	for	
  example,	the	player	could	ask:		
  § 
  What	overcomes	the	creature’s	damage	reduction?	
  § 
  Does	the	creature	have	spell	resistance?	
  § 
  What	is	its	most	powerful	special	attack?	
  For	 myself,	 I'd	 like	 to	 keep	 these	 questions	 relatively	 specific.	
  Here	are	some	questions	I	am	unlikely	to	answer:		
  § 
  What	are	all	its	spell-like	abilities?	
  § 
  What	is	is	particularly	skilled	at	doing?	
  § 
  What	 attacks	 or	 energy	 types	 is	 it	 particularly	 vulnerable	 or	
  immune	to?	
  I	 like	 this	 system	 because	 it	rewards	 player	 skill	 and	 attention	
  and	gives	the	player	a	measure	of	control	over	what	information	
  he	gains.	For	example,	a	wizard	plotting	his	next	spell	may	care	
  more	about	the	monster’s	potential	spell	resistance	than	what	
  weapons	he	needs	to	get	through	its	damage	reduction.	A	rogue	
  or	cleric	will	probably	have	different	concerns.		
  	
  
  18	
  T H E  1 0  C O M M A N D M E N T S  O F  D U N G E O N  D E L V I N G  
  I’ve	been	running	a	sporadic	game	over	the	last	few	months	for	
  my	son	and	a	bunch	of	his	school	chums.	It’s	been	fun	watching	
  them	 play—the	 experience	 is	 certainly	 different	 (read	 more	
  chaotic	and	louder)	than	my	normal	group.		
  	
  I	was	struck	during	the	last	session	with	how	their	play	style	
  differed	to	normal	play.	Of	course,	they	are	less	experienced	and	
  more	caught	up	in	the	moment	than	"more	mature,	considered"	
  play.	But	more	than	that,	some	things	have	sunk	so	deeply	into	
  the	 play	 experience	 itself	 that	 we	 as	 gamers	 never	 really	 talk	
  about	them—they	are	just	an	assumed	given.			
  	
  I’ve	 previously	 posted	 some	 advice	 for	beginning	dungeon	
  delving;	 this	 is	 a	 brief,	 to-	 the-point	 follow-up	 to	 that	 post.	
  Really,	it’s	just	a	bit	of	fun	but	I	think	the	ten	commandments	
  listed	below	are—at	heart—solid	and	simple.		
  	
  So,	without	further	ado,	here	are	the	ten	commandments	of	
  dungeon	delving:		
  	
  1. Though	shalt	learn	as	much	as	possible	about	the	dungeon	and	
  its	denizens	before	venturing	inside.	
  2. Thou	shalt	make	appropriate	preparations	and	diligently	equip	
  yourself	before	entering	the	dungeon.	
  3. Thou	shalt	have	a	plan	and	thou	shalt	stick	to	the	plan.	
  4. Thou	shalt	work	as	a	team.	
  5. Thou	shalt	not	wander	off	alone.	
  6. Thou	shalt	not	try	to	kill	everything	you	encounter.	
  7. Thou	shalt	pay	attention	to	your	surroundings.	
  8. Thou	shalt	keep	an	accurate	map.	
  9. Thou	shalt	remember	that	running	away	is	sometimes	a	good	
  idea.	
  10. Though	shalt	share	any	treasures	you	find	fairly.	
  	
  		
   
  
  19	
  T H E  F A L L A C Y  O F  T H E  A D V E N T U R E R ’ S  B A C K P A C K  
  Or	why	you	really	need	to	hire	some	hirelings...	
  	
  Last	 week,	 I	 heroically	 went	 on	 an	 adventure	 in	 the	 wild	
  borderlands	that	lie	close	to	my	frontier	home...		
  	
  Well,	sort	of.	In	fact,	I	went	on	a	day	trip	to	Dartmoor	(one	of	
  the	UK’s	beautiful	national	parks).	Dartmoor	is	a	wonderful,	wild	
  place	 but	 the	 weather	 can	 be	 challenging	 (and	 can	 change	
  rapidly).			
  	
  Warning:	excessive	verisimilitude	ahead.	If	you	are	not	into	
  realism	in	your	games,	this	is	not	for	you!	
  	
  In	any	event,	this	(inevitably)	got	me	thinking	about	gaming	and	
  adventuring.	We	only	planned	to	be	out	for	the	day,	but	I	have	
  two	boys	aged	9	and	12.	Each	of	the	boys	and	my	wife	took	a	
  light	backpack	to	carry	their	food,	drink	and	extra	layers	incase	
  the	weather	got	crappy.	As	the	leader	of	the	party,	I	felt	I	should	
  bring	along	some	additional	supplies	and	equipment.		
  	
  Now,	I	don’t	have	the	biggest	backpack	in	the	world	(I	own	a	
  Maxpedition	Falcon	II	which	is	a	25	litre	pack)	but	it’s	a	decent-
  sized	bag.	I	was	surprised	at	how	quickly	it	got	full.	It	certainly	
  made	 me	 think	 about	 how	 much	 stuff	 the	 average	 adventurer	
  carries	around.		
  	
  And	 to	 put	 me	 and	 the	 pack	 in	 context,	 I’m	 not	 a	 heroic	
  adventurer,	 but	 I	 am	 a	 relatively	 fit	 42-year-old.	 I	 can	 run	 six	
  miles	 in	 50	 minutes,	 or	 3	 miles	 in	 21	 minutes	 and	 often	 walk	
  and/or	 run	 18-20	 kilometres	 a	 day	 (because	 we	 have	 a	 young	
  dog	 that	 is	 wildly	 irritating	 if	 not	 exercised	 to	 the	 point	 of	
  exhaustion).			
  	
  But,	to	make	things	worse,	I’m	pretty	sure	the	Maxpedition	
  Falcon	II	counts	as	a	masterwork	backpack	as	it’s	well	organised	
  and	very	well	designed	to	spread	the	load.		
  	
  I	any	event,	the	major	items	I	carried	in	my	pack	included:		
  § 
  A	decent	first	aid	kit	
  § 
  A	main	meal	(a	MRE	which	gave	me	1,300	calories;	if	
  I’d	been	out	all	day	being	jolly	active	I	
  would	 in	 theory	 need	 two	 or	
  three	of	these)	plus	mess	kit.	
  § 
  One	litre	of	water.	
  § 
  Additional	snacks.		
  § 
  A	 pouch	 containing	 a	
  compass,	
  map	
  and	
  other	 miscellaneous	
  items	
  (fog	
  can	
  come	
  on	
  very	
  quickly	 on	 Dartmoor	
  and	 it’s	 easy	 to	 get	
  lost).	
  § 
  An	emergency	bivvy	(shelter).	
  § 
  A	small	travel	towel	(boys	+	stream	normally	equals	hilarious	
  disaster).	
  § 
  A	50	ft.	length	of	paracord	(I	was	so	not	going	to	need	this,	but	
  I	was	going	on	an	adventure	and	I	felt	duty	bound	to	put	it	in	
  my	pack;	I	think	the	wife	thought	I	was	mad).	
  Surprisingly,	 the	 pack	 only	 weighed	 14	 lbs.	 or	 so.	The	 weight	
  wasn’t	 particularly	 a	 problem;	 it	 was	 the	 bulk.	 I	 couldn’t	
  realistically	 fit	 any	 more	 in	 and	 the	 pack	 was	 pretty	
  cumbersome.	I	couldn’t	imagine	carrying	50	lbs.	on	my	back	for	
  any	extended	period	of	time.	I	certainly	couldn’t	imagine	fighting	
  while	carrying	that	much	gear.	(I	did	experiment	running	up	a	hill	
  wearing	 the	 pack	 and	 while	 I	 got	 to	 the	 top	 the	 extra	 weight	
  proved	rather	detrimental	to	my	performance).		
  	
  Shockingly,	I	wasn't	carrying	any	spare	clothes,	weapons,	a	
  spellbook,	iron	spikes	or	any	other	accoutrements	of	adventure.	
  However,	my	pack	was	basically	full.	It	makes	me	look	at	some	of	
  my	 character’s	 character	 sheets	 and	 laugh.	 I’d	 blithely	 write	
  down,	 “Seven	 days	 of	 rations,”	 “20	 iron	 spikes"	 or	 some-such.	
  Hilarious.	Imagine	the	size	of	the	pack	I’d	need	to	carry	it	all!		
  	
  Just	consider	how	much	food	I	need	for	a	week	of	adventure.	
  Even	if	I	switched	out	the	MREs	(I’d	need	21)	for	Liferaft	Survival	
  Biscuits	(one	pack	a	day	gives	2,500	calories)	I’d	still	need	seven	
  (and	 I	 suspect	 not	 having	 ever	 eaten	 them	 I’d	 be	 jolly	 sick	 of	
  them	 somewhere	 around	 day	 two	 as	 having	 read	 their	
  description	they	look	pretty	bland).			
  	
  It’s	 incredible	 how	 much	 bulk	 I’d	 need	 to	 carry	 as	 an	
  adventurer.	I	guess	that’s	why	bags	of	holding,	handy	haversacks	
  and	the	like	are	so	sought	after	(that	and	pretty	much	everyone	
  hates	tracking	encumbrance!)	In	Old	School	games,	this	certainly	
  highlights	 why	 adventurers	 need	 henchmen,	 hirelings	 and	
  donkeys—not	
  to	
  actually	 go	 on	 the	
  adventure	
  itself	
  but	 instead	 to	
  carry	
  everything	 the	
  brave	 heroes	
  need	
  to	
  actually	
  adventure!	
  Personally,	 I	
  quite	like	this	level	
  of	detail	and	realism	in	the	
  game,	 but	 it’s	 pretty	 evident	 you	
  could	take	this	too	far.			
  	
   
  
  20	
  T R E A S U R E S ,  T R I N K E T S  &  T R A S H :  L O N G S W O R D S  &  M A C E S  
  One-dimensional,	 unremarkable	 treasure	 is	 boring.	 Adding	
  interesting	 descriptions	 to	 treasure	 adds	 depth,	 detail	 and	
  verisimilitude	to	the	GM’s	campaign.			
  	
  Of	 course,	 a	 GM	 doesn’t	 have	 time	 to	 slavishly	
  detail	every	piece	of	treasure	in	his	campaign.	That’s	
  where	the	list	below	comes	in	handy.			
  	
  The	GM	can	use	these	descriptions	to	bring	to	
  life	the	weapon	wrenched	from	the	corpse	of	a	
  defeated	foe,	as	the	basis	of	a	magic	weapon	or	
  even	 to	 depict	 a	 PC’s	 treasured	 heirloom	
  possession.	 However	 they	 are	 used,	 the	
  descriptions	
  below	
  are	
  inherently	
  more	
  interesting	that,	“It’s	a	mace."		
  M A C E S  
  1. Set	 upon	 a	 haft	 of	 stout	 oak,	 this	 mace's	 oval	
  shaped	head	is	worn	smooth	on	one	wide.		
  2. The	 iron	 pear-shaped	 head	 of	 this	 mace	 glistens	 as	 if	 it	
  were	 wet.	 A	 leather	 loop	 is	 threaded	 through	 the	
  weapon’s	haft	to	make	it	harder	to	drop.		
  3. Small	holes	are	bored	through	the	mace's	spherical	head.	
  When	the	mace	is	swung	vigourously,	the	holes	create	a	
  high-pitched	whistling	sound.		
  4. This	mace	has	a	haft	of	iron	and	a	small	square	pommel.	
  5. The	haft	of	this	mace	is	of	dull	iron	worn	smooth	through	
  countless	hours	of	use.	Similarly	the	head	is	dented	and	
  chipped	suggesting	it	has	seen	much	combat.		
  6. The	 head	 of	 this	 mace	 was	 forged	 to	 depict	 a	 snarling	
  demon’s	head.	Dried	blood	covers	the	demon’s	face	and	
  one	of	the	demon's	horns	has	snapped	off.	
  7. The	 haft	 of	 this	 mace	 is	 engraved	 with	 lurid	 scenes	 of	
  battle	 and	 death.	 Some	 of	 the	 carvings	 have	 been	
  damaged—probably	in	combat.	
  8. Atop	this	stout	haft	sits	a	grinning	iron	skull.	The	skull	has	
  been	painted	white	to	appear	more	“real”	but	the	paint	
  is	 faded	 and	 chipped.	 Thus,	 the	 skull	 has	 a	 mottled—
  almost	diseased—look.	
  9. When	caught	in	bright	light	this	mace’s	circular	head	
  gleams	like	the	sun.	
  10. Mystical	 symbols—worn	 smooth	 by	 use	 and	 age—
  adorn	the	head	and	haft	of	this	ornate	flanged	mace.	
  The	 mace	 has	 four	 flanges—on	 each	 the	 mystical	
  symbol	for	one	of	the	elements	appears	prominently.	
  L O N G S W O R D S  
  1. Plain,	unadorned	and	of	solid,	functional	design	
  this	longsword	holds	a	wickedly	sharp	edge.	A	maker's	
  mark—a	 hammer	 set	 under	 a	 soaring	 raven—
  adorns	the	hilt.		
  2. Polished	to	a	mirror-like	sheen,	this	is	
  a	noble's	weapon.	Its	hilt	is	of	smoothed	ivory	
  and	the	crossguard	is	wrapped	with	silver	and	
  gold	wire.		
  3. Chipped	
  and	
  battered,	
  this	
  longsword's	blade	seems	old	and	dangerously	
  weak.	The	pommel	and	hilt	are	of	much	newer	
  and	solid	design;	they	are	clearly	not	original.		
  4. The	 hilt	 of	 this	 longsword	 is	 engraved	
  with	 several	 esoteric	 sigils	 denoting	 victory	 and	
  glory.	The	weapon’s	haft	is	well-worn	imply	it	has	
  seen	 much	 action;	 however	 the	 blade	 itself	 is	 in	
  excellent	condition.	
  5. This	longsword	has	an	ornate	basket	hilt,	which	
  is	 chipped	 and	 dented.	 The	 blade	 itself	 is	 highly	
  polished	and	glimmers	in	the	light.	
  6. The	 pommel	 of	 this	 serviceable	 weapon	 is	
  shaped	like	a	clenched,	gauntleted	fist.		
  7. The	 hilt	 of	 this	 longsword	 is	 of	 horn	 wrapped	
  with	 worn	 leather	 for	 better	 grip.	 It	 has	 a	 simple	
  crossguard	
  inscribed	
  with	
  the	
  sword’s	
  name,	
  “Gutripper."	
  8. The	pommel	and	crossguard	of	this	crude,	heavy	
  longsword	are	stamped	with	Goblin	runes.	They	speak	
  of	glory,	death	and	battle.	It	is	sized	for	a	hobgoblin,	
  not	a	goblin.	
  9. This	sword’s	pommel	is	carved	from	a	large	shard	
  of	onyx	to	represent	a	grinning	skull.	Additionally,	ash	
  has	been	worked	into	the	blade	and	haft	to	give	it	a	
  dull,	dark	grey	appearance	that	seems	to	drink	in	the	
  surrounding	light.	
  10. This	silvered	steel	sword	glitters	and	glimmers	in	
  the	 light	 like	 ice.	 Runes	 speaking	 of	 goodness,	 light	
  and	glory	are	engraved	into	the	blade	itself	while	the	
  pommel	 is	 decorated	 with	 the	 holy	 sigil	 of	 a	 good-
  aligned	martial	deity.		
  	
  	
   
  
  21	
  W H Y  C H A R A C T E R  O P T I M I S A T I O N  I S  P O I N T L E S S  ( U N L E S S  Y O U  E N J O Y  I T )  
  I’ve	 been	 running	 my	 Borderland	 of	 Adventure	 campaign—in	
  one	form	or	another—for	over	four	years	now.	In	that	time,	I’ve	
  come	 to	 a—possibly	 controversial—conclusion:	 character	
  optimisation	is	basically	pointless.		
  	
  Before	you	flame	me,	let	me	explain.	Flame	me	at	the	end	
  (in	the	comments).		
  	
  A	normal	optimisation	cycle	goes	something	like	this:		
  § 
  A	 player	 optimises	 his	 character	 to	 be	 particularly	 good	 at	
  something.	 This	 could	 be	 his	 physical	 attacks	
  (melee	or	ranged),	his	defences	(normally	armour	
  class),	the	power	of	his	spells	or	something	else	
  such	as	a	certain	skill.	Even	taking	into	account	
  his	 level,	 in	 whatever	 he	 chooses	 to	
  specialise,	this	character	is	epic.	He	rules.	
  § 
  The	 character	 begins	 adventuring,	 and	
  crushes	 or	 defeats	 everything	 standing	
  before	him.		
  § 
  The	 GM	 notices	 this.	 The	 GM	 wants	 to	
  challenge	 his	 players	 and	 so	 he	 adds	 in	
  harder	
  monsters,	
  opponents	
  or	
  challenges	 to	 defeat	 than	 normal	 for	
  the	character’s	level.	He’s	not	trying	to	
  kill	 the	 characters,	 just	 challenge	
  them.		
  § 
  The	 player	 (or	 players)	 notice	 the	
  adventures	 are	 getting	 harder	 and	
  tweak	or	optimise	their	characters	to	be	
  even	 better	 at	 the	 thing	 or	 things	 they	
  are	already	awesome	at.		
  § 
  The	 GM	 noticed	 this.	 The	 GM	
  wants	to	challenge	his	players	and	
  so	 he	 adds	 in	 harder	 monsters,	
  opponents	
  or	
  challenges	
  to	
  defeat.	
  than	
  normal	
  for	
  the	
  character’s	 level.	 He’s	 not	 trying	 to	 kill	 the	
  characters,	just	challenge	them.		
  § 
  Repeat	steps	4-5	until	someone	gives	up.	
  Of	 course,	 that’s	 a	 pretty	 simplified	 view	
  of	
  optimisation,	
  but	
  it’s	
  basically	
  accurate.		
  	
  Now	if	you	are	the	kind	of	person	
  who	likes	tinkering	with	rules,	coming	
  up	with	new	power	combos	and	so	
  on—all	power	to	you.	Feel	free	to	
  ignore	 my	 opinion.	Have	 fun,	
  enjoy.		
  	
  However,	if	you	are	the	kind	of	person	who	optimises	purely	
  to	 win	 I	 can	 “sensationally"	 reveal	 you	 aren't	 really	 increasing	
  your	 chances	 of	 victory.	 If	 the	 GM	 is	 paying	 attention	 and	
  matching	the	challenges	your	group	faces	to	its	abilities	(like	a	
  good	 GM	 should)	 you	 aren’t	 achieving	 anything.	You	 are	 just	
  rolling	more	dice,	or	adding	better	numbers	to	your	die	roll.	Your	
  chance	of	victory	essentially	stays	the	same.			
  	
  So	I’m	here	to	tell	you	not	to	bother	(unless	you	want	to).	
  Just	 relax,	 have	 fun	 and	 trust	 your	 GM	 to	 provide	
  appropriate	challenges	for	your	PC	and	group.	(And	if	you	
  don’t	trust	your	GM,	why	are	you	playing	with	him?)		
  	
  The	downside	of	optimisation	(for	me)	is	that	it	takes	
  more	time	and	money.	I’ve	got	to	buy	and	read	more	
  books	 and	 experiment	 with	 more	 character	 builds.	
  This	
  takes	
  time	
  I	
  could	
  spend	
  developing	
  a	
  background	
  and	
  personality	
  for	
  my	
  character,	 plotting	 his	
  hopes	and	dreams	and	
  generally	
  creating	
  a	
  more	
  rounded	
  individual.			
  T H E  
  “ L I V I N G ”  
  E X C E P T I O N  
  My	comments	above	apply	purely	
  to	 home	 games.	 In	 Living-style	
  events—where	the	GM	has	no	control	
  over	 the	 adventure’s	 contents—
  optimisation	is	a	viable	strategy.				
  	
  	
  
  22	
  W H Y  Y O U R  C A M P A I G N  N E E D S  M O R E  R U M O U R S  
  Rumours	 are	 a	 bit	 like	 wandering	 monsters.	 In	 the	 Good	 Old	
  Days	every	adventure	had	both	a	rumour	table	and	a	wandering	
  monster	table.	Now,	they	both	seem	to	be	few	and	far	between.		
  	
  It	won't	surprise	you	to	know,	this	is	a	bad	thing.	Rumours	
  are	 an	 essential	 component	 of	 any	 decent	 adventure	 that	
  features	anything	more	than	a	series	of	related	combats.	(And	
  actually,	 adventures	 that	 are	 nothing	 more	 than	 a	 series	 of	
  combat	encounters	could	still	do	with	rumours!)			
  	
  Some	 might	 think	 rumours	 are	 merely	 an	 obstacle	 to	 fun;	
  after	 all	 they	 slow	 down	 the	 PCs'	 quest	 to	“find	 the	 fun".	
  Essentially,	that’s	not	the	case.	Rumours	do	several	things	at	the	
  table:			
  § 
  Reward	Good	(or	Thoughtful)	Play:	Players	taking	the	time	to	
  learn	rumours	can	often	find	useful	pieces	of	information	that	
  may	 help	 their	 adventure.	 For	 example,	 if	 the	 party	 learn	
  rumours	of	a	hidden	or	forgotten	entrance	to	a	dungeon	they	
  could	 gain	 a	 tactical	 advantage	 when	 they	 assault	 the	 place.	
  They	could	also	learn	of	a	monster’s	fatal	weakness	or	of	the	
  location	of	a	lost	treasure.	
  § 
  Changes	 the	 Pace:	 Learning	 rumours	 not	 only	 requires	 a	
  different	 skill	 set	 to	 whacking	 things	 with	 a	 sword,	 but	 also	
  suits	 a	 different	 play	 style	 and	 players	 more	 in	 interested	 in	
  role-playing.	 Bards—obviously—are	 particularly	 suited	 to	
  learning	rumours,	but	any	charismatic	PC	can	be	skilled	in	this	
  area.	 Remember,	 it’s	 important	 for	 the	 GM	 to	 provide	
  opportunities	and	campaigns	designed	for	players	of	all	ilks.	
  § 
  Build	Verisimilitude:	 The	 party’s	 adventures	 don’t	 happen	 in	
  a	vacuum.	 The	 world	 is	 a	 living,	breathing	 place.	 Even	 the	
  smallest	settlements	have	minor	events	that	have	no	affect	on	
  the	party,	but	are	important—or	at	least	interesting—to	local	
  inhabitants.	 Births,	 marriages,	 deaths,	 thefts	 and	 affairs	 all	
  happen,	 and	 are	 often	 the	subject	 of	 rumour,	 gossip	
  and	innuendo.	 Having	 such	 rumours	 come	 to	 the	 party’s	 ear	
  build	a	sense	of	a	real	community.		
  § 
  Provide	 Depth:	 Related	 to	verisimilitude,	 rumours	 allow	 the	
  GM	to	build	depth	to	his	campaign	world.	They	help	build	a	
  sense	
  that	
  the	
  world	
  doesn’t	
  revolve	around	
  the	
  party’s	adventures	and	that	other	things	do	actually	happen.		
  § 
  Enable	Foreshadowing:	Great	events	don’t	just	happen	(most	
  of	the	time).	Using	rumours	to	foreshadow	upcoming	events	
  allows	 the	 GM	 to	 give	 a	 sense	 of	 the	 developing	 campaign	
  instead	of	just	dumping	news	of	the	orc	invasion	(or	whatever)	
  in	the	party’s	lap.	In	this	way,	events	seem	more	organic	and—
  of	course—the	party	may	even	decide	to	act	before	the	major	
  event	comes	to	pass.	This	works	best	in	sandbox	style	games	
  and	enables	the	party	to	affect	or	direct	the	course	of	events	
  (and	their	adventures).			
  T Y P E S  O F  R U M O U R S  
  All	 rumours	 are	 not	 created	 equal.	 There	 are	 several	 types	 of	
  rumour:		
  § 
  Adventure-Critical:	 These	 rumours	 are	 rooted	 in	 the	 PCs’	
  adventure.	They	are	of	particular	use	to	the	party	and	the	GM	
  can	use	them	to	warn	of	particularly	dangerous	monsters,	hint	
  at	hidden	locations,	a	monster’s	weakness	and	so	on.	
  § 
  Red	Herrings/Local	Interest:	These	rumours	are	rooted	in	the	
  local	 community,	 but	 essentially	 have	 no	 real	 impact	 on	 the	
  adventure.	That	might	not	be	immediately	obvious,	though,	to	
  the	party	which	could	“force”	them	to	interact	with	NPCs	to	
  discern	 the	 truth.	 They	 can	 also	 lead	 to	 interesting	 and	 fun	
  (impromptu)	side	quests.		
  § 
  False:	 Not	 all	 rumours	 are	 true.	 Sometimes,	 a	 person	
  unknowingly	spreads	a	false	rumour	while	other	times	they	lie.	
  Wise	and	clever	PCs	don’t	believe	everything	they	are	told.	In	
  particular,	 while	 an	 adventure-critical	 rumour	 can	 give	 the	
  party	an	edge,	they	would	do	well	to	check	its	veracity	before	
  basing	their	tactics	on	it.		
  W H E R E  T O  G E T  R U M O U R S ?  
  A	 PC	 can	 learn	 rumours	 pretty	 much	 wherever	 people	 gather	
  together.	Particularly	good	places	to	do	so	include:		
  § 
  Taverns	&	inns	
  § 
  Docks	
  § 
  Marketplaces	
  § 
  City	gates	
  § 
  Temples	
  Often	 the	 PCs	 can	 learn	 rumours	 by	 buying	 folk	 drinks	 (in	 a	
  tavern	 or	 inn),	 feigning	 interest	 in	 a	 merchant’s	 goods	 (at	 a	
  market),	 talking	 with	 priests	 (at	 a	 temple),	 overhearing	 the	
  gossip	 of	 other	 travellers	 (while	 waiting	 to	 enter	 a	 city)	 or	 by	
  loitering	on	the	docks	to	hear	the	sailors	talking.	These	are	just	a	
  few	 examples	 of	 how	 a	 PC	 could	 learn	 rumours;	 inventive	
  players	should	be	able	to	learn	them	pretty	much	anywhere.		
  	
  Some	 settlements—particularly	 larger	 settlements—may	
  even	have	people	who	make	their	living	learning	what	is	going	
  on	 and	 selling	 this	 information.	 Such	 rumourmongers	 may	 ply	
  their	trade	in	any	of	the	above	locales	and	will	doubtless	charge	
  the	 obviously	 wealthy	 adventurers	 extra	 to	 learn	 what	 he	
  knows!		
  	
  	
   
  
  23	
   
   
   
   
   
   
   
   
   
   
   
  BACKDROPS 
   
   
  
  24	
  C A H I L L  A B B E Y  A T  A  G L A N C E  
  For	much	of	its	history,	Cahill	Abbey	was	a	village	of	no	special	
  significance.	 Though	 its	 namesake	 abbey	 was	 long	 ago	
  abandoned,	 the	 small	 community	 built	 to	 support	 it	 remained	
  home	to	several	dozen	families	who	made	a	good	living	from	the	
  fertile	 hills	 around	 them	 and	 the	 bountiful	 Grayflash	 Creek.	
  Though	blessed	with	rich	granite	reserves	in	the	nearby	hills,	the	
  village's	 distance	 from	 nearby	 towns	 made	 it	 uneconomical	 to	
  export	the	quarried	stone.	
  	
  Then,	 far	 from	 Cahill	 Abbey,	 the	 king’s	 soothsayer	 was	
  granted	 a	 vision	 promising	 the	 kingdom's	 saviour	 would	 come	
  from	 the	 village.	 Unaware	 of	 any	 threat	 to	 the	 kingdom	 much	
  less	the	need	for	a	saviour,	the	king	sent	soldiers,	ordering	his	
  men	to	protect	Cahill	Abbey,	find	the	saviour	and	make	sure	he	
  would	fulfil	his	prophesied	role.	
  	
  To	avoid	bringing	attention	to	his	true	purpose	in	the	village,	
  the	king’s	agents,	Hesha	Kingseye,	spread	rumours	of	a	darkness	
  growing	in	the	surrounding	Morigain	Hills.	His	troops,	she	said,	
  were	 there	 to	 protect	 against	 this	 threat.	 Unwittingly,	 though,	
  she	echoed	the	events	that	led	to	the	original	abbey's	founding	
  and	roused	a	slumbering	evil	
  	
  The	villagers,	oblivious	to	the	soldier’s	true	purpose,	struggle	
  to	 adapt	 to	 their	 new	 circumstances.	 The	 sleepy	 village's	
  residents	 are	 outnumbered	 by	 their	 new	 guardians,	 and	
  frightened	by	the	supposed	need	for	the	wall	rapidly	growing	to	
  defend	 them.	 While	 some	 few	 welcome	 the	 increased	
  opportunities	the	Royal	Sentinels	bring	with	them,	most	merely	
  wish	to	slip	back	into	the	cosy,	safe	lives	they	had	before.	
  D E M O G R A P H I C S  
  Ruler	Hesha	Kingseye	
  Government	Overlord	
  Population	86	(60	humans,	2	elves,	9	half-elves,	11	half-orcs,	4	
  halflings);	 plus	 120	 Royal	 Sentinels	 and	 support	 staff	 (60	
  humans,	24	half-elves,	23	half-orcs,	5	gnomes,	8	halflings)	
  Alignments	LG	
  Languages	Common	
  Corruption	+1;	Crime	-4;	Economy	-1;	Law	+5;	Lore	-1;	Society	-2	
  Qualities	Insular	
  Danger	0;	Disadvantages	None	
  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:	
  Aongham	 Cooperstave	 (location	 3;	 LG	 male	 human	 fighter	 5)	
  This	 Cahill	 Abbey	 native	 left	 years	 ago	 to	 join	 the	 Royal	
  Sentinels,	 but	 now	 finds	 himself	 home	 training	 the	 local	
  youths.		
  Brom	 Abbott	 (location	 5;	 LG	 male	 human	 expert	 3)	 The	 now	
  mostly	powerless	mayor	resents	the	disruption	to	his	village.	
  Cadwinne	 Raighmane	 (location	 4;	 CG	 female	 middle-aged	
  human	 expert	 2)	 The	 innkeeper	 is	 making	 the	 best	 of	 the	
  village's	new	situation.		
  Hesha	Kingseye	(location	8;	LG	female	halfling	oracle	[life]	10)	
  The	 king's	 oracle	 has	 a	 single-minded	 focus	 to	 protect	 the	
  kingdom.	
  Teehan	 Winberry	 (location	 7;	 LG	 female	 elf	 expert	 2)	 This	
  longtime	 midwife	 and	 herbalist	 simply	 wishes	 to	 be	 left	 in	
  peace.	
  Verun	Reig	(location	4;	LN	female	human	rogue	6/shadowdancer	
  2)	This	agent	of	the	king	poses	as	a	waitress	in	Cahill	Inn.	
  Yerris	 Lyedenbur	 (location	 2;	 LG	 male	 half-orc	 paladin	 8)	 The	
  head	 of	 the	 Royal	 Sentinels	 would	 rather	 be	 almost	
  anywhere	else.	
  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. Old	 Cahill	 Abbey:	 Cahill	 Abbey's	 namesake	 was	 abandoned	
  long	ago;	its	original	purpose	is	long	forgotten.	
  2. The	Wall:	This	half-built	stone	wall	looms	over	the	village.	
  3. The	 New	 School:	 This	 school	 was	 set	 up	 to	 ensure	 village	
  residents	were	equipped	with	the	necessary	skills	should	they	
  become	the	prophesied	saviour.	
  4. Cahill	Inn:	The	village's	sole	inn	and	tavern	has	seen	business	
  boom	since	the	Royal	Sentinels	arrived,	much	to	the	landlady’s	
  (Cadwinne	Raighmane)	pleasure.	
  5. Abbot's	Goods:	This	general	store,	owned	by	the	descendants	
  of	the	village	founder,	is	Cahill	Abbey's	centre	of	commerce.	
  6. New	 Chapel:	 Despite	 its	 name,	 this	 humble	 church	 has	 ably	
  served	the	village	for	decades.	
  7. The	 Winberry	 Home:	 Teehan	 Winberry	 works	 from	 home,	
  where	she	also	deals	in	herbal	and	other	remedies.	
  8. The	 Sentinels'	 Camp:	 This	 Royal	 Sentinels	 have	 been	 more	
  focused	 on	 building	 the	 wall	 than	 homes	 for	 themselves,	
  meaning	they	continue	to	live	in	tents.	
  M A R K E T P L A C E  
  Resources	&	Industry	Light	farming,	light	forestry	
  Base	 Value	 500	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Cahill	Abbey,	the	following	items	are	for	
  sale:	
  § 
  Potions	&	Oils	oil	of	erase	(50	gp),	oil	of	purify	food	and	drink	
  (25	 gp),	 potion	 of	 sanctuary	 (50	 gp),	 potion	 of	 cure	 light	
  wounds	(50	gp),	potion	of	protection	from	evil	(50	gp)	
  § 
  Scroll	(Divine)	scroll	of	spell	immunity	(700	gp),	scroll	of	order's	
  wrath	(700	gp)	
  	
  
  25	
  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	 Cahill	 Abbey.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 10:	 Cahill	 Abbey	 was	 a	 sleepy	 village	 until	 the	 Royal	
  Sentinels	arrived	to	defend	it	against	some	growing	threat	in	the	
  surrounding	Morigain	Hills	foreseen	by	the	king's	soothsayer.	
  	
  DC	15:	The	village	was	founded	centuries	ago	by	a	religious	
  order	to	support	its	namesake	monastery.	The	order	abandoned	
  the	site	long	ago,	but	the	village	remained.	
  	
  DC	25:	The	Royal	Sentinels	keep	a	close	eye	on	any	visitors	to	
  Cahill	Abbey,	shadowing	their	every	movement.	
  V I L L A G E R S  
  Appearance	 Natives	 of	 Cahill	 Abbey	 have	 broad,	 blunt	 faces,	
  with	 pale,	 freckled	 skin,	 red	 hair	 and	 light-coloured	 eyes.	 The	
  Royal	 Sentinels	 and	 their	 support	 troops	 are	 more	 varied,	
  though	typically	have	darker	skin,	hair	and	eyes.	
  	
  Dress	 Natives	 of	 Cahill	 Abbey	 dress	 in	 simple	 peasant	
  woolens,	 typically	 in	 shades	 of	 brown,	 gray	 or	 white,	 bringing	
  out	 brighter	 garb	 for	 festivals.	 The	 king's	 men	 wear	 uniforms	
  featuring	a	sky-blue	tunic	marked	with	the	kingdom's	sigil.	
  	
  Nomenclature	 male	 Arawn,	 Hod,	 Meuril,	 Taletan;	 female	
  Aderyn,	Glane,	Nie,	Sioma;	family	Dellhill,	Glascrick,	Woodrugn.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Cahill	
  Abbey	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	 thrush	 woke	 Teehan	 Winberry	 moments	 before	 Calla	
  Dewwet's	husband	summoned	her	for	their	child's	birth.	
  The	thrush	now	follows	Calla	and	the	baby	around.	
  2*	
  Can	 you	 believe	 Cadwinne	 Raighmane	 	 hired	 a	 girl	 to	
  provide	"companionship"	for	the	Royal	Sentinels?!	
  3	
  As	a	child,	Aongham	Cooperstave	snuck	further	into	the	
  old	abbey	than	anyone	in	a	generation.	He	left	the	village	
  shortly	after	and	only	came	back	at	the	king's	command.	
  4*	
  Tif	Dager	saw	some	sort	of	demon	bear	last	week	in	the	
  Morigain	Hills.	(The	huntsman's	imagination	made	what	
  was	just	a	mangy	ursine	into	something	more	sinister.)	
  5*	
  The	 king	 ordered	 no	 children	 under	 13	 could	 leave	 the	
  village	and	that	every	child	who	comes	of	age	must	go	to	
  the	capital	for	a	year	to	personally	serve	him.	
  6	
  The	Royal	Sentinels	were	encouraged	to	bring	their	wives	
  or	husbands	with	them	or	to	woo	locals,	and	promised	a	
  50	gp	bonus	for	any	children	born	in	the	village.		
  *False	rumour	
  	
   
  
  26	
  F E I G R V I D R  A T  A  G L A N C E  
  Hidden	in	the	headlands	of	the	forbidding	Titan	Peaks,	remote	
  Feigrvidr	was	founded	three	years	ago	when	Svingal	Halfbeard	
  and	his	band	of	dwarven	outcasts	and	brigands	discovered	rich	
  veins	of	gold	and	silver	among	the	pebbles	and	silt	of	the	Feig	
  River.	The	find	was	purely	by	chance.	Halfbeard’s	group	was	on	
  the	 run,	 hiding	 from	 the	 forces	 of	 various	 barons	 and	 petty	
  princes	they	had	raided	during	their	years	of	brigandage.		
  	
  Tracking	 the	 source	 of	 the	 gold	 nuggets	 and	 dust	 to	 the	
  Shadowtop	 Peak	 and	 other	 mountains	 amid	 the	 lower	 range,	
  Halfbeard	and	his	dwarves	dug	mines	and	craft	halls	to	maximize	
  their	haul.	With	this	influx	of	treasure,	they	were	soon	able	to	
  pay	 off	 the	 bounties	 and	 warrants	 levelled	 against	 them,	 and	
  Svingal	became	a	sovereign	of	his	lucrative,	remote	hold.		
  	
  Since	 its	 founding	 and	 the	 building	 of	 the	 first	 mines	 and	
  halls,	 Feigrvidr	 has	 seen	 an	 influx	 of	 the	 desperate	 and	 the	
  dangerous.	At	first,	it	was	a	haven	for	criminals	and	those	who	
  wished	 to	 escape	 feudal	 realities	 of	 life,	 including	 clans	 of	
  halflings	fleeing	enslavement.	Now	the	hold	is	a	bustling	hotbed	
  of	get-rich	schemes,	broken	dreams,	desperation	and	violence.	
  D E M O G R A P H I C S  
  Ruler	Grand	Thane	and	Imperator	Svingal	Halfbeard	
  Government	Overlord	
  Population	 187	 (40	 humans,	 97	 dwarves,	 7	 half-elves,	 20	 half-
  orcs,	23	halflings)	
  Alignments	NE	
  Languages	Common,	Dwarven,	Halfling	
  Corruption	+2;	Crime	-2;	Economy	0;	Law	+1;	Lore	0;	Society	-3	
  Qualities	Notorious,	prosperous	
  Danger	10		
  N O T A B L E  F O L K  
  A	few	of	the	more	helpful	or	skilled	folks	that	may	be	of	interest	
  to	adventurers	are	listed	below:	
  Andrul	Ringold	(location	7;	N	female	dwarf	ranger	4)	This	brash	
  warrior	funds	many	expeditions	into	the	Titan	Peaks.	She	is	a	
  rival	of	Mendri	Halguth.		
  Flaith	 Bloodblade	 (location	 3;	 NE	 male	 dwarf	 rogue	 2)	 One	 of	
  the	chief	agents	of	Svingal	Halfbeard,	Flaith	and	his	partner	
  Krovusa	are	often	tasked	with	the	Grand	Thane’s	dirty	work.		
  Krovusa	(location	3;	CE	female	half-orc	barbarian	3)	This	mute	
  and	murderous	albino	half-orc	is	often	found	with	Flaith.	
  Mendri	 Halguth	 (location	 2;	 NG	 female	 half-elf	 expert	 2)	 This	
  sage	 of	 giant	 myth	 and	 history	 acts	 as	 agent	 for	 the	
  collectors	from	southern	free	cities.		
  Qysin	the	Muddled	(location	various;	NG	human	oracle	2)	This	
  blind	 vagabond	 wanders	 the	 streets,	 healing	 the	 sick	 and	
  warning	of	the	doom	soon	to	befall	Feigrvidr.	
  Shadra	 Flamegaze	 (location	 2;	 CG	 human	 ex-paladin	 3)	 The	
  owner	of	the	Flamegaze	Tavern	and	Inn,	Shandra	spends	her	
  time	drinking,	leaving	the	business	to	her	husband.	
  Svingal	Halfbeard	(location	3;	NE	male	dwarf	rogue	7)	The	so-
  called	 Lord	 Thane	 and	 Imperator	 of	 Feigrvidr	 kills	 anyone	
  standing	in	his	way.	
  N O T A B L E  L O C A T I O N S  
  Most	 of	 Feigrvidr	 is	 a	 patchwork	 of	 small	 businesses	 providing	
  services	 to	 the	 miners	 and	 wayfarers,	 with	 a	 large	 number	 of	
  shabby	 flophouses.	 A	 few	 locations,	 however,	 are	 of	 greater	
  interest	to	adventurers:	
  1. Raggedy	 Wall:	 Built	 from	 a	 hodgepodge	 of	 debris	 and	 many	
  stone	shape,	this	wall	protects	the	village’s	southern	entrance.	
  2. Flamegaze	 Tavern	 Inn:	 One	 of	 the	 cleaner	 buildings	 in	 the	
  village,	 it’s	 kept	 relatively	 peaceful	 by	 the	 retired	 paladin,	
  Shadra	Flamegaze.		
  3. Imperator’s	Hall:	This	great	hall	serves	as	the	village’s	seat	of	
  power	and	home	for	Svigal	Halfbeard.		
  4. Shadowtop	Mines:	This	cluster	of	four	mines	was	the	first	dug	
  by	Halfbeard	and	his	dwarves.		
  5. Clanging	Halls:	These	four	large	workshops	constantly	emit	a	
  rhythm	of	clangs	as	ore	is	refined	and	turned	into	works	of	art.	
  6. Sin’s	 Roost:	 A	 den	 providing	 gambling	 and	 sins	 of	 the	 flesh,	
  this	is	a	popular	spot	for	miners,	miscreants	and	adventurers.	
  7. Little	 Lordling’s	 Inn:	 This	 inn	 is	 popular	 with	 adventurers	
  delving	into	the	Titan	Peaks	in	search	of	giant	enclaves.	
  8. Hawkers	 Maze:	 This	 jumble	 of	 small	 stalls	 and	 shops	 sells	 a	
  variety	of	goods	(of	which	many	are	illicit).	
  9. Halfling	Town:	This	collection	of	stunted	shacks	and	burrows	
  houses	a	tight	knit	halfling	community.	
  10. Middens:	 These	 large	 vats	 contain	 the	 waste	 from	 both	 the	
  village	and	the	mines.		
  11. Upper	Mines:	These	minor,	less	profitable	mines	are	leased	to	
  others	by	Halfbeard.	
  12. Last	 Tower:	 From	 this	 roughly-finished	 tower	 Halfbeard’s	
  minions	watch	for	returning	adventurers	to	tax.	
  M A R K E T P L A C E  
  Resources	 &	 Industry	 Mining,	 silver	 and	 gold	 smelting,	 gem	
  cutting,	 trade	 in	 plundered	 artefacts,	 crime,	 gambling	 and	
  prostitution.	
  Base	 Value	 800	 gp;	 Purchase	 Limit	 5,000	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Feigrvidr,	the	following	items	are	for	sale:	
  § 
  Potions	 &	 Oils	 potion	 of	 cure	 light	 wounds	 (3;	 50	 gp	 each),	
  potion	of	invisibility	(300	gp)		
  § 
  Scroll	(Divine)	gentle	repose	(175	gp)	,	silence	(150	gp)	
  	
   
  
  27	
  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	Feigrvidr.	A	successful	check	
  gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	10:	Feigrvidr	is	a	rowdy	place	fed	by	silver,	mithral,	gold	
  and	 the	 hunt	 for	 giants’	 artefacts	 found	 in	 abandoned	 holds	
  deeper	amidst	the	mountains.		
  	
  DC	15:	While	most	of	the	population	are	dwarves	who	follow	
  their	 Thane,	 the	 dangerous	 Svingal	 Halfbeard,	 the	 search	 for	
  riches	has	drawn	many	diverse	dangerous	people	to	the	village.		
  	
  DC	20:	Those	who	cross	Svingal	often	just	disappear.		
  V I L L A G E R S  
  Appearance	Feigrvidr’s	rough	and	tumble	existence	leads	many	
  of	its	inhabitants	to	appear	ruddy	and	unwashed.	This	dirtiness	is	
  exacerbated	by	the	village’s	poor	waste	removal.	
  	
  Dress	 While	 most	 folk	 wear	 rough	 work	 clothes,	 the	 more	
  affluent	 wear	 the	 latest	 fashions	 brought	 by	 traders	 from	 the	
  south.	 Adventurers	 typically	 wear	 a	 variety	 of	 strange	 and	
  sometimes	outlandish	costumes,	as	adventurers	are	wont	to	do.		
  	
  Nomenclature	The	nomenclature	of	Feigvidr	is	widely	varied.	
  While	many	dwarven	names	are	prominent,	a	great	number	of	
  people	go	by	dangerous	sounding	aliases	and	assumed	names.		
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Feigrvidr	
  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*	
  Precious	 metal	 by	 the	 nugget	 can	 be	 readily	 found	 by	
  anyone	in	either	the	Feig	River	or	the	Shadow’s	Run.	
  2	
  The	halfling-run	middens	are	home	to	monsters	that	eat	
  flesh,	be	it	living	or	dead.		
  3	
  When	 looking	 for	 the	 best	 prices	 for	 plundered	 giant	
  artefacts,	visit	the	dwarf	Ringold	first	and	then	the	sage	
  Halguth.	Halguth	always	tries	to	outbid	Ringold.		
  4	
  Feigrvidr’s	 halflings	 refuse	 to	 use	 any	 language	 other	
  than	 Halfling,	 though	 they	 understand	 and	 can	 speak	
  Common	as	well	as	anyone.		
  5*	
  Qysin	the	Muddled	is	actually	an	angel	in	disguise,	and	
  that	is	the	only	reason	Halfbeard	hasn’t	made	the	loon	
  disappear.		
  6	
  While	most	of	the	giant	halls	are	abandoned,	a	few	are	
  haunted	by	extremely	dangerous	giant	undead.	
  *False	rumour	
  		
   
  
  28	
  F E Y H A L L  A T  A  G L A N C E  
  The	calamity	that	caused	the	Sylvan	Court	to	abandon	their	hold	
  under	the	Fey-Cursed	Hills	is	not	known	and	now	only	twinkling	
  lights	and	haunting	music	remain;	fairy	magic	that	refuses	to	be	
  extinguished.	When	the	disease	called	the	Hunger	came	to	the	
  Twyll	River	Delta,	those	empty	halls	provided	a	hiding	place	for	
  rogues,	bandits	and	those	not	welcome	in	the	nearby	village	of	
  Vaagwol.	 A	 constant	 threat,	 the	 Hunger	 animates	 the	 dead	
  whether	preserved	in	the	bog,	long	entombed	under	fairy	hills	or	
  recently	succumbed	in	Feyhall	hold	itself.		
  	
  Bandits,	rogues	and	refugees	now	huddle	in	the	eerie	dark	
  struggling	 to	 keep	 the	 Hunger	 at	 bay.	 Without	 the	 natural	
  resources	 or	 trade	 of	 Vaagwol,	 the	 fruit	 of	 their	 neighbours’	
  effort	is	all	that	sustains	them.	When	their	spies	send	word	of	
  river	barges	or	clay	gathering	expeditions,	the	bandits	of	Feyhall	
  attack	and	carry	off	all	they	can	gather	back	to	their	families.		
  D E M O G R A P H I C S  
  Ruler	Boss	Stig		
  Government	Overlord	
  Population	74	(47	humans,	6	dwarves,	2	elves,	4	half-elves,	11	
  half-orcs,	3	halflings,	1	goblin)	
  Alignments	CN,	CG,	CE		
  Languages	Common,	Sylvan	
  Corruption	+0;	Crime	-3;	Economy	-7;	Law	-6;	Lore	+0;	Society	-9	
  Qualities	Eldritch,	notorious	
  Danger	+43;	Disadvantages	Hunted,	plagued,	wild	magic	zone	
  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:	
  Boss	Stig	(location	4;	CN	male	half-orc	fighter	3)	Stig	is	a	bully	
  not	 especially	 concerned	 with	 running	 the	 settlement,	 but	
  instead	 enjoys	 raids	 on	 merchant	 caravans,	 river	 barges	 or	
  workers	from	nearby	Vaagwol.	If	his	position	is	questioned,	
  he	is	more	than	willing	to	defend	it	with	axe	or	fist.	
  Luthar	 Shieldamann	 (location	 2;	 CG	 male	 human	 ranger	 2)	
  Luthar	is	a	dark,	bearded	man	from	a	distant	land	of	which	
  he	will	not	speak.	While	Stig	greedily	watches	outside,	Luthar	
  looks	within,	searching	for	signs	of	the	Hunger,	strange	fairy	
  magic	or	simply	keeping	track	of	what	supplies	the	villagers	
  need	to	last	another	day.	If	there	is	a	problem,	the	locals	are	
  more	likely	to	approach	him	than	Stig.		
  Nin	 (location	 3;	 N	 female	 human	 expert	 1)	 Nin	 is	 a	 former	
  dockworker	from	Vaagwol	infected	with	the	Hunger.		
  Oosa	(location	1;	NE	female	human	fighter	2)	Oosa	is	one	of	the	
  gate	 guards	 and	 a	 frequent	 member	 of	 raiding	 teams.	 She	
  despises	Boss	Stig	and	wants	to	overthrow	him.		
  Sala	 Greenswidow	 (location	 2;	 N	 female	 half-elf	 adept	 1)	 Sala	
  and	her	love	Teesha	are	new	arrivals	in	Feyhall.	Sala	is	quiet	
  and	sickly	and	claims	to	have	visions	directing	her	to	seek	a	
  fairy	crown	beneath	the	Fey-Cursed	Hills	that	can	cure	the	
  Hunger.	She	is	known	to	have	particular	skill	with	divination	
  and	necromancy	spells.	
  Shank	 (location	 3;	 CE	 male	 goblin	 rogue	 3)	 Shank	 is	 a	 masked	
  goblin	masquerading	as	a	halfling.	He	is	trying	to	forge	the	
  other	halflings	into	a	gang	under	his	leadership.		
  Teesha	(location	2;	CN	female	human	fighter	1/rogue	1)	Teesha	
  claims	 to	 be	 an	 expert	 in	 lost	 civilizations	 and	 seems	
  knowledgeable	 on	 digging	 for	 artefacts.	 She	 is	 fiercely	
  protective	of	Sala.		
  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. The	Hidden	Gate:	This	is	the	disguised	and	heavily	defended	
  entrance	to	the	village	along	with	attached	barracks.		
  2. Markethall:	The	main	cavern	is	the	centre	of	village	life	with	its	
  two	 wells	 and	 storage	 of	 all	 raided	 goods.	 Here	 shares	 of	
  plunder	are	doled	out	and	villagers	trade	with	each	other.	Balls	
  of	 flickering	 starlight	 dance	 throughout	 the	 cave	 to	 a	 quiet	
  haunting	melody	that	changes	for	unknown	reasons.	
  3. The	 Hideaways:	 A	 cavern	 with	 many	 twists,	 turns	 and	
  meandering	niches	used	by	many	of	the	villagers	as	"homes."	
  The	Hideaways	is	mostly	populated	by	the	weak,	poor	and	sick.		
  4. The	 Altars:	 This	 two-storey	 hall	 has	 dozens	 of	 shrines	 with	
  plain	altars	on	two	different	floors	which	have	been	converted	
  into	living	spaces.	In	contrast	to	the	Hideaways,	the	Altars	are	
  populated	by	the	strongest	members	of	Feyhall.		
  5. The	Forbidden	Stair:	Ornate,	and	disturbing,	silver	doors	block	
  access	to	stairs	leading	down	to	the	Wytchlyte	Graves.	
  6. Wytchelyte	 Graves:	 An	 unmapped	 maze	 filled	 with	 cairns,	
  burial	niches,	strange	curios	and	death.	
  7. Solnicht	Bog:	Home	to	peat,	centuries	of	battlefields	and	the	
  many	walled	town	of	Vaagwol	on	the	Twyll	River	Delta;	a	ready	
  target	for	Feyhall's	raiders.	
  8. Fey-Cursed	Hills:	Once	the	home	of	the	Sylvan	Court,	the	hills	
  hide	ruins	of	former	fey	settlements	including	Feyhall.	
  M A R K E T P L A C E  
  Resources	&	Industry	Fairy	curios,	stolen	goods	
  Base	 Value	 450	 gp;	 Purchase	 Limit	 3,750	 gp;	 Spellcasting	 1st	
  (3rd	 for	 Divination	 and	 Necromancy);	 Minor	 Items	 2d4;	
  Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Feyhall,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	elixir	of	vision	(250	gp),	cure	light	wounds	(50	
  gp)	
  § 
  Scrolls	(Arcane)	identify	(25	gp),	see	invisibility	(150	gp)	
  § 
  Scroll	(Divine)	lesser	restoration	(150	gp)	
  
  29	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Feyhall.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	10:	Feyhall	is	a	sanctuary	hidden	from	the	hungry	dead	
  somewhere	 in	 the	 Fey-Cursed	 Hills.	 It	 is	 a	 place	 with	 no	 laws	
  where	only	the	strong	prosper.	
  	
  DC	15:	The	people	of	Feyhall	survive	by	raiding	neighbouring	
  Vaagwol	 and	 the	 trade	 flowing	 to	 that	 heavily	 walled	 village.	
  Their	only	natural	resources	are	strange	weapons	or	devices	of	
  fairy	construction	sometimes	found	deep	under	the	hold.		
  	
  DC	 20:	 The	 lights	 and	 music	 of	 Feyhall	 are	 magic	 of	 the	
  former	fey	occupants.	Something	stalks	the	residents	and	many	
  just	disappear,	while	others	go	mad.		
  V I L L A G E R S  
  Appearance	 The	 people	 of	 Feyhall	 are	 similar	 to	 those	 of	
  Vaagwol	 and	 frequently	 have	 dark	 hair	 and	 dark	 eyes,	 though	
  red	hair	is	not	uncommon.	Hairstyles	are	often	long	and	wild.	
  	
  Dress	 Fashion	 tends	 to	 be	 made	 up	 of	 whatever	 the	
  residents	can	scavenge	or	steal,	and	is	frequently	worn	until	it	
  falls	apart.	It	is	not	unusual	for	residents	to	have	a	piece	of	fairy-
  made	 jewellery	 or	 some	 scrap	 of	 shiny	 cloth	 as	 a	 good	 luck	
  charm.	
  	
  Nomenclature	 male	 Hindrik,	 Ove,	 Rasmus;	 female	 Hebbla,	
  Igna,	Nathalie;	family	Ahlgren,	Forstlund,	Lindqvist,	Westermark.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Feyhall	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*	
  Vaagwol	 has	 a	 spy	 in	 Feyhall	 and	 it	 is	 only	 a	 matter	 of	
  time	before	their	soldiers	come.	
  2	
  Someone	 is	 purposefully	 opening	 the	 Forbidden	 Stair	
  gate.	
  3*	
  Boss	Stig	contracted	the	Hunger	on	his	last	raid.	He	will	
  soon	 die,	 no	 doubt	 touching	 off	 a	 power	 struggle	 to	
  replace	him.	
  4*	
  Sala	knows	a	way	to	ward	against	the	wytchlytes.		
  5	
  The	 halflings	 are	 stealing	 and	 hiding	 supplies	 in	 the	
  Hideaways.	
  6	
  Tesha	 and	 Sala	 are	 planning	 on	 sneaking	 into	 the	
  Wytchlyte	Graves	in	search	of	powerful	magical	artefacts.		
  *False	rumour	
  	
  	
   
  
  30	
  F L E N H E I M  A T  A  G L A N C E  
  After	traversing	a	network	of	twisting	tunnels	visitors	discover	a	
  peculiar	 sight:	 inside	 a	 massive	 cavern	 lies	 the	 derro	 village	 of	
  Flenheim	lit	up	by	the	weird,	dancing	shadows	created	by	scores	
  of	iron	wrought	braziers	and	lanterns.	Brass	tubes	protrude	from	
  the	 rocky	 walls	 and	 some	 of	 the	 buildings	 are	 even	 shaped	 to	
  resemble	various	internal	organs.	In	its	shadowed	market,	luxury	
  items	from	the	surface	are	bartered	for	alongside	the	services	of	
  fleshcrafters	selling	their	skills	to	the	desperate,	the	crippled	or	
  the	insane.		
  	
  Moans	and	screams	echo	through	the	cavern.	It	is	here	the	
  mad	 derro	 bard	 Herath	 Syngler	 perfects	 his	 art	 form	 of	
  flenning—the	 use	 of	 the	 screams	 of	 torture	 victims	 to	 create	
  symphonies	of	macabre	horror.	Flenheim	has	always	been	linked	
  to	flenning	but	Syngler	has	turned	it	into	an	art	form	that	lures	
  students	 of	 other	 races	 to	 the	 village	 to	 learn—or	 sometimes	
  participate	in—the	masters’	lessons.		
  D E M O G R A P H I C S  
  Ruler	High	Mayor	Dyrril	Hrathen	
  Government	Autocracy	
  Population	183	(176	derros,	7	others	[pupils	at	the	academy])	
  Alignments	NE,	CE,	CN	
  Languages	Aklo,	Common,	Undercommon	
  Corruption	-1;	Crime	-2;	Economy	-1;	Law	0;	Lore	0;	Society	-1	
  Qualities	Academic,	insular	
  Danger	10;	Disadvantages	None	
  N O T A B L E  F O L K  
  Most	of	the	population	are	nothing	more	than	normal	derro.	A	
  few,	however,	are	of	interest	to	adventurers:	
  Esteemed	Improver	Gorls	Twarkken	(location	5;	NE	male	derro	
  sorcerer	 [aberrant]	 7)	 Hidden	 beneath	 his	 cloak	 is	 a	 body	
  that	 bears	 the	 signs	 of	 much	 experimentation;	 not	 all	 of	
  Gorls’	current	body	parts	are	his	own.		
  Flenmaster	 Herath	 Syngler	 (location	 1;	 CE	 male	 derro	 bard	 8)	
  Herath	 wears	 outrageously	 colourful	 clothes;	 his	 hairstyle	
  changes	daily.	
  High	Mayor	Dyrril	Hrathen	(location	2;	NE	male	derro	expert	3)	
  An	elderly	derro,	his	eyes	and	posture	reveal	he	is	troubled	
  and	stressed.	
  Jerad	Mangovian	(location	6;	LG	male	human	paladin	6)	Jerad	
  has	yet	to	wash	off	the	dust	and	grime	of	weeks	of	travel.	
  Mistress	Nerya	the	Shadow	(location	7;	CE	female	derro	rogue	
  7)	A	slim,	lean	derro	always	dressed	in	black	leather,	Nerya	
  seems	part	of	the	shadows.	
  Priest	Karne	Leden	(location	8;	CE	male	derro	cleric	6)	A	stern	
  derro,	Karne’s	ceremonial	cape	comprises	the	flayed	skins	of	
  several	victims.	
  Priestess	Eliam	Breth	(location	8;	CE	female	derro	cleric	5)	Eliam	
  has	 a	 soft	 voice,	 and	 braided	 white	 hair.	 She	 tends	 to	 the	
  temple	 and	 is	 often	 seen	 tenderly	 caressing	 the	 torture	
  implements	used	in	the	rituals	performed	therein.	
  Sister	Jerille	(location	6;	CN	female	derro	expert	3)	Jerille	owns	
  the	 Final	 Scream	 and	 loves	 to	 collect	 recipes	 from	 the	
  surface.		
  N O T A B L E  L O C A T I O N S  
  Most	 of	 the	 enclave	 comprises	 derro	 homes.	 A	 few	 locations,	
  however,	are	of	interest	to	adventurers:	
  1. Flenning	 Academy:	 Brass	 tubes	 emerge	 from	 this	 stone	
  structure	which	also	has	natural	stone	pipes	running	around	its	
  exterior.	 Disturbing	 statues	 of	 various	 races	 in	 obvious	 pain	
  also	adorn	the	building.		
  2. Mayor’s	Office:	This	is	the	first	stop	for	visitors	to	Flenheim;	
  here	 they	 are	 told	 the	 village’s	 rules	 and	 sign	 the	 contracts	
  needed	to	enter.	
  3. The	Shadow	Market:	Several	stalls	stand	in	the	shadows;	here	
  the	derro	sell	whatever	trinkets	and	goods	they	have	brought	
  back	from	their	expeditions	to	the	surface.		
  4. Improvers’	Quarter:	These	residential	laboratories	have	signs	
  made	 from	 skin,	 teeth,	 nails	 and	 other	 remains	 from	 the	
  improver’s	slabs.		
  5. Gorls	Twarkken’s	Home:	The	biggest	laboratory	belongs	to	the	
  de	 facto	 leader	 of	 the	 improvers.	 Next	 to	 the	 door	 is	 an	
  animated	 head	 that	 calls	 out,	 “Master”	 whenever	 its	 nose	 is	
  pressed.	A	sign	explains	how	to	use	this	macabre	doorbell.	
  6. The	Final	Scream:	This	large	inn	is	located	near	the	Improvers’	
  Quarter.	 Inside	 Sister	 Jerille	 cooks	 surface	 dishes	 as	 well	 as	
  various	Ebon	Realms	dishes.		
  7. Collectors’	 Lodge:	 A	 small	 unassuming	 structure,	 here	 the	
  collectors	 depart	 on	 their	 raids	 to	 the	 surface;	 several	 cages	
  display	their	newest	acquisitions.		
  8. The	Flayed	House:	Covered	in	flayed	skins	and	dried	blood	this	
  nightmarish	building	has	a	depressing	aura	about	it.			
  9. Kal	 Zakoth:	 An	 ancient	 abandoned	 dwarven	 outpost;	
  according	to	rumours	it	has	a	new	owner.		
  M A R K E T P L A C E  
  Resources	&	Industry	Fleshcrafts	and	surface	items	
  Base	 Value	 500	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	 the	 PCs	 arrive	 in	 Flenheim,	 the	 following	 items	 are	 for	
  sale:	
  	
  Potions	&	Oils	bear’s	endurance	(300	gp),	haste	(750	gp)		
  	
  Scrolls	(Arcane)	enlarge	person	(25	gp),	fireball	(375	gp)	
  	
  Scroll	(Divine)	hold	person	(150	gp),	sanctuary	(25	gp)	
  
  31	
  E N C L A V E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	something	about	Flenheim.	A	successful	check	
  reveals	all	the	information	revealed	by	a	lesser	check.	
  	
  DC	 10:	 Flenheim	 has	 existed	 for	 centuries,	 but	 recently	 its	
  folk	 have	 started	 selling	 surface	 items,	 a	 move	 that	 has	 made	
  them	more	open	to	visitors	than	most	derro	settlements.		
  	
  DC	 15:	 Flenheim	 gets	 its	 name	 from	 flenning,	 an	 obscure	
  derro	art	form.	Flenning	is	basically	music,	but	music	comprising	
  the	 exquisite	 sounds	 created	 by	 the	 careful	 (but	 enthusiastic)	
  application	of	pain.		
  	
  DC	25:	Tensions	boil	between	the	Flenning	Academy	and	the	
  Improvers,	the	latter	lead	by	Gorls	Twarkken.	
  V I L L A G E R S  
  Appearance	 The	 derro	 have	 blueish/grey	 skin	 and	 large	 eyes	
  with	no	discernible	pupils.		
  	
  Dress	 The	 derro	 favour	 black	 and	 grey	 leathers	 with	 a	
  comfortable	 yet	 simple	 cut.	 This	 style	 is	 most	 useful	 for	 their	
  surface	raids	and	for	hiding	in	the	Ebon	Realms.	
  	
  Nomenclature	 male	 Belott,	 Charth,	 Shivis;	 female	 Assari,	
  Laac,	Olierr;	family	Ijandag,	Tvinder,	Zixxix.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Flenheim	
  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	
  Herath	 Syngler	 insulted	 Gorls	 Twarkken	 at	 the	 Final	
  Scream	 two	 days	 ago.	 The	 enclave	 awaits	 Gorls’	
  response.	
  2*	
  The	Pure	Form	is	awaiting	the	arrival	of	a	particular	item	
  from	the	surface,	before	they	launch	an	attack.	
  3	
  One	of	the	flayed	skins	adorning	the	temple	has	a	tattoo	
  of	a	treasure	map	on	it.	It	leads	to	a	legendary	hoard.		
  4	
  Not	 all	 the	 guests	 at	 the	 Final	 Scream	 are	 what	 they	
  seem.	
  5	
  Nerya	the	Shadow	has	returned	with	a	great	treasure	but	
  she	has	decided	to	keep	it	to	herself.	No	one	knows	what	
  it	is.	
  6	
  Recently	 some	 guests	 at	 the	 Final	 Scream	 disappeared	
  from	their	rooms	without	a	trace.	Some	say	their	skins	
  now	adorn	buildings	in	Flenheim.		
  *False	rumour	
  	
   
  
  32	
  G O D S W A T C H  A T  A  G L A N C E  
  The	Godswatch	tower	guards	one	of	the	few	safe	crossings	over	
  a	treacherous	stretch	of	the	river	Kyrne.	A	solitary	monument	of	
  mottled	 white	 and	 grey	 granite,	 Godswatch	 is	 a	 sacred	 site	
  consecrated	not	just	to	the	local	river	spirit,	but	to	hundreds	of	
  deities	of	all	outlooks	and	portfolios.	The	locals	tend	to	it	with	
  reverence	and	pride,	honouring	it	and	its	caretakers.	
  	
  Within,	myriad	shrines,	altars	and	statues	fill	the	Godswatch;	
  even	rooms	not	dedicated	to	worship	have	one	or	two	sacred	
  objects	or	an	appropriate	shrine.	Very	little	distinction	is	made	
  between	the	gods	enshrined	in	the	tower;	the	smallest	and	least	
  known	 receive	 as	 much	 space	 as	 the	 greatest	 and	 most	
  powerful;	even	deities	of	distant	lands	are	treated	with	dignity	
  and	reverence.	
  	
  Recently,	 the	 Godswatch	 has	 become	 increasingly	 well-
  known	and	welcoming	due	to	the	influence	of	its	new	priestess,	
  Faith.	Pilgrims	visit	more	frequently	and	the	number	of	shrines	
  within	the	tower	has	greatly	increased.	But	the	elders	remember	
  why	Godswatch	was	founded,	and	so	quietly,	they	remain	wary	
  against	the	evil	that	might	rise	to	threaten	their	community.	
  D E M O G R A P H I C S  
  Ruler	Faith	
  Population	0	(while	no	one	lives	at	Godswatch	it	is	constantly	
  staffed	by	at	least	one	elder	and	several	acolytes)	
  Alignments	NG,	LN,	N	
  Languages	Aquan,	Common,	Elven,	Orc	
  Resources	 &	 Industry	 Consumable	 magic	 item	 creation,	 divine	
  spellcasting	and	stoneworking	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 Godswatch.	 A	 successful	
  check	reveals	all	the	information	revealed	by	a	lesser	check.	
  	
  DC	10:	Perched	on	the	banks	of	the	Kyrne,	the	Godswatch	is	
  a	watchtower	for	the	local	community	and	also	a	religious	site.	It	
  is	one	of	only	a	few	safe	places	to	cross	the	river’s	rapids.	
  	
  DC	 15:	 While	 the	 worship	 of	 Kyrne	 is	 emphasised	 in	 the	
  Godswatch,	 it	 contains	 altars	 and	 statues	 dedicated	 to	 many	
  gods.	The	tower’s	priestess	promotes	piety	in	myriad	forms	and	
  pays	homage	to	all	the	gods	enshrined	in	the	tower.	
  	
  DC	20:	The	tower	was	created	not	only	as	a	monument	to	
  the	triumph	of	the	gods	over	a	great	evil,	but	as	a	guard	against	
  evil’s	return.	The	continued	worship	at	the	site	and	sanctification	
  of	the	tower	helps	keep	the	area	safe.	
  N O T A B L E  F O L K  
  Acolytes	 typically	 wear	 plain	 white	 robes	 to	 represent	 their	
  humility	 and	 service,	 but	 this	 isn’t	 strictly	 enforced.	 Local	
  volunteers	generally	wear	common	garb	for	the	region.	
  	
  The	 Godswatch	 has	 three	 categories	 of	 servants.	 Acolytes	
  are	all	who	have	been	formally	inducted	into	service,	but	hold	no	
  other	title.	Elders	are	respected	caretakers	who	make	the	major	
  day-to-day	decisions	that	affect	its	workings.	The	sole	Priest	or	
  Priestess	of	the	Godswatch	is	the	highest	ranking	person	in	the	
  Godswatch,	and	directs	the	elders	and	leads	worship.	
  	
  Four	notable	folk	work	at	the	tower:	
  Faith	of	Godswatch	(NG	female	half-elf	cleric	7)	The	priestess	of	
  Godswatch,	Faith	is	cheerful	and	welcoming	to	all	who	visit.	
  She	devotes	herself	to	all	of	the	deities	of	Godswatch.	
  Mercy	of	Godswatch	(N	venerable	female	half-elf	druid	10)	An	
  elder	 of	 the	 Godswatch	 and	 its	 former	 priestess,	 Mercy	 is	
  Faith’s	mother.	Mercy	is	warier	than	her	daughter	and	more	
  inclined	to	emphasise	the	Godswatch’s	role	as	a	watchtower.		
  Miri	(LN	female	human	cleric	3)	A	quiet	young	acolyte,	Miri	was	
  called	 to	 serve	 by	 the	 gods	 of	 the	 Winter	 Sanctum,	 and	
  dedicates	herself	to	them.	
  Werruk	Blacktusk	(NG	male	half-orc	barbarian	6)	Werruk	is	an	
  Elder,	though	he	is	sometimes	mistaken	as	an	acolyte	as	he	
  frequently	tidies	and	cleans	the	tower	himself.	
  N O T A B L E  L O C A T I O N S  
  Most	 of	 Godswatch	 comprises	 locations	 of	 little	 interest	 to	
  adventurers.	A	few	locations,	however,	are	notable:	
  1. Gatehouse	 Passage:	 The	 passage	 through	 the	 Godswatch	 is	
  covered	in	stylised	mosaics.		
  2. Gatehouse	 Room:	 The	 controls	 for	 the	 tower’s	 gates	 are	
  housed	here,	along	with	a	few	amenities	placed	by	Mercy.	
  3. Sanctuary:	General	ceremonies	and	common	worship	are	held	
  in	the	Sanctuary.	
  4. Storeroom:	 This	 area	 is	 used	 as	 storage,	 and	 contains	
  unfinished	art	and	cleaning	supplies,	as	well	as	valuable	magic	
  items	and	shrine	goods.	
  5. Kyrne’s	Shrine:	A	large	section	of	the	third	floor	is	devoted	to	
  the	 river	 spirit,	 Kyrne,	 and	 contains	 shrines	 and	 artwork	
  glorifying	him.	
  6. Spring	 Sanctum:	 Filled	 with	 flowers	 and	 pleasant	 scents,	 the	
  Spring	Sanctum	is	dedicated	to	the	gods	of	growth	and	life.		
  7. Summer	Sanctum:	Consecrated	to	the	gods	of	light,	fire	and	
  passion,	candles	and	incense	burn	constantly	here.		
  8. Autumn	Sanctum:	Here	the	gods	of	earth,	harvest	and	wealth	
  are	recognised	and	honoured	with	offerings	of	coin	and	food.	
  9. Sanctum	of	All	Gods:	The	sanctum	of	all	gods	is	dedicated	to	
  all	deities	who	have	place	in	the	seasonal	sanctums.	
  10. Winter	Sanctum:	The	secluded	winter	sanctum	holds	shrines	
  to	 the	 gods	 of	 death	 and	 endings.	 Miri	 tends	 to	 them	 and	
  keeps	them	clean	and	orderly.	
  11. Tower	Top:	Here	a	magical	circle	enchanted	to	amplify	sound,	
  allows	warnings	and	calls	to	worship	to	reach	a	great	distance.	
  
  33	
  E V E N T S  
  While	 the	 PCs	 are	 at	 Godswatch,	 one	 or	 more	 of	 the	 below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  Faith	 sings	 a	 song	 of	 praise	 from	 the	 top	 of	 the	
  Godswatch,	her	voice	amplified	by	the	tower’s	magic.	
  2	
  The	 Kyrne	 river	 floods	 and	 overruns	 the	 tower	 bridge,	
  rendering	it	impassable.	Werruk	swims	across	and	dares	
  anyone	fit	and	courageous	to	do	the	same.	
  3	
  A	pilgrim	arrives	at	the	Godswatch	and	prays	quietly	in	
  the	main	sanctuary.	Enquiry	reveals	he	is	a	descendant	of	
  the	priests	who	established	the	tower.	
  4	
  One	 of	 the	 PCs	 is	 called	 to	 the	 shrine	 of	 a	 god	
  represented	 in	 the	 Godswatch	 through	 an	 omen	 or	
  command	to	do	homage.	
  5	
  Travelling	 peddlers	 set	 up	 shop	 just	 outside	 the	 tower,	
  advertising	a	wide	variety	of	items,	from	basic	goods	to	
  magic	items.	
  6	
  A	 ceremony	 is	 held	 to	 consecrate	 a	 new	 shrine	 being	
  placed	in	one	of	the	sanctums.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Godswatch	
  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	
  The	Godswatch	predates	the	river	itself.	A	long	time	ago,	
  Kyrne	diverted	his	river	down	the	ravine	to	submerge	an	
  evil	power	that	threatened	the	local	community.	
  2	
  Sometimes,	people	feel	called	to	the	tower	to	pay	their	
  respects	or	to	serve	the	gods.	
  3*	
  Mercy	 regrets	 passing	 the	 position	 of	 priestess	 to	 her	
  daughter,	and	works	to	undermine	Faith’s	authority.	
  4*	
  Faith’s	 father	 is	 actually	 the	 river	 spirit	 Kyrne,	 who	
  continues	to	watch	over	her.	
  5	
  Even	gods	of	evil	and	death	are	revered	at	Godswatch.	
  6	
  Werruk	is	a	former	soldier	who	retired	to	the	quieter	life	
  as	a	priest	after	distinguishing	himself	in	a	vicious	battle.	
  *False	rumour	
  	
  
  34	
  M A C R I M E I  A T  A  G L A N C E  
  Macrimei	 rests	 in	 a	 cold	 country	 of	 windswept	 hills	 and	 thick,	
  hardy	 grass	 amid	 the	 ancient	 ruins	 of	 a	 once	 magnificent	 city.	
  The	 Macrimeians	 are	 descendants	 of	 the	 survivors	 of	 the	 city,	
  now	 fallen	 into	 primitive	 barbarism.	 Instead	 of	 enjoying	 grand	
  sorceries	 and	 marvellous	 technologies	 like	 their	 ancestors,	 the	
  villagers	 eke	 out	 a	 living	 raising	 hardy	 ponies	 and	 a	 breed	 of	
  fearsome	 dogs.	 Where	 once	 stood	 spiralling	 towers	 of	 marble	
  and	ivory,	now	lie	tumbled	rocks	and	ruins	with	cloth	and	leather	
  stretched	over	them	to	create	crude	homes.	Thick,	black	smoke	
  curls	 up	 from	 the	 large	 dung	 fires	 scattered	 about	 the	 village,	
  burned	 for	 warmth	 as	 wood	 is	 scarce	 and	 too	 valuable	 for	
  burning.	
  	
  Few	outsiders	visit	Macrimei.	However,	each	year	a	trickle	of	
  adventurers	 and	 curious	 scholars	 come	 to	 poke	 around	 the	
  village	and	surrounding	countryside	where	cave	entrances	lead	
  to	 the	 ruins	 of	 the	 ancient	 city	 far	 below	 filled	 with	 valuable	
  treasure	and	knowledge.	Even	within	the	village,	a	slender,	sleek	
  obelisk	 of	 red	 marble	 thrusts	 up	 through	 the	 ground	 from	 the	
  city	 below.	 In	 the	 structure’s	 forbidden	 interior,	 village	 priests	
  once	conducted	rites	to	a	local	god	the	villagers	call	“Soryan.”	
  Exactly	who	and	what	Soryan	is	remains	a	mystery	to	most.	
  	
  In	recent	years,	a	mysterious	wizard,	Anazturex,	arrived	in	a	
  strange	looking	tower.	With	him,	he	brought	a	group	of	outcast	
  barbarians	calling	themselves	the	“Sons	of	Soryan.”	They	quickly	
  took	control	of	the	village	and	began	an	excavation	into	the	ruins	
  below.	Now	the	Sons	of	Soryan	rule	with	a	brutal	hand,	leading	
  raids	for	slaves	to	work	the	excavation	site	from	nearby	clans.	
  The	Macrimeians	keep	to	themselves,	going	about	their	normal	
  business	 and	 attempting	 to	 avoid	 the	 notice	 of	 the	 Sons	 of	
  Soryan.	Even	the	remaining	village	priest	has	been	barred	from	
  the	Red	Obelisk	and	the	god	he’s	vowed	to	serve.	
  D E M O G R A P H I C S  
  Ruler	Anazturex	(N	male	android	wizard	11)	
  Government	Magical	
  Population	183	(178	humans,	1	half-elf,	4	half-orcs)	
  Alignments	NG,	CG,	N,	CN,	CE	
  Languages	Common	
  Corruption	–2;	Crime	–1;	Economy	+1;	Law	+1;	Lore	+2;	Society	
  –2	
  Qualities	Insular,	tourist	attraction	
  Danger	0	
  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:	
  Anazturex	(location	2;	N	male	android	conjurer	11)	An	outsider,	
  Anazturex	 seeks	 his	 lifemate	 buried	 deep	 below	 Macrimei,	
  and	willing	enslaves	the	villagers	to	achieve	him	goal.	
  Britha	(location	8;	N	female	human	druid	3/ranger	3)	As	the	top	
  pony	and	dog	breeder,	Britha	commands	the	respect	of	the	
  entire	village	and	is	looked	to	for	guidance	and	leadership.	
  Darlaria	 Elowee	 (location	 6;	 CN	 female	 half-elf	 sorcerer	 5)	
  Darlaria	scavenges	the	ruins	for	strange	artefacts	to	sell.			
  Grul	 (location	 4;	 NE	 male	 human	 barbarian	 5/ranger	 4)	 The	
  brutal	 Grul	 leads	 the	 Sons	 of	 Soryan	 and	 enforces	
  Anazturex’s	will	with	unprecedented	brutality.	
  Hedde	(location	7;	N	female	human	rogue	4)	Hedde	serves	as	a	
  go	between	for	the	Sons	of	Soryan	and	those	wishing	to	deal	
  with	them.	She	is	a	keeper	and	seller	of	secrets.	
  Kulway	(location	5;	N	male	human	adept	6)	Kulway	served	as	the	
  village	priest	until	deposed	by	the	Sons	of	Soryan.	
  Menetethis	 (location	 5;	 CG	 young	 male	 variant	 adamantine	
  golem)	This	child-sized,	intelligent	golem,	secretly	wandered	
  into	Macrimei	from	one	of	the	nearby	ruins.	
  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. Red	Obelisk:	The	red	obelisk	is	said	to	be	Soryan’s	home.	
  2. Anazturex’s	 Tower:	 This	 tall,	 slender	 tower	 appears	 to	 be	
  fashioned	from	a	mysterious	black	metal.	
  3. Excavation	 Site:	 Slaves	 work	 on	 creaking	 scaffolding,	 digging	
  ever	deeper	into	the	ruins	below.	
  4. Sons	 of	 Soryan:	 The	 Sons	 of	 Soryan	 maintain	 control	 from	
  their	base	which	features	a	fighting	pit.	
  5. Kulway’s	 House:	 The	 former	 priest	 plots	 against	 the	 Sons	 of	
  Soryan	and	the	reclamation	of	Macrimei.	
  6. Darlaria’s	 Place:	 Here,	 Darlaria	 sells	 an	 assorted	 number	 of	
  unusual	items,	mostly	to	visitors.	
  7. The	 Bloodied	 Pony:	 A	 ramshackle	 affair	 of	 stones	 and	 cloth	
  forms	Macrimei’s	one	drinking	establishment.	
  8. Britha’s	Farm:	Britha	breeds	and	trains	both	native	dogs	and	
  ponies	from	her	small	farm.	
  M A R K E T P L A C E  
  Resources	&	Industry	Breeding,	hunting,	leatherworking	
  Base	 Value	 600	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 4th;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	 the	 PCs	 arrive	 in	 Macrimei,	 the	 following	 items	 are	 for	
  sale:	
  § 
  Potions	&	Oils	comprehend	languages	(50	gp),	darkvision	(300	
  gp),	true	strike	(50	gp)	
  § 
  Scrolls	 (Arcane)	 arcane	 eye	 (700	 gp),	 nondetection	 (375	 gp),	
  spider	climb	(150	gp)	
  § 
  Scroll	(Divine)	silence	(150	gp)	
  	
   
  
  35	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Macrimei.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 10:	 Macrimei	 specializes	 in	 the	 breeding	 of	 large	 dogs	
  and	ponies.	
  	
  DC	15:	Macrimei	is	said	to	lie	amid	and	atop	the	ruins	of	a	
  once	fabulously	wealthy	city.	
  	
  DC	 20:	 Some	 sort	 of	 strange	 cult	 or	 group	 rules	 Macrimei	
  now,	seeking	something	buried	below	the	village.	
  V I L L A G E R S  
  Appearance	 Macrimeians	 wear	 their	 hair	 long	 and	 unbound.	
  Men	 often	 sport	 long	 beards.	 Most	 have	 brown	 or	 grey	 eyes.	
  Their	features	have	a	chiselled,	weathered	look.	
  	
  Dress	 Macrimeians	 dress	 in	 drab	 clothes,	 usually	 leathers	
  and	thick	furs	to	stay	warm.	What	little	jewellery	they	possess	is	
  often	worn	in	the	beards	for	men,	or	the	hair	for	women.	
  	
  Nomenclature	male	Brutho,	Corvo,	Fedrok,	Mulmon,	Sarvos,	
  Tergar;	 female	 Cedra,	 Gridene,	 Leddi,	 Nani,	 Yura;	 family	
  Macrimeians	 don’t	 have	 family	 names,	 often	 referring	
  themselves	to	as	“son	of”	or	“daughter	of.”	
  W H I S P E R S  &  R U M O U R S   
  A	PC	can	use	Diplomacy	to	gather	information	about	Macrimei	
  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*	
  The	Sons	of	Soryan	practice	horrible	rites	at	night.	They	
  are	seeking	to	unlock	a	demon	from	below!	
  2	
  A	strange,	silvery	child	appeared	one	day	in	the	centre	of	
  Macrimei	but	then	vanished.	No	one	has	seen	it	since	but	
  the	Sons	of	Soryan	seemed	interested	in	finding	it.	
  3	
  Hedde	can	broker	you	a	deal	to	have	the	Sons	of	Soryan	
  leave	you	alone,	for	a	hefty	price.	
  4	
  Anazturex’s	 Tower	 suddenly	 disappears	 for	 days	 and	
  weeks	at	a	time	before	magically	reappearing.	
  5	
  Kulway	has	been	meeting	with	Britha,	trying	to	get	her	to	
  rally	the	villagers	against	the	Sons	of	Soryan.	
  6*	
  Those	who	enter	the	Red	Obelisk	meet	a	demon	which	
  steals	their	soul	if	not	their	life.	
  *False	rumour	
  	
   
  
  36	
  M O N A S T E R Y  O F  T H E  M A R B L E  P A L M  A T  A  G L A N C E  
  On	 the	 ocean’s	 shore,	 the	 monolith	 known	 as	 Alrakkham’s	
  Glory—a	 50-foot-tall	 hand	 carved	 from	 a	 single	 piece	 of	 blue	
  marble—rises	from	the	dunes	reaching	towards	the	heavens	as	if	
  it	grasp	at	the	passing	clouds.	Despite	being	older	than	recorded	
  history,	the	salt-encrusted	hand	shows	little	sign	of	weathering	
  or	damage.		
  	
  The	blue	marble	is	foreign	to	this	region	with	some	noting	it	
  is	similar	to	marble	found	in	the	mountains	of	the	distant	south.	
  Who	 could	 move	 such	 a	 massive	 piece	 of	 stone	 thousands	 of	
  miles?	 Even	 more	 strangely,	 the	 marble	 is	 resistant	 to	 most	
  magic,	and	only	enchanted	weapons	can	damage	the	monolith.		
  	
  Centuries	ago,	a	forgotten	mason	carved	out	the	interior	of	
  the	 hand	 to	 create	 living	 spaces	 that	 a	 variety	 of	 hermits,	
  eccentrics	 and	 strange	 beings	 have	 since	 occupied.	 Those	 who	
  have	 lived	 inside	 Alrakkham’s	 Glory	 have	 noted	 many	 bizarre	
  phenomena.	At	night	the	veins	in	the	marble	appear	to	pulse	in	
  an	almost	rhythmic	fashion.	Earthquakes	around	the	monolithic	
  hand	 are	 common	 and	 often	 create	 cracks	 in	 the	 hand	 that	
  repair	 themselves	 after	 a	 fortnight	 or	 so.	 Residents	 of	
  Alrakkham’s	glory	claim	they	can	hear	deep	groans	in	the	night,	
  sometimes	when	no	wind	is	blowing.		
  	
  The	 current	 residents	 of	 Alrakkham’s	 Glory	 are	 a	 group	 of	
  monks	 who	 study	 the	 mysteries	 of	 the	 marble	 hand	 and	 its	
  unique	 effects	 on	 their	 ki	 powers.	 Led	 by	 Ilker	 Magarian,	 the	
  Eldest	 Brother,	 the	 monks	 continue	 to	 perfect	 their	 unique	
  martial	art	form.		
  D E M O G R A P H I C S  
  Ruler	Ilker	Magarian,	the	Eldest	Brother	
  Population	3	(1	human,	1	elf,	1	halfling)	
  Alignments	NG,	LN,	N	
  Languages	Common,	Elven,	Halfling	
  L O R E  
  A	PC	making	a	Knowledge	(geography)	or	Knowledge	(local)	may	
  know	 some	 information	 about	 the	 Monastery	 of	 the	 Marble	
  hand.	A	successful	check	reveals	all	the	information	revealed	by	
  a	lesser	check.	
  	
  DC	 15:	 Alrakkham’s	 Glory	 is	 thousands	 of	 years	 old	 and	
  predates	 even	 the	 elven	 empires.	 Alrakkham’s	 Glory	 has	 had	
  countless	inhabitants	over	the	centuries.		
  	
  DC	20:	The	monolith	is	named	after	Alrakkahm,	a	powerful	
  wizard	 who	 died	 nearly	 200	 years	 ago.	 He	 was	 known	 for	 his	
  mastery	 of	 the	 various	 hand	 spells	 such	 as	 interposing	 hand,	
  grasping	hand	and	so	on.		
  	
  DC	25:	The	monolith	was	originally	solid,	but	centuries	ago	a	
  master	 mason	 carved	 out	 the	 rooms	 that	 now	 honeycomb	 its	
  interior.		
  N O T A B L E  F O L K  
  Currently,	 only	 the	 three	 Monks	 of	 the	 Marble	 Hand	 inhabit	
  Alrakkham’s	Glory.		
  Ilker	Magarian	(LG	male	old	human	monk	[Monk	of	the	Marble	
  Palm]	 15)	 Ilker	 is	 the	 founder	 and	 leader	 of	 this	 small	
  monastery.		
  Farelya	 (LG	 female	 elf	 monk	 [Monk	 of	 the	 Marble	 Palm]	 4)	
  Farelya	is	Ilker’s	favoured	student	but	lacks	Yobin’s	talent.		
  Yobin	 Kegsbottom	 (LN	 male	 halfling	 fighter	 2/monk	 [Monk	 of	
  the	Marble	Palm]	5)	Yobin	is	a	naturally	talented	monk	who	
  is	growing	to	despise	Farelya.		
  N O T A B L E  L O C A T I O N S  
  Most	of	the	Monastery	of	the	Marble	Hand	comprises	locations	
  of	 little	 interest	 to	 adventurers.	 A	 few	 locations,	 however,	 are	
  notable:	
  1. Common	Room:	The	monks	welcome	their	guests	and	share	
  meals	here.		
  2. Kitchen:	 This	 well-appointed	 kitchen	 is	 perfect	 for	 preparing	
  the	monks’	simple	meals.		
  3. Store	Room:	The	monks	store	their	provisions	here.		
  4. Empty	 Room:	 A	 small	 room	 with	 a	 ladder	 connecting	 the	
  separate	levels.		
  5. Farelya’s	Room:	Farelya	resides	here.		
  6. Training	 Hall:	 The	 monks	 use	 this	 area	 to	 train	 and	 perfect	
  their	skills.		
  7. Ilkir’s	Room:	Ilkir	sleeps	in	this	modestly	appointed	room.		
  8. Scroll	 Library:	 Ilkir	 stores	 the	 scrolls	 and	 manuals	 that	 detail	
  the	secrets	of	his	new	martial	art.		
  9. Empty	 Room:	 A	 small	 room	 with	 a	 ladder	 connecting	 the	
  separate	levels.		
  10. Meditation	 Chamber:	 This	 room	 in	 the	 thumb	 of	 the	 hand	
  serves	as	a	meditation	chamber.	
  11. Yobin’s	Room:	Yobin	claims	this	large	room	for	himself.		
  12. Storage	Room:	The	monks	store	some	possessions	here.		
  13. Empty	Room:	A	small	room	with	only	a	ladder	leading	up	to	
  Alrakkham’s	Library.		
  14. Alrakkham’s	 Library:	 Accessed	 through	 a	 secret	 door,	
  Alrakkham’s	library	holds	all	of	the	ancient	wizard’s	spellbooks.	
  15. Tea	Room:	Here,	Ilkir	and	his	disciples	can	share	tea.		
  M A R K E T P L A C E  
  Alrakkham’s	Glory	has	no	marketplace	and	the	monks	have	little	
  wealth.	 The	 monks	 are	 friendly	 and	 offer	 to	 share	 their	 home	
  and	 meals	 with	 the	 travellers	 so	 long	 as	 they	 are	 friendly	 and	
  respectful.	The	monks	are	willing	to	trade	some	of	the	trinkets	
  they’ve	discovered	for	exotic	foods	or	wine.		
  
  37	
  E V E N T S  
  While	the	PCs	are	at	The	Monastery	of	the	Marble	Hand,	one	or	
  more	 of	 the	 below	 events	 may	 occur.	 Choose	 or	 determine	
  randomly:	
  D6	
  EVENT	
  1	
  Farelya’s	 and	 Yobin’s	 animosity	 towards	 each	 other	
  finally	 reaches	 the	 boiling	 point.	 Yobin	 attacks	 Farelya	
  and	if	not	stopped	these	fearsome	monks	try	to	kill	each	
  other.	
  2	
  The	rival	monks	of	the	Path	of	the	West	Wind	arrive	and	
  threaten	Ilkir.	They	demand	Ilkir	hand	over	Alrakkaham’s	
  Glory	to	them.		
  3	
  Admiring	 one	 of	 the	 PCs	 skill	 in	 combat,	 Ilkir	 offers	 to	
  train	 him	 or	 her	 as	 a	 Monk	 of	 the	 Marble	 Hand.	 The	
  training	will	take	several	years.	
  4	
  A	powerful	earthquake	strikes	the	region	and	causes	the	
  monolith’s	 little	 finger	 to	 fall	 off.	 Several	 days	 later	 it	
  starts	to	grow	back.		
  5	
  Pulses	 of	 light	 following	 the	 veins	 in	 the	 marble	 are	 a	
  common	 nightly	 occurrence	 in	 Alrakkham’s	 Glory,	 but	
  this	night,	they	radiate	outward	from	a	single	point.		
  6	
  One	of	the	PCs	dreams	of	the	monolith.	The	enormous	
  hand	crushes	them	to	powder,	but	when	the	wind	blows	
  the	powder	away,	a	perfectly	cut	diamond	is	revealed.		
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 the	
  Monastery	of	the	Marble	Hand	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*	
  The	 Marble	 Hand	 is	 the	 only	 part	 of	 a	 mountain-sized	
  stone	golem	that	remains	exposed	above	the	surface.		
  2	
  After	 his	 death,	 Alrakkham’s	 spellbooks	 were	 never	
  recovered.	 They	 remain	 hidden	 in	 the	 monolith	 to	 this	
  day.		
  3	
  Ilkir	the	Eldest	Brother	is	taking	on	new	disciples.	All	you	
  have	to	do	is	prove	yourself	worthy.		
  4*	
  Alrakkham’s	 ghost	 still	 haunts	 the	 monolith	 and	 is	 the	
  reason	for	the	strange	phenomena.		
  5*	
  Anyone	who	lives	in	Alrakkham’s	Glory	for	a	year	and	a	
  day	 can	 never	 leave	 again,	 but	 gains	 unbelievable	
  powers.	
  6	
  Weapons	 made	 by	 mortal	 hands	 cannot	 damage	
  Alrakkham’s	Glory.		
  *False	rumour	
  	
  
  38	
  P E N I T E N T ' S  R E S T  A T  A  G L A N C E  
  "Welcome,	friends,	to	the	Shrine	of	Alikandara	Lat,	better	known	
  as	Penitent's	Rest.	Here	you	may	find	healing	of	the	body	and,	
  more	importantly,	the	soul."	So	are	greeted	all	who	arrive	at	the	
  doors	 of	 this	 remote	 wilderness	 temple,	 a	 refuge	 where	 they	
  may	seek	atonement	for	wrongs	they	have	committed.	
  	
  The	shrine	was	established	several	centuries	ago	in	the	name	
  of	Alikandara	Lat,	a	great	paladin	until	she	was	seduced	into	a	
  murderous	act	of	evil	by	a	fiend.	Horrified,	Alikandara	fled	into	
  the	remotest	wilderness,	seeking	atonement.		
  	
  She	died	alone	in	her	self-imposed	exile	but	her	tale	wasn't	
  forgotten.	Those	inspired	by	the	example	of	her	early	life	soon	
  became	as	fervent	about	the	latter	part.	They	journeyed	into	the	
  woods,	intending	to	find	and	bring	back	her	body.	Unsuccessful,	
  they	 instead	 founded	 a	 shrine	 in	 her	 name,	 welcoming	 all	 in	
  need	of	respite	and	redemption.	
  	
  Legend	holds	that	those	who	pray	at	Alikandara's	cenotaph	
  are	 sometimes	 visited	 by	 the	 fallen	 paladin's	 spirit,	 which	 still	
  seeks	to	make	up	for	her	misdeed	in	life.	
  D E M O G R A P H I C S  
  Ruler	Bajer	Horngard	
  Population	4	(2	humans,	1	dwarf,	1	ghost),	plus	penitents	
  Alignments	LG,	LN	
  Languages	Common	
  Resources	&	Industry	Religious	guidance;	minor	magic	items	
  L O R E  
  A	PC	making	a	Knowledge	(geography)	or	Knowledge	(local)	may	
  know	 some	 information	 about	 Penitent's	 Rest.	 A	 successful	
  check	reveals	all	the	information	revealed	by	a	lesser	check.	
  	
  DC	 15:	 Penitent's	 Rest	 is	 a	 remote	 shrine	 that	 helps	 those	
  who	enter	find	atonement.	
  	
  DC	20:	Although	everybody	knows	it	as	Penitent's	Rest,	it's	
  formally	 the	 Shrine	 of	 Alikandara	 Lat,	 after	 the	 heroine	 who	
  inspired	it.	She	was	a	great	paladin,	the	hero	of	her	age,	until	she	
  was	seduced	into	evil	by	a	fiend	from	Abaddon’s	depths.		
  	
  DC	25:	People	think	Alikandara	Lat's	spirit	appearing	at	the	
  shrine	means	her	body	is	there,	but	her	cenotaph	is	empty.	The	
  location	of	her	remains,	and	her	magic	blade,	remain	a	mystery.	
  N O T A B L E  F O L K  
  In	addition	to	penitents	who	come	for	stays	of	varying	lengths,	
  Penitent's	Rest	has	four	permanent	inhabitants:	
  Alikandara	Lat	(location	10;	LG	female	ghost	human	ex-paladin	
  12)	The	ghost	of	the	shrine's	namesake	rarely	makes	herself	
  known.	
  Bajer	Horngard	(location	2;	LG	male	dwarf	rogue	2/monk	5)	This	
  beardless	dwarf	arrived	at	the	shrine	about	50	years	ago	as	a	
  penitent,	and	eventually	became	its	caretaker.	
  Bavari	Sinisere	(location	9;	LN	male	human	wizard	[conjurer]	9)	
  Though	 his	 companions	 vouch	 for	 him,	 Bavari	 Sinisere's	
  demeanour	 leaves	 those	 who	 meet	 him	 wondering	 if	 he's	
  truly	reformed.	
  Honna	Keenheart	(location	1;	LG	female	human	cleric	5)	Honna	
  Keenheart	 came	 to	 the	 shrine	 in	 service	 of	 others,	 rather	
  than	out	of	any	need	for	atonement.	
  N O T A B L E  L O C A T I O N S  
  Most	of	Penitent's	Rest	comprises	locations	of	little	interest	to	
  adventurers.	A	few	locations,	however,	are	notable:	
  1. Chapel:	This	worship	space	is	the	heart	of	Penitent's	Rest.	
  2. Workshop:	 A	 stocked	 workshop	 for	 penitents	 to	 use	 their	
  hands	in	meaningful	labour	to	help	them	expurgate	any	sins.		
  3. Penitents'	Rooms:	These	rooms,	housing	those	who	come	to	
  the	shrine	seeking	atonement,	are	surprisingly	comfortable.	
  4. Living	Room:	Community	is	emphasized	at	the	shrine,	where	
  denizens	eat	meals	together	in	this	warm	living	space.	
  5. Kitchen:	This	well-appointed	kitchen	produces	food	for	all	the	
  residents	at	the	shrine.	
  6. Supply	 Room:	 Edible,	 mundane	 and	 magical	 supplies	 are	
  stored	here.	
  7. Caretakers'	 Quarters:	 This	 simple	 room	 houses	 the	 shrine's	
  caretakers.	
  8. The	Divine	Judge:	This	ancient	statue	predates	the	shrine.	
  9. Pond:	 Lily	 pads	 dot	 this	 peaceful	 spot	 for	 meditation.	 The	
  abundant	fish	here	often	provide	dinner	for	residents.		
  10. Cenotaph:	The	soul	of	Penitent's	Rest,	the	ghost	of	Alikandara	
  Lat	visits	some	of	those	who	pray	here	in	her	name.	
  M A R K E T P L A C E  
  The	following	items	are	for	sale:	
  § 
  Consumables	elixir	of	truth	(6	doses;	500	gp	each),	3	potions	of	
  cure	light	wounds	(50	gp	each),	2	potions	of	sanctuary	(50	gp	
  each),	3	scrolls	of	atonement	(1,225	gp	each)	
  § 
  Miscellaneous	phylactery	of	faithfulness	(1,000	gp)	
  § 
  Weapons	 &	 Armour	 4	 sleep	 arrows	 (132	 gp	 each),	 2	 demon	
  slaying	arrows	(2,282	gp	each)	
  Additionally,	the	following	services	are	available:	
  § 
  Spellcasting	arcane	casting	up	to	5th	level;	divine	casting	up	to	
  3rd	level	
  § 
  Crafting	potions,	scrolls,	minor	wondrous	items	
  	
  	
  
  39	
  E V E N T S  
  While	the	PCs	are	at	Penitent's	Rest,	one	or	more	of	the	below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  The	ghost	of	Alikandara	Lat	takes	possession	of	a	(willing)	
  penitent	commoner	to	help	him	find	redemption	for	his	
  misdeeds.	She	enlists	to	the	PCs	to	aid	them.	
  2	
  An	armed	group	comes	in	search	of	a	penitent,	intending	
  to	enact	their	own	justice	for	a	harm	done	to	them	and	
  for	which	the	penitent	is	seeking	atonement.	
  3	
  A	 pilgrim	 comes	 to	 the	 shrine	 in	 search	 of	 information	
  about	 Alikandara	 Lat,	 saying	 he	 wishes	 to	 find	 her	
  remains	and	her	magic	blade,	Taanashyara.	
  4	
  A	 penitent	 has	 a	 crisis	 of	 faith,	 crying	 that	 he's	 already	
  damned	and	threatening	to	harm	himself	and	others.		
  5	
  A	 nightmare	 causes	 Bavari	 Sinisere	 to	 scream	 loudly	
  enough	to	wake	all	the	shrine's	residents.	He	refuses	to	
  speak	 of	 what	 he	 dreamed	 and	 remains	 taciturn	 and	
  withdrawn	for	the	next	several	days.	
  6	
  A	 unicorn	 is	 spotted	 on	 the	 outskirts	 of	 the	 shrine,	
  leading	several	penitents	to	see	it	as	some	sign,	though	
  they	cannot	agree	what	it	portends.		
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Penitent's	
  Rest	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	
  The	 fiend	 who	 seduced	 Alikandara	 Lat	 into	 evil	 still	
  torments	her,	sometimes	preying	on	those	who	leave	the	
  shrine	and	have	found	peace	in	her	name.	
  2*	
  The	spirit	of	Alikandara	Lat	is	just	an	illusion,	a	way	for	
  the	shrine	to	bilk	the	gullible	out	of	their	gold.	
  3	
  Bajer	 was	 exiled	 from	 his	 home	 after	 he	 was	 caught	
  creating	weapons	with	shoddy	materials	instead	of	cold	
  iron,	costing	several	dwarves	their	lives	during	an	attack	
  on	their	stronghold.		
  4	
  Bavari	Sinisere	was	a	devil	binder	before	he	came	here	
  but	no	one	knows	what	prompted	him	to	change.	
  5*	
  Honna	Keenheart	is	actually	a	descendant	of	Alikandara	
  Lat's,	a	legacy	of	what	made	Alikandara	fall	from	grace.		
  6	
  They	 say	 penitents	 have	 shared	 the	 location	 of	 several	
  great	 treasures	 with	 the	 shrine's	 caretakers,	 who	
  supposedly	have	never	told	anyone	else	the	secrets.	
  *False	rumour	
  	
  
  40	
  S H R O U D H A V E N  A T  A  G L A N C E  
  Finding	 Shroudhaven	 presents	 certain	 difficulties,	 as	 no	 road	
  leads	to	the	village;	wagon	ruts	serve	as	the	only	path.	Thick	fog	
  makes	 navigation.	 Wolf	 howls	 and	 mad	 gibbering	 from	 all	
  directions	 provide	 travellers	 constant	 companionship.	 The	 first	
  indicator	 of	 civilization,	 signs	 spaced	 around	 the	 village	
  proclaiming	 “No	 Necromancers,	 on	 Penalty	 of	 Death”	 and	
  “Lawbreakers	Will	Be	Eaten,”	greet	visitors.	
  	
  Shroudhaven’s	 architecture,	 style	 of	 dress	 and	 dialects	
  hearken	back	to	its	centuries-old	genesis.	Incredible,	innovative	
  artwork	and	artisanship	contrasts	oddly	with	the	village’s	quaint	
  nature.	The	sky	only	manages	to	brighten	to	a	gloomy	grey	at	
  noon.	 Brass	 lamps	 lining	 the	 streets	 cast	 yellow	 glows	 barely	
  penetrating	 the	 fog.	 When	 the	 fog	 thickens,	 one	 can	 only	
  perceive	the	vague	shapes	of	buildings	and	other	beings.	
  	
  While	Shroudhaven’s	undead	inhabitants	make	no	outward	
  displays	 of	 their	 state,	 in	 order	 to	 make	 guests	 feel	 more	
  comfortable,	astute	observers	easily	discern	the	truth.	For	such	
  guests,	the	undead	don’t	bother	to	hide	their	state,	and	instead	
  put	their	effort	into	convincing	visitors	of	their	civility.	
  D E M O G R A P H I C S  
  Ruler	The	Gloomhand	(five-member	council)	
  Government	Council	
  Population	79	(22	humans,	11	dwarves,	27	elves,	6	halflings,	13	
  ghasts)	
  Alignments	N,	LE,	NE,	CE	
  Languages	Common,	Dwarven,	Elven,	Undercommon	
  Corruption	–1;	Crime	–1;	Economy	–1;	Law	–7;	Lore	–3;	Society	
  +3	
  Qualities	Insular,	notorious	
  Danger	20;	Disadvantages	Cursed	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 undead.	 A	 few,	 however,	 are	 of	
  particular	interest	to	adventurers:	
  Bertram	Jinkin	(location	1;	N	male	dwarf	wizard	4/rogue	3)	One	
  of	 Shroudhaven’s	 few	 living	 residents,	 Bertram	 acts	 as	 the	
  village’s	“face”	to	newcomers.	
  Damiella	 Nightingale	 (location	 8;	 CE	 female	 human	 vampire	
  bard	11)	Damiella	is	one	of	Zuzu’s	prize	pupils,	with	a	voice	
  capable	of	both	shattering	glass	and	soothing	souls.	
  Keren	 Zaris	 (location	 9;	 LE	 female	 vampire	 halfling	 expert	 7)	
  Keren	 spends	 her	 relative	 immortality	 perfecting	 various	
  clockworks	devices.	
  Quentin	 Roarg	 (location	 3;	 NE	 male	 elf	 vampire	 wizard	 12)	
  Quentin	has	spent	decades	formulating	a	blood	substitute.	
  Sestra	Vol	(location	5;	CE	female	ghast	ranger	9)	Sestra	runs	her	
  shop	when	she	is	not	patrolling	outside	Shroudhaven.	
  Yvaine	 Grau	 (location	 10;	 N	 old	 female	 elf	 cleric	 15)	 Yvaine	
  oversees	 her	 farm	 and	 Respite	 Lodge,	 where	 she	 provides	
  aid	to	the	living	and	undead	alike,	along	with	her	wisdom.	
  Zuzu	Mellavious	(location	8;	NE	female	halfling	vampire	bard	13)	
  Proprietor	of	Theatre	Mellavious,	Zuzu	develops	new	talent.		
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	resident	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Jinkin’s	Bar	and	Grill:	The	first	stop	for	many	visitors,	Betram	
  Jinkin	serves	an	array	of	food	procured	from	the	farm	and	the	
  village’s	mushroom	fields.	
  2. Manor	House	Inn:	Several	residents	have	suites	in	this	massive	
  mansion,	which	also	houses	newcomers	to	the	village.	
  3. Roarg’s	 Alchemy:	 An	 acrid	 stench	 permeates	 the	 air	 around	
  this	building,	where	Quentin	Roarg	creates	alchemical	supplies	
  as	a	break	from	working	on	his	passion	project.	
  4. The	Cathedral:	Meeting	place	of	the	ruling	Gloomhand	council,	
  the	Cathedral	also	serves	as	a	prison.	
  5. Hunting	Shoppe:	Sestra	Vol’s	shop	contains	a	wide	variety	of	
  hunting	 supplies,	 from	 simple	 weapons	 and	 snare	 traps	 to	
  items	suited	to	repel	or	destroy	the	undead.		
  6. Yvaine’s	Farm:	Yvaine	Grau	raises	sheep	and	cattle	near	one	of	
  the	mushroom	fields,	which	provides	surprisingly	healthy	fare	
  for	the	animals.	
  7. Mushroom	 Fields:	 Since	 normal	 plants	 cannot	 grow	 without	
  sunlight,	Shroudhaven	has	turned	to	harvesting	mushrooms.	
  8. Theatre	Mellavious:	Varied	performances	grace	the	stages	of	
  this	 magnificent	 theatre	 on	 a	 nightly	 basis.	 Zuzu	 Mellavious	
  invites	visitors	who	catch	her	eye	to	perform	on	stage.	
  9. Gear	and	Gears:	Keren	Zaris	runs	this	general	store,	which	has	
  given	over	much	of	its	space	to	the	intricate	clockwork	objects	
  Keren	creates.	
  10. Respite	 Lodge:	 Due	 to	 the	 dangerous	 creatures	 outside	
  Shroudhaven,	visitors	might	stop	here	for	healing	on	arrival.		
  M A R K E T P L A C E  
  Resources	 &	 Industry	 Alchemical	 supplies,	 clockwork	 devices,	
  entertainment,	exotic	mushrooms	
  Base	 Value	 650	 gp;	 Purchase	 Limit	 3,750	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Shroudhaven,	the	following	items	are	for	
  sale:	
  § 
  Potions	 &	 Oils	 barkskin	 (300	 gp),	 cure	 light	 wounds	 (50	 gp),	
  eagle’s	splendour	(300	gp),	inflict	serious	wounds	(750	gp)	
  § 
  Scrolls	(Arcane)	cloudkill	(1,125	gp),	enthral	(200	gp)	
  § 
  Scrolls	(Divine)	daylight	(375	gp),	gentle	repose	(150	gp)	
  § 
  Wands	detect	undead	(750	gp),	disrupt	undead	(375	gp)	
  § 
  Wondrous	Items	hat	of	disguise	(1,800	gp),	horn	of	fog	(2,000	
  gp),	pearl	of	power	(2nd,	4,000	gp),	silversheen	(250	gp)		
  
  41	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 some	 information	 about	 Shroudhaven.	 A	
  successful	 check	 gains	 all	 the	 information	 revealed	 by	 a	 lesser	
  result.	
  	
  DC	20:	Shroudhaven’s	remote	location	and	the	pervasive	fog	
  make	 it	 a	 mysterious	 place.	 The	 population	 is	 made	 up	 of	
  relatives	of	refugees	from	an	ancient	war.	
  	
  DC	25:	Led	by	the	Gloomhand,	Shroudhaven	is	a	destination	
  for	 undead	 creatures.	 However,	 these	 creatures	 claim	 to	 be	
  civilized	and	present	no	threat	to	living	creatures.	They	scour	the	
  land	of	what	they	call	the	“feral	undead”.	
  	
  DC	30:	Residents	of	Shroudhaven	can	never	leave	the	village	
  for	 long	 periods.	 After	 a	 week’s	 absence,	 a	 villager	 begins	 to	
  suffer	from	a	wasting	disease.	Despite	this,	representatives	from	
  Shroudhaven	invite	innovative	artisans	and	artists	to	live	there.	
  V I L L A G E R S  
  Appearance	 Thanks	 to	 the	 lack	 of	 sunlight,	 and	 the	 undead	
  nature	 of	 most	 of	 the	 residents,	 everyone	 has	 a	 pallid	
  complexion;	hair	colour	ranges	from	white/blonde	to	brunette.	
  	
  Dress	 The	 people	 of	 Shroudhaven	 wear	 stylish	 clothing	 for	
  the	historical	period	of	its	founding,	but	the	fashion	is	outdated.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	
  Shroudhaven	 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	 thin	 ray	 of	 sunlight	 penetrated	 the	 fog	 recently	 and	
  followed	Valdrianne	around.	
  2	
  The	Cathedral	has	a	secret	cellar	where	the	Gloomhand	
  inters	feral	undead	they	plan	to	recondition.	
  3	
  The	fog	became	acidic	and	destroys	crops	and	forces	the	
  villagers	inside	for	a	time.	
  4	
  One	of	the	Gloomhand	has	spoken	about	stepping	down	
  from	the	council,	the	first	such	departure	in	sixty	years.	
  5	
  Madame	 Mellavious	 has	 enticed	 an	 acting	 troupe	 to	
  stage	 an	 original	 play	 on	 the	 main	 stage;	 devastating	
  events	occur	after	each	performance.	
  6	
  The	 mining	 village	 of	 Silver	 Bluff	 has	 discovered	 the	
  remnants	 of	 an	 engine	 of	 war;	 the	 Gloomhand	 has	
  expressed	concerns	about	the	engine’s	reactivation.	
  *False	rumour	
  		
  
  42	
  T H E  M I D N I G H T  M A R K E T  A T  A  G L A N C E  
  After	 a	 dangerous	 trek	 through	 the	 mountains,	 eager	
  adventurers	can	find	their	way	to	a	lonely	entrance	to	the	Ebon	
  Realm.	 The	 remoteness	 of	 this	 entrance	 helps	 deter	 the	
  dangerous	underground	monsters	from	wreaking	havoc	on	the	
  local	populace,	but	it	is	also	a	landmark	that	truly	maintains	the	
  peace.	Perched	across	a	chasm	is	a	strange	fortress-bridge,	built	
  both	 above	 and	 below	 the	 level	 of	 the	 crossing.	 The	 insides	
  provide	a	safe	place	for	both	under-dwellers	and	the	light	folk	to	
  meet	and	exchange	goods,	services,	and	information.	Bloodshed	
  is	 expressly	 forbidden	 within	 the	 Midnight	 Market,	 a	 rule	 its	
  mistress	maintains	with	cold	ruthlessness.	
  D E M O G R A P H I C S  
  Ruler	Mistress	Amelya	Van	Fersker	
  Population	 21	 (10	 humans,	 6	 ghouls,	 4	 vampire	 spawn,	 1	
  vampire)	plus	merchants	and	shoppers	
  Alignment	LE	
  Languages	Common,	Undercommon	
  Resources	 &	 Industry	 Trade	 goods,	 magic	 items,	 black	 market	
  goods	(poisons,	drugs	etc.)	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 the	 Midnight	 Market.	 A	
  successful	check	reveals	all	the	information	revealed	by	a	lesser	
  check.	
  	
  DC	10:	The	Midnight	Market	stands	over	the	Final	Chasm	at	
  the	mouth	of	a	major	entrance	to	the	Ebon	Realm.	It	provides	a	
  neutral	 place	 for	 trade	 between	 those	 dwelling	 above	 the	
  ground	and	those	dwelling	below.	
  	
  DC	15:	Access	to	the	Midnight	Market	does	not	come	cheap.	
  At	the	least,	a	potion	of	gaseous	form	is	required	to	enter	the	
  market.	 Any	 who	 enter	 are	 also	 indebted	 to	 the	 mysterious	
  mistress	of	the	Midnight	Market,	who	is	known	to	call	in	favours	
  even	years	after	the	transactions	are	complete.	
  	
  DC	20:	To	accommodate	some	of	the	more	irregular	visitors	
  to	the	site,	most	of	the	major	trading	is	done	between	dusk	and	
  dawn.		
  N O T A B L E  F O L K  
  When	the	market	is	in	full	swing,	dozens	of	people	of	all	races	
  and	 descriptions	 can	 be	 found	 here,	 from	 armoured	 dwarves	
  and	 green-clad	 elves	 to	 ghouls	 in	 tattered	 finery	 and	 dark-
  skinned	 duergar	 and	 drow.	 Some	 of	 the	 inhabitants,	 however,	
  are	particularly	notable:	
  Mistress	 Amelya	 Van	 Fersker	 (location	 7;	 LE	 female	 vampire	
  enchanter	10)	The	beautiful	seductress	in	charge	of	keeping	
  the	peace	between	worlds.	
  Anshelm	 Chellas	 (location	 1;	 NE	 male	 ghast	 rogue	 6)	
  Ambassador	to	the	Ebon	Realm;	bitter	rival	of	Bertich.		
  Bertich	(location	1;	LN	male	human	fighter	8)	Chief	of	the	Day	
  Guard,	 Bertich	 is	 fanatically	 loyal	 to	 his	 lady	 and	 a	 rival	 to	
  Anshelm	Chellas.	
  N O T A B L E  L O C A T I O N S  
  Much	of	the	Midnight	Market	is	given	over	to	storage	or	is	used	
  as	 living	 quarters	 for	 the	 Night	 Guard	 and	 Day	 Guard.	 A	 few	
  places,	however,	are	of	interest	to	adventurers.		
  1. Entryway:	 The	 main	 entrance	 of	 the	 Midnight	 Market	 spans	
  the	chasm	separating	the	world	of	light	from	the	Ebon	Realm.	
  2. The	Midnight	Market:	This	is	the	primary	trade	 area	for	the	
  Midnight	Market.	Here,	many	things	are	for	sale.	
  3. The	Elite	Market:	Those	seeking	specialized	goods	and	illegal	
  trade	eventually	seek	out	the	elite	market.	
  4. Elite	Storage:	Crates	of	contraband	stored	for	the	members	of	
  the	Midnight	Market’s	elite	fill	this	area.	
  5. Trapped	 Corridor:	 To	 reach	 Mistress	 Amelya’s	 personal	
  chamber	is	never	an	easy	task.	This	heavily	trapped	corridor	is	
  a	death-trap	for	the	unprepared.	
  6. Amelya’s	 Chamber:	 This	 beautiful,	 but	 nearly	 inaccessible,	
  chamber	is	home	to	Mistress	Amelya	and	her	entourage.	Few	
  visitors	emerge	from	this	chamber	unchanged.	
  M A R K E T P L A C E  
  Nearly	 any	 good	 under	 25,000	 gp	 can	 be	 found	 in	 the	 Midnight	
  Market,	with	a	bit	of	time	and	luck.	When	the	PCs	first	arrive	at	
  the	Midnight	Market,	the	following	good	are	available:	
  Armour	+2	heavy	wooden	shield	(4,157	gp),	+3	heavy	darkwood	
  shield	(9,257	gp),	+4	banded	mail	(16,400	gp),	
  Potions	&	Oils	bless	weapon	(50	gp),	gaseous	form	(5;	750	gp),	
  hide	from	undead	(50	gp)		
  Scrolls	(Arcane)	darkness	(150	gp),	magic	mouth	(2;	160	gp	each)	
  Wand	sound	burst	(49	charges,	4,410	gp)		
  Weapon	+2	repeating	crossbow	bolts	(5;	831	gp)	
  Wondrous	 Items	 cloak	 of	 arachnida	 (14,000	 gp),	 ivory	 goat	
  figurines	of	wondrous	power	(21,000	gp)		
  Additionally,	the	following	services	are	available:	
  § 
  Spellcasting	5th-level	arcane	
  § 
  Crafting	10th-level	or	lower	
  	
  	
  
  43	
  E V E N T S  
  While	the	PCs	are	at	the	Midnight	Market,	one	or	more	of	the	
  below	events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	group	of	human	visitors	draw	weapons	against	a	ghoul	
  merchant,	threatening	to	close	the	market	down	as	they	
  accuse	 him	 of	 kidnapping	 (and	 eating)	 one	 of	 their	
  friends.	
  2	
  A	humanoid	merchant	wrapped	head	to	toe	in	bandages	
  offers	vials	of	a	black	dust	that	transport	the	inhaler	to	
  another	dimension.	
  3	
  A	scuffle	over	a	table	of	strange	reagents	ends	abruptly	
  when	 one	 man	 gets	 shoved	 into	 the	 stall	 and	 the	
  shattered	 glass	 vials	 mix	 disastrously,	 consuming	 the	
  whole	area	in	purple	flames.	
  4	
  A	 bizarre	 fey	 creature	 sells	 phoney	 artefacts,	 for	 a	 few	
  hours.	By	the	time	the	hoax	is	discovered,	the	creature	
  has	vanished.	
  5	
  Several	 humans	 wandering	 the	 market	 bear	 puncture	
  wounds	 in	 their	 necks.	 When	 asked	 about	 the	 wounds,	
  none	of	the	victims	have	any	recollection	of	their	origins.	
  6	
  Two	dwarves	engage	in	an	arm	wrestling	contest	over	a	
  sparkling	green	gem	the	size	of	an	ogre’s	fist.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 the	
  Midnight	Market	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	
  Lady	Amelya	can	be	bought	as	easily	with	admiration	and	
  adulation	as	with	gold.	
  2	
  There	 is	 much	 tension	 among	 the	 members	 of	 the	 so-
  called	“Elite	Market”,	something	a	canny	customer	might	
  turn	to	his	advantage.	
  3*	
  In	the	deep	reaches	of	the	keep	is	a	portal	to	an	inter-
  planar	 marketplace	 to	 which	 only	 a	 select	 few	 are	
  granted	access.	
  4	
  There	are	no	requirements	to	be	mortal	or	even	living	to	
  visit	the	Midnight	Market.	
  5*	
  The	Mistress	of	the	Midnight	Market	is	a	powerful	devil	
  in	search	of	souls	to	please	her	infernal	masters,	so	tread	
  carefully	and	sign	nothing.	
  6*	
  Anything	can	found	at	the	Midnight	Market,	for	a	price.	
  (In	 reality,	 the	 Midnight	 Market	 is	 simply	 a	 place	 for	
  contraband	to	cross	to	and	from	the	Ebon	Realm).	
  *False	rumour	
  	
   
  
  44	
  T H E  M I S T F A L L  R E F U G E  A T  A  G L A N C E  
  Deep	 in	 the	 Greyspire	 Mountains,	 a	 cluster	 of	 rectangular	
  dwellings	 cling	 to	 a	 remote	 cliff	 face.	 An	 underground	 river	
  bursts	from	the	rock	and	cascades	down	the	cliffs,	shrouding	the	
  buildings	 in	 perpetual	 mist.	 Here,	 ancient	 runes	 protect	 the	
  inhabitants	 and	 guests	 from	 divination	 and	 unwanted	 magical	
  incursions.	 Thus,	 mist	 and	 magic	 obscure	 this	 remote	 location	
  from	prying	eyes.		
  	
  Driven	 from	 their	 ancestral	 home	 by	 a	 demonic	 horde	
  streaming	 through	 a	 planar	 rift	 in	 the	 clan’s	 mines,	 the	
  Steelhammer	 dwarves	 wandered	 the	 Greyspire	 Mountains	
  looking	 for	 a	 new	 home.	 When	 the	 clan	 was	 on	 the	 brink	 of	
  starvation	and	fragmentation,	several	strange	coincidences	drew	
  them	 to	 the	 echoing	 cliffs	 of	 the	 Mistfall	 Refuge.	 Faced	 with	
  obfuscating	runes	and	magical	protections,	the	dwarves	decided	
  upon	a	new	way	of	life.	For	the	past	three	decades	they	have	
  shared	their	refuge	with	others	who	would	pay	for	the	privilege	
  of	privacy	and	safety.	
  D E M O G R A P H I C S  
  Ruler	Averin	Steelhammer	
  Population	45	(41	dwarves,	2	humans,	1	bear,	1	half-elf)	
  Alignments	LN,	N	
  Languages	Common,	Dwarven,	Giant	
  Resources	and	industry	Discreet	hospitality	services	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 the	 Mistfall	 Refuge.	 A	
  successful	check	reveals	all	the	information	revealed	by	a	lesser	
  check.	
  	
  DC	 20:	 The	 Mistfall	 Refuge	 is	 a	 concealed	 establishment	
  where	individuals	with	sufficient	funds	can	disappear	for	a	time.	
  The	dwarves	who	run	the	refuge	keep	its	exact	location	a	closely	
  guarded	secret.		
  	
  DC	 25:	 Entry	 to	 the	 Mistfall	 Refuge	 is	 only	 obtained	 by	
  securing	an	invitation	from	the	Steelhammer	clan	and	paying	a	
  hefty	 entrance	 fee.	 Once	 inside,	 total	 privacy	 is	 guaranteed,	
  since	the	refuge	is	warded	against	scrying	and	teleportation.		
  	
  DC	 30:	 The	 Mistfall	 Refuge	 is	 ancient,	 and	 inscribed	 with	
  runes	of	power.	Whoever	built	it	was	long	gone	by	the	time	the	
  Steelhammer	dwarves	arrived.		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 hardworking	 dwarves.	 A	 few,	
  however,	are	of	particular	interest	to	adventurers:	
  Averin	 Steelhammer	 (location	 5;	 N	 male	 dwarf	 bard	 7)	 The	
  outward	face	of	the	clan,	Averin	makes	all	arrangements	for	
  entry	 and	 maintains	 a	 vast	 network	 of	 contacts.	 Averin	 is	
  unusually	 courteous	 and	 friendly	 for	 a	 dwarf—an	 affect	
  which	is	quickly	dropped	when	it	is	time	for	serious	business.	
  Brehal	Steelhammer	(location	4;	N	male	dwarf	wizard	[abjurer]	
  7)	 Brehal	 devotes	 every	 moment	 to	 studying	 the	 warding	
  runes.	 He	 is	 obsessed	 with	 their	 power,	 and	 fully	
  understands	their	importance	to	the	clan.	
  Grendalin	Steelhammer	(location	2;	LN	female	dwarf	ranger	6)	
  As	leader	of	the	mountain	rangers,	Grendalin	is	responsible	
  for	keeping	the	Mistfall	Refuge	secure,	but	knows	she	would	
  be	outmatched	by	many	of	the	guests’	enemies.	
  	
  Dress	 The	 dwarves	 wear	 simple,	 practical	 clothing	
  appropriate	to	their	trade	or	craft.	The	mountain	rangers	prefer	
  rugged	outfits	of	leather	and	fur,	dyed	grey	to	help	them	blend	
  into	the	mountainous	terrain.	
  	
  Nomenclature	
  All	
  the	
  dwarves	
  proudly	
  bear	
  the	
  Steelhammer	clan	name.		
  N O T A B L E  L O C A T I O N S  
  These	locations	are	of	particular	interest	to	adventurers:	
  1. Mountainside	Entrance:	A	fortified	gate	allows	access	to	the	
  refuge	from	the	narrow	trail	leading	up	the	mountainside.	
  2. Ranger	Barracks:	Grendalin	and	the	mountain	rangers	reside	
  here.	The	barracks	also	hold	the	refuge’s	armoury.		
  3. Steelhammer	Clan	Dwellings:	The	Steelhammer	dwarves	have	
  expanded	the	original	buildings	to	suit	their	own	needs.		
  4. Brehal’s	 Study:	 When	 not	 examining	 the	 runes,	 Brehal	 is	
  usually	in	this	cluttered	chamber,	either	writing	or	sleeping.		
  5. Averin’s	 Home:	 Averin	 maintains	 a	 small	 but	 comfortable	
  apartment	filled	with	homey	decorations.	
  6. Portal	 Hall:	 All	 guests	 enter	 the	 refuge	 through	 the	
  teleportation	portal	in	this	hall.	
  7. Guest	Apartments:	A	lavishly	decorated	suite	is	available	for	
  each	paying	guest.		
  8. The	 Misty	 Mug:	 At	 the	 Misty	 Mug,	 guests	 are	 able	 to	 enjoy	
  food,	drink	and	entertainment.		
  M A R K E T P L A C E  
  When	the	PCs	arrive	in	the	Mistfall	Refuge,	the	following	items	
  are	for	sale:	
  § 
  Consumables	potion	of	nondetection	(350	gp),	scroll	of	create	
  treasure	map	(250	gp),	scroll	of	obscure	object	(25	gp)	
  § 
  Miscellaneous	 items	 ring	 of	 climbing	 (2,500	 gp),	 robe	 of	
  blending	(8,400	gp)	
  Additionally,	 Brehal	 and	 Averin	 cast	 spells	 for	 their	 guests,	 if	
  properly	compensated.	
  	
  	
  
  45	
  	
  		
  
  46	
  T H E  M U D D E D  M A N S E  A T  A  G L A N C E  
  Protected	to	the	west	by	a	river	and	along	its	other	bounds	by	
  treacherous,	crumbling	cliffs	leading	up	to	the	plateau	on	which	
  it	rests,	The	Mudded	Manse	enjoys	further	safeguards	due	to	its	
  remote	 location	 in	 the	 swamp.	 The	 people	 of	 the	 nearest	
  settlement,	Thornhill,	regard	The	Manse	as	a	fearful	place	and	
  rarely	speak	of	it	to	strangers.	The	oddest	feature	of	The	Manse	
  is	the	bubbling	mud	underlying	the	plateau.	The	mud	has	healing	
  properties,	 so	 The	 Manse’s	 proprietor,	 Vississi	 Leeai,	 has	
  transformed	the	place	into	a	hospice	and	spa	where	the	rich	or	
  adventurous	come	to	receive	miraculous	cures.	
  D E M O G R A P H I C S  
  Ruler	Vississi	Leeai	
  Population	 21	 (8	 humans,	 4	 halflings,	 3	 half-orcs,	 3	 sylphs,	 2	
  elves,	1	lizardfolk)	
  Alignments	LN,	N,	NE	
  Languages	Auran,	Common,	Draconic,	Halfling	
  Resources	&	Industry	Healing,	restoration	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 The	 Mudded	 Manse.	 A	
  successful	check	reveals	everything	gained	by	a	lesser	check.	
  	
  DC	20:	Little	known	to	the	world,	The	Mudded	Manse	is	a	
  destination	 for	 those	 who	 have	 the	 protection	 necessary	 to	
  reach	 the	 swampy	 location	 and	 the	 money	 to	 spend	 on	 its	
  services,	which	include	cures	for	diseases	and	other	maladies.	
  	
  DC	 25:	 Vississ	 Leeai	 founded	 The	 Manse	 thirty	 years	 ago,	
  after	she	and	an	associate	cleared	out	a	lizardfolk	tribe.	
  	
  DC	35:	The	land	on	which	The	Manse	stands	served	as	the	
  stronghold	of	a	powerful	earth	elemental	in	antiquity.	
  N O T A B L E  F O L K  
  Most	 of	 the	 residents	 are	 nothing	 more	 than	 ordinary	
  individuals.		
  § 
  Appearance	 Despite	 the	 omnipresent	 mud,	 The	 Manse’s	
  residents	are	always	clean;	the	staff	are	always	cheery.	
  § 
  Dress	 The	 staff	 dress	 in	 simple,	 white	 robes,	 but	 happily	
  change	to	other	colours	to	suit	a	client’s	desires.	
  Some	of	the	inhabitants,	however,	are	notable:	
  Aqalarian	 of	 the	 Grove	 (location	 10;	 NE	 female	 elf	 druid	 10)	
  Aqalarian	tends	the	plants	in	the	grove	behind	The	Manse.	
  Demben	Indra	(location	7;	NG	male	halfling	adept	4)	Ever	jolly,	
  Demben	ensures	guests	are	comfortable.	
  Pel	Gort	(location	1;	LN	female	half-orc	ranger	9)	A	no-nonsense	
  warrior,	Pel	watches	over	the	only	path	to	The	Manse.	
  Sslaryss	 (location	 3;	 N	 female	 lizardfolk	 cleric	 11)	 Sslaryss	
  oversees	the	recovery	process	for	clients	with	dire	illnesses.	
  Vississi	 Leeai	 (location	 2;	 NE	 female	 sylph	 wizard	 [transmuter]	
  11)	Founder	and	leader	of	The	Mudded	Manse.	
  Xar	Gort	(location	5;	N	male	half-orc	expert	7)	Pel’s	twin	brother,	
  Xar	has	served	as	masseuse	since	The	Manse	opened.	
  Zev	 Kaldan	 (location	 4;	 N	 male	 human	 bard	 3/cleric	 4)	 Zev	 is	
  responsible	for	high-profile	guests	in	the	private	ward.		
  N O T A B L E  L O C A T I O N S  
  Most	of	The	Mudded	Manse	comprises	locations	of	little	interest	
  to	adventurers.	A	few	locations,	however,	are	notable:	
  1. Main	 Approach:	 A	 barely	 visible	 trail	 leads	 to	 The	 Mudded	
  Manse.	 A	 path	 flanked	 by	 twenty-foot-high	 cliffs	 funnels	
  visitors	through	an	area	overseen	by	trained	guards.	
  2. Welcome	 and	 Mud	 Well:	 Vississi	 Leeai	 receives	 guests	 here	
  and	discusses	available	treatments	and	payment.	
  3. Convalescents’	 Wing:	 Visitors	 who	 have	 been	 treated	 for	
  grievous	maladies	rest	and	relax	here	in	semi-privacy.	
  4. Private	Ward:	This	room	houses	one	or	two	guests	who	can	
  afford	the	exorbitant	fees	for	seclusion.	
  5. Masseur:	 Despite	 his	 appearance,	 Xar	 Gort’s	 gentle	 touch	
  removes	all	aches	and	pains.	
  6. Mud	Application:	The	primary	draw	for	The	Manse,	this	room	
  is	where	experts	apply	health-giving	mud	to	patrons.	
  7. Waiting	 Room:	 Retinue	 of	 clients	 who	 are	 not	 receiving	
  treatment	wait	here	for	their	employers.	
  8. Quarters:	Most	of	The	Manse’s	staff	remains	on	site;	Vessissi	
  ensures	the	comfort	of	her	staff	in	this	crowded	room.	
  9. Administration:	Vessissi	Leeai’s	office	and	payment	storage.	
  10. The	 Grove:	 This	 beautiful	 shaded	 area	 provides	 respite	 from	
  the	surrounding	swamp’s	oppressive	heat.	
  11. Mud	Hole:	Rarely,	a	mud	elemental	escapes	from	the	hole.	
  M A R K E T P L A C E  
  The	following	items	are	for	sale:	
  § 
  Consumables	potion	of	cure	serious	wounds	(750	gp),	potion	of	
  remove	 disease	 (750	 gp),	 scroll	 of	 transmute	 mud	 to	 rock	
  (1,125	gp),	scroll	of	comprehend	languages	(CL	9th,	225	gp),		
  § 
  Miscellaneous	ring	of	acid	resistance	10	(12,000	gp),	staff	of	
  earth	and	stone	(owned	by	Vississi),	 wand	of	prestidigitation	
  (50	chgs.	375	gp),	wand	of	stoneskin	(20	chgs.,	13,400	gp)	
  Additionally,	the	following	services	are	available:	
  § 
  Spellcasting	 Arcane	 and	 divine	 spellcasting	 (bard	 3,	 cleric	 4,	
  druid	10,	transmuter	13	[see	Vississi’s	stats])	
  § 
  Crafting	Scrolls	and	wondrous	items	
  	
  
  47	
  E V E N T S  
  While	the	PCs	are	at	The	Mudded	Manse,	one	or	more	of	the	
  below	events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	murder	of	crows,	numbering	in	the	thousands,	circles	
  the	 grounds	 for	 an	 hour,	 blotting	 out	 the	 sun.	
  Afterwards,	they	disperse	in	all	directions.	
  2	
  An	earthquake	shakes	The	Manse’s	foundations.	Terrified	
  clients	 flee	 the	 building	 as	 the	 employees	 attempt	 to	
  calm	them.	Vississi	determinedly	clutches	her	staff	as	she	
  storms	out	the	north	exit.	
  3	
  Zev	leaves	the	private	ward	in	a	panic,	grabbing	anyone	
  who	can	help	him,	as	mud	used	to	treat	acid	scarring	on	a	
  guest	has	solidified	and	threatens	to	suffocate	him.	
  4	
  Aedwen	 Sirett	 arrives	 from	 Thornhill	 to	 ask	 Vississi	 to	
  provide	aid	for	villagers	suffering	from	a	deadly	disease.	
  5	
  A	 powerful	 noble’s	 envoy	 arrives	 and	 demands	 the	
  Manse	 clear	 of	 patrons	 before	 her	 arrival,	 raising	
  objections	 from	 clients.	 Vississi	 confers	 with	 the	 envoy	
  who	whispers	to	her	for	a	minute.	The	sylph	offers	full	
  refunds	and	insists	everyone	depart	by	tomorrow	night.	
  6	
  Pel	drags	a	pair	of	gnomes	to	the	administrative	office.	
  Eavesdroppers	 hear	 Vississi	 briefly	 ranting	 about	 spies	
  before	telling	the	half-orc	to	take	them	to	Aqalarian	to	
  deal	with	them.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	the	Manse	
  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	
  You	don’t	want	to	go	to	the	grove	when	the	druid’s	not	
  around;	some	of	the	vines	there	would	strangle	you	if	it	
  weren’t	for	his	intervention.	
  2*	
  The	neighbouring	lizardfolk	believe	the	Manse	defiles	the	
  swamp,	 and	 they	 are	 planning	 a	 massive	 assault	 to	
  destroy	the	building.	
  3	
  Aqalarian	 has	 put	 feelers	 out	 for	 information	 about	 a	
  powerful	magic	item	that	controls	earth	elementals.	
  4	
  This	section	of	the	swamp	shares	a	thin	border	with	the	
  elemental	plane	of	earth.	It	seems	odd	someone	with	air	
  elemental	heritage	would	be	drawn	here.	
  5	
  Be	careful	what	you	say	around	the	staff.	Selling	secrets	
  is	another	way	they	generate	revenue	for	the	Manse.	
  6*	
  Vississi	and	Aqalarian	are	the	sole	remaining	members	of	
  an	 adventuring	 party	 that	 amassed	 a	 great	 fortune	
  before	the	group	fell	to	deadly	in-fighting.	
  *False	rumour	
  text	
   
  
  48	
  R E V E N G E  A T  A  G L A N C E  
  One	 of	 the	 largest	 and	 oldest	 villages	 near	 the	 pirate	 town	 of	
  Deksport,	 Revenge	 has	 grown	 from	 humble	 beginnings	 to	
  straddle	 both	 banks	 of	 the	 Buccaneer	 River	 a	 short	 distance	
  downstream	 from	 the	 confluence	 of	 two	 smaller	 rivers.	 The	
  surrounding	 land	 is	 fertile,	 if	 prone	 to	 occasional	 flooding,	
  allowing	the	village’s	crops	to	thrive.	
  	
  Founded	 over	 20	 years	 ago	 by	 the	 pirate	 captain	 Tarvin	
  Brineshadow,	Revenge	was	named	after	his	second	ship.	His	first	
  was	the	Helldrake,	one	of	the	fastest	galleons	to	sail	the	ocean.	
  The	 Helldrake’s	 first	 mate	 was	 a	 treacherous	 soul	 named	 Red	
  Jaska	 Purho	 who	 led	 a	 mutiny	 against	 Tarvin	 after	 an	
  unsuccessful	raid.	The	deposed	captain	was	forced	to	walk	the	
  plank	in	shark-infested	waters.	Luckily,	he	managed	to	swim	to	a	
  small	island	where	he	spent	weeks	living	off	crabs	and	coconuts	
  before	 being	 rescued	 by	 a	 passing	 ship.	 This	 pirate	 vessel,	 the	
  Good	 Fortune,	 had	 never	 experienced	 much	 success,	 but	 with	
  Tarvin’s	guidance,	began	to	take	plenty	of	fat	prizes.	After	a	vote	
  was	held	to	elect	him	captain,	Tarvin	spoke	of	the	plunder	filling	
  the	hold	of	the	Helldrake.	Renaming	his	new	ship	the	Revenge,	
  he	sailed	the	oceans	until	he	tracked	down	his	former	vessel.		
  	
  The	 Revenge	 attacked	 the	 Helldrake	 under	 cover	 of	 a	 fog	
  bank.	Tarvin	boarded	his	old	ship	and	dueled	with	his	mutinous	
  ex-first	 mate	 while	 the	 two	 crews	 battled	 around	 them.	 As	
  Tarvin	 thrust	 his	 cutlass	 through	 Red	 Jack’s	 heart,	 his	 men	
  triumphed	 over	 the	 the	 Helldrake’s	 crew.	 Once	 the	 holds	 had	
  been	emptied,	Tarvin	gave	the	order	to	send	the	galleon	to	the	
  bottom	of	the	ocean.		
  	
  His	lust	for	revenge	sated,	Tarvin’s	drive	to	sail	the	oceans	
  waned,	 and	 he	 vowed	 to	 live	 out	 his	 years	 on	 dry	 land.	 After	
  finding	a	spot	inland	suitable	for	farming,	he	founded	Revenge.	
  While	some	of	his	crew	joined	him,	many	preferred	to	remain	at	
  sea.	 These	 days,	 few	 of	 the	 folk	 living	 in	 the	 village	 have	 ever	
  served	on	a	pirate	ship.		
  	
  Now,	 Tarvin’s	 past	 is	 about	 to	 catch	 up	 with	 him.	
  Adventurers	 recently	 found	 and	 plundered	 the	 wreck	 of	 the	
  Helldrake,	disturbing	Red	Jaska	Purho’s	watery	grave.	The	pirate	
  captain’s	angry	spirit	has	returned	and	Red	Jack	has	risen	from	
  the	ocean	as	a	revenant	to	take	his	revenge	on	his	old	enemy.		
  D E M O G R A P H I C S  
  Ruler	Tarvin	Brineshadow	
  Government	Autocracy	
  Population	 154	 (121	 humans,	 15	 half-orcs,	 9	 halflings,	 6	
  dwarves,	3	half-elves)	
  Alignments	NG,	CG,	N,	CN	
  Languages	Common,	Orc	
  Corruption	-4;	Crime	-4;	Economy	-4;	Law	-3;	Lore	0;	Society	-2	
  Qualities	Strategic	location,	superstitious	
  Danger	+20;	Disadvantages	Hunted	
  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:	
  Brother	 Lobell	 (location	 5;	 CG	 male	 human	 cleric	 1)	 Well-
  meaning	young	priest	of	Serat,	sent	here	from	Deksport.	
  Feijo	 Grogsblood	 (location	 2;	 CN	 male	 middle-aged	 human	
  warrior	 2/expert	 2)	 Landlord	 of	 the	 Ferry	 Inn	 and	 ex-
  crewman	on	the	Revenge.	
  Kaisa	 Two-Teeth	 (location	 3;	 N	 female	 middle-aged	 half-orc	
  warrior	 1/expert	 1)	 Loud	 and	 earthy	 owner	 of	 the	 Turtle	
  Trading	Post.	Ex-pirate,	served	on	the	Revenge.	
  Ol’	 Veijo	 (location	 1;	 N	 male	 old	 human	 warrior	 1/expert	 1)	
  Grizzled	old	ferryman.	Ex-pirate;	part	of	the	Revenge’s	crew.	
  Red	Jaska	Purho	(location	8;	CE	male	revenant	fighter	2)	Former	
  first	mate	and	captain	of	the	Helldrake,	recently	risen	from	
  the	dead	and	out	for	revenge.	
  Tarvin	 Brineshadow	 (location	 4;	 CN	 male	 middle-aged	 human	
  fighter	5)	Retired	pirate	captain;	founder	of	Revenge.	
  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. Ferry:	A	chain	ferry	is	used	to	cross	the	Buccaneer	River.	
  2. The	Ferry	Inn:	Revenge’s	hostelry	caters	for	travellers,	offering	
  warm	beds	and	hearty	food	in	a	convivial	atmosphere.			
  3. Turtle	Trading	Post:	Sells	all	manner	of	goods	and	supplies	to	
  local	farmers,	river	traders	and	travellers.	
  4. Brineshadow	 Manor:	 This	 large	 building	 is	 home	 to	 the	
  founder	and	ruler	of	the	village,	Tarvin	Brineshadow.		
  5. Village	 Church:	 Dedicated	 to	 Serat,	 Mistress	 of	 Storms,	 the	
  church	has	few	regular	worshippers.	
  6. Mill:	The	village	mill	stands	idle	following	the	violent	death	of	
  the	miller,	Bart	Quint.	
  7. Palisade:	Protects	the	village	from	local	orc	and	goblin	tribes.	
  8. Old	Barn:	Red	Jaska	Purho	is	hiding	in	this	abandoned	barn	as	
  he	wages	his	campaign	of	terror	on	the	Revenge’s	ex-crew.	
  9. The	Pinnacle:	A	strange,	tall	spire	of	rock	stands	in	the	forest	
  to	the	northeast	of	the	village.	
  M A R K E T P L A C E  
  Resources	&	Industry	Farming,	fishing,	forestry	
  Base	 Value	 550	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 1st;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Revenge,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	bear’s	endurance	(150	gp)	
  § 
  Scroll	(Divine)	speak	with	dead	(375	gp)	
  § 
  Weapon	+1	heavy	crossbow	(2,350	gp),	+1	dagger	(2,302	gp)	
  
  49	
  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	Revenge.	A	successful	check	
  gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	10:	Revenge	sits	on	both	banks	of	the	Buccaneer	River.	
  The	villagers	use	a	chain	ferry	to	cross	the	river.	
  	
  DC	 15:	 The	 village	 was	 founded	 by	 a	 pirate	 captain	 who	
  named	 it	 after	 his	 ship.	 He	 retired	 from	 piracy	 and	 took	 up	
  farming	after	killing	his	arch-enemy.	
  	
  DC	 20:	 Adventurers	 recently	 explored	 and	 plundered	 the	
  wreck	of	the	Helldrake,	sunk	by	the	Revenge	over	20	years	ago.	
  V I L L A G E R S  
  Appearance	 The	 villagers	 are	 of	 different	 ethnic	 backgrounds	
  but	 most	 have	 a	 healthy	 tan	 and	 well-weathered	 hands	 from	
  working	the	land.	Some	of	the	older	inhabitants	are	ex-pirates	
  and	sport	tattoos	of	varying	artistic	merit.	
  	
  Dress	Most	wear	simple,	practical	work	clothes	and	sturdy	
  leather	boots.	The	ex-pirates	still	like	to	wear	hoop	earrings	or	
  other	pieces	of	flashy	jewellery.	
  	
  Nomenclature	 male	 Armas,	 Jaska,	 Panu,	 Volitto;	 female	
  Alina,	Elena,	Laila,	Pirjo;	family	Ahokas,	Outila,	Takala,	Varala.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Revenge	
  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	
  Someone	(or	something)	is	out	for	vengeance	against	the	
  ex-pirates	who	served	on	the	Revenge.	Three	have	been	
  killed	in	the	last	two	weeks.	
  2	
  Bart	Quint,	the	miller,	was	found	dead	clutching	a	piece	
  of	 parchment	 bearing	 the	 dreaded	 Black	 Spot—a	 dire	
  warning	that	a	pirate	is	marked	for	death.	
  3	
  Tarvin	Brineshadow	has	promised	to	build	a	new	bridge	
  to	 replace	 the	 ferry	 later	 this	 year.	 The	 last	 one	 was	
  washed	away	in	a	terrible	flood.	
  4	
  No	 one	 has	 seen	 Tarvin	 Brineshadow	 since	 the	 killings	
  began	–	he’s	barricaded	himself	in	his	manor	and	refuses	
  to	leave.	
  5*	
  The	 killer	 is	 a	 disgruntled	 pirate	 who	 served	 on	 the	
  Revenge	but	was	cut	out	of	his	share	in	the	loot.	
  6	
  A	tall,	thin	spire	of	rock,	known	as	the	Pinnacle,	stands	in	
  the	forest	to	the	northeast.	Carved	ancient	drawings	and	
  symbols	cover	its	base.	
  *False	rumour	
  	
   
  
  50	
  U M E L A S  A T  A  G L A N C E  
  Umelas	 stinks	 of	 sweetness.	 From	 the	 saccharine	 wines	 to	 the	
  cloying	scent	of	white	oak,	the	air	is	rich	with	sugar.	The	scenery	
  is	idyllic	enough,	if	you	can	stand	the	scent.	Vaulting	green	hills	
  host	 groves	 of	 shimmering	 trees	 as	 far	 as	 the	 eye	 can	 see.	 A	
  dancing	stream	carries	grape	scents	from	the	winery	on	the	cliffs	
  above	to	the	laughing	villagers	below.	Men	and	women	smoke	
  sweet	 sage	 at	 the	 Riverwatch	 tavern,	 curling	 vapours	 which	
  settle	lazily	over	the	waters	below.		
  	
  But	something	sinister	lurks	behind	every	contented	smile.	
  	
  Umelas	 was	 not	 always	 this	 sweet.	 Thirty	 years	 ago	 the	
  village	 was	 in	 the	 depths	 of	 economic	 depression,	 with	 trade	
  goods	faltering	and	a	horrifying	plague	sweeping	ever	closer.	Out	
  of	the	woods	came	a	bright	eyed	fey	in	the	guise	of	a	man.	He	
  called	himself	Smiling	Bracken,	and	he	offered	a	trade:	longevity,	
  prosperity	and	unending	joy	for	the	life	and	soul	of	a	child.	
  	
  From	a	community	on	the	brink	of	destruction,	the	vote	was	
  unanimous.	 Smiling	 Bracken	 took	 his	 sacrifice	 down	 into	 the	
  limestone	caves	beneath	the	village.	When	the	screams	began,	
  some	 villagers	 wavered	 in	 their	 resolve,	 and	 spoke	 in	 hushed	
  whispers	of	going	back	on	their	deal.	
  	
  But	 Smiling	 Bracken	 kept	 good	 on	 his	 promise.	 Umelas	
  thrived.	And	it	has	thrived	for	30	years	–	despite	the	whimpers	
  and	screams	of	pain	from	the	earth	below.	
  D E M O G R A P H I C S  
  Ruler	Hiswin	Baeler	
  Government	Utopian	Experiment	
  Population	 66	 (52	 humans,	 6	 halflings,	 5	 half-elves,	 2	 elves,	 1	
  gnome)	
  Alignments	LN,	N,	LE	
  Languages	Alko,	Common	
  Corruption	-3;	Crime	-3;	Economy	+2;	Law	-1;	Lore	-2;	Society	-1	
  Qualities	Insular,	Smiling	Bracken’s	Blessing	
  Danger	0	
  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:	
  Birrick	Baeler	(location	8;	NG	male	human	commoner	1)	Birrick	
  is	 the	 tortured	 sacrifice	 of	 Umelas,	 bound	 in	 eternal	 pain	
  deep	within	the	earth.	
  Gerder	 Groa	 (location	 6;	 LN	 female	 human	 expert	 2)	 Uldric’s	
  wife,	 Gerder	 is	 even	 larger	 and	 more	 taciturn	 than	 her	
  husband.	She	handles	duties	while	her	husband	is	away,	and	
  is	teased	good	naturedly	for	her	silence.		
  Hiswin	Baeler	(location	7;	LN	male	human	aristocrat	2/expert	1)	
  The	 mayor	 is	 an	 old	 man	 now,	 though	 he	 looks	 much	
  younger.	He	has	little	to	do	on	a	daily	basis,	and	spends	most	
  of	his	time	praying	at	the	Temple	of	the	Covenant.	
  Merner	Sugarloft	(location	1;	NE	male	gnome	adept	1/expert	3)	
  The	 owner	 of	 Sugarloft	 Winery,	 Merner	 pines	 for	 the	 days	
  before	Smiling	Bracken	but	recognizes	life	is	better	with	his	
  blessings.	
  Tevrik	 Waterblossom	 (location	 4;	 LN	 male	 halfling	 expert	 2)	
  Large	 and	 gruff,	 many	 mistake	 the	 bearded	 Tevrik	 for	 a	
  dwarf	when	they	first	lay	eyes	on	him.	Tevrik	runs	the	town	
  lumberyard	but	stays	out	of	political	and	fey	affairs.		
  Uldric	Groa	(location	6;	LE	male	human	expert	2)	The	owner	and	
  bartender	of	Riverwatch	Tavern	is	strict	and	quiet,	preferring	
  to	pour	drinks	rather	than	make	conversation.		
  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. Sugarloft	 Winery:	 The	 esteemed	 legacy	 of	 this	 winey	 far	
  outshines	 its	 current	 produce,	 sickly-sweet	 wines	 which	 sell	
  well	on	the	market	but	lack	depth	or	character.	
  2. The	 Gutter:	 Gutter’s	 River,	 or	 the	 Gutter,	 brings	 fresh	 snow	
  melt	 from	 the	 mountains	 to	 Sugarloft	 Winery,	 then	 courses	
  down	Gutter’s	Gorge	to	Umelas	below.	
  3. White	 Oak	 Groves:	 Across	 The	 Gutter	 grow	 hundreds	 of	
  aromatic	 white	 oak	 groves	 on	 grassy	 hills,	 stretching	 up	 and	
  onto	the	hills	and	mountains	beyond.	
  4. Umelas	Lumberyard:	Thin	sweet	sap	clings	to	every	corner	of	
  this	bustling	lumberyard.	
  5. Gutter’s	 Gorge:	 A	 steep	 ravine	 cuts	 its	 way	 down	 limestone	
  cliffs,	 bridging	 a	 vertical	 divide	 between	 Umelas	 and	 the	
  Sugarloft	Winery	on	the	slopes	above.	
  6. Riverwatch	Tavern:	Riverwatch	is	a	restaurant	and	tavern	on	
  the	 banks	 of	 the	 Gutter	 where	 white	 oak	 incense	 burns	 in	
  flickering	hearths.	
  7. Temple	 of	 the	 Covenant:	 This	 structure	 is	 Umelas’	 religious	
  and	political	centre,	and	a	place	to	worship	Smiling	Bracken.	
  8. Limestone	 Caves:	 Musty,	 dark	 and	 dripping,	 the	 limestone	
  caves	are	littered	with	animal	bones	and	play	host	to	Smiling	
  Bracken.	
  M A R K E T P L A C E  
  Resources	&	Industry	Mutton,	white	oak,	wine,	wool	
  Base	 Value	 500	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Umelas,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	invigorate	(50	gp)	
  § 
  Scrolls	(Arcane)	hypnotism	(25	gp),	innocence	(25	gp)		
  § 
  Scroll	(Divine)	calm	emotions	(150	gp),	hunter’s	lore	(25	gp)		
  
  51	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Umelas.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 10:	 A	 mere	 30	 years	 ago,	 Umelas	 was	 heavily	
  impoverished	and	on	the	brink	of	collapse.	
  	
  DC	 15:	 Umelas	 has	 and	 needs	 no	 guard	 or	 milita.	
  Disturbances	 are	 few	 and	 far	 between,	 and	 dangers	 seem	 to	
  avoid	the	place.	
  	
  DC	25:	The	villagers	made	a	dark	sacrifice	to	Smiling	Bracken,	
  a	dark	fey;	in	return	he	granted	them	prosperity	and	long	life.	
  V I L L A G E R S  
  Appearance	 The	 people	 of	 Umelas	 are	 always	 smiling	 hollow	
  grins	 full	 of	 pink-stained	 teeth.	 The	 men	 are	 strong	 and	
  handsome,	 the	 women	 proud	 and	 beautiful	 and	 the	 children	
  playful	and	intelligent.	All	are	unusually	tall	and	healthy.	Sickness	
  and	hunger	are	rare	things	here.	
  	
  Dress	 The	 villagers	 rarely	 import	 textiles	 and	 fabric	 from	
  abroad,	and	make	do	with	local	wool.	They	tend	towards	simple	
  clothing	of	light	colours,	but	both	men	and	women	often	braid	
  their	hair	with	pink	flowers	growing	on	the	white	oak	trees	
  	
  Nomenclature	male	Argeld,	Gilles,	Joran,	Loris,	Lukas;	female	
  Desmonda,	 Evry,	 Indrid,	 Olund,	 Saera;	 family	 Elser,	 Idoder,	
  Jonad,	Neamin,	Persire.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Umelas	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*	
  The	populace’s	unusual	good	health	comes	from	the	river	
  spirits	beneath	Gutter’s	Gorge.	
  2	
  The	village	healer	now	works	in	the	vineyard	after	a	lack	
  of	patients	led	him	to	pursue	another	career.	
  3	
  Smiling	 Bracken	 is	 a	 fey	 who	 blessed	 the	 village	 with	
  prosperity	thirty	years	ago.	
  4	
  The	mayor	lost	his	son	long	ago,	and	has	been	unable	to	
  sire	another.	
  5*	
  The	 winds	 of	 the	 underground	 caves	 produces	 sounds	
  like	a	child	screaming.	
  6	
  A	hidden	rock	formation	in	Gutter’s	Gorge	leads	into	an	
  expansive	underground	cave	system.	
  *False	rumour	
  	
  	
  		
  
  52	
  Y ’ T A R I S  A T  A  G L A N C E  
  A	stone	circle	marks	the	confluence	of	ley	lines	in	this	bleak	and	
  broken	 place.	 Across	 its	 storied	 past,	 Y’taris	 has	 hosted	
  spellbinding	wizards	and	apocalyptic	cultists,	angelic	battles	and	
  fey	outcasts,	abyssal	legions	and	eldritch	incursions.	Among	the	
  ancient	 runes	 and	 onyx	 pillars	 lie	 secret	 messages,	 spells	 and	
  powers	hidden	by	gods	and	men	alike.	
  	
  But	to	the	people	of	Y’taris,	the	stone	circle	is	just	a	tourist	
  destination	 for	 the	 rich.	 Every	 year,	 hundreds	 of	 mages	 and	
  necromancers	make	the	long	pilgrimage	to	the	stone	circle	high	
  in	the	Broken	Mountains.	Between	meditation	and	study,	these	
  spellcasters	need	a	place	to	eat,	relax	and	play.	Y’taris	provides	it	
  all	for	exorbitant	prices.	Those	who	are	unwilling	to	pay	may	find	
  their	 wallets	 missing	 all	 the	 same.	 And	 for	 the	 dark	 powers	
  gathered	here,	the	people	of	Y’taris	offer	some	unusual	services.	
  Anyone	is	welcome,	as	long	as	they	have	the	coin.	
  D E M O G R A P H I C S  
  Rulers	Ayred	Guilespire,	Girmark	Flaskgut	and	Mulgin	Kulon	
  Government	Plutocracy	
  Population	189	(57	humans,	16	dwarves,	24	elves,	39	gnomes,	
  14	half-elves,	7	half-orcs,	32	halflings)	
  Alignments	LE,	NE	
  Languages	Common,	Elven,	Halfling	
  Corruption	+1;	Crime	+2;	Economy	+2;	Law	-2;	Lore	-1;	Society	-
  3	
  Qualities	Magically	Attuned,	Notorious	
  Danger	10		
  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:	
  Ayred	Guilespire	(location	1;	LE	male	elf	cleric	2/expert	2)	Gaunt	
  and	impossibly	pale,	Ayred	owns	nearly	all	the	stalls	in	the	
  Grey	 Market.	 He	 speaks	 for	 all	 shops	 and	 panhandlers,	
  ensures	their	prices	and	methods	are	in	line,	and	represents	
  their	interests	in	council	meetings.	
  Davyn	Highhall	(location	5;	N	male	human	wizard	1)	Davyn	is	like	
  a	hundred	other	spellcasters	who	travel	to	Y’taris	each	year.	
  Born	 from	 a	 noble	 family,	 he	 seeks	 to	 enhance	 his	 pitiful	
  magical	 ability	 by	 studying	 the	 Confluence.	 Instead,	 he	 is	
  being	cheated	out	of	his	entire	inheritance.	
  Girmark	Flaskgut	(location	1;	NE	female	dwarf	expert	2/rogue	3)	
  Girmark’s	years	of	thievery	are	mostly	behind	her.	Now,	she	
  teaches	 and	 organizes	 the	 pickpockets	 and	 burglars,	 and	
  represents	their	interests	in	council	meetings.	
  Mulgin	Kulon	(location	5;	LE	male	gnome	expert	3)	Mulgin	is	a	
  disgusting,	boil	covered	gnome	who	spits	when	he	talks.	He	
  oversees	operations	at	all	taverns,	inns	and	gambling	halls,	
  and	represents	their	interests	in	council	meetings.	
  Stockmaster	 (location	 9;	 LE	 male	 gnome	 cleric	 6)	 Stockmaster	
  runs	Onyx	Hall,	the	premier	provider	of	necromantic	goods	
  and	services	in	Y’taris.	He	is	taciturn	and	precise	and	expects	
  his	customers	to	be	the	same.	
  Xthelis	(location	3;	NE	female	human	lich	wizard	11)	Xthelis	is	
  one	 of	 the	 few	 individuals	 actually	 worthy	 of	 the	 arcane	
  power	 available.	 She	 spends	 her	 time	 solely	 at	 the	 Pit,	
  studying	runes	and	practicing	her	necromancy.	She	showers	
  the	citizens	with	gold	and	they	give	her	whatever	she	needs.	
  Yosrin	Nimblefingers	(location	1;	CN	male	halfling	bard	1/rogue	
  3)	Yosrin	is	an	expert	pickpocket	and	something	of	a	legend	
  among	his	peers.	He	covers	his	good	looks	with	dirty	brown	
  clothes,	and	sometimes	clashes	with	Girmark	Flaskgut	over	
  the	appropriate	distribution	of	stolen	goods.	
  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. The	 Grey	 Market:	 Filled	 with	 vendors,	 beggars,	 panhandlers	
  and	 pickpockets,	 all	 magical	 goods	 can	 be	 found	 here	 (at	
  exorbitant	prices).	
  2. The	Confluence:	The	reason	mages	flock	to	Y’taris,	this	stone	
  circle	intensifies	magical	ability	and	enhances	arcane	study.	
  3. The	 Pit:	 A	 conduit	 of	 necromantic	 power,	 the	 Pit	 draws	
  powerful	liches	and	other	unsavoury	spellcasters	from	across	
  the	world.	
  4. The	 Gibbering	 Stone	 Inn:	 This	 inn	 and	 tavern	 epitomizes	
  everything	about	a	cheap	tavern	except	for	its	prices.	
  5. Raven’s	 Reach:	 Raven’s	 Reach	 inn	 provides	 wealthy	 visitors	
  with	 opulence	 and	 a	 reason	 to	 spend	 far	 too	 much	 gold	 on	
  frivolities.		
  6. Griffon’s	Call:	This	gambling	hall	is	the	third	best	place	to	lose	
  money	in	Y’taris.		
  7. Mage	 Society:	 Within	 the	 Mage	 Society,	 novices	 pay	 hefty	
  dues	in	hopes	of	arcane	revelations	that	never	come.	
  8. Trading	Post:	At	the	trading	post,	the	merchants	of	Y’taris	buy	
  alchemic	ingredients	from	travelling	salesmen.	
  9. Onyx	 Hall:	 Onyx	 Hall,	 which	 sells	 necromantic	 goods,	 is	
  perhaps	the	only	store	in	Y’taris	worth	the	price.	
  M A R K E T P L A C E  
  Resources	&	Industry	Tourism	
  Base	 Value	 750	 gp;	 Purchase	 Limit	 4,250	 gp;	 Spellcasting	 5th;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Y’taris,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	lesser	restoration	(50	gp)	
  § 
  Scrolls	(Arcane)	blood	biography	(150	gp),	pass	without	trace	
  (25	gp)	
  § 
  Scroll	(Divine)	divination	(400	gp),	glyph	of	warding	(575	gp)	
  § 
  Wand	detect	magic	(375	gp),	purify	food	and	drink	(375	gp)	
  
  53	
  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	 Y’taris.	 A	 successful	 check	
  gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	15:	Y’taris	is	ruled	by	a	council	of	three	merchants:	one	
  for	the	inns,	one	for	the	shops	and	one	for	the	thieves.		
  	
  DC	20:	Beneath	the	Confluence	festers	a	pit	of	dark	magic	
  and	great	power.	Only	the	citizens	of	Y’taris	know	the	way.	
  	
  DC	 25:	 The	 powerful	 lich	 Xthelis	 has	 taken	 up	 near	
  permanent	 residence	 at	 the	 Pit,	 and	 the	 villagers	 provide	 her	
  with	a	steady	stream	of	corpses.	
  V I L L A G E R S  
  Appearance	 The	 inhabitants	 of	 Y’taris	 are	 as	 stark	 as	 the	
  surrounding	mountains.	They	wax	between	cold	annoyance	and	
  obsequious	flattery,	depending	on	if	they	have	something	to	sell.	
  	
  Dress	 Y’tarians	 dress	 in	 blacks	 and	 greys,	 and	 often	 wear	
  cloaks	 or	 hoods.	 Many	 do	 not	 wish	 to	 be	 identified	 when	
  performing	 their	 daily	 tasks,	 while	 others	 simply	 mimic	 the	
  muted	landscape.	
  	
  Nomenclature	 male	 Belzor,	 Garhace,	 Hortran,	 Jodak,	
  Kaswan,	 Panbul;	 female	 Arfin,	 Breni,	 Faybyn,	 Idalile,	 Yezlyn;	
  family	Calziver,	Greyhand,	Magespire,	Totix,	Uriwor.	
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Y’taris	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*	
  The	Confluence	has	no	true	power,	and	is	simply	a	means	
  to	draw	visitors	to	the	village.	
  2	
  The	 Onyx	 Hall	 sells	 corpses	 and	 human	 sacrifices	 in	
  addition	to	other	necromantic	materials.	
  3	
  In	ancient	times,	a	powerful	necromancer	created	the	Pit	
  to	summon	forth	an	undead	army.	
  4	
  When	 visitors	 outstay	 their	 welcome,	 they	 are	
  sometimes	delivered	to	the	necromancers.	
  5*	
  In	 the	 sky	 above	 the	 Confluence,	 an	 invisible	 celestial	
  structure	bestows	divine	power.	
  6	
  Raven’s	Reach	has	secret	passages	so	the	staff	can	more	
  easily	rid	the	guests	of	their	possessions.	
  *False	rumour	
  	
   
  
  54	
  V A A G W O L  A T  A  G L A N C E  
  Ringed	by	tall,	thick	walls,	the	fog-shrouded	Vaagwol	sits	on	the	
  edge	of	the	Twyll	River	delta;	on	one	side	lies	the	Solnicht	Bog	
  while	on	the	other	stand	the	Fey-Cursed	Hills.	The	peat	and	clay	
  resources,	in	addition	to	the	navigable	river,	have	long	attracted	
  many	to	this	dreary	place.	From	the	mysteriously	absent	Sylvan	
  court	to	dozens	of	mortal	kingdoms	may	have	fought	over	this	
  land.	Consequently,	old	battlefields	and	queer	mysteries	cluster	
  thickly	about	the	village.	
  	
  Perhaps	what	characterizes	Vaagwol	most	is	the	Hunger.	The	
  Hunger	animates	the	dead	whether	preserved	in	the	bog,	long	
  entombed	under	fairy	hills	or	recently	succumbed	in	the	village	
  itself.	 In	 order	 to	 protect	 against	 this	 ever-present	 threat,	
  Vaagwol	 has	 not	 only	 built	 a	 stout	 outer	 stone	 wall,	 but	 also	
  divided	 itself	 into	 several	 walled.	 The	 lack	 of	 windows	 on	 the	
  lowest	 floors	 of	 all	 buildings,	 protect	 not	 only	 against	 the	
  constant	 chill	 and	 mist,	 but	 also	 against	 the	 dead	 whose	
  diseased	bite	further	spreads	the	Hunger.		
  	
  With	 the	 falling	 population,	 the	 villagers	 have	 become	
  increasingly	 reliant	 on	 clockwork	 mechanisms	 for	 many	 simple	
  tasks;	however	many	such	creations	are	poorly	constructed	and	
  often	break.	
  D E M O G R A P H I C S	
  Ruler	Mayor	Alfrant	Merryn	
  Government	Plutocracy	
  Population	167	(109	humans,	32	dwarves,	8	elves,	11	half-elves,	
  7	intelligent	undead)	
  Alignments	LN	
  Languages	Common,	Dwarven,	Elven,	Sylvan	
  Corruption	+0;	Crime	-4;	Economy	-2;	Law	-4;	Lore	-2;	Society	-8	
  Qualities	Defensible,	superstitious	
  Danger	+20;	Disadvantages	Hunted,	plagued,	soul	crushing	
  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:	
  Caltha	 Stonestacker	 (location	 4;	 LN	 female	 dwarf	 expert	 3)	
  Cartha	is	a	brash	and	stout	woman,	even	for	a	dwarf,	who	
  leads	 the	 Wallers	 guild.	 She	 is	 responsible	 for	 the	
  construction	and	maintenance	of	the	great	walls	that	protect	
  the	village	from	the	dead	and	the	spread	of	the	Hunger.	
  Bychan	 Ytes	 (location	 7;	 LE	 male	 human	 expert	 3)	 Bychan	 is	
  fascinated	 by	 the	 Hunger,	 which	 has	 so	 far	 defied	 magical	
  attempts	 to	 curtail	 its	 spread.	 His	 obsession	 turns	 darker	
  with	 each	 passing	 day	 and	 he	 has	 begun	 to	 document	 the	
  disease’s	progression	on	those	imprisoned	in	his	cellar.	
  Mayor	Alfrant	Merryn	(location	1;	LN	male	human	expert	2)	A	
  successful	 merchant	 from	 a	 respectable	 family,	 Alfrant	 has	
  parlayed	 his	 breeding	 and	 wealth	 into	 political	 office.	 He	
  generally	 believes	 in	 stoically	 ignoring	 any	 unpleasantness	
  the	village	suffers	and	instead	tells	stories	of	better	days.		
  Phethil	 Riverdancer	 (location	 8;	 CG	 male	 elf	 rogue	 2)	 The	
  dashing	 patriarch	 of	 the	 small	 elven	 community,	 his	 family	
  controls	much	of	the	trade	passing	through	the	village.	While	
  looked	down	upon	by	the	village’s	respectable	families,	the	
  bravery	and	daring	of	the	Riverdancer	Forwarding	Company	
  is	the	lifeblood	of	Vaagwol's	economic	health.	
  Scythemaster	Ecta	Jenigan	(location	6;	LG	female	human	fighter	
  3)	 The	 Scythemaster	 is	 the	 honourable	 leader	 of	 the	
  Bereavement	 Watch,	 who	 both	 garrison	 the	 village’s	
  defences	and	cull	the	sick	inside	the	walls.	
  Slow	 Ewain	 (location	 5;	 CN	 male	 human	 rogue	 1)	 A	 spy	 from	
  Feyhall,	Ewain	is	craftier	than	his	moniker	implies.		
  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. Vaagwol	 Hall:	 This	 hall	 is	 a	 block-like	 building	 that	 serves	 as	
  the	centre	of	government	and	trade	for	the	village.		
  2. St.	 Elspeth	 the	 Martyr	 Hospital:	 The	 hospital	 is	 run	 by	 the	
  sisters	of	St.	Elspeth	the	Martyr	who	strive	daily	to	both	care	
  for	the	health	of	the	villagers	and	fight	the	plague.		
  3. Cutters’	 Guild	 Hall:	 The	 Cutters’	 Guild	 makes	 regular	 forays	
  into	the	bog	to	cut	peat	or	to	the	hilly	cost	to	dig	clay.	They	
  often	hire	guards	when	working	outside	the	walls.		
  4. Wallers’	 Guild	 Hall:	 The	 dwarven	 dominated	 Wallers’	 Guild	
  Hall	is	surrounded	by	several	rings	of	walls	and	is	perhaps	the	
  most	defensible	location	in	the	village.		
  5. The	Quiet	Maid:	Popular	public	house	with	rooms	for	let.		
  6. Bereavement	Watch	Barracks:	There	is	one	of	these	barrack	
  houses	in	each	district,	filled	with	soldiers	on	the	lookout	for	
  both	the	dead	and	signs	of	the	Hunger	infecting	their	charges.	
  7. Ytes'	Mansion:	This	solitary	mansion	is	home	to	the	bachelor	
  physician	Bychan	Ytes	(and	his	unfortunate	test	subjects).	
  8. Docks:	The	piers	stand	outside	the	protection	of	the	walls.		
  9. Solnicht	Bog:	Home	to	peat	and	centuries	of	battles.		
  10. Fey-Cursed	Hills:	Once	home	to	the	Sylvan	Court,	the	hills	now	
  shelter	 a	 band	 of	 brigands	 in	 the	 village	 of	 Feyhall	 (whose	
  location	is	a	secret	to	all	but	a	few).		
  M A R K E T P L A C E	
  Resources	&	Industry	Clay,	clockworks,	peat,	shipping	
  Base	 Value	 300	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 1st;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Vaagwol,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	hide	from	undead	(50	gp)	
  § 
  Scrolls	(Arcane)	chill	touch	(25	gp),	magic	weapon	(25	gp)	
  § 
  Scrolls	(Divine)	bless	water	(50	gp),	lesser	restoration	(150	gp)	
  § 
  Wondrous	Items	silversheen	(250	gp)		
  
  55	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Vaagwol.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	5:	Vaagwol	was	once	prosperous	due	to	its	proximity	to	
  peat	and	clay,	and	the	ability	to	ship	it	up	the	Twyll	River.	Several	
  significant	ancient	battlefields	litter	the	nearby	Solnicht	Bog.	
  	
  DC	 10:	 The	 village	 lives	 under	 threat	 from	 the	 Hunger,	 a	
  disease	that	kills	the	living	and	animates	the	dead.		
  	
  DC	 20:	 Somewhere	 nearby	 in	 the	 Fey-Cursed	 Hills	 is	 the	
  bandit	known	as	Feyhall.	The	rogues	are	nearly	as	dangerous	as	
  the	Hungry	Dead.		
  V I L L A G E R S  
  Appearance	 The	 families	 that	 have	 lived	 in	 Vaagwol	 for	
  generations	frequently	have	dark	hair	and	dark	eyes,	though	red	
  hair	is	not	uncommon.	Hairstyle	is	general	tied	to	class,	with	the	
  common	 folk	 favouring	 longer	 hair	 and	 the	 wealthy	 keeping	
  theirs'	cropped	short.		
  Dress	 The	 villagers	 tend	 to	 wear	 dreary	 layers	 of	 wool	 to	
  keep	 out	 the	 cold	 and	 damp	 mists.	 Jewellery	 is	 uncommon,	
  though	affections	such	as	a	cane,	monocle	or	pocket	watch	are	
  more	likely	among	the	wealthy.	It	is	common	to	see	heavy	boots	
  and	forearm	guards	on	those	who	travel	areas	where	encounters	
  with	the	hungry	dead	are	likely.			
  	
  Nomenclature	 male	 Aeron,	 Einon,	 Linos,	 Sawl;	 female	
  Aderyn,	Brynn,	Grynn,	Rynnon;	family	Astley,	Caddagan,	Merryn,	
  Rodderych,	Yorath.		
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Vaagwol	
  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*	
  The	Hungry	Dead	are	controlled	by	an	intelligent	menace	
  seeking	to	lay	the	village	low.		
  2	
  Someone	is	spreading	the	Hunger	on	purpose.		
  3	
  The	bandits	of	Feyhall	have	spies	in	the	village.		
  4*	
  The	Sisters	of	St.	Elspeth	the	Martyr	have	magical	healing	
  powers	 they	 do	 not	 publicize,	 but	 if	 you	 earn	 their	
  favour,	they	can	cure	you	of	the	Hunger.	
  5*	
  The	 Bereavement	 Watch	 cannot	 be	 trusted.	 They	 will	
  execute	you	if	you	are	sick	for	any	reason.		
  6	
  Hungry	Dead	are	commonly	found	outside	the	walls,	but	
  sometimes	 some	 to	 get	 inside.	 Be	 careful	 who	 you	
  approach	on	a	dark	and	lonely	street.		
  *False	rumour	
  	
   
  
  56	
  	
   
  
  57	
   
   
   
   
   
   
   
   
   
   
   
  MISCELLANEOUS OFFERINGS 
   
   
  
  58	
  A N  U N E V E N T F U L  D A Y ’ S  T R A V E L  I N  T H E  H I L L S  
  Use	this	table,	to	describe	an	uneventful	day’s	travel	through	the	
  hills.	 Some	 entries	 may	 be	 inappropriate	 based	 on	 the	
  adventure’s	set	up;	ignore	such	results	and	simply	re-roll.	
  D%	
  	
  01-02	
  You	 journey	 alongside	 a	 shallow,	 slow	 river	
  winding	 through	 grass	 covered	 hills.	 Flocks	 of	
  sheep	 watch	 you	 from	 rounded	 peaks	 and	
  eventually	 the	 sun	 yawns	 in	 shades	 of	 red	 and	
  pink	before	it	slips	behind	the	horizon.	
  03-04	
  Wide,	flat	paths	cut	through	rocky	buttes	jutting	
  straight	 up,	 hurrying	 you	 on	 your	 way.	 Luckily,	
  you	 avoid	 swaths	 of	 woody	 bushes	 and	 thorny	
  nettles	before	finding	a	suitable	resting	spot.	
  05-06	
  You	travel	along	an	ancient	road	crawling	up	and	
  down	 a	 low,	 grassy	 hills	 while	 in	 the	 distance	
  smoke	curls	up	lazily	from	scattered	farmsteads.	
  A	full,	yellow	moon	greets	you,	at	night.	
  07-08	
  Grey	skies	linger	over	a	deep	fog	floating	through	
  the	 fat	 valleys	 as	 you	 journey	 through	 lightly	
  wooded	hills.	The	stormy	clouds	eventually	give	
  way	to	a	clear	view	of	scattered	stars.	
  09-10	
  Brown,	 conical	 hills	 of	 sun-dried	 grass	 crowd	
  around	 you	 as	 you	 follow	 a	 serpentine	 path.	 A	
  limpid	sun	shines	before	sheepishly	succumbing	
  to	a	bold,	fat	moon	dominating	the	black	sky.	
  11-12	
  Wind	beats	at	you	as	pass	through	a	landscape	
  of	rocky,	dwarfish	hills.	Stunted	trees	greet	you	
  in	 the	 place	 of	 travellers	 while	 the	 sun	 hides	
  behind	 thick	 grey	 clouds.	 Night	 overbears	 the	
  gloomy	sky	with	a	tapestry	of	impassive	stars	
  13-14	
  Heavy	 rain	 runs	 down	 in	 streams	 off	 of	 rocky,	
  steep	hills,	causing	you	to	stomp	through	muddy	
  paths	 and	 murky	 streams.	 Evening	 sees	 a	
  dispersing	of	clouds	and	a	faint,	sickle	moon.	
  15-16	
  Early	morning	frost	coats	the	tops	of	the	barren	
  hills	 along	 your	 path	 which	 steadily	 ascends.	
  Afternoon	brings	a	brief	squall	of	sputtering	rain	
  before	the	sun	finally	peters	out.	
  17-18	
  Heavy	 brush	 threatens	 to	 obscure	 your	 trail	
  while	animals	and	birds	chitter-chatter	amongst	
  the	 steep,	 heavily	 wooded	 hills.	 A	 flat	 valley	
  awaits	you	as	the	sun	salutes	you	goodnight.	
  19-20	
  Shepherds	 greet	 you	 as	 they	 stroll	 with	 their	
  flocks	over	a	series	of	pastoral	hills.	Clouds	chase	
  each	other,	propelled	by	a	warm	breeze	under	a	
  bright	sun	before	night	falls.	
  21-22	
  You	follow	a	series	of	narrow	trails	avoiding	the	
  numerous	streams	twisting	through	the	towering	
  rocky	 hills.	 The	 shrill	 cries	 of	 predatory	 birds	
  accompany	you	throughout	the	day.	
  23-24	
  Stunted	hills	keep	their	distance	from	you	as	you	
  travel	 along	 a	 rutted	 road	 while	 the	 sun	 warily	
  watches	 you	 from	 the	 boulders	 cresting	 the	
  hilltops	before	night	sullenly	takes	over.	
  25-26	
  Throughout	 the	 day,	 you	 spy	 soldiers	 stationed	
  on	 various	 hilltops	 keeping	 watch	 as	 merchant	
  wagons	 cross	 your	 path.	 The	 sun	 dips	 in	 a	
  pageantry	of	colour	and	a	full	moon	arises.	
  27-28	
  You	follow	a	narrow	trail	carving	its	way	fitfully	
  between	 steep-sided,	 rocky	 hills.	 Raucous	 birds	
  call	out	overhead	beneath	a	hot	sun	which	lazily	
  slips	below	the	horizon.	A	cool	wind	blows	in.	
  29-30	
  A	well-worn	path	takes	you	through	a	series	of	
  gently	 sloping	 hills.	 The	 ruins	 of	 ancient	
  watchtowers	dot	a	few	of	the	larger	ones	which	
  take	on	eerily	silhouettes,	like	broken,	blackened	
  fingers,		as	the	sun	sets	redly	behind	them.	
  31-32	
  A	 large	 group	 of	 slow	 moving	 religious	 pilgrims	
  hogs	the	main	road,	forcing	you	to	clamber	along	
  a	 path	 winding	 through	 a	 series	 of	 lightly	
  forested	 hills	 echoing	 with	 birdsong.	 The	 clear	
  sky	becomes	cloudy,	as	night	rolls	in.	
  33-34	
  As	you	travel	a	road	across	a	series	of	long,	flat	
  hilltops,	you	spy	barges	floating	along	the	many	
  small	 rivers	 carved	 through	 the	 valleys.	 A	 half-
  moon	eventually	replaces	a	weary	sun.	
  35-36	
  Thickly	forested,	steep	hills	hedge	you	in	as	you	
  journey	 a	 path	 twisting	 around	 their	 massive	
  forms.	Birds	and	animals	call	out	until	the	sounds	
  of	insects	replaces	them	as	the	sun	descends.	
  37-38	
  A	light	rain	keeps	you	company	for	most	of	the	
  day,	 watering	 the	 grassy,	 shaggy	 hills	 rolling	
  around	 you.	 By	 evening,	 the	 clouds	 drift	 apart,	
  allowing	a	clear	view	of	a	star-filled	night	sky.	
  39-40	
  Rocky	hills	rise	up	as	you	journey	along	a	winding	
  path.	At	times,	distant	booming	shakes	the	very	
  air,	sending	up	the	raucous	cry	of	birds.	The	sun	
  lines	the	peaks	of	the	hills	with	red	as	it	sets.	
  41-42	
  A	thick	layer	of	icy	crusts	the	barren	hills	as	you	
  trudge	 along	 a	 wide	 path	 between	 their	 steep	
  slopes.	The	sun	hides	behind	grey	clouds	which	
  darken	as	day	turns	to	moonless,	starless	night.	
  43-44	
  Heavy	 mercantile	 traffic	 trundles	 along	 a	 flat	
  road	between	a	series	of	low	sloping	grassy	hills.	
  Checkpoints,	 manned	 by	 local	 soldiers	 keep	
  watch,	 occasionally	 checking	 individuals	 of	 a	
  rougher	looking	nature.		
  45-46	
  A	 hot	 wind	 blows	 over	 the	 scorched	 peaks	 of	
  burnt	 hills	 covered	 in	 a	 coarse,	 brown	 grass.	
  Night	 brings	 relief	 from	 the	 wind,	 but	 not	 the	
  stifling	heat.	
  47-48	
  Large,	 standing	 stones,	 erected	 by	 unknown	
  hands,	dot	the	crowns	of	numerous,	grassy	hills.	
  Birds	 wheel	 over	 them,	 cawing	 loudly.	 A	 tepid	
  sun	gives	way	to	a	meekly	shining	moon.	
  49-50	
  A	merry	band	of	performers	follows	behind	you	
  with	a	wagon	as	you	navigate	a	treacherous	road	
  skirting	steep-sided,	forested	hills.	Night	sees	the	
  band	diverging	along	a	different	path.	
  
  59	
  51-52	
  Thorny	bushes	and	nettles	crawl	along	the	sides	
  of	 the	 stunted	 hills,	 occasionally	 blocking	 the	
  crooked	trail.	A	light	rain	comes	with	the	rising	of	
  a	half	moon.	
  53-54	
  You	 follow	 a	 well-worn	 path	 through	 hills	
  adorned	with	crowns	of	thin,	barren	trees.	A	few	
  large	 boulders	 litter	 the	 valleys	 in	 between	 the	
  hills.	The	sun	slowly	gives	way	to	a	silver	moon.	
  55-56	
  A	 wide,	 man-made	 road	 winds	 along	 the	 rocky	
  hillsides.	Below,	farmsteads	rest	contentedly	in	a	
  well-watered	 valley.	 A	 pleasant	 blue	 sky	
  gradually	 turns	 to	 pink	 and	 orange	 before	
  purpling	into	a	star-filled	black	night	sky.	
  57-58	
  A	 haunting	 pipe	 music	 wafts	 across	 the	 serene	
  hilltops,	 played	 in	 strange	 unison	 by	 shepherds	
  tending	their	flocks.	The	music	seems	to	lull	the	
  sun	to	set	early	and	a	sluggish	moon	rises.	
  59-60	
  Soft,	 grassy	 hills	 give	 way	 to	 steeper,	 stonier	
  spurs	 of	 rock	 as	 the	 road	 winds	 to	 higher	
  elevations	before	dropping	back	into	a	series	of	
  gentle	hills	as	the	sun	begins	to	set.	
  61-62	
  You	 travel	 along	 a	 thin,	 rutted	 road	 across	 a	
  series	 of	 gentle,	 grassy	 peaks.	 Midday,	 a	
  horseman	 thunders	 passed.	 About	 an	 hour	
  before	evening,	four	additional	horsemen	ride	by	
  in	a	hurry	without	stopping.		
  63-64	
  Lightning	flashes	in	the	dark	grey	clouds	skirting	
  the	tips	of	the	highest	hills	on	either	side	of	the	
  road.	 A	 brief,	 blistering	 storm	 assaults	 you	
  around	midday	but	dissipates	before	sunset.	
  65-66	
  Smoke	 rises	 lazily	 from	 the	 squat,	 long	 houses	
  dotting	the	flat	tops	of	the	low	hills.	A	well-used	
  sheep	 track	 carries	 you	 along	 swiftly.	 A	 full,	
  yellow	moon	greets	you	at	night.	
  67-68	
  A	wide	road	rambles	up,	over	and	down	a	series	
  of	 large,	 wooded	 hills.	 You	 spy	 a	 few	 hunters	
  crossing	 the	 road,	 a	 deer	 slung	 between	 them.	
  The	 sun	 sets	 as	 you	 descend	 into	 a	 low	 valley	
  watered	by	a	clear,	slow	stream.	
  69-70	
  Grassy	hillocks	rise	up	suddenly	like	green	warts	
  from	 the	 landscape.	 A	 brief	 afternoon	 rain	
  shower	 brings	 a	 brilliant	 rainbow	 stretching	
  between	two	hilltops.	
  71-72	
  Your	 path	 cuts	 through	 the	 narrow	 valleys	 of	
  rocky	 hills	 topped	 with	 thick,	 leafy	 trees.	 The	
  chattering	of	animals	and	birdsong	echoes	down	
  at	you.	The	sun	relinquishes	to	a	sickle	moon.	
  73-74	
  Copses	of	trees	sparsely	dot	the	tops	and	sides	of	
  the	 high,	 steep	 hills.	 Your	 trail	 skirts	 the	 deep,	
  river	 filled	 valleys	 between	 them.	 A	 pleasant	
  wind	keeps	you	company	until	night	fall.	
  75-76	
  A	thick	morning	fog	oozes	down	the	high,	sloping	
  hillsides.	 As	 the	 path	 takes	 you	 higher	 into	 the	
  hills,	a	light	sleet	assails	you.	When	it	passes	late	
  evening,	 it	 leaves	 the	 hills	 coated	 in	 a	 layer	 of	
  glistening	frost	sparkling	in	the	moonlight.	
  	
  77-78	
  Your	trail	carries	you	up	and	through	a	series	of	
  high	hills	encircling	a	large,	still	lake.	The	setting	
  sun	 seemingly	 sets	 the	 lake	 afire	 before	 the	
  moon	rises	above	the	hills.	
  79-80	
  The	 hilltops	 crawl	 with	 crude,	 makeshift	 camps	
  and	 cooking	 fires	 while	 soldiers	 patrol	 the	
  winding	 road	 clogged	 with	 hollow-eyed	 ragged	
  refugees	 from	 a	 distant	 war.	 You	 leave	 behind	
  the	desperate	souls	early,	in	the	evening.	
  81-82	
  A	 ragged	 track	 takes	 you	 over	 a	 series	 of	 low	
  hilltops	watched	over	by	the	burnt	and	charred	
  remains	 of	 numerous	 watchtowers	 from	 which	
  large,	black	birds	call	out	through	the	day.	
  83-84	
  As	you	travel	through	a	series	of	conical	hills,	you	
  notice	 some	 of	 them	 have	 sealed,	 stone	
  doorways	 fashioned	 into	 their	 sides.	 The	 air	
  seems	quiet	and	the	sun	flees	quickly	this	day.	
  85-86	
  Rocky	 hills	 jut	 up	 steeply	 around	 you	 as	 you	
  climb	upwards	along	a	narrow	path.	Rocky	cairns	
  stacked	on	the	flattish	hilltops	glow	as	if	on	fire	
  with	the	setting	of	the	red	sun.	
  87-88	
  A	 few,	 small	 rockslides	 reverberate	 along	 the	
  stony	hillsides,	the	debris	spilling	over	onto	the	
  trail.	 Booming	 laughter	 sounds	 from	 the	 higher	
  elevations	throughout	the	day.	
  89-90	
  An	early	morning	heavy	rainstorm	unearths	the	
  remains	of	an	ancient	battle	amongst	the	rolling,	
  grassy	 hills—bits	 of	 rusted	 armour,	 weapons,	
  and	bones.	
  91-92	
  A	 wide,	 paved	 road	 meanders	 up	 and	 over	 a	
  series	 of	 increasingly	 higher	 hills.	 Merchant	
  wagons	pass	you	to	and	fro	while	the	sun	shines	
  benignly.	A	warm	night	welcomes	you	and	your	
  fellow	travellers	camped	off	on	the	road’s	side.	
  93-94	
  You	 follow	 a	 dried	 riverbed	 cutting	 through	 a	
  narrow	 gorge	 between	 towering,	 rocky	 hills.	
  Birds	wheel	overhead,	watching	you	as	the	sun	
  beats	down.	Day	gives	way	to	a	cooler	night.	
  95-96	
  A	broken	down	peddler’s	wagon	blocks	the	main	
  road	in	the	narrow	valley,	forcing	you	up	into	a	
  series	of	animal	tracks	climbing	the	sides	of	the	
  steep	 hills	 until	 evening	 sees	 you	 back	 on	 the	
  main	 road	 as	 the	 sun	 slinks	 behind	 the	 nearest	
  hill.	
  97-98	
  A	 shepherd	 and	 his	 flock	 follow	 you	 from	 a	
  distance	as	you	take	a	rambling	path	through	a	
  series	of	lush,	conical	hills.	Before	the	sun	sets,	
  the	 shepherd	 ambles	 off	 on	 a	 different	 road,	
  disappearing	into	the	gloaming	sky.	
  99-100	
  Large	boulders	decorate	the	hilltops	and	valleys,	
  scattered	 at	 random.	 Occasionally,	 your	 path	
  takes	you	past	large	grassy	tussocks	shaped	like	a	
  giant’s	skull.	The	sun	shines	warmly	through	thin	
  clouds	 before	 relinquishing	 control	 to	 a	 pale	
  moon	hanging	low	in	the	sky.	
  	
  	
   
  
  60	
  A N  U N E V E N T F U L  D A Y ’ S  T R A V E L  I N  T H E  S W A M P  
  Use	this	table	to	provide	the	basic	details	of	an	uneventful	day’s	
  travel	 through	 a	 marsh	 or	 swamp.	 Some	 entries	 may	 be	
  inappropriate	 based	 on	 the	 adventure’s	 set	 up;	 ignore	 such	
  results	and	simply	re-roll.	
  D%	
  	
  01-02	
  Biting	insects	assail	you	while	the	long	leaves	of	
  nearby	 trees	 reach	 down	 to	 touch	 you.	 A	 wan	
  sun	 hides	 behind	 thin	 clouds	 before	 giving	 way	
  to	full,	bright	moon.	The	song	of	various	insects	
  reaches	a	fevered	crescendo.	
  03-04	
  You	spy	here	and	there	worn	stone	boulders	half	
  buried	in	the	murky	water,	ruins	from	an	ancient	
  civilization.	An	eerie	silence	infuses	the	dank	air	
  before	 the	 chirping	 of	 birds	 and	 insects	
  encroaches	as	night	falls.	
  05-06	
  Worn,	 half-rotted	 posts	 point	 you	 along	 the	
  driest	 paths	 through	 the	 tree	 crowded	 swamp.	
  Birds	 call	 out	 under	 a	 cloudless	 blue	 sky	 while	
  bright	 stars	 and	 a	 full,	 silvery	 moon	 keep	 you	
  company	with	the	arrival	of	night.	
  07-08	
  A	previous	rain	and	a	hot	sun	combine	to	fill	the	
  dank	swamp	with	a	thin	fog,	making	travel	slow	
  as	you	slosh	through	muddy	channels.	Afternoon	
  sees	 the	 fog	 lift	 and	 it	 finally	 dissipates	 by	 the	
  time	a	red	sun	sets.	
  09-10	
  Despite	the	persistent	rain	dogging	you	all	day,	
  the	buzzing,	biting	swamp	insects	are	out	in	full	
  force	 as	 you	 trudge	 along	 under	 heavily	 leaved	
  trees.	The	rain	stops	just	before	sunset.	
  11-12	
  You	 manage	 to	 find	 a	 rough,	 man-made	 road	
  winding	through	the	thick	trees	rising	like	green	
  wraiths	from	the	dark	waters	of	the	swamp.	Your	
  travel	is	swift	and	time	passes	quickly.	
  13-14	
  As	you	stomp	through	a	path	covered	in	shallow	
  water	you	occasionally	see	local	rafts	and	small	
  boats	 plying	 the	 swamp’s	 deeper	 waters.	 The	
  cool	day	gives	way	to	a	colder	night.	
  15-16	
  You	wade	through	the	thickly	overgrown	swamp	
  with	 relative	 ease	 made	 possible	 by	 numerous	
  wooden	 boardwalks	 laid	 out	 over	 the	 deeper	
  water.	A	warm	sun	follows	you	through	the	day.	
  17-18	
  The	muddy	ground	threatens	to	suck	you	down	
  while	 thick	 undergrowth	 attempts	 to	 ensnare	
  you.	Despite	this,	you	manage	to	stumble	along,	
  avoiding	the	deeper	water.	
  19-20	
  You	 make	 use	 of	 the	 crude,	 wooden	 bridges	
  suspended	by	thick	vines	to	traverse	the	deeper	
  waters	of	the	swamp.	At	one	point,	an	animal’s	
  death	cry	rattles	in	the	far	distance.	
  21-22	
  You	 navigate	 a	 path	 through	 the	 trees	 by	
  following	 markers	 fashioned	 from	 wood	 and	
  animal	skulls	indicating	the	safest	route.	You	see	
  a	 few	 predators	 in	 the	 distant	 waters	 but	 they	
  give	you	a	wide	berth.	Night	comes	quickly.	
  23-24	
  The	 humid	 morning	 brings	 a	 series	 of	 short,	
  violent	 thunderstorms	 as	 you	 slog	 through	 a	
  narrow,	
  shallow	
  path	
  weaving	
  between	
  fortresses	 of	 trees,	 their	 leafy	 boughs	 hanging	
  low.	A	grey	sky	eventually	turns	black.	
  25-26	
  A	 stagnant	 trail	 rises	 just	 above	 the	 water	 line,	
  meandering	
  through	
  the	
  trees.	
  You	
  see	
  occasional	 floating	 lights	 in	 the	 distance	
  produced	by	swamp	gas.	A	dismal	sun	sets.	
  27-28	
  A	 fetid	 stench	 bubbles	 up	 from	 the	 swamp	 as	
  you	 trudge	 through	 swaths	 of	 brackish	 water	
  weaving	between	muddy	hillocks.	The	sun	dies	in	
  a	blaze	of	colour,	birthing	a	moonless	night.	
  29-30	
  Moss	 chokes	 hunched	 trees	 like	 widows’	 veils,	
  crowding	 the	 muddy	 path	 traversing	 pools	 of	
  murky	 water.	 An	 intimidated	 sun	 hides	 behind	
  the	clouds	and	a	moonless	sky	follows.	
  31-32	
  A	strong	wind	blows	steadily	throughout	the	day,	
  harassing	 thin,	 leafless	 trees	 struggling	 to	 rise	
  out	of	the	muck	around	them.	Even	the	animals	
  seem	silenced	as	the	day	passes.	
  33-34	
  A	 well-worn	 path	 takes	 you	 safely	 through	 the	
  swamp.	In	the	deeper	waters	in	the	distance,	you	
  see	hunched	figures	in	small	boats	with	nets	and	
  fishing	rods.	A	half-sickle	moon	appears	at	night.	
  35-36	
  Narrow	 boardwalks	 help	 you	 navigate	 the	
  deeper	 stretches	 of	 the	 swamp.	 Occasionally,	
  you	spy	cloaked	figures	walking	on	stilts	armed	
  as	hunters.	The	sun	gives	way	to	a	half-moon.	
  37-38	
  Thick	 fog	 drifts	 over	 the	 slowly	 moving	 water	
  feeding	the	swamp.	Thin,	blackened	trees	thrust	
  up	like	skeletal	fingers.	A	grey	sky	obscures	the	
  sun.	
  39-40	
  A	 thin	 layer	 of	 ice	 coats	 the	 water	 while	 heavy	
  snow	beats	down	on	the	bare	trees.	The	frozen	
  ground	 crunches	 underfoot	 as	 you	 navigate	 a	
  narrow	path	under	a	pallid	sun.	
  41-42	
  Rain	hammers	down,	like	thousands	of	tiny	fists.	
  The	muddy	ground	threatens	to	suck	you	down	
  as	you	stumble	along	a	flooded	path.	Luckily,	you	
  find	a	stretch	of	high,	if	muddy,	ground	to	safely	
  travel.	
  43-44	
  You	 journey	 along	 a	 man-made	 path	 winding	
  between	the	trees,	avoiding	the	deeper	parts	of	
  the	swamp	where	occasionally	you	see	the	water	
  ripple	after	some	creature	slides	into	it.	
  45-46	
  Faint	 sunlight	 trickles	 passed	 the	 tall	 trees	
  crowding	 overhead,	 casting	 the	 swamp	 in	 a	
  perpetual	 gloom.	 Still,	 you	 manage	 to	 navigate	
  its	 relatively	 shallow	 waters	 quickly	 until	 night	
  approaches	when	darkness	falls	suddenly.	
  47-48	
  Scrubby	bushes	and	long	reeds	form	the	winding	
  path	 you	 travel,	 skirting	 the	 edges	 of	 deep,	
  murky	water.	A	hot	sun	seems	to	encourage	the	
  insects	but	the	night	brings	cooler	air.	
  
  61	
  49-50	
  A	 steady	 rain	 causes	 the	 marshy	 pools	 to	 rise,	
  flooding	 the	 trail	 and	 making	 your	 travel	 an	
  unpleasant	slog.	The	rain	tapers	off	at	evening	as	
  a	sickle	moon	peeks	between	the	clouds.	
  51-52	
  Low	clouds	hang	overhead,	the	distant	sound	of	
  thunder	accompanying	you	as	you	travel	through	
  wide	lanes	of	tall	grass	cradling	shallow	pools	of	
  water.	Birds	clog	the	pools’	edges,	diving	into	the	
  nearby	thorny	bushes.	
  53-54	
  The	frozen	ground	crunches	under	your	feet	as	
  you	travel	passed	wide	pools	of	water	coated	in	
  a	thin	layer	of	ice.	A	brief	snow	squall	blankets	
  the	 dense,	 woody	 bushes	 between	 the	 water	
  and	your	trail.	Night	comes	cold	and	clear.	
  55-56	
  A	man-made	trail	bordered	by	tall	rushes	snakes	
  past	 flat,	 sluggish	 pools	 of	 grass	 choked	 water.	
  Throughout	 the	 day,	 you	 spy	 a	 few	 mud	 brick	
  houses	built	on	sticks.	A	low	sun	sets	late.	
  57-58	
  A	 low	 fog	 crawls	 along	 the	 marsh’s	 surface,	
  attempting	 to	 hide	 numerous,	 small	 pools	 of	
  water.	 Luckily,	 you	 keep	 your	 path,	 trudging	
  through	thick	reeds	and	thorny	bushes.	The	sun	
  dips	redly	and	a	sliver	of	moon	replaces	it.	
  59-60	
  Signposts	guide	you	along	a	muddy	trail	carving	
  through	 thorny	 thickets.	 In	 the	 distance,	 you	
  occasionally	see	local	residents	thrusting	spears	
  or	 dragging	 nets	 through	 the	 pools	 of	 water	
  dotting	the	landscape.	A	cold	night	greets	you.	
  61-62	
  The	squawking	of	birds	slowly	gives	way	to	the	
  croaking	of	frogs	and	chittering	of	insects	as	you	
  march	quickly	along	a	relatively	dry	trail	through	
  the	marshy	surrounds.	
  63-64	
  The	 heat	 bakes	 the	 mud	 under	 your	 feet,	 the	
  fetid	 pools	 of	 water	 crowding	 you.	 The	 earthy	
  scent	 of	 mud	 and	 grass	 undercut	 with	 decay	
  assaults	you	at	every	step.	
  65-66	
  Large,	 mossy	 boulders	 rise	 up	 like	 giants	 from	
  black	pools	of	water	causing	your	mud	drenched	
  trail	to	twist	and	turn	to	avoid	them.	The	muggy	
  air	is	stifling	with	little	relief	at	night.	
  67-68	
  You	 journey	 along	 narrow	 game	 trails	 cutting	
  through	 long,	 stretches	 of	 water.	 The	 tumbled,	
  stone	 remains	 of	 an	 ancient	 ruin	 lie	 at	 the	
  bottom	 of	 these	 massive	 pools,	 occasionally	
  rising	above	the	surface	of	the	water.		
  69-70	
  A	horrid	stench	of	sulphur	wafts	from	numerous	
  small	pools	of	bubbling	water	along	the	muddy	
  path.	Things	unseen	call	out	to	you	from	dense,	
  tangled	bushes.	A	wretchedly	hot	sun	finally	sets	
  as	thick	clouds	cover	the	moon.	
  71-72	
  Thin	reeds	and	tall	grass	encircle	shallow	pools	of	
  water	alive	with	birds	and	other	small	creatures.	
  A	 cool	 breeze	 accompanies	 you	 while	 sunlight	
  leaks	between	thick,	dark	clouds.	
  73-74	
  Abandoned,	 half-collapsed	 mud	 brick	 and	 reed	
  houses	 appear	 on	 the	 path,	 some	 almost	 now	
  grassy	 hillocks.	 The	 sun	 baths	 its	 reflection	 in	
  mirror	pools	of	still	water	until	night	arrives.	
  75-76	
  The	 sun	 seems	 to	 hang	 low	 over	 the	 wetlands.	
  You	notice	a	sullen	silence—not	an	animal	squeal	
  or	 the	 chatter	 of	 insects.	 You	 swear	 you	 see	
  ancient	 skulls	 at	 the	 bottom	 of	 still	 pools	 of	
  water.	No	moon	comes	this	night.	
  77-78	
  The	narrow	game	trail	you	travel,	passes	various	
  hunters	 and	 fisherfolk,	 who	 all	 remain	 at	
  distance.	A	warm	sunlight	dances	across	pools	of	
  water	before	a	cool	night	arrives.	
  79-80	
  The	 wind	 and	 rain	 whip	 the	 landscape	 into	 a	
  frenzy.	 Normally	 shallow	 pools	 overflows,	
  flooding	the	snaking	game	trails	you	travel	along.	
  You	push	along,	waist	deep,	until	night	falls.	
  81-82	
  Titanic	 slabs	 of	 ancient	 weathered	 stone	 thrust	
  straight	 up	 or	 lie	 on	 their	 sides	 in	 the	 swampy	
  muck,	 evidence	 of	 some	 antediluvian,	 bygone	
  ruin.	The	sun	shies	away	behind	thick	clouds.	
  83-84	
  Small	 cairns	 of	 stones	 mark	 paths	 of	 drier	
  ground,	hastening	your	journey.	Bloated	flies	flit	
  above	 stagnant	 water	 while	 birds	 watch	 you	
  cautiously.	A	sliver	of	moon	relieves	the	sun.	
  85-86	
  Skiffs	 navigate	 wide,	 slow	 moving	 channels	 of	
  water,	 their	 occupants	 dragging	 nets	 behind.	
  Your	 trail	 keeps	 to	 well-trod	 game	 trails.	 Dark	
  clouds	dog	you	all	day	but	clear	at	night.	
  87-88	
  An	afternoon	thunderstorm	savages	the	land	as	
  narrow	channels	of	water	engorge	and	your	path	
  turns	 into	 a	 morass.	 A	 sudden	 heat	 afterwards	
  makes	for	a	muggy,	humid	day.	
  89-90	
  You	 pass	 narrow,	 acidic	 smelling	 channels	 and	
  pools	 coated	 with	 a	 greenish	 tinge.	 Before	
  sunset,	you	pass	the	ancient,	moss	draped,	half	
  submerged	skeleton	of	a	massive	dragon.	
  91-92	
  Droning	insects	and	a	light	breeze	stirring	the	tall	
  reeds	accompany	your	travel	under	a	warm	sun	
  on	 a	 cloudless	 day.	 A	 serene,	 dreamlike	 peace	
  makes	the	day	pass	quickly	as	the	sun	baths	its	
  reflection	 in	 the	 wide	 pools	 of	 water	 stretched	
  across	the	landscape.	
  93-94	
  Wide	channels	cut	through	the	terrain,	carrying	
  the	 occasional	 skiff	 or	 small	 river	 boat.	 Trees	
  crouch	 near	 the	 trail,	 long	 leaves	 touching	 the	
  ground.	 The	 moon	 appears	 at	 night,	 flitting	
  between	the	gathering	clouds.	
  95-96	
  Well-trod,	 but	 muddy	 paths,	 skate	 through	
  dense	trees	and	watery	pools	and	channels.	You	
  pass	a	number	of	rusty	cages	holding	mouldering	
  bones.	The	moon	creeps	up	as	night	approaches.	
  97-98	
  Dark	clouds	continually	threaten	rain	and	the	air	
  becomes	 muggy	 and	 hot.	 You	 journey	 along	 a	
  worn	game	path	passing	a	series	of	shallow	pools	
  and	narrow	channels	as	thunder	rumbles	in	the	
  distance.	
  99-100	
  A	 merchant’s	 wagon	 mired	 in	 the	 muddy	 path	
  forces	traffic	along	a	narrow	twisting	trail	hedged	
  by	thorny	bushes	and	tall	grass	darting	between	
  shallow,	clear	pools	of	water	teaming	with	small	
  amphibious	creatures.		
  
  62	
  B R I D G E  T O W N :  S I G H T S  &  S O U N D S  
  Use	 this	 table	 to	 generate	 the	 sights	 and	 sounds	 the	 PCs	
  experience	 as	 they	 move	 about	 the	 bridge	 town.	 Ignore	
  inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  Wheels	rattle	as	a	wagon	crosses	the	wide	slats	
  of	a	bridge	made	entirely	of	rickety	wood.	
  2	
  Rusting	 metal	 cages	 hang	 on	 chains	 dangling	
  from	a	steel-spiked	bridge.	
  3	
  The	tromp	of	feet	nears	as	a	guard	patrol	makes	
  its	way	over	the	bridge.	
  4	
  Children	laugh	as	they	scamper	from	one	end	of	
  the	bridge	to	another	in	a	friendly	race.	
  5	
  A	 raucous	 parade	 pauses	 in	 the	 middle	 of	 the	
  bridge	to	sing	the	mayor’s	praises.		
  6	
  Stonemasons	 hammer	 and	 chisel	 large	 blocks,	
  which	will	soon	form	a	new	bridge.	
  7	
  Pallbearers	 carry	 a	 casket	 over	 a	 bridge	 that	
  symbolizes	the	passage	between	life	and	death.	
  8	
  Mounted	guards	shout	for	people	to	make	way	
  as	they	thunder	after	a	fleeing	criminal.	
  9	
  Wind	 whistles	 through	 the	 arches	 of	 this	 fine	
  stone	bridge.	
  10	
  The	complex	web	of	ropes	holding	up	the	bridge	
  creaks	alarmingly	as	the	party	crosses.	
  11	
  Wherever	 they	 go	 in	 town,	 swarms	 of	 biting	
  insects	follow	the	PCs.	
  12	
  The	 water	 level	 in	 the	 canal	 is	 surprisingly	 low,	
  reveals	glistening	mud	flats.	
  13	
  Every	 guard	 bears	 a	 breastplate	 or	 shield	
  adorned	with	a	stylized	bridge.	
  14	
  People	whisper	excitedly	that	the	town’s	“ghost	
  bridge”	is	supposed	to	be	manifesting	soon.	
  15	
  Dozens	of	shop	fronts	line	this	canal,	but	each	of	
  them	is	only	accessible	via	the	waterfront.		
  16	
  Lifelike	faces	of	stone	peer	out	unblinkingly	from	
  their	settings	in	the	side	of	this	bridge.	
  17	
  A	 messenger	 boy	 walks	 past,	 calling	 out	 an	
  advertisement	for	the	Underbridge	Inn.	
  18	
  A	cloaked	trio	of	people	glide	past,	faces	masked	
  to	resemble	a	variety	of	unearthly	creatures.	
  19	
  The	nearby	craft	shop	resounds	with	hammering,	
  and	the	occasional	thud	of	a	heavy	object	falling.	
  20	
  The	stagnant	water	under	the	bridge	is	covered	
  with	algae	and	crowded	with	frogs	and	turtles.	
  21	
  A	 mucus-covered	 salamander	 flops	 out	 of	 the	
  water	and	blinks	bulging	eyes	up	at	the	party.	
  22	
  A	priest	walks	by,	loudly	preaching	the	dangers	
  of	offending	the	“God	of	Bridges.”	
  23	
  A	sign	decorated	with	a	person’s	face	etched	in	
  charcoal,	 wanted	 for	 crimes	 of	 “Bridge	 Burning	
  and	other	Acts	of	Arson”	is	nailed	to	the	bridge.	
  24	
  The	woman	who	just	walked	by	had	gills,	scaled	
  skin	and	webbed	hands	and	feet.	
  25	
  Signs	are	posted	all	around	town	proclaiming	the	
  official	Bridge	Festival	begins	in	a	fortnight.	
  26	
  Water	from	the	canals	has	been	cleverly	diverted	
  into	beautiful	fountains	arrayed	all	over	town.	
  27	
  Children	 play	 and	 chant,	 “One	 bridge,	 two	
  bridge,	red	bridge,	blue	bridge...”	on	the	bridge.	
  28	
  Two	fighters	take	up	duelling	poses	in	the	middle	
  of	a	bridge	as	onlookers	place	bets.	
  29	
  A	hawker	yells	out	the	prices	of	his	scale	model	
  wooden	carvings	of	various	bridges	from	around	
  town.	
  30	
  Fishermen	shout	excitedly	as	they	haul	in	nets	of	
  still-flopping	fish	from	the	day’s	catch.	
  31	
  An	 old	 hag	 in	 a	 black	 robe	 stands	 before	 the	
  bridge,	asking	questions	of	everyone	who	wishes	
  to	cross.	
  32	
  Bells	chime	with	every	step	the	party	take	across	
  this	bridge,	though	they	are	never	in	discord	with	
  one	another.	
  33	
  One	man	complains	to	another	that	he’s	stuck	in	
  this	district	because	he’s	afraid	of	heights.	
  34	
  A	 sign	 boasts	 of	 this	 cafe’s	 famous	 “Canal	 Tea”	
  which	 they	 promise	 is	 brewed	 fresh	 every	 day	
  with	authentic	ingredients.	
  35	
  A	 tiefling	 wanders	 past,	 grumbling	 to	 herself	
  about	“lighting	the	water	on	fire.”	
  36	
  Polished	 stones	 are	 set	 in	 the	 street	 to	 form	
  arrows	 and	 names	 pointing	 to	 various	 bridges	
  and	districts.	
  37	
  The	stone	bridge	rumbles	from	time	to	time,	but	
  no	one	seems	to	worry.	
  38	
  A	 thick	 fog	 swamps	 the	 town,	 not	 letting	
  travellers	see	the	other	end	of	any	bridge	when	
  they	start	to	cross.	
  39	
  Bridge	 menders	 swap	 stories	 and	 jokes	 as	 they	
  take	a	break,	lounging	around	a	broken	portion	
  of	a	bridge.	
  40	
  Children	 fish	 along	 the	 edge	 of	 a	 canal,	 letting	
  their	feet	dangle	over	the	edge	as	they	chatter	
  among	themselves.	
  41	
  A	 PC	 overhears	 a	 young	 man	 tell	 a	 woman,	
  “Meet	me	at	the	Lover’s	Bridge	at	midnight.”	
  42	
  The	 bronze	 statue	 of	 a	 pig	 stands	 before	 this	
  bridge,	nose	polished	by	everyone	touching	it	as	
  they	pass	for	good	luck.	
  43	
  A	 group	 of	 acrobats	 draw	 applause	 as	 they	
  perform	balancing	acts	on	the	bridge’s	railing.	A	
  troupe	member	passes	a	hat	around	for	tips.	
  44	
  An	 old	 man	 whistles	 to	 himself	 as	 he	 sweeps	
  debris	off	the	bridge	into	the	canal	below.	
  45	
  The	person	the	party	just	passed	was	clutching	a	
  bundle	of	firewoods	in	their	arms,	along	with	a	
  gleeful	expression.	
  46	
  A	 bloody	 set	 of	 footprints	 smears	 their	 way	
  toward	the	nearest	canal	and	across	the	bridge.	
  
  63	
  47	
  Birds	 chirp	 from	 their	 roosts	 within	 the	 nooks	
  and	crannies	of	the	bridge’s	stone	arches.	
  48	
  A	 paper	 flutters	 past,	 and	 a	 PC	 sees	 the	 words	
  “Bridge	Tax”	inked	on	it.	
  49	
  In	 the	 distance,	 shrieks	 rise	 as	 a	 bridge	 cracks	
  and	crashes	into	the	river	below.		
  50	
  A	 forlorn	 man	 leans	 against	 the	 bridge	 railing,	
  sighing	wistfully	as	he	gazes	off	into	the	distance.	
  51	
  A	 ghostly	 moan	 wavers	 out	 from	 under	 the	
  darkness	beneath	the	bridge.	
  52	
  Two	mobs	brandishing	swords	and	torches	yell	at	
  each	other	from	either	side	of	a	bridge.	
  53	
  A	 guard	 strides	 past,	 his	 booming	 voice	
  announcing	a	bridge	curfew	is	about	to	start.	
  54	
  A	 PC	 overhears	 several	 architects	 debating	 the	
  virtues	of	various	bridge-building	techniques.	
  55	
  A	 passerby	 mutters	 at	 a	 PC	 under	 his	 breath,	
  calling	them	a	“no-bridger	barbarian.”	
  56	
  A	loud	snap	sounds	in	the	distance,	followed	by	a	
  multitude	of	screams.	
  57	
  High	above	the	water,	a	figure	perches	on	the	lip	
  of	a	bridge,	as	if	preparing	to	jump.	
  58	
  The	 water	 in	 the	 canal	 is	 foamy,	 and	 the	 foam	
  itself	has	an	odd	greenish	tinge	to	it.	
  59	
  A	horse’s	hooves	sound	oddly	hollow	as	it	clops	
  its	way	across	a	lengthy	span	of	stone.	
  60	
  The	canal	below	moves	sluggishly,	looking	like	a	
  thick,	muddy	churn	full	of	trash	and	debris.	
  61	
  A	 gondolier	 rows	 past,	 calling	 out	 the	 prices	 of	
  being	ferried	to	various	parts	of	town.	
  62	
  A	 crowd	 cheers	 as	 several	 folk	 hang	 from	 a	
  bridge’s	railing	in	a	test	of	strength.	
  63	
  A	 sign	 posted	 at	 eye-level	 reads,	 “Only	 people	
  this	tall	or	higher	can	cross	the	bridge.”	
  64	
  The	 gentle	 sound	 of	 lapping	 water	 follows	 the	
  party	everywhere	they	go	in	town.	
  65	
  The	 stink	 of	 raw	 sewage	 fills	 the	 air	 near	 this	
  plain	wooden	bridge.	
  66	
  This	artist’s	paintings	display	locations	of	notable	
  bridges	 from	 around	 town,	 except	 the	 realistic	
  images	lack	the	bridges	themselves.	
  67	
  You	hear	grumbles	and	mutters	wherever	you	go	
  as	town	citizens	complain	about	“bridge	imps.”	
  68	
  A	 sign	 directs	 half-orcs	 to	 take	 an	 alternate	
  bridge	rather	than	the	main	one.	
  69	
  People	gather	to	watch	a	wooden	bridge	go	up	in	
  flames.	No	one	seems	to	be	putting	out	the	fire.	
  70	
  Whacking	 noises	 echo	 as	 a	 couple	 gondoliers	
  spar	with	their	paddles	as	they	pass	each	other.	
  71	
  Rival	 gondolier	 teams	 mock	 each	 other’s	 gaudy	
  outfits	and	the	quality	of	their	competing	boats.	
  72	
  Frogs	 chirrup	 from	 the	 abundance	 of	 lily	 pads	
  clogging	the	canals	from	end	to	end.	
  73	
  A	man	screams	for	justice	as	he	is	lashed	hand	
  and	foot	to	a	bridge,	where	he’ll	be	left	to	starve.	
  74	
  Every	bridge	in	town	looks	identical,	down	to	the	
  exact	shape	and	size	of	their	planks.	
  75	
  Fish	 fling	 themselves	 out	 of	 the	 canals	 by	 the	
  hundreds	to	flop	about	and	die	on	the	streets.	
  76	
  Graffiti	of	a	generic	bridge	has	been	splashed	in	
  crimson	paint	on	every	door	on	this	street.	
  77	
  Rows	of	rocking	chairs	line	the	span;	people	sit	
  here	to	watch	the	sunrise	and	sunset	every	day.	
  78	
  The	water	in	the	canal	has	an	oily	scum	to	it	that	
  stinks	of	sulphur	and	ripples	with	rainbow	hues.	
  79	
  A	troll	sits	in	the	open	at	one	end	of	the	bridge,	
  simply	holdings	its	clawed	hand	out	for	people	to	
  drop	coins	into.	
  80	
  A	clock	tower	gongs	somewhere	in	the	distance,	
  and	people	hurry	in	all	directions.	
  81	
  Someone	screams	before	the	party	hear	a	loud	
  splash	and	cries	for	help.	
  82	
  A	 bridge	 sentry	 is	 yelling	 at	 a	 half-giant,	 telling	
  the	brute	he’s	far	too	heavy	to	cross	the	span.	
  83	
  Two	 merchants	 are	 yelling	 at	 each	 other,	 their	
  carts	 having	 crashed	 into	 one	 another	 after	
  trying	to	cross	the	bridge	at	the	same	time.	
  84	
  Two	 black	 coaches	 race	 directly	 toward	 one	
  another	 from	 either	 end	 of	 the	 bridge;	 neither	
  shows	signs	of	slowing.	
  85	
  A	folded	parchment	flutters	in	the	breeze,	having	
  been	stuck	in	a	gap	between	two	stones.	
  86	
  Rows	of	canal	boats	line	dozens	of	small	wooden	
  piers,	bobbing	on	the	current.	
  87	
  A	 person	 points	 to	 the	 sky	 and	 gasps,	 saying,	
  “Did	you	see?	The	heavenly	bridge	is	back!”	
  88	
  Every	 bridge	 in	 town	 has	 tall	 statues	 on	 either	
  end	carved	with	demonic	visages.	
  89	
  Iridescent	 beetles	 cluster	 by	 the	 hundreds	 on	
  almost	 every	 flat	 surface,	 making	 an	 oddly	
  musical	humming	once	the	sun	sets.	
  90	
  A	 red	 velvet	 carpet	 has	 been	 laid	 along	 the	
  street,	leading	all	the	way	to	the	next	bridge.	
  91	
  A	drunken	band	of	musicians	launches	into	their	
  new	song,	“100	Reasons	We	Love	Bridges!”	
  92	
  This	bridge	is	glistening	wet.	
  93	
  A	 robed	 woman	 stands	 in	 the	 middle	 of	 the	
  bridge,	 her	 face	 in	 shadow	 beneath	 the	 pink,	
  frilly	umbrella	she	holds.	
  94	
  Several	 monks	 shuffle	 past,	 their	 robes	 stylized	
  with	gray	arches,	ripples	and	white	clouds.	
  95	
  A	stack	of	planks	lies	nearby,	drying	out	before	
  being	used	for	bridge	repairs.	
  96	
  A	 man	 groans	 as	 he	 tries	 to	 roll	 an	 enormous	
  block	of	stone	down	the	street.	
  97	
  A	few	canals	over,	a	chorus	of	worship	songs	rise	
  over	the	town.		
  98	
  A	stranger	in	a	blank,	black	mask	silently	watches	
  the	street.	He	nods	at	the	party.	
  99	
  At	ship-maker’s	shop	workers	carve	a	tree	trunk	
  into	the	crude	shape	of	a	canal	boat.	
  100	
  As	the	party	step	on	a	bridge,	a	kindly	voice	asks,	
  “Excuse	me,	but	could	you	get	off	my	back?”	
  
  	
  64	
  I  L O O T  T H E  B A G  O F  H O L D I N G :  A D V E N T U R I N G  G E A R  
  D%	
  	
  1	
  This	 large	 bundle	 of	 blue	 cloth	 folds	 out	 into	 a	
  tent	roomy	enough	to	sleep	four	comfortably.	
  2	
  Six	 elaborate	 sets	 of	 climbing	 gear	 indicate	 the	
  users	planned	to	scale	a	difficult	mountain.	
  3	
  Two	 iron	 spikes	 are	 accompanied	 by	 a	 note	
  reading,	 “We’ll	 need	 more	 since	 we	 fed	 almost	
  all	of	these	to	that	damnable	thing.”	
  4	
  This	500-foot	length	of	rope	is	impossibly	tangled	
  and	will	take	at	least	an	hour	to	straighten	out.	
  5	
  This	 nigh-invisible	 line	 of	 wire	 has	 tiny	 metal	
  bells	spaced	irregularly	along	its	length.	
  6	
  A	 pair	 of	 brass	 lanterns	 are	 tied	 to	 a	 20-foot	
  length	 of	 rope;	 they	 each	 have	 enough	 oil	 to	
  burn	for	two	hours.	
  7	
  This	one-person	wooden	boat	contains	a	pair	of	
  oars;	one	oar’s	paddle	is	missing	a	chunk	in	the	
  shape	of	a	bite.	
  8	
  This	 ladder	 is	 folded	 into	 a	 5-foot-long,	 1-foot-
  wide	stack;	when	unfolded,	it	reaches	20	feet.	
  9	
  The	 green,	 minty	 paste	 contained	 in	 this	 tube	
  soothes	burns	and	helps	heal	burnt	flesh.	
  10	
  This	 small	 workbench	 has	 a	 portable	 anvil	 and	
  tools	useful	for	repairing	weapons	and	armour.	
  11	
  Each	woollen	blanket	in	this	pile	is	scratchy.	
  12	
  This	bundle	of	kindling	contains	enough	material	
  to	start	a	week’s	worth	of	fires.	
  13	
  This	 spooled	 87-foot-long	 piece	 of	 twine	 has	
  multiple	 locations	 where	 the	 twine	 was	 broken	
  and	tied	together.	
  14	
  A	grimy	sack	holds	rusty	picks	and	shovels.	
  15	
  This	 hastily	 folded	 5-foot-radius	 net	 holds	 the	
  skeletal	remains	of	three	fish.	
  16	
  This	barrel	of	oil	has	a	slight	leak;	oil	lightly	coats	
  everything	else	in	the	bag.	
  17	
  Five	saddles	are	sized	for	an	animal	twice	as	wide	
  as	a	typical	horse.	
  18	
  Eight	 black	 cloaks	 sized	 for	 various	 humanoids	
  help	their	wearers	blend	into	the	shadows.	
  19	
  “Cosimir’s	 Keep”	 is	 etched	 on	 a	 leather	 band	
  attached	to	this	ring	of	keys.	
  20	
  These	 sheets	 of	 yellow	 parchment	 turn	 black	
  when	exposed	to	poison.	
  21	
  Four	 canvas	 cots	 are	 stacked	 together;	 one	 cot	
  shows	gnaw	marks	from	a	large	carnivore.	
  22	
  A	 small	 bag	 holds	 two	 flasks,	 one	 containing	
  clear	 odourless	 liquid,	 the	 other	 containing	 a	
  pungent,	blue	goo.	Mixing	the	contents	together	
  creates	potent	alchemist’s	fire.	
  23	
  Six	 bags	 contain	 spell	 components;	 each	 bag	 is	
  labelled	with	a	number,	one	through	six.	
  24	
  A	 100-foot	 length	 of	 rope	 is	 attached	 to	 a	
  grappling	hook,	which	is	missing	one	of	its	claws.	
  25	
  Each	 of	 these	 four	 bone	 whistles	 produce	 the	
  same	note.	
  26	
  Each	 of	 these	 steel	 helmets	 has	 a	 mirrored	
  receptacle	on	top	holding	a	half-used	candle.	
  27	
  This	50-foot-long	silk	rope	is	partially	severed	at	
  the	centre	of	its	length;	it	seems	like	weight	put	
  on	the	rope	would	cause	it	to	fray	and	snap.	
  28	
  Apparently	forgotten	rations	have	half	spoiled.	
  29	
  Half	of	the	torches	in	this	bundle	are	pristine;	the	
  other	half	are	blackened	from	use.	
  30	
  Ten	liquid-filled	vials	are	labelled	as	poisons	but	
  the	liquids	are	actually	the	poisons’	antidotes.	
  31	
  What	 appears	 to	 be	 an	 oversized	 knife	 block	
  holds	blades	of	varying	lengths	from	daggers	to	
  greatswords.	
  32	
  An	 eight-inch-wide,	 fifteen-foot-long	 wooden	
  plank	is	bowed	in	the	middle.	
  33	
  A	hammock	is	attached	to	two	metal	poles;	one	
  of	the	poles	has	been	sawed	in	half.	
  34	
  This	bundle	of	firewood	is	the	scene	of	a	termite	
  massacre,	as	the	insects	could	not	survive	in	the	
  airless	environment.	
  35	
  A	 bottle	 with	 a	 label	 reading	 “In	 case	 of	 troll”	
  contains	an	acrid	liquid.	
  36	
  This	belt	holds	five	waterskins;	the	water	tastes	
  of	metal,	but	is	otherwise	potable.	
  37	
  Seven	 sticks	 are	 in	 a	 bundle;	 when	 lit,	 a	 stick	
  produces	a	choking	purple	smoke	that	obscures	
  vision	in	a	10-foot	radius.	
  38	
  Each	 of	 these	 hundred	 arrows	 is	 fletched	 with	
  feathers	from	a	different	species	of	bird.	
  39	
  These	 one-foot	 long	 glass	 rods	 are	 resilient	 to	
  damage;	 however,	 when	 struck,	 they	 produce	
  bright	unwavering	light.	
  40	
  Fifty	 caltrops	 sized	 for	 creatures	 much	 larger	
  than	humans.	
  41	
  It	seems	the	bag	of	holding	rendered	this	green,	
  five-foot-by-ten-foot	cart	moot.	
  42	
  The	spyglass	on	a	stand	allows	the	viewer	to	see	
  great	distances.	
  43	
  This	still-wet	canvas	tarp	measures	ten	feet	to	a	
  side;	one	corner	has	a	hole.	
  44	
  Fur	 cloaks	 and	 leggings,	 seemingly	 harvested	
  from	yetis,	provide	protection	from	bitter	cold.	
  45	
  This	 camouflage	 netting	 is	 wholly	 unsuited	 for	
  the	local	area.	
  46	
  These	 folded	 sails	 suited	 for	 a	 caravel	 are	
  brightly	coloured.	
  47	
  One	pair	of	mud-caked	boots	is	sized	for	an	adult	
  human,	while	another	is	sized	for	a	child.	
  48	
  These	 blood-stained,	 metal	 traps	 have	 tufts	 of	
  fur	stuck	to	the	teeth.	
  49	
  Several	whetstones	are	tied	together	with	string;	
  none	of	the	whetstones	have	any	grit	remaining	
  on	them	to	sharpen	blades.	
  50	
  This	 oversized	 compass	 points	 to	 the	 largest	
  concentration	of	silver	within	fifty	miles.	
  
  65	
  51	
  This	one-gallon	clay	jug	is	filled	with	sticky	tar;	it	
  pours	out	slowly	and	creates	a	ten-foot-diameter	
  patch	that	grabs	at	footwear.	
  52	
  This	thick	stack	of	wood	folds	out	into	a	fifteen-
  foot-long	 boat;	 astonishingly,	 the	 boat	 is	
  watertight	when	fully	unfolded.	
  53	
  Two	poles	are	strapped	together.	A	label	on	one	
  reads	 “11	 feet;”	 the	 other	 reads	 “9	 feet,	 10.5	
  inches—good	luck.”	
  54	
  This	mix	of	buckwheat	flour	can	produce	enough	
  pancakes	to	feed	thirty	people.	
  55	
  These	steel	helms	have	reflective	visors.	
  56	
  This	case	holds	different	coloured	sticks	of	chalk;	
  the	blue	stick	is	the	shortest	by	far.	
  57	
  This	 feed	 bag	 weighs	 fifty	 pounds,	 but	 it	 has	 a	
  strap	as	if	meant	to	attach	to	an	animal.	
  58	
  The	 daggers	 in	 this	 bandolier	 are	 crafted	 from	
  various	 exotic	 woods;	 a	 mithral	 dagger	 is	 the	
  only	metal	weapon.	
  59	
  Green	spatters	cover	these	dull	machetes.	
  60	
  Precautions	 to	 protect	 the	 glassware	 in	 this	
  alchemical	
  kit	
  from	
  jostling	
  have	
  mostly	
  succeeded;	only	one	glass	vial	is	cracked.	
  61	
  The	cuffs	on	these	manacles	rest	on	bottles	that	
  seem	to	have	an	endless	supply	of	air.	
  62	
  This	 kit	 contains	 wigs	 and	 makeup;	 the	 flesh-
  coloured	makeup	has	seen	a	lot	of	use.	
  63	
  A	jeweller’s	loupe	sits	in	a	small	blue	bag	among	
  various	small	weights.	
  64	
  The	water	in	this	barrel	has	an	oily	film.	
  65	
  This	kit	contains	a	crowbar,	drill,	glass	cutter	and	
  powder-filled	orb	with	a	fuse.	
  66	
  This	 stout,	 oaken	 staff	 has	 a	 horizontal	 grip;	
  when	grasped	by	two	hands,	the	staff	points	to	
  the	nearest	source	of	fresh	water.	
  67	
  These	 three	 picks	 each	 have	 a	 different	 metal	
  dust	on	them:	silver,	gold	and	adamantine.	
  68	
  A	total	of	twenty	grappling	hooks	are	interlinked,	
  forming	a	circle;	a	leather	strap	threads	through	
  the	connected	hooks,	creating	an	odd	belt.	
  69	
  The	 suit	 of	 platemail’s	 breastplate	 is	 dented,	
  requiring	an	armoursmith	to	repair	it.	
  70	
  This	 kit	 contains	 a	 pair	 of	 wire	 cutters,	 four	
  spikes	and	a	skeleton	key,	all	finely	crafted.	
  71	
  A	broken	sword	blade,	radiating	faint	magic,	has	
  its	hilt	tied	together	with	twine.	
  72	
  The	 grey	 paste	 in	 this	 ointment	 jar	 creates	 a	
  watertight	seal	on	any	surface.	
  73	
  These	supple	brown	gloves	have	suction	cups	on	
  the	 index	 fingers	 and	 thumbs,	 enabling	 the	
  wearer	to	climb	even	sheer	surfaces	more	easily.	
  74	
  This	black	velvet	bag	contains	a	holy	symbol,	vial	
  of	holy	water	and	a	clove	of	garlic.	
  75	
  Though	the	oil	in	this	barrel	will	not	burn,	it	can	
  make	a	surface	extremely	slippery;	the	oil	cover	
  a	fifty-foot-square	area.	
  76	
  A	burlap	sack	contains	a	pair	of	whistles,	hoops,	
  a	leash	attached	to	a	harness	and	tasty	kibble.	
  77	
  A	 pair	 of	 canvas	 sheets	 stretched	 taut	 over	 a	
  metal	frame	allows	for	short-distance	gliding.	
  78	
  Charcoal	 accompanies	 tracing	 paper;	 strange	
  glyphs	line	the	bottom	as	a	translation	guide.	
  79	
  An	 elven	 curve	 blade	 and	 a	 dwarven	 urgosh	
  highlight	this	collection	of	racial	weapons.	
  80	
  This	flexible,	eight-foot-long	pole	allows	its	user	
  to	fling	herself	a	long	distance.	
  81	
  This	 skin-tight	 leather	 suit	 and	 pair	 of	 flippers	
  make	swimming	considerably	easier.	
  82	
  This	falconer’s	glove	has	deep	talon	gouges	dug	
  into	the	leather.	
  83	
  This	 black	 leather	 satchel	 contains	 bandages,	
  needles,	thread	and	a	small	vial	of	alcohol.	
  84	
  These	down-filled	sleeping	bags	are	large	enough	
  to	fit	two	average-sized	humans	comfortably.	
  85	
  Though	the	two-inch	thick	stone	at	the	bottom	
  of	 these	 boots	 makes	 walking	 awkward,	 they	
  provide	protection	from	shallow	lava	streams.	
  86	
  The	mirror	attached	to	this	long	wooden	pole	is	
  angled	to	allow	the	user	to	see	around	corners.	
  87	
  Tiny	bags	full	of	spices	ring	this	stew	pot.		
  88	
  An	 otherwise	 empty	 backpack	 contains	 twelve	
  empty	sacks	and	a	single	gold	coin.	
  89	
  Mildew	has	formed	on	these	grey	ponchos.	
  90	
  Eight	pairs	of	wooden	poles	end	at	discs	etched	
  with	tracks	for	a	total	of	four	animals.	
  91	
  This	cumbersome	bladder	can	be	pumped	full	of	
  air,	 allowing	 someone	 to	 breathe	 from	 it	 while	
  swimming	or	in	an	area	devoid	of	breathable	air	
  for	a	total	of	two	hours.	
  92	
  A	 bag	 labelled	 “For	 use	 on	 animated	 statues	
  only”	contains	adamantine	caltrops.	
  93	
  This	 kit	 contains	 a	 pair	 of	 small	 trowels,	 three	
  brushes	of	varying	widths	and	several	small	picks	
  and	knives.	
  94	
  This	discoloured	metal	ten-foot	pole	has	scratch	
  marks	 along	 its	 length	 indicating	 some	 sort	 of	
  measurement.	
  95	
  This	teak	box	contains	eleven	stylish	wands;	each	
  wand	has	a	single	charge	remaining.	
  96	
  These	 coarse,	 scorched	 blankets	 provide	 little	
  comfort,	but	they	are	great	at	smothering	fire.	
  97	
  Nails	dangle	from	holes	in	a	pair	of	metal	braces;	
  the	 accompanying	 wooden	 beam	 allows	 one	 to	
  bar	a	door.	
  98	
  This	 ten-pound	 pile	 of	 chain	 stretches	 50	 feet;	
  scores	from	weapons	mar	the	chains	in	spots.	
  99	
  The	liquid	in	these	jugs	changes	a	five-foot-cube	
  of	stone	to	mud,	making	it	easy	to	dig	through.	
  100	
  Pouring	 water	 through	 this	 sponge	 removes	
  impurities	and	waterborne	diseases.	
  	
   
  
  66	
  I  L O O T  T H E  D R U I D :  P O U C H  C O N T E N T S  
  Beyond	their	wealth,	druids	often	carry	strange	odds	and	ends	
  as	well	as	minor	pieces	of	small	equipment	in	their	pouches.	Use	
  this	table,	to	generate	such	items.		
  D%	
  	
  1	
  Death’s	head	moths	flutter	listlessly	in	this	jar.	
  2	
  Dark	 green	 spots	 cover	 this	 potato	 that	 has	
  sprouted	five-inch-long	roots.	
  3	
  Upon	opening	the	pouch,	the	stink	of	rotten	eggs	
  permeates	 the	 air;	 a	 pair	 of	 stuck	 together	
  greenish	things	that	could	have	once	been	called	
  eggs	are	the	apparent	source.		
  4	
  This	 vial,	 labelled	 “defoliant,”	 holds	 a	 yellow	
  liquid.	A	pungent	smell	escapes	the	closed	vial.	
  5	
  Tailless	 rats	 glare	 with	 demonically	 red	 eyes	 at	
  the	intrusion,	when	the	pouch	is	opened.	
  6	
  This	pale	moonstone	glows	when	exposed	to	the	
  light	of	a	full	moon.	
  7	
  This	 delicious	 green	 apple	 has	 a	 fat	 worm	
  wriggling	around	in	it.	
  8	
  The	honey	dripping	from	this	honeycomb	smells	
  bitter.	
  9	
  This	 trio	 of	 oddly	 shaped,	 purple-blotched	 bird	
  eggs	show	cracks	as	if	they	are	about	to	hatch.	
  10	
  To	the	knowledgeable	observer	these	shiny	black	
  berries	are	actually	belladonna.	
  11	
  This	severed	frog	leg	twitches	as	if	propelling	its	
  former	owner	in	the	air.	
  12	
  Live	spiders	scurry	out	of	the	pouch,	when	it	is	
  opened.		
  13	
  A	skunk	puppet	made	from	the	cured	hide	of	a	
  skunk	and	preserved	skull;	rough	onyxes	rest	in	
  its	eye	sockets,	and	its	musk	gland	is	still	intact.	
  14	
  All	 but	 the	 index	 finger	 of	 this	 withered	
  monkey’s	paw	are	curled	tightly	into	its	palm	
  15	
  A	packet	of	kibble,	labelled	“for	death	dog.”	
  16	
  A	fresh	clump	of	red	clay	has	stained	everything	
  else	in	the	pouch.	
  17	
  Fangs	 of	 increasing	 length	 pierce	 this	 foot-long	
  swath	of	silk,	at	regular	intervals.	
  18	
  A	 jar	 contains	 a	 pair	 of	 bull’s	 testicles	 in	 a	
  preserving	solution.	
  19	
  Steam	rises	from	this	lump	of	still	cooling	lava.	
  20	
  This	 mould-covered	 ball	 sends	 out	 tiny	 feelers	
  when	someone	touches	it.	
  21	
  A	smooth,	flat	white	pebble	sits	among	a	pile	of	
  dull,	grey	pebbles	in	this	pouch.	
  22	
  This	 small	 pile	 of	 drying	 dung	 attracts	 flies,	 as	
  soon	as	the	pouch	is	opened.	
  23	
  A	note	accompanying	this	brilliant	blue	egg	reads	
  “last	of	its	species.”	
  24	
  This	 small	 notebook	 contains	 notes	 on	 various	
  trees	with	poisonous	leaves,	along	with	perfectly	
  preserved	leaves	from	the	described	trees.	
  25	
  To	get	to	the	pouch’s	contents,	one	must	avoid	
  the	stingers	of	the	live	black	scorpions,	each	no	
  bigger	than	a	thumb,	inside	the	pouch.	
  26	
  Dirt	and	roots	cake	this	trowel.	
  27	
  Tufts	 of	 fur	 cling	 to	 the	 rope	 making	 up	 this	
  simple	snare	trap.	
  28	
  A	 bag	 of	 black	 seeds	 contains	 a	 slip	 of	 paper	
  stating,	“Warning,	experimental	blend.”	
  29	
  Living	ivy	clings	to	everything	in	the	pouch.	
  30	
  Spores	spray	from	this	wide-capped,	sickly	green	
  mushroom,	the	first	time	someone	touches	it.	
  31	
  This	 deep	 black—to	 the	 point	 of	 absorbing	
  ambient	 light—tar	 ball	 is	 extremely	 sticky,	
  leaving	residue	on	anyone	who	handles	it.	
  32	
  The	spikes	on	this	dog	collar	point	outward	and	
  inward;	blood	tips	the	inward	spikes.	
  33	
  These	 fossils	 of	 all	 descriptions	 come	 from	 a	
  variety	of	flora	and	fauna.	
  34	
  This	 collection	 of	 dandelions	 has	 seeded;	 the	
  seeds	float	away	in	the	slightest	breeze.	
  35	
  This	tuft	of	hair	from	a	silverback	gorilla	seems	to	
  have	been	carefully	shaved	from	the	beast.	
  36	
  A	 chart	 shows	 the	 dates	 of	 all	 the	 new	 moons	
  and	full	moons	within	the	past	year	and	for	the	
  upcoming	 eighteen	 months.	 Two	 of	 the	 past	
  dates	for	full	moons	are	circled	in	red.	
  37	
  This	giant	red	feather	radiates	heat.	
  38	
  Two	hollowed-out	coconut	halves	do	not	match	
  up	in	colouration	or	shape.	
  39	
  A	gold-plated	bird	cage	holds	three	skeletons	of	
  songbirds,	each	gripping	a	perch.	
  40	
  A	 small	 metal	 shard	 sits	 in	 a	 cup	 filled	 with	
  water;	the	shard	points	vaguely	north.	
  41	
  The	source	of	the	awful	odour	upon	opening	the	
  pouch	appears	to	be	rotting	cabbage	leaves.	
  42	
  A	 patch	 of	 fungus	 glows	 with	 a	 soft,	 blue	 light	
  after	it	has	been	exposed	to	sunlight.	
  43	
  The	fern-like	leaves	and	the	white	flowers	of	this	
  plant	betray	its	identity:	hemlock.	
  44	
  A	variety	of	colourful	butterflies	are	pinned	to	a	
  thin	 wooden	 board;	 some	 of	 them	 seem	 to	
  flutter	of	their	own	accord.	
  45	
  This	vermillion	flower	sprays	pollen	in	a	five-foot	
  radius,	when	touched.	
  46	
  Termites	 numbering	 in	 the	 hundreds	 crawl	 on	
  these	chunks	of	wood.	
  47	
  A	 small	 glass	 cube	 perforated	 with	 miniscule	
  holes	houses	a	living	ant	colony.	
  48	
  A	large,	purple	mushroom	emits	an	ear-piercing	
  shriek,	after	the	pouch	is	opened.	
  49	
  Black	 wrapping	 paper	 and	 a	 blood-red	 ribbon	
  tied	 in	 a	 bow	 cover	 this	 box;	 inside	 is	 a	 still-
  beating	heart.	
  50	
  Every	third	sound	from	this	duck	call	is	that	of	a	
  duck	dying	mid-quack.	
  
  67	
  51	
  This	rusted	dagger	crumbles	into	a	cloud	of	rust	
  the	moment	someone	touches	it.	
  52	
  Apparently	 the	 diary	 of	 a	 young	 child,	 many	
  entries	 decry	 the	 fact	 his	 or	 her	 parents	 would	
  not	buy	a	puppy	for	the	child.	
  53	
  Knitting	 needles	 protrude	 from	 a	 partially	
  completed	scarf.	
  54	
  This	sticky	tongue	is	five-foot	long.	
  55	
  A	 woodcarving	 of	 a	 horse	 with	 flames	 jetting	
  from	 its	 hooves	 only	 has	 the	 hindquarters	 and	
  one	fore	hoof	completed.	
  56	
  This	 four-inch-diameter	 mud	 sphere	 has	 a	 hole	
  at	the	bottom;	a	hornet	emerges	from	the	hole	
  when	someone	disturbs	the	sphere.	
  57	
  A	plant	sprig	sits	in	a	dirt-filled	pot;	it	moves	to	
  “look”	at	anyone	who	speaks.	
  58	
  A	 cloud	 of	 gnats	 springs	 forth	 from	 the	 pouch,	
  when	it	is	opened.	
  59	
  This	 book	 composed	 of	 different	 fish	 scales	
  contains	no	writing.	
  60	
  This	 starfish	 is	 missing	 one	 of	 its	 limbs,	 but	 it	
  appears	the	limb	is	starting	to	regrow.	
  61	
  The	species	of	butterfly	or	moth	that	will	emerge	
  from	this	pair	of	purple	cocoons	is	unknown.	
  62	
  Lightning	 struck	 this	 piece	 of	 driftwood;	 it	 also	
  bears	a	blackened	lightning	bolt	sigil.	
  63	
  The	blood	tipping	this	peacock	feather	is	recent.	
  64	
  A	pair	of	salamander’s	eyes	float	in	the	noxious	
  liquid	filling	this	jar	made	of	green	glass.	
  65	
  Several	 twigs	 tied	 together	 with	 twine	 are	
  fashioned	into	a	vaguely	human	figure.	
  66	
  Vines	of	poison	ivy	line	the	inside	of	the	pouch.	
  67	
  The	owner	of	these	stones	carved	them	so	they	
  have	 sharp	 spikes;	 they	 would	 make	 passable	
  caltrops.	
  68	
  Two	packets	of	nearly	identical	mushrooms	had	
  labels	 which	 have	 since	 fallen	 off;	 one	 reads	
  “delicious”	and	the	other	reads	“deadly	poison.”	
  69	
  The	pouch	holds	a	surprising	amount	of	sheep’s	
  wool,	enough	to	make	a	human-sized	sweater.	
  70	
  The	vibrant	purple	flowers	on	this	plant	mark	it	
  as	wolfsbane.	
  71	
  Live	centipedes	crawl	out	of	the	pouch,	just	after	
  it	is	opened.	
  72	
  When	someone	grabs	this	wooden	divining	rod,	
  it	points	to	the	nearest	source	of	water.	
  73	
  This	 praying	 mantis	 head,	 complete	 with	
  mandibles,	is	the	size	of	a	cat’s	head.	
  74	
  When	 placed	 in	 a	 liquid,	 this	 spoon	 cools	 or	
  warms	it	based	on	the	holder’s	desires.	
  75	
  These	 fuzzy	 white	 balls	 are	 actually	 severed	
  cottontails.	
  76	
  Most	 of	 the	 fireflies	 in	 this	 jar	 have	 perished;	
  none	illuminate.	
  77	
  A	dozen	blind	mole	rats	shriek	in	unison,	when	
  light	shines	on	them.	
  78	
  This	 block	 of	 charcoal	 seems	 mundane	 in	
  comparison	to	the	rest	of	the	pouch’s	contents.	
  79	
  This	 hollowed-out	 reed	 allows	 one	 to	 breathe	
  while	underwater.	
  80	
  This	 wooden	 whistle	 makes	 no	 audible	 sound	
  when	 blown,	 but	 dogs	 start	 baying	 shortly	
  thereafter.	
  81	
  Ears	 from	 various	 herd	 animals	 have	 tags	
  identifying	the	animal	belonging	to	the	ear.	
  82	
  A	 star	 chart	 is	 annotated	 with	 scrawled	 words	
  reading	“the	time	is	nigh.”	
  83	
  The	clapper	is	missing	from	this	brass	cowbell.	
  84	
  A	 chart	 shows	 a	 line	 of	 succession	 to	 the	 arch-
  druid	of	the	region;	half	the	names	are	crossed	
  off.	
  85	
  This	 severed	 rattle	 from	 a	 rattlesnake	 shakes	
  when	someone	opens	the	pouch.	
  86	
  This	 gland	 from	 a	 fire	 beetle	 is	 warm	 to	 the	
  touch.	
  87	
  These	 dried	 purple	 berries	 fizz,	 when	 eaten	 or	
  placed	in	liquid.	
  88	
  This	 bundle	 of	 kindling	 rapidly	 sets	 fire	 to	
  anything	 it	 touches,	 even	 damp	 material,	 when	
  lit.	
  89	
  Numerous	 teeth	 marks	 measuring	 at	 least	 four	
  inches	in	depth	pierce	this	grapefruit-sized	ball.	
  90	
  Rotten	 grain	 catches	 on	 the	 wind	 and	 makes	
  black	marks	on	any	plant	it	touches.	
  91	
  Opening	this	vial	labelled	“deer	urine”	unleashes	
  a	horrific	smell.	
  92	
  This	
  leering,	
  mechanical	
  monkey	
  crashing	
  cymbals	together	seems	eerily	realistic.	
  93	
  This	 otherwise	 empty	 tortoise	 shell	 holds	
  unhatched	tortoise	eggs.	
  94	
  Ants	crawl	on	this	half-eaten	leg	from	a	fowl	of	
  some	description.	
  95	
  This	rare	orchid	begins	to	wither	when	removed	
  from	the	pouch.	
  96	
  This	length	of	thorn-covered	vine	is	coiled	up	like	
  a	whip.	
  97	
  This	magnifying	glass	doubles	the	size	of	objects	
  viewed	 through	 it.	 A	 piece	 of	 paper	 wrapped	
  around	the	handle	describes	the	optimal	height	
  to	hold	the	glass	to	properly	burn	ants.	
  98	
  Briny	water	fills	this	small	watering	can.	
  99	
  Considering	 the	 other	 items	 in	 the	 pouch,	 this	
  cheese	 wheel	 is	 surprisingly	 well-preserved	 and	
  tastes	delicious.	
  100	
  Dozens	 of	 dried	 locust	 husks	 fill	 this	 pouch;	
  strange	patterns	decorate	several	of	them.	
  	
  	
   
  
  68	
  I  L O O T  T H E  R O G U E ’ S  B O D Y :  T O O L S  O F  T H E  T R A D E  
  Rogues	 often	 possess	 many	 tools	 of	 the	 trade	 to	 aid	 their	
  thievish	 endeavours.	 Use	 this	 table,	 to	 generate	 the	 details	 of	
  such	items.	
  D%	
  	
  1	
  A	single,	long	needle-like	implement,	suitable	for	
  use	as	a	lock	pick.	
  2	
  A	pouch	of	marbles—nine	are	black	and	one	has	
  a	blood	red	cat’s	eye.	
  3	
  A	 small	 sack	 contains	 a	 handful	 of	 triangular	
  pyramids	 with	 strange	 markings	 on	 each	 face,	
  suitable	for	use	as	caltrops.	
  4	
  A	loosely-wrapped	bundle	of	flour	leaks	slightly;	
  if	thrown	it	would	easily	burst	on	impact.	
  5	
  A	 splayed	 eagle	 talon	 crafted	 from	 steel,	
  designed	to	be	used	as	a	grappling	hook.		
  6	
  A	tiny	knife,	ill-suited	to	combat	for	a	human,	but	
  easy	to	conceal.		
  7	
  A	 bushy	 false	 beard,	 mostly	 red	 with	 flecks	 of	
  grey	 cunningly	 woven	 in	 to	 lend	 it	 a	 more	
  realistic	colouration.	
  8	
  A	small	box	of	wax	designed	to	take	an	imprint	of	
  a	key,	amulet	or	similar	small	item.		
  9	
  A	surprisingly	large	key,	though	some	of	its	teeth	
  appear	to	have	been	modified	with	a	file.	
  10	
  A	delicate	hammer	and	jeweller’s	chisels,	along	
  with	a	few	cheap	practice	gems.	
  11	
  A	cleverly	reinforced	leather	gauntlet	with	a	few	
  shards	 of	 glass	 embedded	 in	 the	 back	 of	 the	
  hand.	
  12	
  A	small	vial	of	black,	oil-based	paint,	with	a	small	
  brush	serving	as	an	applicator.		
  13	
  A	 deck	 of	 carefully	 marked	 cards;	 the	 jack	 of	
  diamonds	is	missing.	
  14	
  A	double-sided	coin,	each	side	bearing	the	face	
  of	some	long-lost	monarch.	One	side	is	winking.	
  15	
  A	 small	 mirror	 on	 the	 end	 of	 a	 long,	 slim	 steel	
  pole,	 obviously	 intended	 to	 be	 slipped	 under	 a	
  closed	door.	
  16	
  A	 few	 cast-off,	 bent	 and	 damaged	 lock	 picks,	
  barely	usable	for	their	intended	purpose.	
  17	
  An	 elaborate	 cosmetic	 kit,	 though	 most	 of	 it	 is	
  nearly	depleted,	leaving	only	1d2	uses.	
  18	
  A	heavily	worn	whetstone,	grooved	almost	clean	
  through	with	use.	
  19	
  An	 empty	 vial	 that	 smells	 faintly	 of	 almonds,	
  likely	once	containing	poison.	
  20	
  A	small	bottle	of	viscous	oil.	
  21	
  A	fistful	of	long	screws	and	a	simple	screwdriver.	
  22	
  A	 pulley	 about	 the	 size	 of	 a	 closed	 fist	 with	 a	
  hook	and	small	clip.	
  23	
  A	single,	heavily	battered	climbing	piton.	
  24	
  An	 eight-foot	 length	 of	 fine	 silk	 rope,	 frayed	 at	
  one	end	from	a	hasty	cut.	
  25	
  A	well-used	crowbar,	bent	ever	so	slightly	at	its	
  centre	point.	
  26	
  A	cracked	spyglass,	though	still	usable	in	a	pinch.	
  27	
  A	dinged	brass	ear	horn,	etched	with	the	initials	
  R.W.D.	
  28	
  A	 short	 brass	 whistle,	 only	 audible	 to	 dogs	 and	
  elves	when	blown.	
  29	
  A	 length	 of	 black	 cloth	 faintly	 stained	 with	 old	
  blood.	
  30	
  An	elaborate	head	harness	with	ball	gag.	
  31	
  A	pocket-sized	lantern	that	emits	half	the	light	of	
  the	full-sized	version.	
  32	
  A	 jeweller’s	 magnifying	 glass	 crafted	 from	 fine	
  silver.	
  33	
  A	full-face	mask	designed	to	look	like	a	snarling	
  orc.	
  34	
  Though	 clearly	 labelled	 as	 poison,	 the	 yellowy	
  liquid	in	this	small	vial	is	benign.	
  35	
  A	glass	eye,	its	iris	a	garish	green.	
  36	
  A	tiny	pick,	such	as	might	be	used	in	dentistry.	
  37	
  A	selection	of	small	horsehair	paintbrushes.		
  38	
  An	elaborate,	hand-cranked	can	opener.	
  39	
  An	 empty	 half-pint	 jar	 with	 a	 cleverly	 designed	
  snap	tight	lid.	
  40	
  A	 spool	 of	 copper	 wire	 wrapped	 around	 a	
  magnet.	
  41	
  A	 small,	 wind-up	 clockwork	 mouse	 painted	 to	
  look	very	realistic.	
  42	
  A	few	sticks	of	chalk	and	sheets	of	paper,	one	of	
  which	has	a	rubbing	of	a	lewd	carving.	
  43	
  A	selection	of	arrowheads,	each	slightly	different	
  in	design.	
  44	
  A	large	steel	file,	a	few	flecks	of	copper	still	in	its	
  grooves.	
  45	
  A	short	sword	scabbard	containing	a	dagger,	the	
  rest	 of	 the	 scabbard	 acting	 as	 a	 secret	
  compartment	holding	a	selection	of	maps.	
  46	
  A	small	pouch	contains	various	sizes	of	nuts	and	
  bolts	along	with	a	chisel.	
  47	
  An	extendable	pole	with	a	small	magnet	at	one	
  end	capable	of	holding	up	to	3	lbs.	
  48	
  A	bar	of	soap	smelling	faintly	of	lilacs.	
  49	
  A	 spray	 bottle	 containing	 some	 kind	 of	 vulgar	
  perfume,	reminiscent	of	a	drunk	goblin.	
  50	
  A	tiny	wooden	barrel	on	a	dog	collar	full	of	cheap	
  brandy.	
  51	
  A	set	of	leather	manacles	joined	with	a	chain.	
  52	
  A	rather	hefty	sack	of	sand.	
  53	
  A	leather	waterskin	filled	with	a	foul-smelling	but	
  quite	tasty	white	wine.	
  54	
  A	short	length	of	lead	pipe	that	has	been	hastily	
  converted	into	an	improvised	scroll	tube.		
  55	
  A	pair	of	slitted	goggles	designed	to	cut	down	on	
  reflection	in	snowy	regions.	
  
  69	
  56	
  A	pair	of	felt	slippers	designed	to	fit	over	a	pair	
  of	heavy	boots	to	help	muffle	noise.	
  57	
  A	 few	 pellets	 that	 burst	 on	 impact,	 splattering	
  the	surface	with	bright	green	paint.	
  58	
  A	small	syringe	and	a	collection	of	vials,	some	of	
  which	contain	blood.	
  59	
  A	 small,	 dog-eared	 field	 guide	 to	 gem	 values,	
  including	definitions	for	cut	and	clarity.	
  60	
  A	collection	of	assorted	sizes	of	sewing	needles	
  in	a	small	leather	wrap.	
  61	
  A	pair	of	finely	tuned	brass	callipers.	
  62	
  A	 strange	 device,	 something	 like	 a	 compass,	
  though	the	needle	doesn’t	seem	to	point	north.	
  63	
  A	 small	 pouch	 filled	 with	 tiny	 lead	 balls,	
  something	like	buckshot.	
  64	
  A	black	eyepatch	on	a	strip	of	leather.	
  65	
  An	 assortment	 of	 darts	 with	 brightly	 coloured	
  fletching,	too	small	for	use	in	combat.	
  66	
  A	 brass	 horn	 that	 sounds	 like	 a	 duck	 when	
  blown.	
  67	
  A	book	of	code	words	and	slang	used	by	the	local	
  thieves’	guild.	
  68	
  A	 small	 alchemical	 pouch	 that	 produces	 mild	
  heat	when	its	components	are	crushed.	
  69	
  A	 small	 alchemical	 pouch	 that	 produces	 mild	
  cold	when	its	components	are	crushed.	
  70	
  An	incredibly	fine	ball	of	string	that	unwinds	into	
  a	surprisingly	strong	50-foot	rope.	
  71	
  A	 simple	 but	 well-designed	 thong	 of	 leather	
  designed	 to	 be	 used	 as	 a	 restraint	 able	 to	 be	
  applied	with	one	hand.	
  72	
  A	 cleverly	 linked	 set	 of	 rods	 that	 unfurl	 into	 a	
  useful	baton.	
  73	
  A	 heavy	 five-foot	 length	 of	 chain	 with	 a	 crude	
  lock	on	one	end.	
  74	
  A	 small	 cleaver	 and	 wooden	 cutting	 board,	
  attached	with	a	length	of	rope.	
  75	
  A	small	jewellery	box	with	a	huge	assortment	of	
  customizable	costume	jewellery.	
  76	
  A	small	hand	mirror	that	seems	oddly	angled	to	
  reflect	 behind	 the	 user	 when	 looked	 directly	
  into.	
  77	
  A	 wooden	 holy	 symbol	 dedicated	 to	 a	 god	 of	
  stealth	and	deceit.	A	secret	compartment	within	
  hides	a	tiny	knife.		
  78	
  A	 dagger	 with	 a	 hollow	 in	 the	 hilt	 full	 of	 fine,	
  white	sand.	
  79	
  A	small	bag	of	sand	with	a	cleverly	tied	knot	that	
  makes	 it	 easy	 to	 open	 and	 throw	 into	 an	
  opponent’s	eyes.	
  80	
  A	 punch	 set	 and	 hammer	 designed	 for	
  leatherwork.		
  81	
  A	spare	bowstring	and	a	handful	of	arrowheads	
  all	of	different	designs.	
  82	
  A	piece	of	stretchable	cloth	useful	for	bracing	a	
  wounded	knee	or	other	joint.	
  83	
  A	simple	steel	crowbar,	painted	a	startling	shade	
  of	blue.	The	paint	is	chipped	at	both	ends.	
  84	
  This	 screwdriver	 has	 an	 unusual	 head,	 rarely	
  found	in	this	region.	
  85	
  A	 small	 handsaw,	 suitable	 for	 cutting	 through	
  iron	or	steel.	Its	teeth	are	surprisingly	sharp.	
  86	
  A	five-pound	lead	weight	with	a	loop	for	a	rope.	
  The	 bottom	 of	 the	 weight	 is	 battered	 and	
  scratched.	
  87	
  A	 battered	 wooden	 tankard	 with	 a	 reinforced	
  glass	bottom.	
  88	
  A	fine	wire	with	steel	pitons,	suitable	for	use	as	a	
  trip	wire	or	garrotte.	
  89	
  An	elaborate	glass	cutting	system	complete	with	
  a	suction	cup	and	diamond	blade.	
  90	
  Fingerless	gloves	with	a	stiff	palm	and	protective	
  plate	stitched	to	the	back.	
  91	
  A	pair	of	wax	ear	plugs	in	a	small	pewter	case.	
  92	
  A	 fine	 saw	 designed	 to	 slip	 in	 between	 a	 door	
  and	its	frame	to	slowly	cut	locks	or	bars.	
  93	
  A	double-headed	coin,	set	of	weighted	dice	and	
  marked	 deck	 of	 cards	 provide	 a	 gambler’s	
  dream.	
  94	
  A	 wooden	 case	 of	 multi-hued	 chalk	 comprising	
  different	sections	of	red,	white,	blue	and	yellow	
  chalk.	
  95	
  A	small	pot	of	red	paint	with	a	brush	attached	to	
  the	inside	of	its	lid.	
  96	
  An	 exceptionally	 sharp	 single	 edged	 knife,	
  serrated	for	a	few	inches	near	the	hilt	in	a	worn	
  and	supple	leather	sheath.	
  97	
  A	tiny	vial	of	weak	poison,	incapable	of	nothing	
  more	than	rendering	a	target	ill	for	a	few	hours.	
  98	
  A	 simple	 facemask	 for	 covering	 the	 eyes,	 black	
  on	one	side	and	grey	on	the	other.	
  99	
  A	 30	 ft.	 length	 of	 slender	 black	 thread	 able	 to	
  easily	bear	the	weight	of	a	fully-grown	man.	
  100	
  A	 15	 ft.	 long	 thin,	 almost	 invisible,	 silver	 wire	
  with	a	sharply	curved	hook	on	the	end	used	to	
  hook	 things	 from	 the	 belts	 of	 unsuspecting	
  victims	passing	below	the	rogue’s	perch.	
  	
  	
  	
  
  70	
  P R I S O N  B R E A K :  P R I S O N  D R E S S I N G  
  Use	 this	 table,	 to	 generate	 minor	 points	 of	 dressing	 for	 the	
  prison	break.	Ignore	inappropriate	results	and	simply	re-roll.	
  D%	
  	
  1	
  Rust	corrodes	the	door	hinges,	causing	a	brittle	
  shriek	when	the	door	opens	and	closes.		
  2	
  Tally	marks	are	chipped	into	a	cell’s	corner	wall.		
  3	
  Manacles	 dangle	 from	 the	 wall,	 their	 ridges	
  darkened	with	dried	blood.		
  4	
  A	 sconce	 stands	 empty,	 the	 wall	 smeared	 with	
  ash	near	where	the	torch	previously	burned.	
  5	
  A	 dented	 tin	 tray	 with	 an	 overturned	 bowl	 lies	
  near	a	cell	door.	Any	food	it	may	have	contained	
  has	been	picked	clean.		
  6	
  A	 dull	 buzz	 emanates	 from	 a	 small	 cloud	 of	
  insects,	 which	 swarm	 around	 a	 pool	 of	 tepid	
  water	at	the	end	of	the	corridor.	
  7	
  Tattered	 parchments	 with	 charcoal	 sketches	 of	
  morose	 faces	 lie	 scattered	 across	 a	 table.	
  Beneath	each	face	is	a	six-digit	number.	
  8	
  Two	tarnished	chains	suspend	the	ends	of	a	cell	
  cot.	 One	 of	 the	 links	 has	 split,	 threatening	 to	
  drop	its	end	to	the	floor.		
  9	
  Tiny	mice	scurry	through	the	corridors,	escaping	
  into	narrow	holes	in	the	walls	and	floors.		
  10	
  A	fire	pit	smoulders	in	the	centre	of	the	room,	its	
  fumes	rank	from	the	dung	used	for	fuel.		
  11	
  A	 dusty	 ring	 encircles	 the	 inner	 courtyard,	 with	
  hundreds	of	footprints	stamped	into	the	soil.		
  12	
  A	large	fire	blazes,	illuminating	the	whole	area.		
  13	
  Greasy	 fingerprints	 stain	 a	 cell’s	 otherwise	
  polished	iron	bars.	
  14	
  A	door	opens	into	a	vast	pit,	illuminated	only	by	
  a	 fist-sized	 opening	 in	 the	 far	 wall	 near	 the	
  ceiling.	A	rolled-up	rope	ladder	lies	nearby.	
  15	
  Coils	of	hemp	rope	and	piles	of	dirty	burlap	sacks	
  stand	atop	a	long	oak	table.	Some	of	the	ropes	
  have	nooses	at	their	ends.		
  16	
  A	barely-perceptible	crack	runs	along	the	entire	
  perimeter	of	one	brick	in	a	cell	wall.	The	stone	
  juts	out	just	enough	to	be	gripped	and	removed.		
  17	
  Scraps	 of	 burlap	 lie	 stacked	 beneath	 a	 cell	 cot,	
  each	 bearing	 hastily	 scrawled	 memos	 written	
  with	different	improvised	inks.	
  18	
  One	 cell	 has	 a	 faded	 wool	 blanket,	 its	 edges	
  frayed	and	its	centre	ripped.		
  19	
  A	 dirty	 iron	 grate,	 partially	 clogged	 with	 grime,	
  covers	a	drain	in	the	middle	of	the	hallway.		
  20	
  Profane	 symbols	 cover	 the	 walls	 at	 major	
  intersections.	There	is	evidence	of	trying	to	scrub	
  them	off,	but	the	images	remain.		
  21	
  Fistfuls	 of	 hair,	 spatters	 of	 blood	 and	 a	 stray	
  tooth	litter	the	floor.		
  22	
  Wooden	 stocks	 stand	 in	 a	 row,	 their	 neck	 and	
  wrist	grooves	stained	with	sweat	and	blood.		
  23	
  Grooves	crudely	chiselled	into	the	wall	at	regular	
  intervals,	form	the	start	of	a	makeshift	ladder.		
  24	
  Shards	of	arrow	shafts	and	bits	of	fletching	litter	
  the	ground	near	the	main	gate.	The	nearby	stone	
  and	soil	seem	darker	than	the	rest.	
  25	
  A	 diagram	 of	 the	 prison	 hangs	 from	 the	 wall,	
  with	 certain	 guard	 posts	 labelled	 with	 coloured	
  pins.		
  26	
  A	 smudged,	 crumpled	 letter	 from	 a	 family	
  member	sits	carefully	folded	beside	a	cell	cot.		
  27	
  A	 human-sized	 wooden	 rack	 stands	 atop	 four	
  winches	wound	with	ropes.		
  28	
  A	 hand-sized	 spider	 sits	 motionless	 inside	 a	
  tangled	web	in	a	cell’s	upper	corner.	Desiccated	
  mice	dangle	from	the	strands.	
  29	
  A	tiny	drawstring	pouch	hangs	underneath	a	cell	
  cot,	bound	by	a	strand	of	fabric.		
  30	
  A	battered,	nearly	empty	oil	lamp	casts	a	feeble	
  light	in	a	hallway	corner.		
  31	
  One	 of	 the	 barred	 windows	 makes	 a	 dull	
  whistling	sound	when	the	wind	is	up.	
  32	
  A	relatively	intact	book	with	dog-eared	pages	sits	
  atop	one	of	the	few	cell	cots	with	a	mattress.	
  33	
  A	 trail	 of	 blood	 dots	 the	 floor	 from	 one	 cell	
  through	the	halls	to	the	outer	door.		
  34	
  A	 jagged	 hole	 the	 size	 and	 depth	 of	 a	 fist	
  blemishes	an	otherwise	smooth	wall.	
  35	
  A	 tray	 of	 spoiled	 food	 lies	 just	 outside	 a	 cell,	
  untouched.		
  36	
  An	archery	range	for	the	guards	lines	the	inside	
  of	 an	 outer	 wall.	 Certain	 prisoners’	 names	 are	
  scratched	onto	the	target	dummies’	torsos.		
  37	
  One	 outer	 tower	 screams	 with	 the	 racket	 of	
  hawks,	ravens	and	pigeons.				
  38	
  One	 cell	 contains	 a	 crooked	 wooden	 crutch,	
  which	leans	against	one	of	the	cots.		
  39	
  A	 cast	 iron	 branding	 rod	 hangs	 from	 a	 rack	
  beside	a	fireplace.	The	tool	itself	has	six	square	
  slots,	 which	 can	 be	 filled	 with	 interchangeable	
  pieces	bearing	inverted	numbers.		
  40	
  A	 massive	 ledger	 sits	 atop	 an	 administrative	
  desk.	 It	 contains	 a	 grid	 with	 hundreds	 of	
  numbers,	names	and	brief	descriptions.		
  41	
  An	empty	iron	flask	lies	on	the	floor.		
  42	
  A	layer	of	dried	mud	fills	the	hallway,	its	surface	
  dotted	with	footprints.	
  43	
  A	chicken	leg	bone,	sharpened	at	one	end,	lies	in	
  a	corner.	Its	tip	drips	with	fresh	blood.		
  44	
  A	broken	key	lies	discarded	near	an	empty	cell;	
  its	other	half	sticks	out	from	the	cell’s	keyhole.		
  45	
  A	used	bandage	lies	in	tatters	beneath	a	cell	cot.		
  46	
  One	hallway	has	some	flooding,	causing	even	the	
  softest	footsteps	to	splash	along	its	length.		
  47	
  A	 tin	 bowl	 holds	 a	 concoction	 of	 lard,	 oatmeal	
  and	water	as	well	as	a	bent	metal	spoon.		
  
  71	
  48	
  The	 crudely	 spelled	 names	 of	 prisoners	 are	
  etched	into	a	cell	wall.	
  49	
  One	 cell	 contains	 a	 piece	 of	 inmate	 art,	 with	
  three	colours	creating	a	crude	landscape	image	
  on	a	ragged	canvas	hung	from	the	wall.	
  50	
  A	 mound	 of	 horse	 droppings	 lies	 in	 a	 steaming	
  pile	in	the	courtyard.		
  51	
  The	area	reeks	of	sweat	and	body	odour.		
  52	
  A	torn	uniform	lies	discarded	in	the	hallway,	the	
  back	ripped	open	along	bloodied	seams.		
  53	
  A	small	clay	statue	of	a	saint	or	deity	sits	atop	a	
  shelf	overlooking	a	cell	cot.		
  54	
  A	steel	alarm	bell	hangs	from	a	cord	near	a	door,	
  its	pull	string	dangling	beside	it.	
  55	
  Crude	syringes	and	wells	of	black	ink	line	a	shelf	
  in	one	cell.		
  56	
  A	single	shoe,	muddied	and	worn	to	the	point	of	
  uselessness,	sits	beside	a	cell	door.		
  57	
  A	deep	crack	runs	the	length	of	a	hallway	floor,	
  making	the	ground	slightly	uneven.		
  58	
  A	ball	of	hair	lies	in	a	gnarled	bundle	at	the	foot	
  of	the	wall.		
  59	
  A	metal	mouthorgan	sits	on	a	prisoner’s	cot.	
  60	
  Misshapen	 dice	 and	 an	 incomplete	 deck	 of	
  playing	cards	lie	scattered	across	a	table.	
  61	
  Tips	of	chewed	fingernails	litter	the	floor	outside	
  one	cell.		
  62	
  A	small	blot	of	chewed	tobacco	stains	the	floor.		
  63	
  One	cell’s	walls	are	covered	with	carefully	etched	
  carvings	of	linear	shapes	and	patterns.		
  64	
  A	 jagged	 gash	 scars	 a	 hallway	 wall,	 as	 though	
  someone	scraped	a	dagger	along	its	length.		
  65	
  A	coil	of	chain	binds	the	door	latch	of	one	cell.	
  66	
  Tendrils	of	ivy	cover	the	walls	like	veins.		
  67	
  A	 beam	 of	 light	 outlined	 in	 the	 dusty	 air	 peeks	
  through	a	small	hole	in	the	ceiling.		
  68	
  The	 smell	 of	 wet	 earth,	 blood	 and	 urine	
  permeates	the	entryway.		
  69	
  One	 of	 the	 stairway	 steps	 has	 collapsed	 in	 on	
  itself,	leaving	an	awkward	gap	between	the	two	
  adjacent	steps.	
  70	
  Boards	 cover	 an	 opening	 in	 one	 outer	 tower,	
  creating	a	potential	blind	spot.	
  71	
  The	 rim	 of	 a	 cauldron	 peeks	 between	 the	
  exterior	 parapets.	 A	 wisp	 of	 steam	 rises	 from	
  within	it.		
  72	
  A	 slab	 of	 what	 might	 pass	 for	 meat	 sticks	 in	 a	
  splattered	mass	to	a	wall	in	the	mess	hall.	
  73	
  One	 extended	 room	 holds	 long	 chains	 with	
  multiple	sets	of	manacles	along	their	lengths.		
  74	
  A	 black	 fly	 the	 size	 of	 a	 grape	 buzzes	 lazily	
  between	cells.		
  75	
  A	bag	of	bundled	sheets	and	refuse	hangs	from	a	
  cell	ceiling,	like	a	homemade	punching	bag.		
  76	
  An	empty	burlap	sack	with	a	tattered	drawstring	
  lies	 discarded	 to	 one	 side.	 The	 inside	 is	 flecked	
  with	hair	and	sweat.		
  77	
  A	tiny	drawstring	pouch	carefully	hidden	in	a	cell	
  cot	contains	a	handful	of	battered	silver	coins.		
  78	
  An	unconscious	inmate	lies	on	the	floor,	his	face	
  coloured	with	bruises,	split	lips	and	swollen	eyes.		
  79	
  A	 stray	 fallen	 brick	 drips	 with	 fresh	 blood,	 a	
  crimson	stain	around	where	it	had	been	held.		
  80	
  A	 crowbar,	 a	 spade	 and	 a	 handmade	 stabbing	
  weapon	lie	atop	a	table	in	the	guards’	office.		
  81	
  A	tin	tankard	lies	at	the	foot	of	a	mess	hall	table,	
  its	 side	 completely	 bent	 in	 as	 thought	 it	 were	
  smashed	against	a	dense	object.		
  82	
  A	 dead	 rat	 lies	 at	 the	 foot	 of	 an	 outer	 wall,	 an	
  arrow	shaft	sprouting	from	its	side.		
  83	
  Several	 thumb-sized	 centipedes	 crawl	 along	 a	
  cell	wall	with	startling	speed	before	disappearing	
  into	a	crack	in	the	mortar.		
  84	
  Tiny	shards	of	glass	litter	the	ground	in	a	small	
  section	of	the	courtyard.		
  85	
  Splintered	wooden	beams	clutter	the	hall	near	a	
  battered	door.		
  86	
  This	door’s	latch	is	completely	rusted,	rendering	
  it	inoperable	and	the	door	permanently	locked.	
  The	sound	of	scratching	comes	from	beyond…	
  87	
  Wooden	 trapdoors	 in	 the	 floor	 open	 into	 small	
  oubliettes	with	barely	enough	room	to	stand.		
  88	
  Metal	 sarcophagi	 with	 tiny	 holes	 perforating	
  their	exteriors	line	the	walls	of	this	room.	Large	
  padlocks	hold	them	shut.		
  89	
  One	 stone	 juts	 out	 of	 a	 corridor	 wall,	 posing	 a	
  painful	risk	to	the	unaware.		
  90	
  A	slick	slime	oozes	slowly	down	the	walls	of	the	
  underground	chambers.		
  91	
  A	hunk	of	rock-hard	stale	bread	lies	just	out	of	
  reach	outside	one	cell’s	barred	door.	
  92	
  Several	 detailed	 codices	 containing	 prisoner	
  names	 numbers,	 cell	 numbers	 and	 death	 dates	
  fill	a	bookshelf.		
  93	
  A	 row	 of	 manacles	 hang	 fastened	 to	 the	 outer	
  wall,	right	over	a	strip	of	cold,	muddy	earth.		
  94	
  A	 dozen	 shallow	 graves	 lie	 empty	 in	 the	
  courtyard,	 with	 spades	 sticking	 out	 of	 the	
  adjacent	mounds	of	soil.		
  95	
  A	 wooden	 rack	 holds	 metal	 apparatuses	
  resembling	 unwieldy	 helmets	 with	 restrictive	
  mouthpieces.	 An	 iron	 ring	 with	 clasp	 connects	
  the	device	to	a	steel	neck	brace.		
  96	
  A	poster	outlining	several	prison	rules	decorates	
  the	door	to	the	mess	hall.		
  97	
  A	 single	 pump	 well	 provides	 water	 in	 the	 mess	
  hall,	spitting	out	dirty	water	when	pumped.		
  98	
  A	 filthy	 kennel	 stands	 fenced	 off	 at	 the	 rear	 of	
  the	central	prison	complex.		
  99	
  A	 row	 of	 wooden	 pegs	 adorns	 the	 walls;	 some	
  pegs	hold	damp,	muddied	cloaks.	
  100	
  The	broken	handle	of	a	sundered	sap	lies	on	the	
  common	area	floor.		
  
  72	
  S H U N N E D  V A L L E Y  O F  T H E  T H R E E  T O M B S :  N O T A B L E  L O C A T I O N S  
  Several	locations	of	note	lie	within	the	valley.	Use	these	notes,	
  along	with	those	presented	in	“Random	Encounters	&	Events”	to	
  facilitate	the	above	ground	portions	of	this	adventure.	
  A :  B U R I A L  C A I R N S  
  Three	cairns	stand	close	to	Aila’s	Mere.		
  Three	cairns	stand	in	a	ragged	triangle.	Lichens	and	moss	cover	
  all	three	while	reeds	growing	thickly	on	the	banks	of	a	marshy	
  pool	almost	engulfs	the	western	most	cairn.		
  Each	cairn	has	the	following	notable	features:	
  § 
  Old:	Moss	and	lichen	grows	thickly	on	the	piled	stone	cairns.	
  They	are	obviously	old.	
  § 
  Remains:	 Each	 cairn	 holds	 the	 remains	 of	 a	 decade-dead	
  adventurer.	 Much	 of	 their	 equipment	 has	 rusted	 or	 rotted	
  away.	 However,	 perceptive	 PCs	 may	 discover	 some	 small	
  treasure.	To	do	so,	they	must	take	apart	each	cairn.	This	takes	
  four	 people	 an	 hour.	 While	 doing	 so,	 a	 PC	 making	 a	 DC	 20	
  Perception	 check	 finds	 something.	 Use	 the	 table	 below	 to	
  determine	what	is	found.	Use	each	entry	only	once.		
  D8	
  DISCOVERY1	
  1	
  A	gold	ring	woven	with	silver	wire	(worth	50	gp).	
  2	
  A	chipped	ivory	scroll	tube	decorated	with	once	beautiful	
  carvings	of	angels	(worth	20	gp).		
  3	
  A	rusty	cold	iron	longsword	(worth	30	gp)	with	a	rearing	
  wolf	sigil	on	its	pommel.	It	has	the	broken	condition.		
  4	
  Six	 tiny	 azure	 blue	 translucent	 stones	 each	 with	 a	 hole	
  bored	through	the	middle	(azurites,	each	worth	10	gp).	
  5	
  The	 mouldering,	 sodden	 remains	 of	 a	 spellbook.	 Most	
  pages	are	unreadable	but	one	is	salvageable;	it	holds	the	
  spell	comprehend	languages.	
  6	
  A	blunt	and	tarnished	silver	dagger	(worth	22	gp).	It	has	
  the	broken	condition.	
  7	
  A	bronze	cloak	pin	shaped	like	a	dagger;	usable	as	such	
  by	a	Small-sized	character	(worth	20	gp).	
  8	
  A	 battered	 lantern	 set	 with	 reflective	 silver	 plates.	 The	
  lantern	itself	is	worthless,	but	the	plates	are	worth	40	gp.	
  1:	DC	20	Appraise	check	values	
  B :  W E A T H E R E D  S T A T U E S  
  Six	statues	guard	the	entrance	to	Area	F—Champions’	Rest.	Five	
  yet	 stand	 upright,	 but	 the	 sixth	 has	 been	 knocked	 over	 and	
  broken	(by	the	adult	owlbear	lurking	in	Area	G).	
  These	 weatherworn,	 moss-covered	 statues	 depict	 ferocious	
  humanoid	 warriors.	 The	 warriors	 wear	 chainmail	 and	 hold	 a	
  longsword	grounded	between	their	feet.	One	of	the	statues—the	
  one	nearest	the	pool—has	fallen	and	lies	in	shards.	
  The	weathered	statues	have	the	following	notable	features:	
  § 
  Weathered	Statues:	The	statues	depict	hobgoblin	warriors	(DC	
  6	Knowledge	[local]	determines).	All	are	obviously	old.		
  § 
  Broken	Statue:	The	fallen	statue	has	half	sunk	into	the	boggy	
  ground.	Lichens	and	mould	grow	thickly	upon	it.	
  § 
  Buried	Skulls:	Characters	digging	below	the	statues	in	search	
  of	hidden	treasure	discover	an	aged	skull	buried	below	each	
  warrior.	These	are	of	hobgoblin	origin,	buried	to	placate	the	
  tribe’s	ferocious	gods.	Each	skull	contains	a	small	transparent	
  yellow	gem	(a	citrine	worth	20	gp;	DC	20	Appraise	values).	
  GIANT	FROG	(1)	
  CR 	 1 	( X P 	4 00 ) 	
  This	gigantic	frog	has	moist,	mottled	green	and	black	skin.		
  N	Medium	animal	
  Init	 +1;	 Senses	 low-light	 vision,	 scent;	 Perception	 +3,	 Sense	
  Motive	-1	
  Speed	 30	 ft.,	 swim	 30	 ft.;	 ACP	 0;	 Acrobatics	 +9	 (+13	 jumping),	
  Stealth	+5,	Swim	+10	
  AC	12,	touch	11,	flat-footed	11;	CMD	14	(18	vs.	trip)	
  	 (+1	Dex,	+1	natural)	
  Fort	+6,	Ref	+6,	Will	-1	
  hp	15	(2	HD)	
  Space	5	ft.;	Base	Atk	+1;	CMB	+3	(+7	grapple)	
  Melee	bite	+3	(1d6+2	plus	grab)	or	
  Melee	Touch	tongue	(reach	15	ft.)	+3	(grab)	
  Atk	Options	grab	(tongue),	swallow	whole,	tongue	
  Grab	(Ex	[free])	The	giant	frog	can	grapple	a	Small	or	smaller	foe	
  without	 provoking	 attacks	 of	 opportunity.	 It	 does	 not	 gain	
  the	 grappled	 condition	 and	 can	 pull	 a	 grabbed	 target	 5	 ft.	
  closer	 with	 a	 successful	 CMB	 check	 (without	 the	 target	
  provoking	attacks	of	opportunity).	
  Swallow	Whole	(Ex	[standard])	The	giant	frog	can	make	a	CMB	
  check	 to	 swallow	 a	 Small	 or	 smaller	 foe	 grappled	 in	 its	
  mouth.	 A	 swallowed	 creature	 is	 grappled	 and	 takes	 1d4	
  bludgeoning	 damage	 a	 round.	 It	 can	 cut	 itself	 free	 with	 a	
  light	slashing	or	piercing	weapon	(AC	10,	hp	1)	or	can	make	a	
  CMB	check	to	climb	into	the	frog’s	mouth.	If	a	creature	cuts	
  its	 way	 out,	 the	 giant	 frog	 cannot	 use	 swallow	 whole	 until	
  the	damage	is	healed.	
  Abilities	Str	15,	Dex	13,	Con	16,	Int	1,	Wis	8,	Cha	6	
  Feats	Lightning	Reflexes	
  
  73	
  C :  A I L A ’ S  M E R E  
  This	marshy	pool	fills	much	of	the	valley.	The	area	surrounding	
  the	pool	is	distinctly	boggy,	due	to	frequent	flooding.		
  A	 wide,	 marshy	 pool	 fringed	 with	 reeds	 and	 rushes	 dominates	
  the	 valley	 floor.	 Boggy,	 marshy	 ground	 surrounds	 the	 pool,	
  hinting—perhaps—at	occasional	flooding.	
  Denizen:	 A	 giant	 frog	 lurks	 here,	 but	 has	 grown	 somewhat	
  cowardly	after	several	near-fatal	encounters	with	the	owlbear	in	
  Area	 G.	 It	 attacks	 only	 when	 disturbed	 or	 when	 a	 tempting	
  target	 is	 in	 the	 mere.	 The	 mere	 has	 the	 following	 notable	
  features:	
  § 
  Calm	Water:	The	water	is	calm	(DC	10	Swim),	cold	and	murky.	
  The	mere	is	2	ft.	deep	within	10	ft.	of	shore;	further	out	it	is	5	
  ft.	 deep.	 Thick,	 cloying	 mud	 three-foot	 deep	 comprises	 the	
  pool’s	bottom.		
  § 
  Boggy	Ground:	The	ground	immediately	surrounding	the	pool	
  is	 distinctly	 boggy	 due	 to	 frequent	 flooding.	 This	 does	 not	
  inhibit	 movement,	 but	 the	 wet	 ground	 makes	 this	 an	
  unpleasant	place	to	camp.		
  § 
  Reeds	 &	 Rushes:	 Thick	 stands	 of	 reeds	 and	 rushes	 surround	
  the	mere.		
  § 
  Frog’s	 Lair:	 The	 giant	 frog’s	 lair	 is	 hidden	 deep	 in	 the	 reeds.	
  The	 lair	 smells	 horrible.	 Partially	 eaten	 fish,	 bones	 and	
  excrement	lie	scattered	about.		
  D :  W A T E R F A L L  
  At	the	head	of	the	valley,	a	small	waterfall	tumbles	into	Aila’s	
  Mere	(Area	C).	Read:	
  A	waterfall	tumbles	down	into	the	valley	over	a	series	of	three	
  cascades	before	flowing	into	a	wide,	marshy	pool.	
  The	waterfall	has	the	following	notable	features:	
  § 
  Rough	Water:	In	the	immediate	vicinity	of	the	waterfall,	the	
  water	is	rough	(DC	15	Swim).	
  § 
  Noise:	 The	 roar	 of	 falling	 water	 imposes	 a	 -2	 penalty	 on	
  hearing-based	Perception	checks	within	20	ft.	of	the	waterfall.		
  Occasionally,	 things	 falling	 into	 the	 river	 tumble	 over	 the	 falls	
  and	end	up	in	Aila’s	Mere.	See	“Random	Encounters	&	Events”	
  for	more	information.	
  E :  T O M B  O F  T H E  S T O N E  W O M A N  
  Filled	with	fearsome	traps,	this	tomb	has	not	been	opened	since	
  it	was	sealed	long	ago.	Read:	
  A	 moss	 covered	 capstone	 blocks	 a	 narrow	 fissure	 in	 the	 rock.	
  Swamp	grass	grows	thickly	over	the	boggy	ground.	
  When	the	PCs	investigate	the	capstone,	refer	to	page	16.		
  F :  C H A M P I O N S ’  R E S T  
  Herein	lie	the	bodies	of	two	hobgoblin	heroes	of	old.	This	tomb	
  has	 not	 been	 disturbed	 since	 it	 was	 sealed…and	 one	 of	 its	
  inhabitants	is	very,	very	hungry.	Read:	
  A	wide,	obviously	heavy	capstone	covered	in	moss	blocks	what	
  appears	to	be	a	passageway	leading	back	into	the	hill.	Grass	and	
  weeds	grow	thickly	about	the	entrance.	
  When	the	PCs	investigate	the	capstone,	refer	to	page	18.		
  G :  L A I R  O F  T H E  F E R O C I O U S  H U N T E R S  
  An	adult	owlbear	and	its	young	claim	this	small	cave	complex.	
  When	 the	 PCs	 enter	 the	 valley,	 the	 adult	 owlbear	 is	 away	
  hunting.	Read:	
  A	narrow	crack—perhaps	5-foot	wide—pierces	the	cliff.	A	faint	
  carrion	odour	wafts	from	within.	
  § 
  Tracks	(DC	9	Survival):	The	tracks	of	a	large	clawed	creature	
  enter	 and	 exit	 the	 cave.	 A	 DC	 10	 Survival	 check	 reveals	 the	
  presence	of	an	additional	smaller	set	of	tracks.		
  When	the	PCs	reach	the	cave	mouth,	refer	to	page	20.		
  	
  	
  V A L L E Y  D R E S S I N G  
  The	PCs	are	bound	to	spend	quite	some	time	poking	about	the	
  valley.	 Whenever	 they	 make	 Perception	 checks	 and	 don’t	
  discover	 anything	 noteworthy,	 roll	 on	 this	 table	 to	 add	
  verisimilitude	to	the	proceedings.		
  D8	
  DISCOVERY	
  1	
  A	large	mottled	brown	and	white	feather.	The	feather	
  is	obviously	far	too	large	to	have	come	from	a	bird.	
  2	
  The	tracks	of	a	clawed	creature.	A	DC	9	Survival	check	
  reveal	the	creature	is	Large-sized.	
  3	
  The	
  vegetation—reeds,	
  rushes,	
  grass	
  etc.	
  as	
  appropriate—are	 crushed	 and	 broken.	 Something	
  large	obviously	passed	this	way.	
  4	
  A	loud,	distinct	splash	comes	from	Aila’s	Mere.	Ripples	
  spread	across	the	water,	but	their	cause	is	unclear.	
  5	
  High	up	in	the	sky	a	large	bird	circles	the	valley.	After	a	
  few	minutes	it	dives	down	into	the	grass,	snatches	up	
  a	mouse	and	flies	away	to	feed.	
  6	
  For	 a	 moment,	 the	 PC	 catches	 the	 faint	 scent	 of	
  carrion	on	the	breeze.	
  7	
  A	 small	 patch	of	 wild	 flowers—incongruously—grows	
  amid	the	mud.	
  8	
  The	 wind	 picks	 up.	 For	 a	 moment,	 it	 sounds	 like	 the	
  moaning	of	forlorn	spirits.	
  	
  
  74	
  	
   
  
  75	
  	
   
  
  76	
  T H E  W I Z A R D ’ S  B O N D E D  O B J E C T  
  Many	 wizards	 possess	 objects	 of	 esoteric	 appearance	 to	 help	
  channel	 their	 power.	 Use	 this	 table,	 to	 generate	 the	 details	 of	
  such	trinkets.	
  D%	
  	
  1	
  This	wand	is	a	bouquet	of	wild	flowers	tied	with	
  a	ribbon.	It	never	loses	its	scent.	
  2	
  This	 ring	 is	 made	 from	 intricately	 braided	 and	
  knotted	thread.	
  3	
  This	wooden	ring	is	carved	as	a	spiral	around	the	
  finger	rather	than	a	closed	loop.	
  4	
  This	necklace	is	made	of	animal	skulls.	The	eyes	
  of	the	largest	skull	glow	with	arcane	power.	
  5	
  On	first	glance,	this	silver	ring	seems	to	feature	
  an	enormous	ruby.	It	is	however,	just	red	glass.	
  6	
  This	wand	is	a	wooden	cook’s	spoon.	
  7	
  This	amulet	is	a	heart-shaped	locket	with	a	tiny	
  portrait	inside.	
  8	
  This	 silver	 ring	 is	 set	 with	 a	 tiger	 eye	 gem.	 It	
  occasionally	blinks.	
  9	
  This	amulet	is	a	small	leather	pouch.	
  10	
  This	ring	is	a	braided	loop	of	green	silk.	
  11	
  The	tiny	gems	encrusted	into	the	thick	band	of	
  this	ring	are	in	the	formation	of	a	constellation.	
  12	
  This	wand	is	iridescent	and	seems	to	be	covered	
  in	scales.	When	activated	it	emits	the	sounds	and	
  smells	of	the	sea.	
  13	
  This	 amulet	 contains	 a	 single,	 green	 eye	 that	
  blinks	and	moves	as	if	surveying	its	surroundings.	
  14	
  This	 staff	 seems	 to	 be	 nothing	 but	 a	 common	
  miniature	broom.	
  15	
  This	amulet	is	a	delicate	silver	cord,	strung	with	
  many	tiny	bells.	
  16	
  This	 staff	 has	 a	 ram’s	 skull	 on	 the	 top	 which	
  dispenses	platitudes	in	a	soothing	voice.	
  17	
  This	gold	ring	has	an	inscription	on	the	inside	of	
  the	band.	It	reads	“S	love	S”.	
  18	
  This	amulet	is	a	necklace	of	dried	raptor	feet.	
  19	
  This	 wand	 is	 an	 incense	 stick	 and	 emits	 smoke	
  and	scent	when	activated.	
  20	
  This	 amulet	 is	 a	 crystal	 ampoule	 containing	 an	
  ounce	of	blood,	strung	on	a	red	silk	cord.	
  21	
  This	
  is	
  a	
  perfectly	
  smooth,	
  completely	
  featureless,	grey	iron	ring.	The	ring	feels	slightly	
  cold	to	the	touch.	
  22	
  This	blue	glass	amulet	glows	softly	and	is	cold	to	
  the	touch	for	anyone	but	the	wizard.		
  23	
  This	red	iron	ring	is	warm	to	the	touch.	A	subtle	
  pattern	of	flames	seems	to	dance	around	it.	
  24	
  This	 veined	 stone	 wand	 is	 far	 lighter	 than	 it	
  appears.	
  25	
  The	 cord	 holding	 this	 amulet	 is	 always	 slightly	
  damp.	 It	 smells	 of	 wet	 earth.	 The	 pendant	 is	 a	
  tiny,	live	bonsai	tree	in	a	pot.		
  26	
  This	amulet	is	made	from	a	lute	pick	strung	on	a	
  lute	string.	
  27	
  This	 staff	 is	 a	 white	 carved	 pole,	 with	 a	 squid's	
  tentacle	curled	around	it.		
  28	
  This	plain	ring	is	made	of	an	unknown	metal	with	
  a	red	tint.	
  29	
  This	 staff	 is	 embellished	 with	 ribbons	 and	
  flowers,	like	a	miniature	Maypole.	
  30	
  This	ring	is	made	of	straw,	twisted	together	and	
  tied	with	a	red	ribbon.	
  31	
  This	 wooden	 wand	 is	 rough	 to	 the	 touch	 and	
  dark	green	
  32	
  This	 amulet	 is	 a	 rough	 stone	 on	 an	 unfinished	
  leather	cord.	
  33	
  This	poison	ring	contains	a	viscous,	orange	liquid.	
  34	
  This	staff	is	shaped	like	a	shepherd's	crook.	
  35	
  A	signet	ring	inscribed	with	the	initial	M.	
  36	
  This	 pendant	 contains	 an	 extremely	 detailed	
  horoscope,	 that	 is	 far	 too	 old	 to	 describe	 the	
  wearer.	
  37	
  This	 wooden	 staff	 has	 several	 holes	 drilled	
  through	 it.	 When	 the	 wind	 blows	 through	 it,	 it	
  produces	a	low,	calming	whistle.	
  38	
  This	wand	is	a	hollow	tube	of	glass.	It	contains	a	
  blue	liquid.	
  39	
  This	 staff	 is	 carved	 from	 the	 trunk	 of	 a	 young	
  willow	tree.	It	remains	pliable.	
  40	
  This	necklace	is	fashioned	from	old	shackles.	
  41	
  This	 necklace	 is	 shaped	 like	 a	 giant	 prawn	
  wrapped	 around	 the	 wearer’s	 neck,	 like	 an	
  ouroboros.	
  42	
  This	wand	is	a	crystallized	jellyfish	stinger.	
  43	
  This	 staff	 is	 curved	 at	 the	 top.	 A	 birdcage	
  containing	a	tiny	bird’s	skeleton	hangs	from	the	
  end.	
  44	
  This	staff	is	made	from	the	femur	of	one	of	the	
  wizard’s	ancestors.	
  45	
  This	amulet	is	a	dried	giant	spider.	The	legs	are	
  still	twitching.	
  46	
  The	 pendant	 on	 this	 amulet	 is	 a	 glass	 sphere	
  containing	a	seemingly	frozen	flame.	
  47	
  This	wand	is	a	branch	from	a	flowering	tree.	It	is	
  always	in	bloom.	
  48	
  This	wand	was	carved	from	a	meteorite	and	has	
  arcane	symbols	carved	into	the	head.		
  49	
  This	 amulet	 is	 a	 small	 bundle	 of	 vibrantly	
  coloured	feathers.	
  50	
  This	delicate	silver	ring	is	made	of	braided	wire	
  51	
  This	amulet	is	a	collection	of	shark	teeth.	
  52	
  This	 wand	 is	 carved	 from	 a	 single	 talon	 from	
  some	enormous	beast.	
  53	
  A	small	vial	of	a	green,	viscous	liquid.	It	bubbles	
  slightly	and	smells	of	stale	wine.	
  54	
  This	staff	is	weightless	and	appears	to	comprise	
  nothing	but	wisps	of	smoke.	
  
  77	
  55	
  This	wand	is	the	bone	from	a	leg	of	lamb.	It	has	
  been	picked	clean	of	all	meat.	
  56	
  This	ring	is	a	smooth,	grey	and	plain	stone	band.	
  57	
  A	 smooth	 wand	 of	 an	 unknown	 metal.	 It	 is	
  slightly	warm	to	the	touch.	
  58	
  This	amulet	is	a	desiccated	chicken	foot	tied	onto	
  a	rough	string.	
  59	
  The	over	sized	glass	orb	on	this	ring	resembles	a	
  tiny	crystal	ball.	
  60	
  This	dagger	is	nothing	more	exotic	than	a	kitchen	
  knife.	
  61	
  This	 wand	 is	 a	 completely	 smooth	 bar	 of	 black	
  marble.	
  62	
  The	stone	in	this	amulet	seems	to	be	impossibly	
  black.	It	reflects	no	light	at	all.	
  63	
  The	huge	blue	diamond	on	this	ostentatious	gold	
  ring	 contains	 an	 asymmetrical	 inclusion,	 which	
  renders	it	worthless	as	a	gemstone.		
  64	
  The	 snake	 head	 on	 this	 staff	 occasionally	 talks,	
  but	only	to	tell	bawdy	jokes.	
  65	
  A	 small	 leather	 pouch	 on	 a	 string.	 Its	 contents	
  are	 unknown,	 as	 only	 the	 wizard	 it	 is	 bound	 to	
  can	open	it.	
  66	
  A	 wand	 shaped	 like	 a	 spoon	 encrusted	 with	
  tomato	soup.	
  67	
  This	dagger	comes	in	a	sheath	embroidered	with	
  prayers	to	the	major	deities	of	the	region.	
  68	
  This	staff	is	a	twisted,	rusted	metal	rod.	
  69	
  An	 athame	 whose	 blade	 is	 etched	 with	 a	 long	
  forgotten	language.		
  70	
  This	staff	is	wrapped	in	fine,	soft	red	silk.	
  71	
  The	 pendant	 on	 this	 necklace	 is	 a	 large,	 heavy	
  coin	from	an	unknown	land.	
  72	
  This	 amulet	 emits	 smoke	 and	 the	 scent	 of	
  incense	common	in	local	churches.	
  73	
  This	wand	looks	like	and	functions	as	a	skyglass.	
  74	
  This	 fist-sized	 glass	 amulet	 is	 filled	 with	 water	
  and	contains	a	live	fish.	
  75	
  This	silver	ring	is	cool	to	the	touch	and	covered	
  in	ancient	writing.	
  76	
  This	 delicate	 staff	 comprises	 a	 single	 giant,	
  perfectly	preserved	peacock	feather.	
  77	
  Whenever	this	plain,	unadorned	ring	is	removed	
  from	 the	 hand	 of	 the	 wizard	 it’s	 bound	 to,	 it	
  begins	to	vibrate	and	hum	slightly.	
  78	
  This	 staff	 is	 a	 scaled	 down	 model	 of	 an	 obelisk	
  from	an	ancient	civilization.	
  79	
  This	 amulet	 is	 a	 tiny	 hourglass	 that	 seems	 too	
  small	to	hold	enough	sand	to	measure	an	hour,	
  but	measures	time	perfectly.		
  80	
  This	wand	is	an	inkpen,	which	renders	all	writing	
  as	beautiful	calligraphy.		
  81	
  A	dagger	carved	from	the	horn	of	a	narwhal.	
  82	
  This	ancient,	white,	brittle	ring	was	crafted	from	
  a	cross	section	of	bone.	
  83	
  This	 elegantly	 carved	 dark	 wood	 staff	 is	 highly	
  polished	and	stained.	
  84	
  This	 ring	 is	 a	 thick	 metal	 band	 set	 with	 a	
  moonstone.	
  85	
  This	 crossbow	 is	 of	 dwarven	 make.	 It	 is	 solidly	
  built	and	carved	with	geometric	patterns.	
  86	
  This	wand	can	be	flipped	open	with	the	snap	of	a	
  wrist	to	function	as	a	fashionably	lady’s	fan.	
  87	
  This	 rough,	 leather	 spiked	 collar	 is	 something	
  usually	worn	by	attack	dogs	and	suchlike.	
  88	
  This	ring	is	a	band	of	pale	blue	glass.	
  89	
  This	ring	is	etched	with	the	incantation	for	one	of	
  the	wizard’s	spells.	
  90	
  This	amulet	is	a	pouch	filled	with	fragrant	herbs	
  made	of	fine	red	wool.	
  91	
  This	wand	is	nothing	but	a	rough	branch.	
  92	
  This	 silver	 ring	 is	 etched	 with	 an	 alchemical	
  recipe.	
  93	
  This	 amulet	 is	 constructed	 from	 a	 love	 token,	
  bestowed	years	ago.	
  94	
  This	staff	has	precisely	spaced	marks	and	can	be	
  used	for	measuring.	
  95	
  This	amulet	spins	slowly	and	is	painted	in	a	spiral	
  pattern.	Watching	it	spin	is	disorientating.	
  96	
  This	 necklace	 is	 composed	 of	 various	 fragrant	
  alliums,	 commonly	 believed	 to	 offer	 protection	
  from	sickness.	
  97	
  This	wand	comes	with	a	non-magical	twin.	Used	
  together	 they	 can	 be	 disguised	 as	 hair	 sticks	 in	
  elaborate,	formal	hairstyles.		
  98	
  Arcane	 power	 sparks	 and	 dances	 between	 the	
  fine	wires	making	up	this	ring.	
  99	
  This	 staff	 appears	 to	 be	 nothing	 more	 than	 an	
  elegant	walking	cane,	with	a	silver	handle.	
  100	
  The	 handle	 of	 this	 curved	 dagger	 is	 tightly	
  wrapped	in	scarlet	silk.	
  	
  
  78	
  W H I S P E R S  &  R U M O U R S :  L O C A L  L E G E N D S  
  D20	
  	
  01	
  The	 lord	 who	 once	 ruled	 these	 lands	 was	 a	
  perfect	 gentleman,	 both	 well-bred	 and	 well-
  married.	 Behind	 the	 silent	 walls	 of	 his	 fortress,	
  though,	he	indulged	in	depraved,	bloody	rituals.	
  Though	his	castle	was	razed	during	a	revolt,	no	
  one	ever	found	his	hidden	Screaming	Chamber.	
  That's	 why	 the	 forest	 around	 the	 site	 is	 filled	
  with	whipporwills;	they're	still	seeking	the	souls	
  of	his	victims,	to	guide	them	to	their	rest.	
  02	
  The	 Band	 of	 the	 Red	 Brand	 were	 some	 of	 the	
  most	infamous	local	brigands.	They	were	vicious,	
  killing	every	member	of	any	merchant	train	they	
  targeted,	 before	 vanishing	 into	 the	 woods	 with	
  their	loot.	When	the	band	was	finally	captured,	
  though,	 none	 of	 their	 spoils	 were	 recovered.	
  They	were	hanged	to	a	man,	but	the	legend	says	
  there's	 a	 hidden	 grotto	 or	 forgotten	 cave	
  somewhere	in	these	woods,	rich	with	the	band's	
  plunder.	
  03	
  Happy	is	the	home	whose	hearth	bears	a	cat.	The	
  saying	 is	 a	 common	 one,	 but	 there's	 an	 older	
  myth	 behind	 it.	 The	 grimalkin,	 a	 fae	 cat-like	
  creature,	 once	 roamed	 these	 woods.	 It	 warred	
  against	 the	 men	 who	 entered	 its	 domain,	 but	
  after	 years	 of	 ill	 fortune	 and	 bloodshed,	 they	
  reached	a	truce.	Humans	could	live	in	its	domain,	
  as	long	as	they	respected	the	forest,	and	opened	
  their	homes	to	the	grimalkin's	children.	It's	why	
  so	 many	 houses	 have	 cats	 and	 why	 so	 many	
  people	 leave	 dishes	 of	 water	 or	 cream	 out.	 It's	
  also	why	it's	considered	ill	fortune	to	kill	a	cat.	
  04	
  The	 Black	 Rock	 Inn	 can't	 boast	 anything	 too	
  special.	The	food	is	good,	the	fire	warm	and	most	
  nights	there	are	at	least	a	few	locals	drinking	and	
  gaming.	 There	 is	 a	 room	 on	 the	 second	 floor,	
  though,	the	inn	keep	hasn't	let	out	since	he	was	
  a	 young	 man.	 Footsteps	 can	 be	 heard	 through	
  the	door	on	quiet	nights	along	with	the	creak	of	
  a	rope,	and	whispered	words	just	loud	enough	to	
  be	heard,	but	not	loud	enough	to	be	understood.	
  The	 inn	 keep	 won't	 say	 what	 happened	 in	 the	
  room,	but	speculation	rages	about	what	haunts	
  the	room	just	above	the	common	room.	
  05	
  Babies	 born	 under	 the	 Hero's	 Star	 are	 destined	
  for	great	things.	The	Scarlet	Knight,	champion	of	
  a	hundred	duels,	Arlan	Faine,	the	Fist	of	the	Faith	
  who	stood	alone	against	a	horde	of	demons	and	
  General	 Karela	 Longthorn,	 who	 led	 the	 Shining	
  Legion	to	victory	a	thousand	years	ago,	were	all	
  Hero	 Born.	 While	 some	 townsfolk	 try	 to	 have	
  their	 children	 born	 underneath	 the	 red	 star,	
  others	 do	 their	 best	 to	 avoid	 it.	 Because,	 while	
  the	heroes	are	the	ones	that	stand	out,	people	
  tend	 to	 forget	 great	 people	 sometimes	 do	
  terrible	things.	
  06	
  There's	a	huge	oak	tree	in	the	centre	of	a	grove	
  outside	 town.	 Every	 spring	 the	 branches	 are	
  filled	 with	 strips	 of	 cloth	 fluttering	 in	 the	 wind.	
  According	to	myth,	the	tree	holds	the	spirit	of	a	
  powerful	 dryad,	 and	 anyone	 strong	 and	 pure	
  enough	 to	 climb	 the	 tree,	 and	 tie	 the	 name	 of	
  their	true	love	to	one	of	the	branches	earns	the	
  dryad's	blessings	in	matters	of	the	heart.	No	few	
  suitors	have	broken	their	arms	climbing	the	tree,	
  but	many	unions	come	from	the	tradition.		
  07	
  There's	 a	 faded	 marker	 in	 the	 cemetery	 that	
  simply	won't	fall	over.	The	grave	sits	apart	from	
  the	others,	and	the	head-high	obelisk	refuses	to	
  bow	to	wind,	rain	or	time’s	remorseless	march.	
  Here	 Kerowyn	 Brooks,	 the	 Cut-Wife	 of	 Sorrow	
  Marsh,	was	buried.	If	you	circle	her	grave	three	
  times	 at	 midnight,	 chanting	 her	 name	 and	
  spreading	a	circle	of	salt,	her	ghost	will	rise	and	
  answer	 three	 questions.	 A	 few	 townsfolk	 claim	
  when	 they	 did	 it	 nothing	 happened,	 but	 others	
  stay	 strangely	 quiet,	 claiming	 a	 little	 too	 loudly	
  that	it's	just	a	stupid	story.	
  08	
  The	 Cracked	 Caverns	 have	 always	 been	 a	
  mystery.	 Their	 black,	 weathered	 mouths	 have	
  been	used	for	shelter	by	foresters	and	for	privacy	
  by	lovers,	for	as	long	as	anyone	can	remember.	
  The	caves	go	deep,	though,	and	no	one	claims	to	
  have	fully	explored	them.	The	stories	say	if	you	
  go	 beyond	 the	 fire	 pits	 left	 by	 travellers,	 you'll	
  find	 walls	 covered	 in	 strange	 paintings.	 And	 if	
  you	go	back	far	enough,	those	paintings	seem	to	
  show	fire-breathing	beasts	battling	stick-men.		
  09	
  Tattered	Hawthorne	is	a	flower	that	only	grows	
  in	certain	parts	of	the	woods,	blooming	no	more	
  than	once	a	generation	under	a	full	moon.	While	
  the	 ragged	 petals	 give	 the	 blossom	 a	 tragic	
  beauty,	 it's	 said	 these	 rare	 plants	 are	 the	 key	
  ingredient	to	some	of	the	most	powerful	potions	
  ever	 devised.	 Tended	 by	 druids	 and	 greatly	
  prized	 by	 healers,	 in	 the	 right	 hands	 they	 can	
  cure	 any	 illness,	 break	 curses	 or	 if	 enough	 is	
  harvested,	bring	back	the	recently	deceased.		
  10	
  A	thousand	years	ago	a	great	champion	patrolled	
  the	 lands.	 A	 black-clad	 warrior	 mounted	 on	 a	
  black	 destrier,	 it	 was	 said	 his	 honour	 knew	 no	
  bounds.	 When	 he	 was	 ambushed	 by	 a	 force	 of	
  invading	 foes,	 even	 death	 would	 not	 make	 him	
  lie	 down.	 He	 fought	 on,	 and	 on,	 throwing	 back	
  wave	 after	 wave	 until,	 finally,	 he	 was	 the	 only	
  one	 left	 standing.	 If	 you	 travel	 the	 north	 road	
  during	certain	times	of	the	year,	you’ll	hear	the	
  ring	of	steel,	and	the	beat	of	heavy	hooves.	And	
  if	you	ever	meet	the	black	warrior,	and	he	issues	
  you	a	challenge,	do	not	accept	it.	He	cannot	be	
  defeated,	 and	 only	 one	 who	 would	 take	 up	 his	
  mantle	can	release	him	from	his	duty.	
  
  79	
  11	
  There's	 a	 fire-blackened	 clearing	 deep	 in	 the	
  woods.	 Animals	 avoid	 it,	 and	 nothing	 grows	
  there.	A	circle	of	dark	stones	sits	in	the	middle	of	
  the	 aged	 char,	 and	 no	 one	 knows	 where	 they	
  came	from,	or	how	long	they've	been	there.	The	
  whispered	 tales	 among	 the	 elders	 say	 it	 was	
  once	a	place	where	some	unfortunate	soul	made	
  a	deal	with	a	devil.	They	can't	seem	to	agree	on	
  which	devil	it	was,	but	they	do	agree	the	barriers	
  between	 the	 planes	 are	 thin	 there	 and	 if	 the	
  proper	 name	 is	 spoken	 within	 that	 circle,	 the	
  devil	appears	to	those	seeking	to	beg	a	bargain.	
  12	
  The	 Fall	 of	 Tears	 is	 a	 place	 of	 beauty.	 The	
  waterfall,	and	the	small	surrounding	lake,	draws	
  swimmers	 in	 the	 summer,	 and	 skaters	 in	 the	
  winter.	 However,	 in	 the	 fall	 and	 spring,	 on	
  equinox	 nights	 when	 the	 spray	 is	 chill,	 and	 the	
  base	 of	 the	 falls	 is	 shrouded	 in	 mist,	 it's	 said	
  those	who	leap	from	the	peak,	and	dive	into	the	
  unknown,	 surface	 in	 the	 fae’s	 realms.	 A	 few	
  people	try	every	year.	Some	survive,	while	others	
  don't.	 A	 few	 disappear,	 but	 where	 they	 go	 is	
  something	no	one	has	been	able	to	determine.	
  13	
  It's	bad	luck	to	give	old	clothes	to	a	scarecrow.	
  The	garments	we	wear	pick	up	the	stains	of	our	
  lives,	 and	 those	 bits	 and	 pieces	 can	 sometimes	
  worm	their	way	into	the	sticks	and	straw	making	
  up	 these	 cornfield	 guardians.	 The	 story	 of	
  Pumpkin	Head	Jarro	tells	the	tale	of	how	a	farm	
  wife	 dressed	 her	 scarecrow	 in	 one	 of	 her	 foul-
  tempered	 husband's	 old	 shirts,	 and	 how	 she	
  found	 dead	 birds,	 slaughtered	 livestock	 and	
  wrecked	crops	every	morning.	The	cruelty	of	the	
  garments	 had	 leeched	 into	 the	 creature,	 and	 it	
  was	only	when	she	set	the	scarecrow	aflame	the	
  terror	ended.	
  14	
  When	husbands	and	wives	wed,	one	of	the	gifts	
  they	exchange	is	cold	iron	daggers.	They	gently	
  press	 the	 blades	 against	 each	 other's	 skin,	 and	
  seal	 their	 union	 with	 a	 kiss.	 The	 tradition	 goes	
  back	 to	 the	 tale	 of	 The	 Maiden	 in	 The	 Tower,	
  who	was	suspicious	of	the	handsome	suitor	with	
  honey	in	his	voice,	and	silver	in	his	tongue.	When	
  he	pressed	himself	upon	her	in	the	dark,	the	cold	
  iron	 revealed	 he	 was	 a	 demon	 in	 disguise,	 and	
  she	drove	him	from	her	bed	with	the	blade.	No	
  one	 really	 believes	 it...but	 you	 can't	 be	 too	
  careful	on	your	wedding	night.	
  15	
  There's	a	half-collapsed	temple	along	the	eastern	
  road,	 but	 the	 stone	 walls	 keep	 out	 the	 wind	 if	
  travellers	 need	 to	 shelter.	 There's	 also	 a	 deep	
  pool,	 fed	 by	 streams	 from	 the	 open	 mouths	 of	
  three	stone	faces.	It's	said	some	of	the	old	spirits	
  the	place	was	once	dedicated	to	still	remain,	and	
  that	 they'll	 bless	 you	 if	 you	 leave	 a	 coin	 in	 the	
  pond.	Those	who	take	instead	of	giving,	though,	
  have	been	cursed	until	they've	made	restitution	
  to	the	water’s	guardian	spirits.	
  16	
  The	Dragon's	Lair	is	an	ancient	ruin	no	one,	even	
  the	 scholars	 who	 study	 it,	 truly	 understands.	 It	
  remains	 half-submerged	 in	 the	 ground,	 making	
  the	 crude,	 draconic	 bust	 capping	 the	 pyramidal	
  structure	 look	 like	 it's	 trying	 to	 tear	 itself	 from	
  the	earth.	On	certain	days	of	the	year,	when	the	
  sun	hits	it	just	right,	the	stone	head	appears	to	
  grow	a	shadowy	body.	While	the	trick	of	the	light	
  is	 impressive,	 some	 believe	 it's	 only	 when	 that	
  shadow	 form	 is	 present	 the	 lair	 can	 be	
  entered…or	exited.	
  17	
  If	 you	 wander	 the	 paths	 in	 the	 deeper	 forests,	
  you	 may	 stumble	 upon	 an	 Elfhome.	 These	
  unusual	 structures	 are	 formed	 whenever	 trees	
  grow	 together	 in	 just	 the	 right	 way	 to	 merge,	
  creating	an	elevated	shelter	for	canny	travellers	
  and	weary	woodsmen.	Some	Elfhomes	are	little	
  more	 than	 hammocks	 made	 of	 branches,	 while	
  others	are	the	size	of	small	houses.	Most	seem	
  natural	 enough	 at	 a	 glance,	 but	 there	 are	
  campfire	 stories	 of	 travellers	 who	 climbed	 into	
  an	Elfhome	to	rest	and	vanished.	
  18	
  The	 Babel	 Brook	 is	 a	 noisy	 little	 stream	 that	
  brings	fresh	water	straight	from	the	mountains.	
  Always	 clean,	 clear	 and	 crisp,	 travellers	 make	
  certain	to	fill	their	waterskins	from	the	brook.	It's	
  said	 the	 closer	 to	 the	 source	 the	 water	 comes	
  from,	the	purer	and	clearer	it	is	for	the	drinker.	
  There	are	even	legends	that	water	taken	straight	
  from	 the	 spring	 can	 wipe	 away	 the	 weight	 of	
  years,	returning	youthful	strength	and	vigour	to	
  those	few	who	find	its	source.	
  19	
  The	spring	winds	bring	piper's	nights	with	them.	
  The	 wind	 whistles	 through	 the	 trees,	 and	 sings	
  through	the	mountains,	creating	the	illusion	of	a	
  far-off	 song	 that	 comes	 and	 goes	 with	 the	
  evening	breezes.	There	are	some	nights,	though,	
  when	 there	 is	 no	 wind.	 On	 those	 nights,	 if	 you	
  strain	 your	 ears,	 you	 might	 hear	 the	 mournful	
  notes	 of	 the	 piper.	 You	 shouldn't	 do	 that,	
  though,	 because	 it's	 said	 if	 you	 can	 hear	 the	
  piper,	then	he's	close	enough	to	hear	you.	
  20	
  The	 old	 ruined	 mill	 has	 been	 silent	 for	 many	
  years.	 While	 the	 stones	 no	 longer	 turn,	 the	
  scorch	marks	along	the	heavy,	leaning	beams	are	
  a	 testament	 to	 what	 happened.	 Some	 people	
  said	 it	 was	 an	 accident,	 but	 others	 whispers	
  about	what	the	miller	was	doing	to	his	wife	and	
  daughters.	
  And	
  about	
  the	
  monsters	
  his	
  depravities	 brought	 forth.	 According	 to	 half-
  remembered	local	lore,	the	miller’s	wife	tied	him	
  to	the	stones	before	torching	the	mill.	
  	
  
  80	
  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	 the	 Coast,	 Inc	
  ("Wizards").	All	Rights	Reserved.	
  	
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  Game	 Content;	 (b)"Derivative	 Material"	 means	 copyrighted	 material	 including	 derivative	 works	 and	 translations	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	Monte	Cook,	Skip	
  Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game.	©2008,	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Pathfinder	RPG	Bestiary.	©2009	Paizo	Publishing	LC;	Author	Jason	Bulmahn,	based	on	material	by	Jonathan	
  Tweet,	Monte	Cook	and	Sip	Williams.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	 of	 Horrors.	 ©2002,	 Necromancer	 Games,	 Inc.;	 Authors:	 Scott	 Greene,	 with	 Clark	 Peterson,	 Erica	
  Balsley,	Kevin	Baase,	Casey	Christofferson,	Lance	Hawvermale,	Travis	Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	
  Based	on	original	content	by	TSR.	
  	
  Pathfinder	 Roleplaying	 Game	 GameMastery	 Guide.	 ©	 2010,	 Paizo	 Publishing,	 LLC;	 Author:	 Cam	 Banks,	
  Wolfgang	Buar,	Jason	Bulmahn,	Jim	Butler,	Eric	Cagle,	Graeme	Davis,	Adam	Daigle,	Joshua	J.	Frost,	James	Jacobs,	
  Kenneth	 Hite,	 Steven	 Kenson,	 Robin	 Laws,	 Tito	 Leati,	 Rob	 McCreary,	 Hal	 Maclean,	 Colin	 McComb,	 Jason	 Nelson,	
  David	Noonan,	Richard	Pett,	Rich	Redman,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Amber	Scorr,	Doug	Seacat,	Mike	
  Selinker,	Lisa	Stevens,	James	L.	Sutter,	Russ	Taylor,	Penny	Williams,	Skip	Williams,	Teeuwynn	Woodruff.	
  	
  Pathfinder	Campaign	 Setting:	 The	 Inner	 Sea	 World	 Guide.	 ©	 2011,	 Paizo	 Publishing,	LLC;	 Authors:	 Keith	
  Baker,	 Wolfgang	Baur,	 Clinton	 J.	 Boomer,	 Jason	 Bulmahn,	Joshua	 J.	 Frost,	 Ed	 Greenwood,	 Stephen	 S.	 Greer,	 Jeff	
  Grubb,	 James	 Jacobs,	Michael	 Kortes,	 Tito	 Leati,	 Mike	 McArtor,	 Rob	 McCreary,	 Erik	 Mona,	 Jason	 Eric	Nelson,	 Jeff	
  Quick,	Sean	K	Reynolds,	F.	Wesley	Schneider,	Leandra	Christine	Schneider,	David	Schwartz,	Amber	E.	Scott,	Stan!,	
  Owen	K.C.	Stephens,	Todd	Stewart,	James	L.	Sutter,	Greg	A.	Vaughan,	Jeremy	Walker,	and	JD	Wiker.	
  	
  Pathfinder	 Roleplaying	 Game	 Bestiary	 2.	 ©	 2010,	 Paizo	 Publishing,	 LLC;	 Authors	 Wolfgang	 Baur,	 Jason	
  Bulmahn,	Adam	Daigle,	Graeme	Davis,	Crystal	Frasier,	Joshua	J.	Frost,	Tim	Hitchcock,	Brandon	Hodge,	James	Jacobs,	
  Steve	Kenson,	Hal	MacLean,	Martin	Mason,	Rob	McCreary,	Erik	Mona,	Jason	Nelson,	Patrick	Renie,	Sean	K	Reynolds,	
  F.	Wesley	Schneider,	Owen	K.C.	Stephens,	James	L.	Sutter,	Russ	Taylor,	and	Greg	A.	Vaughan,	based	on	material	by	
  Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.	
  	
  	
  Pathfinder	Roleplaying	Game	Advanced	Race	Guide.	©	2012,	Paizo	Publishing,	LLC;	Authors:	Dennis	Baker,	
  Jesse	Benner,	Benjamin	Bruck,	Jason	Bulmahn,	Adam	Daigle,	Jim	Groves,	Tim	Hitchcock,	Hal	MacLean,	Jason	Nelson,	
  Stephen	Radney-MacFarland,	Owen	K.C.	Stephens,	Todd	Stewart,	and	Russ	Taylor.	
  	
  Pathfinder	 Roleplaying	 Game	 Bestiary	 3.	 ©	 2011,	 Paizo	 Publishing,	 LLC;	 Authors:	 Jesse	 Benner,	 Jason	
  Bulmahn,	 Adam	 Daigle,	 James	 Jacobs,	 Michael	 Kenway,	 Rob	 McCreary,	 Patrick	 Renie,	 Chris	 Sims,	 F.	 Wesley	
  Schneider,	James	L.	Sutter,	and	Russ	Taylor,	based	on	material	by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.		
  	
  Pathfinder	Roleplaying	Game	Bestiary	5.		©	2015,	Paizo	Publishing,	LLC;	Authors:	Dennis	Baker,	Jesse	Bonner,	
  John	Bennett,	Logan	Bonner,	Creighton	Broadhurst,	Robert	Brookes,	Benjamin	Bruck,	Jason	Bulmahn,	Adam	Daigle,	
  Thurston	Hillman,	Eric	Hindley,	Joe	Homes,	James	Jacobs,	Amanda	Hamon	Kunz,	Ben	McFarland,	Jason	Nelson,	Thom	
  Phillips,	Stephen	 Radney-MacFarland,	 Alistair	 Riggs,	 David	 N.	 Ross,	 Wes	 Schneider,	 David	 Schwartz,	 Mark	 Seifter,	
  Mike	Shel,	James	L.	Sutter,	and	Linda	Mayas-Palmer.	
  	
  Advanced	Player's	Guide.	©2010,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Urban	Dressing:	Bridge	Town.	©Raging	Swan	Press	2016;	Author:	Josh	Vogt.	
  	
  I	Loot	the	Wizard’s	Body.	©Raging	Swan	Press	2016;	Author:	Kat	Evans.	
  	
  Village	Backdrop:	Vaagwol.	©Raging	Swan	Press	2016;	Author:	Greg	Marks.	
  	
  GM’s	 Monthly	 Miscellany:	 January	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	 Broadhurst,	 Kat	
  Evans,	Jacob	W.	Michaels	and	Josh	Vogt.	
  	
  Shunned	Valley	of	the	Three	Tombs.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Cahill	Abbey.	©Raging	Swan	Press	2016;	Author:	Jacob	W.	Michaels.	
  	
  I	Loot	the	Rogue’s	Body.	©Raging	Swan	Press	2016;	Author:	Eric	Hindley.	
  	
  GM’s	 Monthly	 Miscellany:	 February	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	 Broadhurst,	 Eric	
  Hinley	and	Jacob	W.	Michaels.	
  	
  Cityscapes:	New	Settlement	Options	for	the	Pathfinder	RPG.	©	2012,	Otherverse	Games;	Author:	Chris	A.	
  Field.	
  	
  Village	Backdrop:	Vaagwol.	©Raging	Swan	Press	2016;	Author:	Greg	Marks.	
  	
  Village	Backdrop:	Feyhall.	©Raging	Swan	Press	2016;	Author:	Greg	Marks.	
  	
  Campaign	Events:	Prison	Break.	©Raging	Swan	Press	2016;	Author:	Christopher	Wasko.	
  	
  I	Loot	the	Druid’s	Body.	©Raging	Swan	Press	2016;	Author:	Mike	Welham.	
  	
  GM’s	 Monthly	 Miscellany:	 March	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	 Broadhurst,	 Greg	
  Marks,	Christopher	Wasko	and	Mike	Welham.	
  	
  Town	Backdrop:	Deksport.	©Raging	Swan	Press	2014;	Author:	Creighton	Broadhurst.	
  	
  Places	of	Power:	Penitent’s	Rest.	©Raging	Swan	Press	2016;	Author:	Jacob	W.	Michaels.	
  	
  Village	Backdrop:	Revenge.	©Raging	Swan	Press	2016;	Author:	Richard	Green.	
  	
  GM’s	 Monthly	 Miscellany:	 May	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	 Broadhurst,	 Richard	
  Green,	Jacob	W.	Michaels	and	Mike	Welham.	
  Anthony	Jennings.	
  	
  Village	Backdrop:	Feigrvidr.	©Raging	Swan	Press	2016;	Author:	Stephen	Radney-MacFarland.	
  	
  Campaign	 Backdrop:	 Hills	 &	 Mountains.	 ©Raging	 Swan	 Press	 2016;	 Author:	 John	 Bennett,	 Creighton	
  Broadhurst,	Robert	Brooks,	Jeff	Erwin,	Fabian	Fehrs,	James	F.D.	Graham,	Brian	Gregory,	Ben	Kent,	Stephen	Radney-
  MacFarland,	Josh	Vogt	and	Mike	Welham	
  	
  GM’s	 Monthly	 Miscellany:	 June	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 John	 Bennett,	 Creighton	
  Broadhurst,	Anthony	Jennings,		Stephen	Radney-MacFarland.	
  	
  Village	Backdrop:	Umelas.	©Raging	Swan	Press	2016;	Author:	Jeff	Gomez.	
  	
  The	Mudded	Manse.	©Raging	Swan	Press	2016;	Author:	Mike	Welham.	
  	
  Wilderness	Dressing:	Swamps.	©Raging	Swan	Press	2013;	Author:	Creighton	Broadhurst.	
  	
  Campaign	Backdrop:	Swamps	&	Marshes.	©Raging	Swan	Press	2016;	Author:	Jesper	Andersen,	John	Bennett,	
  Creighton	Broadhurst,	Denver	Edwards	Jr.,	Steve	Hood,	Greg	Marks,	David	Posener,	Jacob	Trier,	Josh	Vogt	and	Mike	
  Welham.	
  	
  20	Things	#3:	Wizard’s	Tower.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  20	Things	#4:	Smuggler’s	Lair.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  GM’s	 Monthly	 Miscellany:	 Juily	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 John	 Bennett,	 Creighton	
  Broadhurst,	Jeff	Gomez	and	Mike	Welham.	
  	
  Village	Backdrop:	Macrimei.	©Raging	Swan	Press	2016;	Author:	John	Bennett.	
  	
  Places	of	Power:	The	Mistfall	Refuge.	©Raging	Swan	Press	2016;	Author:	Jeff	Gomez	and	Jacob	Trier.	
  	
  GM’s	 Monthly	 Miscellany:	 August	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 John	 Bennett,	 Creighton	
  Broadhurst,	Kalyna	Conrad,	Jeff	Gomez,	Neal	Litherland	and	Jacob	Trier.	
  	
  Alternate	Dungeons:	Haunted	House.	©Raging	Swan	Press	2014;	Author:	Alexander	Augunas.		
  	
  20	Things	#7:	Haunted	House.	©Raging	Swan	Press	2016;	Author:	Alexander	Augunas,	Creighton	Broadhurst	
  and	Cole	Kronewitter.	
  	
  Places	of	Power:	The	Midnight	Market.	©Raging	Swan	Press	2016;	Author:	Eric	Hindley.	
  	
  Village	Backdrop:	Y’taris.	©Raging	Swan	Press	2016;	Author:	Jeff	Gomez.	
  	
  GM’s	 Monthly	 Miscellany:	 October	 2016.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	 Broadhurst,	 Jeff	
  Gomez	and	Eric	Hindley.	
  	
  GM’s	Monthly	Miscellany:	Compendium	2016.	©Raging	Swan	Press	2016;	Author:	John	Bennett,	Creighton	
  Broadhurst,	Kalyna	Conrad,	Kat	Evans,	Jeff	Gomez,	Richard	Green,	Eric	Hindley,	Anthony	Jennings,	Neal	Litherland,	
  Greg	 Marks,	 Jacob	 W.	 Michaels,	 Brian	 Wiborg	 Mønster,	 Stephen	 Radney-MacFarland,	 Jacob	 Trier,	 Amber	
  Underwood,	Josh	Vogt,	Christopher	Wasko	and	Mike	Welham.	
  	
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany Compendium 2016.pdf