TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  SEPTEMBER 2016 
  
   
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  GM’S MONTHLY MISCELLANY: SEPTEMBER 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	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	 John	 Bennett,	 Creighton	 Broadhurst,	 Brian	 Wiborg	
  Mønster,	Amber	Underwood	and	Mike	Welham	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Cartography:	 Dyson	 Logos	 and	 Maciej	 Zagorski	 (The	 Forge	
  Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	September	
  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	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  20	Curses	to	Encounter	in	a	Necropolis	.......................................	3	
  Shroudhaven	At	A	Glance	.............................................................	4	
  Godswatch	At	a	Glance	................................................................	6	
  Flenheim	At	a	Glance	...................................................................	8	
  20	Minor	Hauntings	to	Encounter	in	an	Ancient	Necropolis	......	10	
  Support	Raging	Swan	Press	........................................................	11	
  OGL	V1.0A	..................................................................................	11	
   S O U R C E S  
  As	 well	 as	 new,	 never	 seen	 before	 material	 from	 my	 own	
  Borderland	 of	 Adventure	 campaign,	 this	 instalment	 of	 GM’s	
  Monthly	 Miscellany	 presents	 information	 from	 several	 Raging	
  Swan	Press	products	and	advice	articles	including:	
  § 
  20	Things	#7:	Ancient	Necropolis	John	Bennett	and	Creighton	
  Broadhurst	
  § 
  Places	of	Power:	Godswatch	Amber	Underwood.	
  § 
  Subterranean	Enclave:	Flenheim	Brian	Wiborg	Mønster.	
  § 
  Village	Backdrop:	Shroudhaven	Mike	Welham.	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	contents	of	GM’s	Monthly	Miscellany:	September	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	
  Creighton	
  Broadhurst,	
  Brian	
  Wiborg	
  Mønster,	
  Amber	
  Underwood	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	
  Pathfinder	 Roleplaying	 Game	 and	 the	 Pathfinder	 Roleplaying	
  Game	Compatibility	Logo	are	trademarks	of	Paizo	Inc.,	and	are	
  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
  License.	 See	 http://paizo.com/pathfinderRPG/compatibility	 for	
  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
  Paizo	
  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  F O R E W O R D  
  Well,	by	the	time	you	read	this,	the	summer	will	
  be	all	but	over.	So	far,	this	year	we’ve	launched	
  our	 new	 range	 of	 System	 Neutral	 Edition	
  supplements	 designed	 for	 GMs	 who	 aren’t	
  running	 Pathfinder	 games,	 but	 still	 like	 our	
  approach	 to	 detail	 and	 making	 prepping	 and	
  running	a	game	as	easy	as	possible.	
  	
  	
  	
  Over	 the	 last	 year	 or	 so,	 though,	 I’ve	 fielded	 a	 constant	
  trickle	of	questions	about	Raging	Swan	Press	and	5e.	Mainly,	the	
  questions	revolved	around	when	Raging	Swan	was	going	to	start	
  releasing	 5e	 products.	 Up	 to	 now,	 the	 schedule	 has	 been	 so	
  full—and	required	so	much	of	my	time—that	I’ve	been	unable	to	
  begin	seriously	considering	releasing	5e	compatible	stuff.		
  	
  However,	change	is	in	the	wind.	The	support	of	our	heroic	
  patrons	via	our	Patreon	campaign	has	meant	I	spend	a	lot	less	
  time	chasing	freelancers	and	that	the	turnovers	I’m	receiving	are	
  of	 much	 higher	 quality.	 This	 means,	 I	 don’t	 have	 to	
  spend	so	much	time	polishing	and	editing.	It	
  seems,	 then,	 the	 time	 is	 right	 to	
  release	some	5e	products.			
  I’ve	looked	back	over	our	back	catalogue	
  and	 have	 concluded	 many	 of	 our	 older	
  supplements	would	translate	well	into	the	5e	
  ruleset.	For	example,	what	GM	wouldn’t	want	
  a	 supplement	 of	 pre-made,	 flavoursome	
  treasure	hoards	ready	to	plonk	down	in	his	
  campaign?		
  Of	 course,	 this	 doesn’t	 mean	 Raging	 Swan	 Press	 will	
  stop	 releasing	 Pathfinder	 material;	 far	 from	 it—our	 Pathfinder	
  schedule	continues	to	go	from	strength	to	strength	and	is	jolly	
  successful	 for	 us.	 However,	 in	 the	 coming	 months	 you’ll	 see	 a	
  steady	 trickle	 of	 5e	 compatible	 products	 emerge	 from	 Global	
  HQ.			
  	
  And—of	 course—if	 you’d	 like	 to	 see	 certain	 products	
  converted	 to	 5e	 please	 let	 us	 know.	 At	 the	 moment,	 I’m	 not	
  looking	 to	 convert	 any	 of	 our	 adventures	 to	 5e;	 I	 don’t	 yet	
  understand	the	system	well	enough	to	be	confident	of	success	in	
  that	arena.	Hopefully,	this	will	change	next	year!		
  	
  In	any	event,	herein	you’ll	find	excerpts	from	some	of	Raging	
  Swan’s	
  newest	
  products	
  including	
  Village	
  Backdrop:	
  Shroudhaven,	 Places	 of	 Power:	 Godswatch,	 Subterranean	
  Enclave:	Flenheim	and	20	Things	#7:	Ancient	Necropolis.	(And	on	
  the	subject	of	20	Things,	did	you	know	we	post	two	or	three	free	
  articles	every	week	over	at	ragingswan.com?)	
  	
  I	 hope	 you	 enjoy	 the	 material	 in	 this	 GM’s	 Monthly	
  Miscellany,	but	more	importantly	I	hope	you	find	it	useful	and	
  that	it	enhances	your	campaign.	If	you’ve	got	any	comments	or	
  questions	about	Raging	Swan	Press,	I’d	love	to	hear	from	you.	
  You	can	contact	me	at	creighton@ragingswan.com.	
  	
  	
   
  
  3	
  2 0  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.	
   
  
  4	
  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:	
  9. 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.	
  10. Manor	House	Inn:	Several	residents	have	suites	in	this	massive	
  mansion,	which	also	houses	newcomers	to	the	village.	
  11. 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.	
  12. The	Cathedral:	Meeting	place	of	the	ruling	Gloomhand	council,	
  the	Cathedral	also	serves	as	a	prison.	
  13. 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.		
  14. Yvaine’s	Farm:	Yvaine	Grau	raises	sheep	and	cattle	near	one	of	
  the	mushroom	fields,	which	provides	surprisingly	healthy	fare	
  for	the	animals.	
  15. Mushroom	 Fields:	 Since	 normal	 plants	 cannot	 grow	 without	
  sunlight,	Shroudhaven	has	turned	to	harvesting	mushrooms.	
  16. 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.	
  17. Gear	and	Gears:	Keren	Zaris	runs	this	general	store,	which	has	
  given	over	much	of	its	space	to	the	intricate	clockwork	objects	
  Keren	creates.	
  18. 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)		
  
  5	
  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	
  		
  
  6	
  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:	
  19. Gatehouse	 Passage:	 The	 passage	 through	 the	 Godswatch	 is	
  covered	in	stylised	mosaics.		
  20. Gatehouse	 Room:	 The	 controls	 for	 the	 tower’s	 gates	 are	
  housed	here,	along	with	a	few	amenities	placed	by	Mercy.	
  21. Sanctuary:	General	ceremonies	and	common	worship	are	held	
  in	the	Sanctuary.	
  22. Storeroom:	 This	 area	 is	 used	 as	 storage,	 and	 contains	
  unfinished	art	and	cleaning	supplies,	as	well	as	valuable	magic	
  items	and	shrine	goods.	
  23. Kyrne’s	Shrine:	A	large	section	of	the	third	floor	is	devoted	to	
  the	 river	 spirit,	 Kyrne,	 and	 contains	 shrines	 and	 artwork	
  glorifying	him.	
  24. Spring	 Sanctum:	 Filled	 with	 flowers	 and	 pleasant	 scents,	 the	
  Spring	Sanctum	is	dedicated	to	the	gods	of	growth	and	life.		
  25. Summer	Sanctum:	Consecrated	to	the	gods	of	light,	fire	and	
  passion,	candles	and	incense	burn	constantly	here.		
  26. Autumn	Sanctum:	Here	the	gods	of	earth,	harvest	and	wealth	
  are	recognised	and	honoured	with	offerings	of	coin	and	food.	
  27. Sanctum	of	All	Gods:	The	sanctum	of	all	gods	is	dedicated	to	
  all	deities	who	have	place	in	the	seasonal	sanctums.	
  28. 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.	
  29. Tower	Top:	Here	a	magical	circle	enchanted	to	amplify	sound,	
  allows	warnings	and	calls	to	worship	to	reach	a	great	distance.	
  
  7	
  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	
   
  
  8	
  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:	
  30. 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.		
  31. 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.	
  32. 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.		
  33. Improvers’	Quarter:	These	residential	laboratories	have	signs	
  made	 from	 skin,	 teeth,	 nails	 and	 other	 remains	 from	 the	
  improver’s	slabs.		
  34. 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.	
  35. 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.		
  36. Collectors’	 Lodge:	 A	 small	 unassuming	 structure,	 here	 the	
  collectors	 depart	 on	 their	 raids	 to	 the	 surface;	 several	 cages	
  display	their	newest	acquisitions.		
  37. The	Flayed	House:	Covered	in	flayed	skins	and	dried	blood	this	
  nightmarish	building	has	a	depressing	aura	about	it.			
  38. 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)	
  
  9	
  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	
  
  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	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
  the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  1.	Definitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	owners	who	have	
  contributed	Open	Game	Content;	(b)"Derivative	Material"	means	copyrighted	material	including	
  derivative	 works	 and	 translations	 (including	 into	 other	 computer	 languages),	 potation,	
  modification,	correction,	addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	
  other	form	in	which	an	existing	work	may	be	recast,	transformed	or	adapted;	(c)	"Distribute"	
  means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	 (d)"Open	 Game	 Content"	 means	 the	 game	 mechanic	 and	 includes	 the	 methods,	
  procedures,	processes	and	routines	to	the	extent	such	content	does	not	embody	the	Product	
  Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	content	clearly	identified	as	
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  names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	
  or	the	associated	products	contributed	to	the	Open	Game	License	by	the	Contributor	(g)	"Use",	
  "Used"	or	"Using"	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	
  create	 Derivative	 Material	 of	 Open	 Game	 Content.	 (h)	 "You"	 or	 "Your"	 means	 the	 licensee	 in	
  terms	of	this	agreement.	
  	
  2.	 The	 License:	 This	 License	 applies	 to	 any	 Open	 Game	 Content	 that	 contains	 a	 notice	
  indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	this	License.	You	
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  subtracted	 from	 this	 License	 except	 as	 described	 by	 the	 License	 itself.	 No	 other	 terms	 or	
  conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	this	License.	
  	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	
  of	the	terms	of	this	License.	
  	
  4.	 Grant	 and	 Consideration:	 In	 consideration	 for	 agreeing	 to	 use	 this	 License,	 the	
  Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	exact	
  terms	of	this	License	to	Use,	the	Open	Game	Content.	
  	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	
  Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	
  You	have	sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	
  License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	
  copying,	 modifying	 or	 distributing,	 and	 You	 must	 add	 the	 title,	 the	 copyright	 date,	 and	 the	
  copyright	 holder's	 name	 to	 the	 COPYRIGHT	 NOTICE	 of	 any	 original	 Open	 Game	 Content	 you	
  Distribute.	
  	
  7.	 Use	 of	 Product	 Identity:	 You	 agree	 not	 to	 Use	 any	 Product	 Identity,	 including	 as	 an	
  indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	
  with	the	owner	of	each	element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	
  or	 co-adaptability	 with	 any	 Trademark	 or	 Registered	 Trademark	 in	 conjunction	 with	 a	 work	
  containing	Open	Game	Content	except	as	expressly	licensed	in	another,	independent	Agreement	
  with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	
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  8.	 Identification:	 If	 you	 distribute	 Open	 Game	 Content	 You	 must	 clearly	 indicate	 which	
  portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.	
  	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	
  this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	
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  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	
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  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	
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  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	
  License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	
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  13	 Termination:	 This	 License	 will	 terminate	 automatically	 if	 You	 fail	 to	 comply	 with	 all	
  terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	
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  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	
  shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  	
  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game.	©2008,	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Pathfinder	 RPG	 Bestiary.	 ©2009	 Paizo	 Publishing	 LC;	 Author	 Jason	 Bulmahn,	 based	 on	
  material	by	Jonathan	Tweet,	Monte	Cook	and	Sip	Williams.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	 of	 Horrors.	 ©2002,	 Necromancer	 Games,	 Inc.;	 Authors:	 Scott	 Greene,	 with	 Clark	
  Peterson,	 Erica	 Balsley,	 Kevin	 Baase,	 Casey	 Christofferson,	 Lance	 Hawvermale,	 Travis	
  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  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	 Roleplaying	 Game	 Advanced	 Player's	 Guide.	 ©	 2010,	 Paizo	 Publishing,	 LLC;	
  Author:	Jason	Bulmahn.	
  	
  Subterranean	 Enclave:	 Dilath’s	 Hold.	 ©Raging	 Swan	 Press	 2015;	 Author:	 Brian	 Wiborg	
  Mønster.	
  	
  Subterranean	 Enclave:	 Flenheim.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Brian	 Wiborg	
  Mønster.	
  	
  Village	Backdrop:	Silver	Bluff.	©Raging	Swan	Press	2016;	Author:	Mike	Welham.	
  	
  Village	Backdrop:	Shroudhaven.	©Raging	Swan	Press	2016;	Author:	Mike	Welham.	
  	
  Places	of	Power:	Godswatch.	©Raging	Swan	Press	2016;	Author:	Amber	Underwood.	
  GM’s	Miscellany:	20	Things	Volume	I.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  20	Things	#6:	Ancient	Necropolis.	©Raging	Swan	Press	2016;	Author:	John	Bennett	and	
  Creighton	Broadhurst.	
  	
  GM’s	Monthly	Miscellany:	September	2016.	©Raging	Swan	Press	2016;	Author:	Creighton	
  Broadhurst,	Brian	Wiborg	Mønster,	Amber	Underwood	and	Mike	Welham.	
  
  R A G I N G S W A N . C O M  
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       is better with  
  tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2016-09.pdf