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  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  FEBRUARY 2017 
  
   
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  GM’S MONTHLY MISCELLANY: FEBRUARY 2017 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	John	Bennett,	Creighton	Broadhurst	and	Jeff	Gomez	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland	 and	 Matt	 Morrow.	 Some	 artwork	
  copyright	William	McAusland,	used	with	permission.	
  Cartography:	 Tommi	 Salama	 and	 Maciej	 Zagorski	 (The	 Forge	
  Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	February	
  2017;	we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  10	Atypical	Caves	.........................................................................	3	
  Bleakflat	At	A	Glance	....................................................................	4	
  Dulwich	At	A	Glance	.....................................................................	6	
  Gloamhold	at	a	Glance	.................................................................	8	
  From	My	Campaign:	Undead	Stat	Blocks	of	Doom	....................	10	
  20	Things	to	Find	in	a	Subterranean	River	.................................	12	
  Support	Raging	Swan	Press	........................................................	13	
  OGL	V1.0A	..................................................................................	13	
   S O U R C E S  
  As	 well	 as	 new,	 never	 seen	 before	 material	 from	 my	 own	
  Borderland	 of	 Adventure	 campaign,	 this	 instalment	 of	 GM’s	
  Monthly	 Miscellany	 presents	 information	 from	 several	 Raging	
  Swan	Press	products	and	advice	articles	including:	
  § 
  20	 Things	 #11:	 Dark	 Caverns	 Creighton	 Broadhurst,	 David	
  Posener	and	Alex	Riggs.		
  § 
  Gloamhold	Campaign	Guide	Creighton	Broadhurst	
  § 
  Town	Backdrop:	Dulwich	John	Bennett.	
  § 
  Village	Backdrop:	Bleakflat	Jeff	Gomez.	
  	
  	
  	
  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:	 February	 2017	 are	
  Open	 Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	
  version	1.0a	Section	1(d).	No	portion	of	this	work	other	than	the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	any	form	without	written	permission.	The	moral	right	of	John	
  Bennett,	Creighton	Broadhurst	and	Jeff	Gomez	to	be	identified	
  as	the	authors	of	this	work	has	been	asserted	in	accordance	with	
  the	 Copyright	 Designs	 and	 Patents	 Act	 1988.	 ©Raging	 Swan	
  Press	2017.	
  	
  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  
  Welcome	to	February	at	Raging	Swan	Press.	It’s	
  going	to	be	a	bit	of	a	month!	Finally,	after	many	
  months	 of	 endless	 toil,	 the	 first	 Gloamhold	
  product	(the	Gloamhold	Campaign	Guide)	is	set	
  to	 release.	 I	 can’t	 tell	 you	 how	 excited	 and	
  chuffed	 I	 am.	 (Chuffed	 is	 the	 Queen’s	 English	
  for	proud).	I've	been	working	on	Gloamhold	on	
  and	 off	 for	 well	 over	 a	 year	 and	 now	 I'm	
  unleashing	 the	 first	 product	
  into	 the	 world.	 I	 hope	 you	 check	 it	 out	 (and	 to	 whet	 your	
  appetite	to	uncontrollable	levels,	I've	included	a	brief	taster	in	
  this	GM's	Monthly	Miscellany).	
  	
  Along	 with	 a	 taster	 for	 the	 Gloamhold	 Campaign	 Guide	
  herein	you’ll	find	excerpts	from	some	of	Raging	Swan’s	newest	
  products	 including	 Village	 Backdrop:	 Bleakflat	(by	 Jeff	 Gomez),	
  Town	Backdrop:	Dulwich	(by	John	Bennett)	and	20	Things	#11:	
  Dark	Caverns	(by	Creighton	Broadhurst,	David	Posener	and	Alex	
  Riggs)	along	with	some	stat	blocks	from	my	own	Borderland	of	
  Adventure	 campaign.	 I'm	 sure	 you’ll	 find	 a	 use	 for	
  them…If	 you	 want	 to	 read	 our	 session	
  summaries	(and	feel	sorry	for	the	PCs)	
  you	
  can	
  check	
  them	
  out	
  at	
  creightonbroadhurst.com.	
  P A T R E O N  
  	
  You	might	be	aware	Raging	Swan	Press	is	
  now	on	Patreon.	We	signed	up	at	the	start	of	
  April	
  2015,	
  and	
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  Press	a	way	to	increase	our	freelancer	rates.	At	time	of	writing,	
  we’ve	 already	 massively	 increased	 our	 word	 rate	 to	 9	 cents	 a	
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  search	for	Raging	Swan!	
  T H A N K  Y O U !  
  In	any	event,	I	hope	you	enjoy	the	material	in	this	GM’s	Monthly	
  Miscellany,	but	more	importantly	I	hope	you	find	it	useful	and	
  that	it	enhances	your	campaign.		
  	
  If	you’ve	got	any	comments	or	questions	about	Raging	Swan	
  Press,	 I’d	 love	 to	 hear	 from	 you.	 You	 can	 contact	 me	 at	
  creighton@ragingswan.com.	
  	
  	
   
  
  	
  3	
  1 0  A T Y P I C A L  C A V E S  
  Not	 all	 caverns	 are	 stuffed	 full	 of	 monsters,	 traps	 and	 other	
  hazards.	In	a	prolonged	exploration	into	the	deep,	dark	places	of	
  the	 world,	 the	 PCs	 will	 discover	 and	 explore	 many	 caves	 and	
  caverns.	Some	will	be	unremarkable;	others	will	have	interesting	
  features	or	layouts.			
  Use	 the	 cavern	 descriptions	 below	 as	 campsites,	 encounter	
  areas	or	as	nothing	more	than	cavern	dressing.	The	descriptions	
  have	been	designed	to	read	aloud	to	your	players.	
  1. This	long,	thin	cave	is	barely	15-foot	wide,	but	at	least	30-foot	
  high.	 A	 narrow	 ledge	 slopes	 steeply	 upwards	 towards	 the	
  ceiling,	 but	 disappears	 into	 a	 narrow	 opening	 in	 the	 wall.	 A	
  light	covering	of	rubble	obscures	much	of	the	floor,	but	here	
  and	there	it	has	been	pushed	aside	into	small	piles.	Another	
  exit	at	the	far	end	of	the	cave	continues	onwards.	
  2. A	 dense	 field	 of	 lofty,	 slender	 stalagmites	 fills	 the	 cavern.	 A	
  narrow	 trail	 twists	 and	 turns	 through	 the	 stone	 forest;	 in	
  several	places,	stalagmites	have	been	deliberately	smashed	to	
  forge	 a	 way	 through.	Rubble	 lies	 heaped	 up	 against	 the	
  pathway,	creating	the	illusion	of	a	sunken	lane	passing	through	
  a	forest.		
  3. The	 sound	 of	 gentle	 rain	 fills	 the	 air.	A	 pair	 of	deep	 pools	 of	
  crystal	 clear	 water,	 separated	 by	 a	 low,	 narrow	 ledge	 of	
  polished	stone,	dominates	this	vast	cavern.	Water	drips	from	a	
  forest	of	stalactites	hanging	from	the	40-ft.	high	ceiling.	Some	
  of	the	stalactites	are	so	long	their	tips	nearly	brush	the	surface	
  of	the	water.		
  4. The	 floor	 of	 this	 cavern	 descends	 through	 a	 natural	 set	 of	
  three	 wide	 steps	 covered	 with	 loose	 rubble.	 A	 pool	 of	 clear,	
  still	water	fills	the	lowest	level	of	the	cavern.	Tiny	albino	fish	
  swim	through	the	pool’s	depths	and	small	insects	flit	about	its	
  surface.	 Beyond	 the	 pool,	 two	 passages	 lead	 away	 into	
  darkness.	
  5. A	chasm,	roughly	15-foot	wide	and	of	unknowable	depth,	cuts	
  across	 the	 cavern.	 A	 slender	 stone	 bridge	 once	 spanned	 the	
  gap,	but	its	central	portion	has	crumbled	away.	The	bridge	has	
  no	 railings	 and	 is	 essentially	 a	 length	 of	 thin,	 flat	 stone	
  seemingly	grown	from	the	chasm	wall.	(Perceptive	PCs	will	no	
  doubt	realise	the	stone	bridge	was	created	by	magic).	
  6. A	smooth,	glistening	stone	column	easily	ten-foot	in	diameter	
  rises	 from	 the	 cavern	 floor.	 Water	 oozes	 down	 the	 column,	
  which	 has	 almost	 reached	 the	 cavern	 ceiling	 20-foot	 above.	
  Rubble	covers	the	surrounding	ground.	Stone	stumps	thrusting	
  up	 from	 the	 floor	 suggest	 many	 smaller	 columns	 once	
  surrounded	
  the	
  remaining	
  giant,	
  but	
  someone—or	
  something—has	smashed	them	to	pieces.	
  7. The	 ceiling	 of	 this	 cavern	 is	 dangerously	 unstable.	 Dust	 sifts	
  down	 from	 above	 and	 rubble	 covers	 the	 floor.	 Occasionally,	
  the	ceiling	groans	as	the	stone	shifts	and	settles.	In	one	part	of	
  the	cavern—near	another	exit—part	of	the	ceiling	has	already	
  collapsed.	 The	 fallen	 rubble	 has	 formed	 a	 high	 natural	
  breastwork	of	sorts	and	almost	blocks	the	exit.		
  8. The	muddy	floor	in	this	cavern	slopes	steeply	upwards	toward	
  three	exits	piercing	a	rough	wall	down	which	splashes	a	small	
  waterfall.	 Dirty	 water	 runs	 from	 the	 overfull	 pool	 at	 the	
  waterfall’s	base	down	the	sloped	floor.	The	mud	is	thickest	at	
  the	base	of	the	slope.	The	going	is	difficult	and	dirty.	
  9. Much	of	this	large	cavern’s	floor	has	collapsed	into	a	rubble-
  filled	pit.	Small	pinnacles	of	yet	stable	rock	thrust	up	from	the	
  rubble,	 providing	 determined	 adventurers	 a	 means	 of	
  continuing	their	exploration.	The	pit	is	deep;	a	fall	from	a	rocky	
  pinnacles	 results	 in	 a	 30-foot	 fall.	 Four	 obvious	 passageways	
  intersect	this	cavern	although	only	three	are	easily	accessible	
  via	 the	 stone	 pinnacles.	 Perceptive	 explorers	 spot	 a	 fifth,	
  rubble-choked	exit	in	the	pit.	
  10. Great	 cracks	 cut	 through	 this	 cavern’s	 ceiling.	 A	 faint	 breeze	
  and	 the	 stench	 of	 rot	 and	 decay	 emerges	 from	 these	 cracks	
  along	 with	 long,	 flaccid	 roots.	 The	 roots	 reach	 all	 the	 way	
  down	 to	 a	 network	 of	 small	 streams	 cutting	 through	 the	
  cavern	 floor.	 The	 streams	 are	 sluggish;	 mould	 and	 lichen	
  covers	their	steep	banks.		
  	
  
  4	
  B L E A K F L A T  A T  A  G L A N C E  
  Ruler	Aldrich	Hellbrooke	
  Government	Overlord	
  Population	62	(1	dhampir,	60	humans,	1	vampire)	
  Alignments	LE,	LN	
  Languages	Common	
  Corruption	+1;	Crime	-3;	Economy	-1;	Law	+1;	Lore	-1;	Society	-1	
  Qualities	Desecrate,	Supportive	
  Danger	0	
  Lost	 to	 the	 north	 of	 nowhere,	 far	 beyond	 the	 reach	 of	 trade	
  routes	and	prying	eyes,	a	rocky	bluff	rises	from	barren	soil.	Here,	
  deep	amid	the	frozen	tundra,	a	ruined	castle	has	been	refitted	
  into	a	tiny	village.	Ten	hovels,	whose	rural	architecture	suggests	
  structures	five	centuries	old,	surround	a	refurbished	tower,	and	
  in	this	tower	lives	the	mayor	of	Bleakflat.	Wise	and	capable,	he	
  tends	to	his	villagers	as	a	shepherd	to	his	sheep.	
  	
  The	 very	 presence	 of	 such	 a	 remote	 village	 is	 enough	 to	
  arouse	 suspicion.	 There	 are	 no	 ore	 mines	 here,	 no	 nearby	
  dungeons,	no	ley	lines	or	trade	routes.	The	people	seem	simple	
  enough,	 if	 a	 little	 drained.	 They	 live	 off	 watery	 mutton	 soups,	
  graze	thin	flocks	of	sheep	on	rocky	fields,	burn	wood	from	the	
  scattered	groves	and	eat	silent	meals	under	poorly	constructed	
  rooves.	But	they	are	somehow	able	to	fend	off	the	wolf	packs	
  roaming	 the	 land,	 and	 are	 unperturbed	 by	 the	 massive	 bats	
  which	attack	the	rare	unannounced	visitor.	How?	The	people	of	
  Bleakflat	 are	 under	 the	 protection	 of	 a	 vampire,	 the	 mayor	 of	
  the	village	and	the	only	citizen	with	rosy	cheeks	and	warm	smile.	
  The	villagers	trade	their	blood	for	his	protection	and	care,	and	in	
  turn	he	tends	his	flock	well.	
  	
  Bleakflat	is	Aldrich	Hellbrooke’s	human	farm.	He	asserts	total	
  dominion	over	the	people	and	leads	with	absolute	authority.	But	
  he	also	treats	his	subjects	well.	He	walks	among	them,	jokes	with	
  them,	 cares	 for	 them	 and	 heals	 them.	 He	 invites	 his	 human	
  cattle	 to	 dinner,	 tells	 stories	 to	 the	 children	 and	 teaches	 the	
  adults	how	to	read.	By	all	accounts,	he	is	a	warm	and	just	mayor,	
  far	more	capable	than	the	leaders	of	most	normal	villages.	
  	
  However,	 this	 harmonious	 relationship	 is	 often	 strained.		
  Aldrich	 hosts	 undead	 guests,	 who	 harass	 the	 villagers	 and	
  admonish	 the	 mayor	 for	 his	 strange	 pastime.	 Aldrich’s	 own	
  daughter,	 the	 half-human	 Gaela,	 believes	 humans	 should	 be	
  treated	like	the	animals	they	are.		
  	
  Insular	 and	 indoctrinated,	 the	 people	 of	 Bleakflat	 do	 not	
  consider	their	precarious	situation	particularly	unusual.	They	are	
  wary	of	outsiders,	whom	they	rightfully	view	as	a	challenge	to	
  their	way	of	life.	Very	occasionally	an	adventurer	happens	upon	
  the	 village	 and	 vows	 to	 “free”	 the	 people	 from	 their	 vampiric	
  overlord.	The	villagers	play	along	until	the	adventurer	sleeps—	
  then	they	end	the	threat	with	a	knife	to	the	throat.	
  V I L L A G E R S  
  Appearance	
  The	
  villagers	
  are	
  thin	
  and	
  pale,	
  though	
  fundamentally	healthy.	
  	
  Dress	The	villagers	wear	heavy	wool	and	leather	coats	with	
  thick	 trousers.	 Most	 outfits	 have	 high	 collars	 or	 scarves	 to	
  obscure	punctured	necks	from	the	exceedingly	rare	visitors.	
  	
  Nomenclature	 male	 Aegar,	 Baern,	 Klyide,	 Maestin;	 female	
  Gaela,	Junip,	Raella;	family	Burke,	Girain,	Goodabby,	Laupren.		
  M A R K E T P L A C E  
  Resources	&	Industry	Sheep,	undead	hospitality	
  Base	 Value	 500	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	endure	elements	(50	gp),	aid	(300	gp)	
  § 
  Scrolls	(Arcane)	augury	(150	gp)	
  § 
  Scroll	(Divine)	curse	water	(25	gp),	gentle	repose	(150	gp)	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Bleakflat.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 15:	 Aldrich	 Hellbrooke,	 the	 good-natured	 mayor	 of	
  Bleakflat,	has	absolute	control	over	the	populace.	
  	
  DC	 20:	 The	 Girain	 household	 contains	 strange	 occult	
  artefacts	from	across	the	centuries.	
  	
  DC	25:	Aldrich	is	a	vampire	who	feeds	upon	the	villagers,	and	
  tends	to	them	as	a	shepherd	to	his	flock.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Bleakflat	
  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	
  Mardread	 Burke	 is	 touched	 by	 the	 gods,	 and	 secretly	
  wishes	to	destroy	Aldrich.	
  2	
  Gaela	looks	for	any	excuse	to	murder	a	villager.	
  3*	
  The	stone	mask	in	the	Girains’	basement	is	haunted	by	a	
  violent	poltergeist.	
  4*	
  Aldrich	dominates	the	villagers	using	his	dark	powers.	
  5	
  Aldrich	is	the	weakest	of	his	family.	
  6	
  Aegar	 Goodabby	 has	 more	 sway	 over	 Aldrich	 than	 the	
  mayor	realizes.	
  *False	rumour	
  
  5	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aegar	Goodabby	(location	4;	LE	male	human	expert	2)	Aegar	is	
  an	exemplary	villager,	eager	to	listen	to	his	master’s	musings	
  but	wise	enough	to	keep	his	advice	to	a	minimum.	
  Aldrich	Hellbrooke	(location	1;	LE	male	human	vampire	cleric	4)	
  Aldrich	 Hellbrooke	 is	 the	 mayor	 of	 Bleakflat,	 though	 he	
  prefers	the	term	shepherd.	A	vampire,	Aldrich	sees	his	flock	
  as	his	responsibility.	He	warmly	cares	for	them,	ensures	they	
  are	happy	and	well-fed,	even	jokes	with	them,	but	does	not	
  mistake	them	for	his	equals.	
  Gaela	Hellbrooke	(location	1;	CE	female	dhampir	antipaladin	2)	
  In	 a	 moment	 of	 weakness	 and	 loneliness,	 Aldrich	 took	 a	
  human	 to	 bed.	 Gaela	 is	 the	 result,	 a	 half-human,	 half-
  vampire	child	of	14	with	the	temperament	of	a	beast.	Gaela	
  shares	none	of	her	father’s	patience	with	humans,	but	must	
  defer	 to	 his	 judgement.	 After	 Gaela	 has	 passed	 through	
  puberty,	Aldrich	will	turn	her.	
  Mardread	Burke	(location	6;	LG	female	human	paladin	2)	At	16	
  years	old,	Mardread	is	filled	with	ideals	and	righteous	fury.	
  The	 gods	 have	 granted	 her	 divine	 power,	 and	 she	 secretly	
  wishes	to	overthrow	her	undead	dictator.	Aldrich	hopes	this	
  is	 just	 a	 phase.	 If	 not,	 Mardread	 will	 find	 herself	 on	 the	
  dinner	table	shortly.	
  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:	
  11. Kraegor’s	Keep:	This	ancient	ruin	is	the	home	of	Aldrich	and	
  Gaela	Hellbrooke.	It	has	been	refitted,	but	still	looks	ancient.	
  12. The	Blood	Bath:	Fed	by	hot	mineral	springs,	the	blood	bath	lies	
  beneath	the	keep;	here	Aldrich	relaxes	with	his	guests.	
  13. The	 Dining	 Hall:	 The	 keep’s	 underground	 dining	 hall,	
  decorated	sparsely	in	crimson	banners,	seats	up	to	20	visitors.	
  14. The	Goodabby	Home:	This	hovel	is	the	ancestral	home	of	the	
  Goodabby	family,	long	seen	as	Aldrich’s	favourite	humans.	
  15. The	 Girain	 Home:	 Unlike	 the	 rest	 of	 the	 village,	 the	 Girain	
  family	 worships	 Aldrich	 as	 an	 occult	 vampire	 lord.	 Their	
  basement	contains	dozens	of	unusual	artefacts.		
  16. Haegar’s	 Stables:	 Haegar	 keeps	 several	 dozen	 horses	 in	 the	
  stables	as	feed	for	the	giant	bats	roaming	the	countryside.	
  17. Abandoned	Farmland:	Once	Bleakflat’s	lifeblood,	the	farmland	
  has	fallen	into	disarray	since	Aldrich	became	mayor.	
  18. Bleakwood:	 This	 silent,	 muted	 wood	 is	 home	 to	 the	 elk	 and	
  boar	which	comprise	the	wolf	pack’s	primary	prey.	Aldrich	and	
  his	guests	sometimes	roam	the	wood,	at	night.	
  		
   
  
  6	
  D U L W I C H  A T  A  G L A N C E  
  Ruler	Wido	Gall		
  Government	Overlord	
  Population	4,734	(4,634	humans,	15	dwarves,	3	elves,	11	half-
  elves,	8	half-orcs,	63	halflings)	
  Alignments	LG,	NG,	N,	LN,	LE,	NE	
  Languages	Common,	Dwarven,	Elven	
  Corruption	+2;	Crime	–2;	Economy	3;	Law	3;	Lore	1;	Society	–2	
  Qualities	Prosperous,	strategic	location,	tourist	attraction	
  Danger	5	
  Dulwich	stares	out	across	the	Salt	Mire	towards	Hard	Bay,	the	
  Forest	of	Gray	Spires	at	its	back.	Just	a	few	hundred	years	old,	it	
  rests	on	the	remnants	of	numerous	older	structures,	built	on	a	
  strip	 of	 dry	 land	 between	 the	 swamp	 and	 forest.	 One	 of	 the	
  largest	settlements	in	the	Duchy	of	Ashlar,	Dulwich	serves	as	a	
  major	 hub	 for	 merchants	 and	 travellers.	 A	 stout,	 stone	 wall	
  surrounds	the	main	town,	offering	protection	from	the	dangers	
  living	in	the	Salt	Mire.	
  	
  Wealth	 flows	 through	 the	 town	 in	 aplenty	 due	 to	 the	
  lucrative	 timber	 industry	 and	 Dulwich’s	 position	 as	 a	 trading	
  centre.	Its	citizens	live	in	well-constructed	two-storey	homes	of	
  stone	 (harvested	 from	 earlier	 settlements)	 and	 wood.	 While	
  most	of	its	streets	remain	hard-packed	dirt,	cobblestone	paved	
  roads	have	begun	to	appear	in	more	affluent	areas.	A	recently	
  built	keep	lies	at	Dulwich’s	centre,	built	over	an	older,	wooden	
  fortification.	 Its	 towers	 barely	 top	 the	 tall	 spire	 of	 the	 nearby	
  Temple	of	Conn,	a	magnificent	cathedral	built	with	contributions	
  from	the	town’s	affluent	citizens.	
  	
  Many	 of	 Dulwich’s	 citizens	 are	 craftsmen,	 merchants	 or	
  traders	of	some	sort	with	many	more	involved	in	logging.	A	few	
  cater	 to	 outsiders,	 particularly	 adventuresome	 types.	 To	 the	
  west	and	south	lies	the	ruins	of	Valentin’s	Folly,	a	small	castle	
  frequently	 sheltering	 wanted	 bandits	 (and—it	 is	 rumoured—
  much	worse	things).	Within	the	forest,	a	day	to	the	south,	lies	
  the	feared	and	legendary	Shunned	Valley,	believed	by	the	locals	
  to	be	haunted.	These	are	just	two	nearby	attractions.	The	great	
  doom-drenched	halls	of	Gloamhold	lie	far	to	the	north.	
  	
  Dulwich	 still	 mourns	 the	 recent	 death	 of	 the	 former	 high	
  priest	of	Conn,	Taistro	Rintala.	His	successor,	the	young	priestess	
  Vuokko	 Laiten,	 now	 heads	 the	 temple	 due	 to	 the	 support	 of	
  influential	merchants	who	seek	to	use	her	as	a	political	pawn	for	
  power,	 particularly	 against	 Dulwich’s	 ruler,	 Wido	 Gall.	 Wido	
  relies	 on	 the	 Temple	 of	 Conn	 for	 public	 support.	 Wido	 was	
  scheming	 with	 the	 high	 priest	 to	 wrest	 complete	 control	 of	
  nearby	 Longbridge	 from	 his	 rival,	 Hilduin	 Lorsch,	 a	 plan	 now	
  disrupted.	 Wido	 seeks	 to	 expand	 his	 power	 in	 face	 of	 the	
  growing	power	of	the	merchant	class	flush	with	gold	from	the	
  profitable	lumber	industry.	
  T O W N S F O L K  
  Appearance	Dulwichians	are	typically	fair-skinned	with	brown	or	
  sandy	coloured	hair	and	blue,	hazel	or	brown	eyes.	Men	prefer	
  long	moustaches	without	beards	while	women	wear	long	hair	in	
  buns	or	piled	up	with	elaborate	tresses	and	pins	for	the	wealthy.	
  	
  Dress	Fine-spun	woollen	tunics	and	breeches	for	the	working	
  class	is	the	norm,	dyed	in	the	colours	of	the	various	trades	or	
  guilds	the	Dulwichian	is	assorted	with.		
  	
  Nomenclature	male	Einar,	Jarmo,	Pekka,	Vesa;	female	Elena,	
  Irja,	Riita,	Ulpo;	family	Eskola,	Leino,	Salonen,	Takala.	
  M A R K E T P L A C E  
  Resources	&	Industry	Lumber,	pottery,	wool	
  Base	Value	3,200	gp;	Purchase	Limit	15,000	gp;	Spellcasting	5th;	
  Minor	Items	3d4;	Medium	Items	2d4;	Major	Items	1d4	
  When	the	PCs	arrive,	the	following	items	are	for	sale:	
  § 
  Potions	&	Oils	mage	armour	(25	gp),	magic	weapon	(25	gp)	
  § 
  Scrolls	(Arcane)	detect	undead	(25	gp),	identify	(25	gp)	
  § 
  Scroll	(Divine)	doom	(25	gp),	hide	from	undead	(25	gp)	
  T O W N  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	may	know	some	information	about	Dulwich.	A	successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	10:	Dulwich	lies	near	the	so-called	Shunned	Valley.	
  	
  DC	15:	The	merchant	guilds	seek	greater	political	power.	
  	
  DC	20:	Wido	Gall	is	carefully	gathering	support	to	takeover	
  nearby	Longbridge.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Dulwich	
  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	skeleton	has	been	seen	shuffling	about	the	cemetery.	
  		2*	
  Vuokko	 Laiten	 was	 the	 lover	 of	 the	 former	 high	 priest	
  and	murdered	him	when	he	was	at	his	most	vulnerable.	
  3	
  Ossi	 Karppanen	 meets	 regularly	 with	 the	 heads	 of	 the	
  other	trade	and	merchant	guilds.	
  4	
  Valentin’s	lost	treasure	yet	lie	hidden	in	his	ruined	castle!	
  		5*	
  The	Black	Cats	seek	an	alliance	with	the	Shadow	Spiders.	
  6	
  Wido	 Gall	 has	 been	 entertaining	 the	 leaders	 of	 various	
  mercenary	companies	at	his	castle.	
  *False	rumour	
  
  7	
  	
  	
  
  8	
  G L O A M H O L D  A T  A  G L A N C E  
  Glowering	amid	dark	rumours	and	terrible	stories	of	desperate	
  adventure,	death,	betrayal	and	glimmering	treasures	squat	the	
  unutterably	ancient	halls	of	Gloamhold.	
  				This	 crumbling,	 benighted,	 haunted	 dungeon	 complex	 of	
  unknown,	but	undeniably	vast,	extent	is	buried	deep	within	the	
  grim	 and	 brooding	 spray-drenched	 headland	 of	 the	 Mottled	
  Spire.	It	is	a	place	of	legends,	madness	and	death.	
  				Even	 reaching	 Gloamhold	 is	 difficult.	 By	 land,	 adventurers	
  must	negotiate	miles	of	trackless,	jagged	crags	and	sullen,	dark	
  gorges,	chasms	and	valleys.	Those	approaching	by	sea	have	it	no	
  better.	 They	 must	 brave	 over	 a	 mile	 of	 savage,	 foam-flecked	
  waves.	 Tides	 about	 the	 headland	 are	 notoriously	 treacherous;	
  wrecks	 of	 ships	 large	 and	 small	 driven	 to	 destruction	 on	 the	
  rocks	litter	the	seabed.	Winter	storms	render	Gloamhold	all	but	
  inaccessible	by	sea	for	several	months	every	year.	
  	
  			A	harsh	chunk	of	limestone	rearing	hundreds	of	feet	into	the	
  perpetually	 cloudy	 sky	 the	 Mottled	 Spire	 looms	 over	 the	
  turbulent	waters	of	Hard	Bay	like	a	malevolent	giant.	Attempts	
  to	 colonise	 the	 barren	 headland	 have	 all	 ended	 in	 failure	 and	
  death.	 Surrounded	 by	 crumbled	 outbuildings,	 a	 now	 ruined	
  lighthouse—now	 colloquially	 known	 as	 simply	 “The	 Shard”—	
  stands	atop	the	promontory’s	highest,	most	wind	lashed	bluff.	
  Elsewhere,	 on	 the	 spire’s	 landward	 side,	 languish	 the	 weed	
  choked,	
  tumbled	
  ruins	
  of	
  Greystone—a	
  fishing	
  village	
  abandoned	 decades	 ago.	 Occasionally,	 redoubtable	 bands	 of	
  adventurers	poke	around	both	sets	of	ruins.	Some	return,	while	
  others	 simply	 disappear—perhaps	 finding	 certain	 secret	
  connections	rumoured	to	lead	into	the	upper	levels	of	Rivengate	
  and	from	thence	deeper	into	Gloamhold’s	lightless	depths.	
  
  9	
  K N O W N  L O C A L E S  W I T H I N  G L O A M H O L D  
  Although	much	of	Gloamhold	remains	unknown—nothing	more	
  than	the	subject	of	wild	whispers	and	rumours—knowledge	of	a	
  few	 locations	 has	 come	 to	 light	 through	 the	 explorations	 of	
  brave	(or	foolhardy)	adventurers.	
  § 
  Rivengate:	Of	dark	and	forbidding	aspect,	the	lower	portions	
  of	once	mighty	Rivengate	collapsed	into	the	sea	long	ago.	Built	
  by	 unknown	 hands	 remnants	 of	 the	 citadel	 yet	 cling	 to	 the	
  cliffs.	The	Splintered	Stair	links	Rivengate	to	the	cellars	buried	
  below	the	Shard.	
  § 
  The	Murkwater:	Only	skilled	or	lucky	captains	dare	to	sail	into	
  the	gloom	of	Rivengate’s	gaping	maw.	Within	flows	the	dark	
  and	 treacherous	 Murkwater;	 the	 seething,	 foam-flecked	
  waters	below	Rivengate	are	particularly	hazardous	because	of	
  the	jagged	rocks	fallen	from	above.	
  § 
  The	 Twisted	 Warrens:	 Honeycombing	 the	 rock	 above	 the	
  Murkwater,	 the	 Twisted	 Warrens	 are	 a	 confused	 and	
  convoluted	 network	 of	 natural	 caverns	 and	 passageways	
  inhabited	by	derro,	troglodytes,	dark	creepers	and	worse.	
  § 
  The	 Breathless	 Narrows:	 A	 network	 of	 flooded,	 fractured	
  caverns	 radiate	 outwards	 from	 beneath	 the	 Murkwater.	 The	
  water	therein	is	only	fractionally	above	freezing	and	explorers	
  need	 magic	 to	 survive	 for	 any	 length	 of	 time	 in	 this	 airless,	
  lightless	world.	
  § 
  The	Twilight	City:	Buried	in	an	immense	cavern,	the	Twilight	
  City	sprawls	across	a	series	of	low	islands	struggling	above	the	
  cold,	 dark	 waters	 of	 the	 Sunless	 Lake.	 An	 ancient	 place	 of	
  stone	 ziggurats,	 fetid	 and	 twisted	 canals	 and	 cyclopean	
  architecture,	 troglodytes	 fleeing	 the	 ruin	 of	 their	 ancient	
  mighty	 empire	 built	 the	 city	 aeons	 ago.	 At	 the	 city’s	 heart	
  stands	the	titanic	Whispering	Fane	built	about	the	Daemonic	
  Maw.	A	wide	passageway—The	Ebon	Road—links	Gloamhold	
  to	the	Ebon	Realm.		
  	
  
  10	
  F R O M  M Y  C A M P A I G N :  U N D E A D  S T A T  B L O C K S  O F  D O O M  
  In	my	Borderland	of	Adventure	campaign,	our	heroes	are	in	the	
  midst	of	assaulting	an	otherworldly	castle	stuffed	full	of	undead.	
  confident	I'm,	you’ll	find	a	use	for	them.	
  THE	BLACK	RIDER		
  C R 	1 0 	( X P 	9 ,6 0 0 ) 	
  This	skeletal	figure	wears	full	plate	armour	a	wields	a	wickedly	
  curved	battleaxe	
  Male	advanced	half-fiend	human	skeletal	champion	fighter	9		
  CE	Medium	undead	
  Init	+10;	Senses	darkvision	60	ft.;	Perception	+16,	Sense	Motive	
  +5	
  Speed	20	ft.,	base	speed	30	ft.,	fly	60	ft.	(good);	ACP	-4;	Fly	+17,	
  Ride	+16,	Stealth	+13,	Swim	+14	
  AC	34,	touch	15,	flat-footed	30;	CMD	36;	Combat	Expertise	(+/-
  3)	
  	 (+10	 armour	 [+1	 full	 plate],	 +1	 deflection	 [ring	 of	 protection	
  +1],	+3	Dex,	+1	dodge	[Dodge],	+5	natural,	+4	shield	[+1	heavy	
  steel])	
  Immune	mind-affecting	effects,	death	effects,	disease,	paralysis,	
  poison,	 sleep	 effects,	 stunning,	 nonlethal	 damage,	 ability	
  drain,	 energy	 drain,	 damage	 to	 physical	 abilities,	 exhaustion,	
  fatigue,	massive	damage,	any	effect	requiring	a	Fortitude	save	
  (unless	it	affects	objects	or	is	harmless),	cold;	Resist	acid	10,	
  electricity	10,	fire	10	
  Fort	+13,	Ref	+10,	Will	+12	(+14	vs.	fear,	+16	vs.	channelling);	SR	
  21	
  hp	138	(11	HD);	DR	bludgeoning/5	or	magic/5	
  Space	5	ft.;	Base	Atk	+10;	CMB	+18	
  Melee	+1	battleaxe	(Power	Attack	[-3/+6])	+23/+18	(1d8+13/19-
  20	x3)	or	
  Melee	bite	(Power	Attack	[-3/+6])	+19	(1d6+9)	and		
  	
  2	claws	(Power	Attack	[-3/+6])	+19	(1d4+9)		
  Atk	Options	Combat	Expertise	(+/-3),	Combat	Reflexes	(7	AoO),	
  Ride-by	 Attack,	 Vital	 Strike,	 smite	 good	 (+6	 attack,	 +11	
  damage,	+6	deflection)	
  Spell-Like	Abilities	(CL	11;	concentration	+17)	
  1/day—blasphemy	(DC	23),	contagion	(DC	19),	desecrate,	unholy	
  blight	(DC	20)	
  3/day—darkness,	poison	(DC	20)	
  Abilities	Str	26,	Dex	22,	Con	–,	Int	16,	Wis	20,	Cha	22	
  SQ	armour	training	(2),	weapon	training	(axes	[+2],	natural	[+1])	
  Feats	 Combat	 Expertise,	 Combat	 Reflexes,	 Dodge,	 Greater	
  Weapon	 Focus	 (battleaxe),	 Improved	 Critical	 (battleaxe),	
  Improved	 Initiative,	 Mounted	 Combat,	 Power	 Attack,	 Ride-
  by	 Attack,	 Shield	 Focus,	 Vital	 Strike,	 Weapon	 Focus	
  (battleaxe),	Weapon	Specialisation	(battleaxe)		
  Skills	as	above	plus	Intimidate	+20,	Knowledge	(religion)	+12	
  Languages	Abyssal,	Common,	Draconic,	Infernal	
  Gear	as	above	plus	cloak	of	resistance	+1	
  	
  NIGHTMARE	
  C R 	5 	( X P 	1 ,6 0 0 ) 	
  This	horse-like	creature’s	skin	is	completely	jet	black.	Fire	spurts	
  from	its	hair	and	nostrils	and	its	hooves	spray	sparks.	
  NE	Large	outsider	(evil,	extraplanar)	
  Init	+6;	Senses	darkvision	60	ft.;	Perception	+12,	Sense	Motive	
  +12	
  Speed	40	ft.,	(Run)	fly	90	ft.	(good);	ACP	0;	Fly	+13,	Stealth	+7	
  AC	 19,	 touch	 11,	 flat-footed	 17;	 CMD	 23	 (27	 vs.	 trip);	 Miss	
  Chance	20%	
  	 (+2	Dex,	+8	natural,	-1	size)	
  Fort	+8,	Ref	+7,	Will	+3	
  hp	51	(6	HD)	
  Space	10	ft.;	Base	Atk	+6;	CMB	+11	
  Melee	bite	+9	(1d4+4)	and	
  	
  2	hooves	+4	(1d6+2	plus	1d4	fire)	
  Special	Actions	smoke	
  Smoke	 (Su;	 free)	 In	 battle,	 the	 nightmare	 exhales	 smoke	 to	
  choke	 and	 blind	 foes,	 filling	 a	 15-foot	 cone	 each	 round.	
  Anyone	 in	 the	 cone	 must	 make	 a	 DC	 16	 Fortitude	 save	 or	
  become	 sickened	 until	 1d6	 minutes	 after	 leaving	 the	 area.	
  The	smoke	acts	as	obscuring	mist	in	regards	to	concealment.	
  Spell-Like	Abilities	(CL	6th)	
  	
  1/day—(self	plus	1	rider	only)—plane	shift		
  Abilities	Str	18,	Dex	15,	Con	16,	Int	13,	Wis	13,	Cha	12	
  Feats	Alertness,	Improved	Initiative,	Run		
  Skills	 as	 above	 plus	 Intimidate	 +10,	 Knowledge	 (planes)	 +10,	
  Survival	+10	
  Languages	Abyssal,	Infernal		
  	
  
  11	
  BRUTE	WIGHT		
  C R 	5 	( X P 	1 ,6 0 0 ) 	
  This	 massive,	 hulking	 corpse’s	 flesh	 is	 rotting	 and	 putrid.	 In	
  places,	its	body	is	skeletal.	Its	eyes	glow	with	a	red,	baleful	light.	
  LE	Large	undead	
  Init	+2;	Senses	darkvision	60	ft.;	Perception	+13,	Sense	Motive	
  +3	
  Speed	30	ft.;	ACP	0;	Stealth	+13	
  AC	20,	touch	11,	flat-footed	18;	CMD	21	
  	 (+2	Dex,	+9	natural,	-1	size)	
  Immune	mind-affecting	effects,	death	effects,	disease,	paralysis,	
  poison,	 sleep	 effects,	 stunning,	 nonlethal	 damage,	 ability	
  drain,	 energy	 drain,	 damage	 to	 physical	 abilities,	 exhaustion,	
  fatigue,	massive	damage,	any	effect	requiring	a	Fortitude	save	
  (unless	 it	 affects	 objects	 or	 is	 harmless);	 Weakness	
  resurrection	vulnerability	
  Resurrection	Vulnerability	(Su)	Raise	dead	or	similar	spells	cast	
  on	a	brute	wight	destroy	it	(Will	negates).	Using	the	spell	in	
  this	way	does	not	require	a	material	component.	
  Fort	+5,	Ref	+3,	Will	+7	
  hp	34	(4	HD)	
  Space	10	ft.;	Base	Atk	+3;	CMB	+9	
  Melee	slam	(reach	10	ft.)	+7	(1d6+7	plus	energy	drain	[1	level;	
  DC	16	Fortitude,	wight	gains	5	temporary	hp])	
  Atk	Options	Blind-Fight	
  Abilities	Str	20,	Dex	14,	Con—	,	Int	15,	Wis	17,	Cha	19	
  Feats	Blind-Fight,	Skill	Focus	(Perception)	
  Skills	as	above	plus	Intimidate	+11,	Knowledge	(religion)	+9	
  Languages	Common	
  CAIRN	WIGHT	W A R R IO R	
  C R 	6 	( X P 	2 ,4 0 0 ) 	
  This	 walking	 corpse’s	 flesh	 is	 rotting	 and	 putrid.	 In	 places,	 its	
  body	is	skeletal.	Its	eyes	glow	with	a	red,	baleful	light.	
  Advanced	wight	fighter	2	
  LE	Medium	undead	
  Init	+5;	Senses	darkvision	60	ft.;	Perception	+14,	Sense	Motive	
  +4	
  Speed	30	ft.;	ACP	-1;	Stealth	+19	
  AC	27,	touch	16,	flat-footed	21;	CMD	26		
  	 (+5	 armour	 [+1	 chain	 shirt],	 +5	 Dex,	 +1	 dodge	 [Dodge],	 +6	
  natural)	
  Immune	mind-affecting	effects,	death	effects,	disease,	paralysis,	
  poison,	 sleep	 effects,	 stunning,	 nonlethal	 damage,	 ability	
  drain,	 energy	 drain,	 damage	 to	 physical	 abilities,	 exhaustion,	
  fatigue,	massive	damage,	any	effect	requiring	a	Fortitude	save	
  (unless	 it	 affects	 objects	 or	 is	 harmless);	 Weakness	
  resurrection	vulnerability	
  Resurrection	Vulnerability	(Su)	Raise	dead	or	similar	spells	cast	
  on	a	wight	destroy	it	(Will	negates).	Using	the	spell	in	this	
  way	does	not	require	a	material	component.	
  Fort	+9,	Ref	+6,	Will	+8	(+9	vs.	fear)	
  hp	62	(6	HD)	
  Space	5	ft.;	Base	Atk	+5;	CMB	+10	
  Melee	+1	elven	curve	blade	+12	(1d10+8/18-20)	
  Melee	 slam	 +10	 (1d4+5	 plus	 energy	 drain	 [1	 level;	 DC	 17	
  Fortitude,	wight	gains	5	temporary	hp]	and	create	spawn)	
  Create	 Spawn	 (Su)	 Humanoids	 the	 wight	 slays	 become	 wights	
  themselves	in	1d4	rounds.	Spawn	have	a	 –2	penalty	on	all	
  d20	rolls	and	–2	hp	per	HD.	Spawn	remain	enslaved	until	the	
  master’s	death,	at	which	point	they	lose	these	penalties	and	
  become	free-willed	wights.	
  Atk	Options	Blind-Fight	
  Abilities	Str	20,	Dex	20,	Con—	,	Int	15,	Wis	19,	Cha	21	
  SQ	bravery	(+1)	
  Feats	Blind-Fight,	Dodge,	Exotic	Weapon	Proficiency	(elven	curve	
  blade)B,	Skill	Focus	(Perception),	Weapon	Focus	(elven	curve	
  blade)B	
  Skills	as	above	plus	Intimidate	+11,	Knowledge	(religion)	+9	
  Languages	Common,	Elven,	Infernal	
  LESSER	DREAD	WRAITH	
  C R 	7 	( X P 	3 ,2 0 0 ) 	
  A	dark	mass	of	shadow	glides	silently	toward	you.	Two	blazing	
  pinpoints	 of	 light	 somehow	 seem	 to	 suggest	 a	 malign	
  intelligence	lurks	within	the	form.	
  Advanced	giant	wraith	
  LE	Large	undead	(incorporeal)		
  Init	+8;	Senses	darkvision	60	ft.,	lifesense;	Perception	+12,	Sense	
  Motive	+12	
  Lifesense	 (Su)	 An	 elder	 wraith	 notices	 and	 locates	 living	
  creatures	within	60	ft.	as	if	it	had	blindsight.	
  Speed	fly	60	ft.	(good);	ACP	0;	Fly	+6,	Stealth	+8	(incorporeal)		
  AC	20,	touch	20,	flat-footed	16;	CMD	25	
  	 (+7	deflection,	+4	Dex,	-1	size)	
  Immune	mind-affecting	effects,	death	effects,	disease,	paralysis,	
  poison,	 sleep	 effects,	 stunning,	 nonlethal	 damage,	 ability	
  drain,	 energy	 drain,	 damage	 to	 physical	 abilities,	 exhaustion,	
  fatigue,	massive	damage,	any	effect	requiring	a	Fortitude	save	
  (unless	 it	 affects	 objects	 or	 is	 harmless);	 critical	 hits	 and	
  precision-based	damage	(except	from	ghost	touch	weapons);	
  nonmagical	attacks;	Weakness	sunlight	powerlessness	
  Sunlight	 Powerlessness	 (Ex)	 A	 lesser	 dread	 wraith	 caught	 in	
  sunlight	cannot	attack	and	is	staggered.		
  Fort	 +8,	 Ref	 +5,	 Will	 +8	 (+10	 vs.	 channelling);	 non-damaging	
  corporeal	spells	and	effects	have	a	50%	chance	of	affecting	a	
  wraith	
  hp	 57	 (5	 HD);	 half	 damage	 from	 corporeal	 spells	 or	 weapons	
  (except	channel	energy)	
  Space	10	ft.	(unnatural	aura	30	ft.);	Base	Atk	+3;	CMB	+8	
  Unnatural	Aura	(Su)	Animals	will	not	approach	within	30	ft.	of	a	
  lesser	dread	wraith,	unless	its	master	makes	a	DC	25	Handle	
  Animal,	Ride	or	wild	empathy	check.	
  Melee	incorporeal	touch	+6	(2d6	negative	energy	plus	1d8	Con	
  drain	[DC	19	negates	Con	drain;	with	a	successful	attack,	the	
  elder	wraith	gains	5	temporary	hit	points])		
  Create	Spawn	(Su)	A	slain	humanoid	becomes	a	wraith	in	1d4	
  rounds.	Wraith	spawn	are	weaker	than	wraiths;	they	suffer	-
  2	on	all	d20	rolls,	receive	-2	hp	per	HD	and	only	drain	1d2	
  points	 of	 Constitution	 on	 a	 touch.	 Spawn	 are	 under	 the	
  control	of	their	creator	and	possess	none	of	the	abilities	they	
  had	in	life.	
  Atk	Options	Blind-Fight,	Combat	Reflexes,	create	spawn	
  Abilities	Str	—,	Dex	18,	Con	—,	Int	18,	Wis	18,	Cha	25	
  Feats	Blind-Fight,	Combat	Reflexes,	Improved	Initiative	
  Skills	as	above	plus	Diplomacy	+12,	Intimidate	+15,	Knowledge	
  (planes)	+9	
  Languages	Common,	Infernal	
  	
  
  	
  12	
  2 0  T H I N G S  T O  F I N D  I N  A  S U B T E R R A N E A N  R I V E R  
  Subterranean	 rivers	 often	 flow	 through	 natural	 caverns.	
  Sometimes,	 they	 even	intersect	 with	 dungeons.	 As	 a	 source	 of	
  water—and	therefore	life—rivers	and	streams	are	often	visiting	
  by	those	dwelling	nearby.	Thus,	there	is	almost	always	much	to	
  find	near	(or	in)	a	subterranean	river.			
  1. A	 monstrous	skull	 of	 some	 large,	 undoubtedly	 ferocious	
  creature	lies	at	the	bottom	of	the	river,	partially	covered	in	silt.	
  It	lies	wedged	near	the	narrowest	part	of	the	water	course.	
  2. This	river	is	surprisingly	deep.	At	its	deepest	point,	perceptive	
  PCs	spot	what	looks	like	a	small	cairn.	Partially	covered	in	silt	it	
  is	 completely	 submerged	 and	 looks	 like	 its	 been	 there	 for	 a	
  long	time.		
  3. A	 bedraggled,	 ripped	 brown	 cloak	 is	 snagged	between	 two	
  large	boulders.	The	sodden	cloak	is	half	in	and	half	out	of	the	
  water.	 It	 is	 cut	 for	 a	 halfling-sized	 creature	 (or	 perhaps	 a	
  human	child).	
  4. The	 rusty	hilt	 of	 a	notched	 two-handed	 sword	 juts	 from	 the	
  water.	 Any	 attempt	 to	 pull	 the	 sword	 from	 the	 water	 snaps	
  the	blade.	
  5. A	large	stone	has	been	dumped	in	the	middle	of	the	river	to	
  act	 as	 a	 stepping	 stone.	 Unfortunately,	 it	 is	 precariously	
  balanced—unwary	 explorers	 will	 likely	 be	 dumped	 into	
  the	frigid	water	as	the	stone	shifts	unexpectedly	underfoot.	
  6. A	school	of	tiny,	albino	fish	live	in	the	river.	Constantly	hungry,	
  they	swarm	any	potential	source	of	food	dumped	in	the	river.	
  7. Part	 of	 the	 riverbank	 has	 collapsed,	 partially	 damming	 the	
  water	 course.	 The	 collapse	 has	 narrowed	 the	 river,	 and	 thus	
  this	is	an	easier	place	to	cross.	
  8. Several	 pieces	 of	 splintered	 wood—perhaps	 remnants	 of	 a	
  spear’s	haft—bob	in	the	water.	
  9. In	this	river,	a	stretch	of	water	is	discoloured	by	minerals	in	the	
  rock;	perceptive	explorers	spot	a	faint	pink	tint	to	the	water.	
  Paranoid	 explorers	 might	 suspect	 something—or	 someone—
  has	recently	bled	into	the	river.		
  10. A	 sunken	 rowboat,	 sodden	 rope	 still	 wrapped	 around	 a	
  prominent	rock	on	the	bank,	lies	at	the	bottom	of	the	river.	
  One	of	the	boat’s	oars	floats	nearby,	wedged	among	the	rocks.	
  11. Two	abandoned	crudely	crafted	wooden	buckets	stand	on	the	
  river	bank.	One	has	been	knocked	over,	but	the	other	is	full.		
  12. Someone—or	something—has	cut	a	crude	set	of	stone	steps	
  into	 the	 river	 bank	 where	 the	 river	 widens—and	 thus	 the	
  water	slows.	A	metal	ring	sunk	into	the	wall	provides	evidence	
  that	once	a	boat	was	moored	here.	
  13. Crystals	embedded	in	the	river	bank	glimmer	invitingly	below	
  the	water	when	the	PCs’	lights	reach	the	area.	
  14. Here,	the	river	flows	over	a	roughly	man-high	rock	shelf	into	a	
  wide	pool	before	continuing	onwards.	The	sound	of	the	water	
  tumbling	into	the	pool	is	audible	from	quite	some	distance.	
  15. Fronds	 growing	 from	 a	 great	 swath	 of	 lichen	 on	 the	 cavern	
  roof	dip	down	to	the	river’s	surface,	creating	a	curtain	of	sorts	
  that	those	navigating	the	river	must	pass	through	to	continue.		
  16. The	corpse	of	a	bat	twice	the	size	of	a	normal	specimen	bobs	
  up	 and	 down	 on	 the	 river	 as	 it	 is	 carried	 passed	 the	 party.	
  Perceptive	PCs	notice	the	bat’s	head	has	been	ripped	off.	
  17. The	 cavern	 roof	 drops	 down	 almost	 to	the	 surface	 of	 the	
  water.	Those	in	boats	or	on	a	raft	must	lie	flat	to	proceed.	
  18. A	small	channel	blocked	by	a	rusted	portcullis	runs	away	from	
  the	 river’s	 main	 course.	 A	 profusion	 of	 branches	 and	 other	
  rubbish	bobs	in	the	water	before	the	portcullis.	
  19. A	line	of	rusting	iron	spikes	about	three-foot	a	part	has	been	
  hammered	into	the	river	bank.	There	are	sixty	spikes	in	total;	
  the	last	in	the	line	trails	a	ten-foot	long	length	of	sodden	rope.		
  20. A	thin	crack	in	the	ceiling	lets	a	solitary	beam	of	light	play	upon	
  the	river’s	surface.	The	shimmering	glimmer	is	noticeable	from	
  quite	 some	 distance.	 Perhaps	 subterranean	 predators	 have	
  learnt	 the	 light	 often	 attracts	 prey,	 and	 already	 lurk	 nearby	
  ready	to	pounce...	
  	
   
  
  	
  13	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
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  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	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.	
  	
  20	 Things	 #11:	 Dark	 Caverns.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	 Broadhurst,	
  David	Posener	and	Alex	Riggs.	
  	
  Gloamhold	Campaign	Guide.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  	
  Town	Backdrop:	Dulwich.	©Raging	Swan	Press	2017;	Author:	John	Bennett.	
  	
  Village	Backdrop:	Bleakflat.	©Raging	Swan	Press	2017;	Author:	Jeff	Gomez.	
  	
  GM’s	 Monthly	 Miscellany:	 February	 2017.	 ©Raging	 Swan	 Press	 2016;	 Author:	 John	
  Bennett,	Creighton	Broadhurst	and	Jeff	Gomez.	
  	
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2017-02.pdf