TEXT: 	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  SEPTEMBER 2015 
  
  	
    
  	
    
  SUPPORT RAGING SWAN ON 
  PATREON, AND I WON’T EAT 
  YOU…PROMISE 
  
  GM’S MONTHLY MISCELLANY: SEPTEMBER 2015 
  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,	
    David	
    Posener	
    and	
    
  Nicholas	
    Wasko	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     William	
     McAusland	
     and	
     Tommi	
     Salama.	
     Some	
    
  artwork	
    copyright	
    William	
    McAusland,	
    used	
    with	
    permission.	
    
  	
    
  Thank	
    you	
    for	
    purchasing	
    GM’s	
    Monthly	
    Miscellany:	
    September	
    
  2015;	
     we	
     hope	
     you	
     enjoy	
     it	
     and	
     that	
     you	
     check	
     out	
     our	
     other	
    
  fine	
    print	
    and	
    PDF	
    products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  September	
    2015	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  C O N T E N T S  
  Foreword	
    ......................................................................................	
    2	
    
  20	
    Things	
    to	
    Find	
    in	
    a	
    Dusty	
    Crypt	
    ................................................	
    3	
    
  Kennutcat	
    At	
    A	
    Glance	
    ..................................................................	
    4	
    
  Alchemist’s	
    	
    Laboratory:	
    An	
    Alternate	
    Dungeon	
    ..........................	
    6	
    
  Caves	
    &	
    Caverns:	
    Strands	
    of	
    Terror	
    (EL	
    13;	
    XP	
    25,600)	
    ................	
    8	
    
  20	
    Things	
    to	
    Find	
    in	
    a	
    Necromancer’s	
    Sanctum	
    ..........................	
    10	
    
  Legal	
    Stuff	
    ...................................................................................	
    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:	
    
  § 
  Alternate	
    Dungeons:	
    Alchemist’s	
    Laboratory	
    Nicholas	
    Wasko.	
    
  § 
  Caves	
    &	
    Caverns	
    Creighton	
    Broadhurst	
    and	
    David	
    Posener.	
    
  § 
  Village	
    Backdrop:	
    Kennutcat	
    John	
    Bennett.	
    
  	
    
  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	
    2014	
    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,	
     David	
     Posener	
     and	
     Nicholas	
    
  Wasko	
     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	
    2015.	
    
  	
    
  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  
  Can	
     it	
     really	
     be	
     September	
     already?	
     By	
     now,	
    
  summer	
     is	
     but	
     an	
     ephemeral	
     dream	
     and	
    
  autumn’s	
    storm	
    clouds	
    will	
    soon	
    be	
    here.	
    That’s	
    
  good	
     news	
     here	
     at	
     Raging	
     Swan	
     Press	
     as	
     it	
    
  means	
    less	
    time	
    outside	
    and	
    more	
    time	
    slaving	
    
  away	
    over	
    cool	
    gaming	
    products!	
    (Also,	
    running	
    
  in	
    the	
    mud	
    and	
    the	
    rain	
    is	
    fun!)	
    
  	
    
  In	
    any	
    event,	
    herein	
    you’ll	
    find	
    excerpts	
    from	
    some	
    of	
    Raging	
    
  Swan’s	
    newest	
    products	
    including	
    Village	
    Backdrop:	
    Kennutcat,	
    
  Alternate	
    Dungeons:	
    Alchemist’s	
    Laboratory	
    and	
    an	
    old	
    favourite	
    
  of	
     mine—Caves	
     &	
     Caverns.	
     I’ve	
     also	
     included	
     a	
     couple	
     of	
     “20	
    
  Things”	
    articles	
    I	
    post	
    up	
    twice	
    a	
    week	
    over	
    at	
    ragingswan.com.	
    	
    
  	
    
  In	
     other	
     rather	
     marvellous	
     news,	
     by	
     the	
     time	
     you’ve	
     read	
    
  this	
    I	
    will	
    be	
    deep	
    in	
    design	
    of	
    a	
    module!	
    Sadly,	
    at	
    the	
    time	
    of	
    
  writing	
     this	
     I’m	
     not	
     sure	
     which	
     one!	
     I’ve	
     been	
     pondering	
     a	
    
  Sinister	
     Secrets	
     of	
     Coldwater	
     module—set	
     in	
     the	
     village	
     of	
     the	
    
  same	
    name—that	
    utilises	
    Fane	
    of	
    the	
    Undying	
    Sleeper	
    
  as	
    well	
    as	
    another	
    previous	
    unseen	
    adventure	
    
  locale.	
    On	
    the	
    other	
    hand,	
    for	
    several	
    
  weeks	
     now,	
     I’ve	
     been	
     pondering	
    
  upgrading	
    
  Shadowed	
    
  Keep	
    
  on	
    
  the	
    
  Borderlands.	
    Decisions,	
    decisions!	
    
  	
    
  You	
     might	
     also	
     be	
     aware	
     that	
     Raging	
    
  Swan	
    Press	
    is	
    now	
    on	
    Patreon.	
    We	
    signed	
    up	
    
  at	
     the	
     start	
     of	
     April,	
     and	
     it’s	
     going	
     rather	
    
  marvellously.	
     The	
     thrust	
     of	
     our	
     Patreon	
    
  campaign	
     is	
     to	
     be	
     able	
     to	
     afford	
     better	
    
  rates	
     of	
     pay	
     for	
     our	
     freelance	
     game	
     designers.	
     As	
     I’m	
    
  sure	
    you	
    know,	
    the	
    economics	
    of	
    3PP	
    are	
    notoriously	
    tight,	
    but	
    
  Patreon	
     gives	
     us	
     at	
     Raging	
     Swan	
     Press	
     a	
     way	
     to	
     increase	
     our	
    
  freelancer	
    rates.	
    At	
    time	
    of	
    writing,	
    we’ve	
    already	
    increased	
    our	
    
  word	
     rate	
     to	
     5	
     cents	
     a	
     word,	
     which	
     gives	
     me	
     a	
     warm,	
     fuzzy	
    
  feeling	
     inside.	
     We	
     want	
     to	
     pay	
     more,	
     but	
     to	
     do	
     that	
     we	
     need	
    
  your	
    help!	
    If	
    you	
    sign	
    up,	
    you	
    get	
    our	
    supplements	
    earlier	
    than	
    
  normal	
    and	
    cheaper	
    than	
    normal.	
    Even	
    better,	
    you	
    can	
    pledge	
    
  what	
    you	
    want	
    and	
    cancel	
    when	
    you	
    want.	
    If	
    you	
    are	
    interested	
    
  in	
    
  taking	
    
  a	
    
  look	
    
  at	
    
  the	
    
  campaign,	
    
  check	
    
  out	
    
  patreon.com/ragingswanpress	
    or	
    head	
    over	
    to	
    patreon.com	
    and	
    
  search	
    for	
    Raging	
    Swan!	
    
  	
    
  In	
     any	
     event,	
     I	
     hope	
     you	
     enjoy	
     the	
     material	
     in	
     this	
     GM’s	
    
  Monthly	
     Miscellany,	
     but	
     more	
     importantly	
     I	
     hope	
     you	
     find	
     it	
    
  useful	
     and	
     that	
     it	
     enhances	
     your	
     campaign.	
     If	
     you’ve	
     got	
     any	
    
  comments	
     or	
     questions	
     about	
     Raging	
     Swan	
     Press,	
     I’d	
     love	
     to	
    
  hear	
    
  from	
    
  you.	
    
  You	
    
  can	
    
  contact	
    
  me	
    
  at	
    
  creighton@ragingswan.com.	
    
  	
    
  
  3	
    
  2 0  T H I N G S  T O  F I N D  I N  A  D U S T Y  C R Y P T  
  It	
     seems	
     adventurers	
     are	
     always	
     poking	
     about	
     in	
     dusty,	
    
  seemingly	
    abandoned	
    crypts.	
    Often	
    the	
    lairs	
    of	
    the	
    blasphemous	
    
  undead	
     or	
     the	
     repository	
     of	
     forgotten	
     treasures	
     such	
     places	
    
  draw	
    adventurers	
    like	
    moths	
    to	
    a	
    candle.	
    	
    
  	
    
  But	
     not	
     all	
     areas	
     of	
     a	
     crypt	
     are	
     stuffed	
     full	
     of	
     undead	
     and	
    
  treasure.	
     Use	
     the	
     table	
     below,	
     to	
     add	
     points	
     of	
     minor	
     interest	
    
  into	
    the	
    dusty	
    crypts	
    in	
    your	
    campaign:	
    	
    
  1. Here,	
    water	
    oozes	
    down	
    the	
    walls	
    from	
    above	
    leaving	
    tracks	
    
  on	
    the	
    ancient	
    brickwork.	
    On	
    the	
    ground,	
    the	
    water	
    has	
    turned	
    
  the	
    dust	
    into	
    thick	
    paste-­‐like	
    grey	
    ooze.	
    
  2. Dusty	
    cobwebs	
    fill	
    the	
    corners	
    of	
    the	
    ceiling.	
    	
    
  3. A	
     small	
     portion	
     of	
     brickwork	
     from	
     one	
     wall	
     has	
     fallen	
     away	
    
  revealing	
    the	
    bare	
    rock	
    behind.	
    A	
    low	
    pile	
    of	
    rubble	
    lies	
    on	
    the	
    
  floor	
    nearby.	
    	
    
  4. Dust	
    sifts	
    down	
    from	
    the	
    archway	
    over	
    a	
    door.	
    The	
    stones	
    of	
    
  the	
    arch	
    have	
    shifted	
    and	
    consequently	
    the	
    door	
    is	
    harder	
    than	
    
  normal	
    to	
    force	
    open.	
    If	
    the	
    door	
    is	
    opened,	
    the	
    stones	
    above	
    
  groan	
    ominously	
    and	
    dust	
    sift	
    down	
    into	
    the	
    doorway...	
    
  5. Incongruously,	
    a	
    single	
    bone—a	
    thighbone—lies	
    on	
    the	
    floor	
    in	
    
  front	
    of	
    a	
    shadowy	
    archway.	
    	
    
  6. The	
     walls	
     here	
     were	
     once	
     decorated	
     with	
     brightly	
     painted	
    
  images	
     painted	
     directly	
     onto	
     the	
     smooth	
     stone.	
     The	
     colours	
    
  have	
    long	
    since	
    faded,	
    and	
    now	
    only	
    a	
    suggestion	
    of	
    what	
    once	
    
  was	
    remains.	
    	
    
  7. A	
     section	
     of	
     floor	
     is	
     bumpy	
     and	
     uneven,	
     making	
     rapid	
    
  movement	
     difficult.	
     The	
     paving	
     slabs	
     can	
     be	
     easily	
     pried	
     up,	
    
  but	
    nothing	
    of	
    interest	
    lies	
    beneath.	
    
  8. A	
    pillar	
    once	
    held	
    up	
    the	
    roof	
    here,	
    but	
    at	
    some	
    point	
    in	
    the	
    
  distant	
     past	
     it	
     collapsed.	
     Dust	
     shrouds	
     the	
     resultant	
     pile	
     of	
    
  rubble;	
    the	
    ceiling	
    over	
    the	
    rubble	
    sags	
    dangerously.	
    
  9. Several	
     niches	
     that	
     once	
     contained	
     offerings	
     to	
     those	
     buried	
    
  here	
     pierce	
     the	
     walls.	
     All	
     have	
     succumbed	
     to	
     time’s	
    
  remorseless	
     advance	
     and	
     are	
     now	
     nothing	
     more	
     than	
     small	
    
  piles	
    of	
    rotting,	
    rusting	
    or	
    desiccated	
    remains.	
    
  10. Huge	
    religious	
    symbols	
    appropriate	
    to	
    the	
    
  faith	
    who	
    built	
    the	
    crypt	
    have	
    been	
    
  carved	
     into	
     the	
     walls.	
     Dust	
     and	
    
  cobwebs	
     shroud	
     portions	
     of	
     the	
    
  carvings.	
     Tracing	
     the	
     grandest	
     of	
    
  the	
     carvings	
     with	
     one’s	
     hand	
    
  deactivates	
    a	
    nearby	
    trap.	
    
  11. Statues	
     of	
     the	
     faithful	
     garbed	
     for	
     war	
     stand	
     guard	
     over	
     this	
    
  area.	
    Half	
    have	
    serene	
    looks	
    upon	
    their	
    faces	
    while	
    the	
    others’	
    
  faces	
    are	
    twisted	
    with	
    hate.	
    The	
    statues	
    are	
    arrayed	
    so	
    they	
    all	
    
  look	
    towards	
    the	
    entrance.	
    	
    
  12. Niches	
    cut	
    into	
    the	
    wall	
    each	
    hold	
    the	
    shrouded	
    skeletons	
    of	
    
  long-­‐dead	
     worshippers.	
     Dust,	
     cobwebs	
     and	
     other	
     detritus	
    
  cover	
    the	
    remains.	
    The	
    densely	
    packed	
    niches	
    run	
    from	
    floor	
    
  to	
    ceiling.	
    An	
    ornate	
    shroud	
    edged	
    with	
    silver	
    and	
    gold	
    thread	
    
  covers	
    the	
    corpse	
    in	
    one	
    of	
    the	
    particularly	
    inaccessible	
    niche	
    
  near	
    the	
    ceiling.	
    	
    
  13. Several	
    small	
    holes	
    pierce	
    the	
    wall	
    at	
    ground	
    level.	
    Small	
    dried	
    
  faeces—typical	
     of	
     that	
     left	
     by	
     rats,	
     mice	
     or	
     other	
     rodents—
  covers	
    the	
    floor.	
    
  14. Small	
     holes	
     in	
     the	
     ceiling	
     emit	
     a	
     faint	
     cold	
     breeze	
     into	
     the	
    
  chamber.	
     The	
     constant	
     draught	
     stirs	
     the	
     dust	
     covering	
     the	
    
  floor.	
     Paranoid	
     explorers	
     may	
     think	
     some	
     form	
     of	
     invisible	
    
  guardian	
    lurks	
    within	
    the	
    dust	
    cloud.	
    
  15. Carved	
     holy	
     symbols	
     decorate	
     the	
     walls	
     of	
     this	
     area.	
     Several	
    
  have	
     been	
     deliberately	
     defaced,	
     but	
     there	
     seems	
     to	
     be	
     no	
    
  obvious	
    reason	
    for	
    this	
    deliberate	
    vandalism.	
    	
    
  16. A	
     faded	
     mosaic	
     covers	
     the	
     floor.	
     It	
     depicts	
     a	
     stylised	
    
  representation	
     of	
     the	
     afterlife,	
     but	
     exact	
     details	
     are	
     hard	
     to	
    
  pick	
     out	
     as	
     some	
     of	
     the	
     tiles	
     are	
     cracked	
     and	
     others	
     are	
    
  missing.	
    
  17. Several	
     burial	
     niches	
     in	
     this	
     area	
     are	
     empty.	
     In	
     all	
     cases,	
    
  discarded	
    burial	
    shrouds	
    lie	
    in	
    the	
    niche	
    or	
    nearby.	
    Have	
    the	
    
  remains	
    been	
    removed	
    or	
    are	
    they	
    lurking	
    animate	
    guardians	
    
  of	
    the	
    complex?	
    
  18. A	
    narrow	
    ventilation	
    shaft	
    cut	
    into	
    the	
    ceiling	
    allows	
    a	
    thin	
    ray	
    
  of	
    pale	
    light	
    into	
    the	
    crypt.	
    
  19. Burial	
    niches	
    pierce	
    the	
    walls	
    of	
    the	
    area	
    (see	
    #12	
    above).	
    The	
    
  remains	
    of	
    one	
    of	
    the	
    interred	
    have	
    fallen	
    from	
    its	
    niche	
    and	
    
  lies	
    draped	
    on	
    the	
    floor	
    nearby.	
    
  20. Cockroaches	
     and	
     other	
     insects	
     once	
     infested	
     this	
     crypt.	
    
  Feasting	
    on	
    the	
    remains	
    of	
    those	
    interred	
    here	
    they	
    grew	
    fat	
    
  and	
     numerous,	
     but	
     when	
     they	
     ran	
     out	
     of	
    
  food	
     they	
     died	
     off.	
     Now	
    
  their	
     desiccated	
     remains	
    
  coat	
     the	
     floor	
     and	
     make	
    
  moving	
     quietly	
     difficult	
     (as	
    
  they	
    crunch	
    underfoot).	
    
  	
    
   
  
  4	
    
  K E N N U T C A T  A T  A  G L A N C E  
  Three	
     generations	
     ago,	
     a	
     consortium	
     of	
     merchants	
     and	
     titled	
    
  nobles	
    purchased	
    the	
    small	
    island	
    of	
    Kennutcat.	
    Graced	
    with	
    a	
    
  natural	
    harbour	
    and	
    bountiful	
    fishing,	
    the	
    sandy	
    island	
    promised	
    
  further	
     wealth	
     for	
     its	
     investors.	
     After	
     brutally	
     subjugating	
     the	
    
  native	
    inhabits,	
    the	
    Kittiwaki,	
    the	
    colonizers	
    worked	
    diligently	
    to	
    
  build	
    a	
    prosperous	
    settlement.	
    Kennutcat’s	
    ideal	
    location	
    quickly	
    
  proved	
     to	
     be	
     a	
     boon	
     as	
     the	
     villagers	
     resupplied	
     and	
     repaired	
    
  passing	
    ships	
    as	
    well	
    as	
    developing	
    their	
    own	
    fishing	
    fleet.	
    
  	
    
  However,	
    despite	
    its	
    apparent	
    idyllic	
    appearance,	
    a	
    deep	
    fog	
    
  rolls	
     in	
     at	
     night,	
     staining	
     the	
     paved	
     stone	
     streets	
     and	
     shingled	
    
  houses	
     with	
     a	
     clinging	
     dew.	
     Within	
     the	
     mists,	
     strange	
     sounds	
    
  echo—voices	
     of	
     past	
     villagers,	
     their	
     footsteps	
     treading	
     the	
    
  streets	
     and	
     ancestral	
     homes—making	
     traveling	
     at	
     night	
    
  dangerous	
     for	
     the	
     unwary.	
     Meanwhile,	
     family	
     members	
    
  relentlessly	
     pace	
     the	
     porches	
     perched	
     on	
     rooftops,	
     known	
     as	
    
  widow	
    walks,	
    their	
    eyes	
    straining	
    for	
    loved	
    ones	
    reported	
    lost	
    at	
    
  sea.	
    For	
    something	
    lurks	
    out	
    in	
    the	
    waters,	
    a	
    titanic	
    monster	
    that	
    
  lures	
    Kennutcat’s	
    sons	
    and	
    daughters	
    out	
    onto	
    the	
    water	
     with	
    
  hopes	
    of	
    glory.	
    Those	
    who	
    hunt	
    the	
    strange	
    beast	
    never	
    return	
    
  alive,	
     but	
     their	
     spirits	
     are	
     inexplicably	
     bound	
     to	
     the	
     strange	
    
  island.	
    
  	
    
  Deep	
    within	
    a	
    forest	
    cave,	
    the	
    few	
    surviving	
    Kittiwaki	
    eke	
    out	
    
  a	
     living	
     as	
     they	
     have	
     for	
     hundreds	
     of	
     years	
     in	
     worship	
     of	
    
  unfathomable	
    nature	
    spirits.	
    At	
    night	
    by	
    huge	
    bonfires,	
    they	
    pray	
    
  to	
    the	
    spirits	
    to	
    cleanse	
    Kennutcat	
    of	
    the	
    taint	
    of	
    the	
    colonisers	
    
  exploiting	
    their	
    holy	
    island.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
     Kayda	
     Balton,	
     Timius	
     Holland,	
     Patrok	
     Talbot,	
     Ramus	
    
  Tennett,	
    Gretchen	
    Vankmeer	
    	
    
  Government	
    Council	
    
  Population	
    191	
    (163	
    humans	
    [colonisers],	
    23	
    humans	
    [natives],	
    3	
    
  halflings,	
    1	
    dwarf)	
    
  Alignments	
    LG,	
    N,	
    LN,	
    LE	
    
  Languages	
    Common	
    
  Corruption	
    0;	
    Crime	
    0;	
    Economy	
    2;	
    Law	
    –2	
    Lore	
    –2;	
    Society	
    4	
    
  Qualities	
    Prosperous,	
    strategic	
    location	
    
  Danger	
    10;	
    Disadvantages	
    Cursed	
    (haunted,	
    +10	
    danger)	
    
  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:	
    
  Apika	
     Spiritseer	
     (location	
     7;	
     N	
     female	
     old	
     human	
     druid	
     7)	
    
  Ancient	
    Apika	
    leads	
    the	
    last	
    of	
    the	
    native	
    islanders	
    in	
    their	
    
  ancient	
    rites	
    and	
    practises.	
    
  Captain	
     Jayn	
     Kell	
     (location	
     1;	
     LE	
     female	
     human	
     ranger	
     6)	
    
  Kennutcat’s	
     most	
     esteemed	
     captain	
     plans	
     to	
     avenge	
     her	
    
  family’s	
    death	
    by	
    Lobata.	
    
  Debbin	
     Hoggle	
     (location	
     6;	
     LG	
     male	
     halfling	
     expert	
     3)	
     Debbin	
    
  keeps	
    Kennutcat’s	
    lighthouse	
    operational	
    24	
    hours	
    a	
    day.	
    
  Gretchen	
    Vankmeer	
    (location	
    2;	
    LN	
    female	
    old	
    human	
    aristocrat	
    
  2)	
     Gretchen	
     Vankmeer	
     keeps	
     her	
     remaining	
     children	
    
  imprisoned	
     in	
     their	
     manor	
     for	
     fear	
     they’ll	
     succumb	
     to	
     the	
    
  insane	
    desire	
    to	
    hunt	
    Lobata.	
    
  Hargan	
     Saltbeard	
     (location	
     5;	
     N	
     male	
     dwarf	
     druid	
     4)	
     Hargan	
    
  communes	
    with	
    nature	
    in	
    a	
    small	
    shrine.	
    
  Kayda	
    Balton	
    (location	
    4;	
    LN	
    female	
    human	
    aristocrat	
    3)	
    Aging	
    
  Kayda	
    Balton	
    runs	
    the	
    Shrouded	
    Mistress.	
    
  Patroc	
     Ralbot	
     (location	
     7;	
     LE	
     male	
     human	
     aristocrat	
     2)	
     Patroc	
    
  Ralbot	
     works	
     tirelessly	
     to	
     undermine	
     the	
     other	
     council	
    
  leaders	
    and	
    install	
    himself	
    as	
    lord	
    of	
    the	
    island.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    the	
    village	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Kennutcat	
     Harbour:	
     A	
     natural	
     harbour,	
     supported	
     by	
     a	
     well-­‐
  built	
     wharf,	
     is	
     the	
     centre	
     of	
     the	
     island’s	
     trade	
     and	
     fishing	
    
  industries.	
    
  2. Vankmeer	
     Manor:	
     Home	
     to	
     one	
     of	
     the	
     original	
     founding	
    
  families,	
    its	
    current	
    owner	
    locks	
    herself	
    inside,	
    slowly	
    rotting	
    
  away	
    into	
    insanity.	
    
  3. Kennutcat	
     Council	
     Hall:	
     This	
     stout	
     building	
     and	
     adjoining	
    
  tower	
    serves	
    the	
    island	
    as	
    its	
    centre	
    of	
    government.	
    
  4. The	
    Shrouded	
    Mistress:	
    Kennutcat’s	
    main	
    inn	
    and	
    tavern	
    also	
    
  serves	
    as	
    a	
    general	
    store,	
    owned	
    by	
    the	
    Baltons.	
    
  5. Beach	
    Shrine:	
    Old	
    Hargan	
    Saltbeard	
    maintains	
    a	
    small	
    shrine	
    
  built	
    of	
    driftwood	
    dedicated	
    to	
    the	
    spirits	
    of	
    the	
    sea.	
    
  6. Coln	
     Point	
     Lighthouse:	
     This	
     sturdy	
     lighthouse,	
     its	
     beacon	
    
  guiding	
     ships	
     to	
     safety,	
     rests	
     at	
     the	
     end	
     of	
     a	
     long	
     stretch	
     of	
    
  sandy	
    beach.	
    
  7. Forest	
    Cave:	
    A	
    large	
    cave	
    burrows	
    deep	
    underground,	
    its	
    walls	
    
  painted	
    with	
    the	
    ancient	
    history	
    of	
    the	
    Kittiwaki	
    and	
    the	
    island.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    shipbuilding,	
    trading	
    
  Base	
     Value	
     700	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Kennutcat,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     comprehend	
     languages	
     (50	
     gp),	
     eagle’s	
    
  splendour	
    (300	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    obscuring	
    mist	
    (25	
    gp),	
    water	
    breathing	
    (375	
    
  gp),	
    whispering	
    wind	
    (150	
    gp)	
    
  § 
  Scroll	
     (Divine)	
     detect	
     undead	
     (25	
     gp),	
     helping	
     hand	
     (375	
     gp)	
    
  protection	
    from	
    evil	
    (25	
    gp),	
    undetectable	
    alignment	
    (150	
    gp)	
    
  	
    
   
  
  5	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Kennutcat.	
     A	
     successful	
     check	
    
  gains	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     10:	
     Kennutcat	
     boasts	
     a	
     wide,	
     natural	
     harbour	
     and	
    
  excellent	
    fishing	
    waters	
    for	
    such	
    a	
    small	
    island.	
    
  	
    
  DC	
    15:	
    Many	
    claim	
    to	
    hear	
    voices	
    or	
    see	
    spirits	
    in	
    the	
    deep	
    
  fogs	
    shrouding	
    the	
    island	
    at	
    night.	
    
  	
    
  DC	
    20:	
    Despite	
    the	
    prosperity	
    of	
    its	
    citizens,	
    many	
    seem	
    to	
    
  go	
    mad,	
    possessed	
    by	
    a	
    desire	
    to	
    slay	
    a	
    legendary	
    sea	
    beast.	
    
  V I L L A G E R S  
  Appearance	
     The	
     colonisers	
     have	
     pale	
     skin	
     and	
     dark	
     hair	
     and	
    
  eyes.	
    Men	
    wear	
    their	
    beards	
    long	
    while	
    women	
    prefer	
    their	
    hair	
    
  wrapped	
     in	
     buns	
     with	
     ornate	
     jewelled	
     pins.	
     The	
     Kittiwaki	
     are	
    
  dark-­‐skinned	
    with	
    reddish	
    to	
    black	
    hair	
    and	
    green	
    or	
    blue	
    eyes.	
    	
    
  	
    
  Dress	
    Coloniser	
    women	
    wear	
    long,	
    heavy	
    drab	
    dresses	
    while	
    
  men	
     prefer	
     loose	
     pants	
     ornamented	
     with	
     a	
     colourful	
     sash	
     and	
    
  open	
     chested	
     shirts.	
     Kittiwaki	
     wear	
     animal	
     furs,	
     mostly	
     rabbit,	
    
  and	
    leather.	
    They	
    wear	
    little	
    in	
    the	
    way	
    of	
    ornamentation.	
    
  	
    
  Nomenclature	
    male	
    Argis,	
    Fellen,	
    Korl,	
    Potrus,	
    Tarl,	
    Ulwich;	
    
  female	
     Cassiway,	
     Enda,	
     Hendi,	
     Renna,	
     Sorah;	
     family	
     Balton,	
    
  Holland,	
    Ralbot,	
    Tennett,	
    Vankmeer	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Kennutcat	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
     A	
     character	
     exceeding	
     this	
     check	
     gains	
     one	
     additional	
    
  rumour	
    for	
    each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    
  table	
    below	
    to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Lady	
     Vankmeer	
     keeps	
     her	
     youngest	
     children	
     locked	
    
  inside	
    their	
    manor	
    house.	
    
  2	
    
  Captain	
     Jayn	
     Kell	
     is	
     paying	
     well	
     for	
     a	
     crew	
     to	
     help	
     her	
    
  avenge	
    her	
    family’s	
    death	
    by	
    Lobata.	
    
  3*	
    
  The	
     Kittiwaki	
     practice	
     human	
     sacrifice,	
     evil	
     magic	
     and	
    
  cannibalism.	
    
  4	
    
  Families	
     often	
     leave	
     out	
     food	
     and	
     drink	
     for	
     their	
    
  ancestors	
    who	
    do	
    not	
    seem	
    to	
    rest	
    in	
    peace.	
    
  5*	
    
  The	
    reason	
    the	
    island	
    seems	
    haunted	
    is	
    that	
    the	
    Council	
    
  members	
    are	
    actually	
    vampires	
    practicing	
    vile	
    sorcery.	
    
  6	
    
  Hargan	
    Saltbeard	
    jealously	
    guards	
    his	
    shrine.	
    He	
    won’t	
    let	
    
  anyone	
    inside.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  6	
    
  A L C H E M I S T ’ S   L A B O R A T O R Y :  A N  A L T E R N A T E  D U N G E O N  
  The	
    art	
    of	
    alchemy	
    arose	
    among	
    archaic	
    scholars	
    pursuing	
    cures	
    
  for	
     disease,	
     pain	
     and	
     mortality.	
     Some	
     continued	
     to	
     hunt	
     for	
    
  medicines,	
     while	
     others	
     turned	
     from	
     the	
     healing	
     arts	
     to	
     seek	
    
  riches,	
    trying	
    to	
    transform	
    ordinary	
    metals	
    into	
    pure	
    gold.	
    	
    While	
    
  the	
     alchemists	
     of	
     our	
     world	
     evolved	
     into	
     modern	
     scientists,	
    
  those	
     within	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     found	
     their	
    
  original	
     methods	
     more	
     successful.	
     In	
     a	
     world	
     brimming	
     with	
    
  arcane	
     power,	
     a	
     true	
     alchemist	
     may	
     achieve	
     wonders	
     to	
     rival	
    
  even	
     great	
     feats	
     of	
     magic.	
     A	
     blend	
     of	
     science	
     and	
     sorcery,	
    
  alchemy	
     remains	
     a	
     mainstay	
     of	
     roleplaying	
     games,	
     embodying	
    
  the	
    intersection	
    between	
    reality	
    and	
    fantasy.	
    	
    
  	
    
  Exploring	
     an	
     alchemical	
     laboratory	
     provides	
     adventurers	
    
  with	
    a	
    glimpse	
    into	
    the	
    minds	
    and	
    arsenals	
    of	
    the	
    great	
    crafters.	
    
  The	
     alchemist	
     masters	
     the	
     world	
     by	
     learning	
     its	
     fundamental	
    
  workings	
     through	
     experimentation,	
     concoction	
     and	
     dissection.	
    
  Over	
     smoking	
     fires	
     in	
     rooms	
     lined	
     with	
     cluttered	
     shelves,	
     they	
    
  hone	
     their	
     art.	
     Although	
     alchemical	
     laboratories	
     share	
     many	
    
  features	
    with	
    typical	
    dungeons,	
    designing	
    a	
    realistic	
    yet	
    mystical	
    
  laboratory	
    presents	
    a	
    unique	
    challenge	
    for	
    the	
    modern	
    GM.	
    The	
    
  following	
    section	
    uses	
    a	
    combination	
    of	
    mysterious	
    atmosphere	
    
  and	
    real	
    world	
    chemistry	
    to	
    provide	
    the	
    GM	
    with	
    guidelines	
    for	
    
  transforming	
    
  a	
    
  simple	
    
  alchemist's	
    
  workroom	
    
  into	
    
  an	
    
  unforgettable	
    gaming	
    experience.	
    
  D E F I N I N G  T H E  D U N G E O N  
  An	
    alchemist’s	
    laboratory	
    serves	
    as	
    a	
    workshop	
    where	
    scholars	
    
  can	
     refine	
     mundane	
     ingredients	
     into	
     tools	
     or	
     supernatural	
    
  power.	
    Alchemist	
    laboratories	
    can	
    be	
    found	
    anywhere	
    intelligent	
    
  creatures	
    call	
    home,	
    whether	
    as	
    part	
    of	
    a	
    larger	
    complex	
    or	
    built	
    
  as	
    an	
    independent	
    structure.	
    At	
    its	
    heart,	
    a	
    laboratory	
    is	
    a	
    high-­‐
  risk	
     workspace,	
     designed	
     to	
     maximize	
     efficiency,	
     function	
     and,	
    
  above	
    all	
    else,	
    safety.	
    Laboratories	
    tend	
    to	
    be	
    sequestered	
    from	
    
  living	
    spaces	
    in	
    order	
    to	
    reduce	
    the	
    risk	
    of	
    alchemical	
    waste	
    or	
    
  botched	
    experiments	
    harming	
    people	
    or	
    property.	
    The	
    nature	
    of	
    
  a	
    laboratory	
    dungeon	
    depends	
    on	
    its	
    state	
    of	
    repair;	
    abandoned	
    
  laboratories	
    
  accumulate	
    
  numerous	
    
  hazards	
    
  as	
    
  unstable	
    
  concoctions	
     and	
     apparatuses	
     break	
     down,	
     while	
     occupied	
    
  laboratories	
     are	
     better	
     maintained	
     and	
     more	
     likely	
     to	
     contain	
    
  recent	
     research	
     notes,	
     newly	
     crafted	
     alchemical	
     products	
     and	
    
  functional	
    traps.	
    
  D E S I G N I N G  T H E  D U N G E O N  
  When	
    designing	
    an	
    alchemical	
    laboratory	
    as	
    a	
    dungeon,	
    the	
    GM	
    
  must	
     consider	
     how	
     each	
     room’s	
     features	
     contribute	
     to	
     the	
    
  laboratory’s	
    
  overall	
    
  function.	
    
  Laboratories	
    
  are	
    
  dynamic	
    
  structures	
    that	
    require	
    certain	
    components	
    in	
    order	
    to	
    conduct	
    
  safe	
     and	
     reliable	
     experiments.	
     Dilapidated	
     or	
     inadequate	
    
  provisions	
    create	
    an	
    unstable	
    environment,	
    increasing	
    the	
    risk	
    of	
    
  hazards	
     and	
     changing	
     the	
     nature	
     of	
     encounters	
     within	
     the	
    
  laboratory.	
     Below	
     are	
     some	
     features	
     the	
     GM	
     should	
     consider	
    
  when	
    designing	
    an	
    alchemist’s	
    laboratories	
    as	
    dungeons.	
    
  Disposal:	
     All	
     experiments	
     create	
     waste,	
     which	
     must	
     be	
    
  removed.	
     Ideally	
     a	
     researcher	
     can	
     dump	
     experimental	
     waste	
    
  into	
     a	
     river,	
     chasm,	
     portal	
     or	
     other	
     reservoir	
     where	
     they	
     can	
    
  disperse	
     with	
     little	
     risk.	
     Laboratories	
     that	
     lack	
     immediate	
    
  disposal	
    methods	
    must	
    set	
    aside	
    containers	
    to	
    hold	
    alchemical	
    
  detritus	
     until	
     it	
     can	
     be	
     safely	
     removed.	
     Laboratories	
     without	
    
  adequate	
     disposal	
     mechanisms	
     risk	
     mixing	
     unstable	
     waste	
    
  products,	
     which	
     interfere	
     with	
     normal	
     biology.	
     Creatures	
    
  interacting	
     with	
     alchemical	
     waste	
     must	
     make	
     a	
     Fortitude	
     save	
    
  (DC	
     10	
     +	
     the	
     party’s	
     APL).	
     Failure	
     means	
     the	
     creature	
     cannot	
    
  heal	
    hit	
    points	
    or	
    ability	
    damage	
    naturally.	
    This	
    condition	
    can	
    be	
    
  removed	
    with	
    a	
    DC	
    20	
    Heal	
    check	
    or	
    a	
    remove	
    disease	
    spell.	
    
  Heat	
     Source:	
     Heat	
     is	
     easily	
     manipulated,	
     making	
     it	
     an	
    
  appealing	
    and	
    often	
    vital	
    catalyst	
    for	
    alchemical	
    reactions.	
    A	
    fire	
    
  that	
    burns	
    too	
    hot	
    can	
    easily	
    lead	
    to	
    an	
    explosion,	
    while	
    a	
    fire	
    
  that	
    is	
    allowed	
    to	
    burn	
    too	
    low	
    may	
    not	
    yield	
    the	
    desired	
    results.	
    
  Ideally,	
     alchemists	
     have	
     apparatuses	
     capable	
     of	
     limiting	
    
  temperature	
     fluctuations;	
     almost	
     any	
     heat	
     source	
     can	
     be	
     jury-­‐
  rigged	
     to	
     function	
     in	
     a	
     laboratory.	
     Broken	
     or	
     poorly	
     regulated	
    
  heating	
     mechanisms	
     can	
     create	
     severe	
     or	
     extreme	
     heat	
    
  conditions,	
     or	
     explode	
     when	
     mishandled,	
     functioning	
     like	
     fire	
    
  trap,	
    fireball	
    or	
    incendiary	
    cloud. 
  Maintenance:	
     Alchemical	
     reactions	
     are	
     sensitive,	
     and	
     even	
    
  small	
     flaws	
     or	
     trace	
     amounts	
     of	
     contamination	
     can	
     ruin	
    
  materials.	
     Alchemists	
     must	
     routinely	
     scour	
     their	
     workspace,	
    
  glassware	
    and	
    other	
    tools,	
    and	
    replace	
    damaged	
    equipment	
    to	
    
  ensure	
    
  high	
    
  quality	
    
  products.	
    
  Improperly	
    
  maintained	
    
  laboratories	
     increase	
     the	
     risk	
     that	
     alchemical	
     items	
     found	
     or	
    
  produced	
    in	
    the	
    laboratory	
    fails	
    to	
    function	
    (up	
    to	
    50%	
    chance	
    of	
    
  an	
    item	
    having	
    no	
    effect	
    when	
    used),	
    and	
    debris	
    can	
    function	
    as	
    
  difficult	
    terrain	
    or	
    caltrops.	
    
  Ventilation:	
    Poisonous	
    fumes	
    are	
    an	
    insidious	
    killer.	
    Gaseous	
    
  products	
    can	
    quickly	
    fill	
    the	
    surrounding	
    air	
    if	
    a	
    laboratory	
    is	
    not	
    
  properly	
    ventilated.	
    A	
    chimney	
    is	
    often	
    sufficient,	
    but	
    noxious	
    or	
    
  volatile	
    substances	
    require	
    artificial	
    airflow	
    to	
    draw	
    fumes	
    away,	
    
  such	
     as	
     heated	
     air	
     rising	
     to	
     carry	
     away	
     vapours,	
     or	
     vacuums	
    
  created	
     by	
     pump	
     mechanisms	
     or	
     magical	
     portals.	
     Poor	
    
  ventilation	
    results	
    in	
    the	
    accumulation	
    of	
    toxic	
    fumes,	
    which	
    deal	
    
  1	
    point	
    of	
    Constitution	
    damage	
    per	
    hour,	
    minute	
    or	
    round	
    spent	
    
  in	
    the	
    laboratory,	
    depending	
    on	
    the	
    extent	
    of	
    contamination.	
    A	
    
  DC	
    10	
    Fortitude	
    save	
    resists	
    the	
    damage,	
    but	
    longer	
    exposures	
    
  become	
     more	
     dangerous,	
     increasing	
     the	
     DC	
     by	
     1	
     per	
     previous	
    
  save.	
    
  
  7	
    
  R U N N I N G  T H E  D U N G E O N  
  Running	
    an	
    alchemist’s	
    laboratory	
    as	
    an	
    adventure	
    site	
    is	
    similar	
    
  to	
    running	
    a	
    traditional	
    dungeon.	
    Below	
    are	
    some	
    features	
    GMs	
    
  should	
    bear	
    in	
    mind	
    when	
    using	
    an	
    alchemical	
    laboratory	
    as	
    a	
    
  dungeon.	
    
  	
    
  Airflow:	
    
  Bellows,	
    
  shutters,	
    
  fume	
    
  hoods	
    
  and	
    
  other	
    
  apparatuses	
    installed	
    in	
    a	
    laboratory	
    allow	
    alchemists	
    to	
    direct	
    
  gases	
    into	
    or	
    away	
    from	
    certain	
    areas.	
    A	
    DC	
    15	
    Disable	
    Device	
    or	
    
  Knowledge	
     (engineering)	
     check	
     allows	
     creatures	
     to	
     manipulate	
    
  these	
     mechanisms	
     to	
     relocate	
     or	
     remove	
     airborne	
     hazards.	
    
  Powerful	
    ventilation	
    devices	
    may	
    create	
    strong	
    or	
    severe	
    wind	
    
  effects.	
    
  	
    
  Contaminants:	
     Poorly	
     cleaned	
     laboratories	
     accumulate	
     all	
    
  manner	
    of	
    poisonous	
    compounds	
    that	
    can	
    weaken	
    the	
    body	
    and	
    
  befuddle	
    the	
    mind.	
    Creatures	
    within	
    contaminated	
    areas	
    take	
    a	
    
  –2	
     alchemical	
     penalty	
     on	
     Fortitude	
     and	
     Will	
     saves	
     unless	
     they	
    
  wash	
    away	
    the	
    toxins	
    by	
    making	
    a	
    DC	
    20	
    Heal	
    check.	
    
  	
    
  Corrosive	
    Compounds:	
    Alchemists	
    often	
    work	
    with	
    materials	
    
  that	
     rapidly	
     dissolve	
     wood,	
     stone	
     and	
     metal,	
     requiring	
     special	
    
  containers	
     that	
     remain	
     unharmed	
     by	
     the	
     powerful	
     solvents.	
    
  Objects	
    exposed	
    to	
    these	
    reagents	
    take	
    2d6	
    acid	
    damage	
    every	
    
  turn,	
     ignoring	
     hardness,	
     until	
     the	
     item	
     is	
     destroyed	
     or	
     the	
    
  corrosive	
     substance	
     is	
     scraped	
     or	
     washed	
     away.	
     Attended	
     or	
    
  magical	
    objects	
    can	
    attempt	
    a	
    DC	
    15	
    Reflex	
    save	
    to	
    negate	
    the	
    
  damage.	
     Objects	
     that	
     are	
     immune	
     to	
     acid	
     damage	
     remain	
    
  unharmed	
    by	
    these	
    reactions.	
    
  	
    
  Explosives:	
    Some	
    concoctions	
    are	
    extremely	
    unstable	
    when	
    
  exposed	
    to	
    an	
    open	
    flame.	
    When	
    ignited	
    or	
    dealt	
    fire	
    damage,	
    
  these	
     mixtures	
     explode,	
     dealing	
     1d6	
     bludgeoning	
     damage	
     and	
    
  2d6	
     fire	
     damage	
     in	
     a	
     10-­‐ft.	
     radius	
     burst	
     (DC	
     15	
     Reflex	
     halves).	
    
  Clusters	
     of	
     these	
     compounds	
     can	
     create	
     catastrophic	
     chain	
    
  reactions	
    capable	
    of	
    destroying	
    entire	
    buildings.	
    
  	
    
  Irritants:	
     Alchemical	
     reagents	
     can	
     be	
     notoriously	
     pungent,	
    
  causing	
    itching,	
    nosebleeds,	
    watery	
    eyes	
    and	
    other	
    distractions	
    
  to	
     confound	
     the	
     senses.	
     Creatures	
     exposed	
     to	
     irritants	
     must	
    
  make	
    a	
    DC	
    15	
    Fortitude	
    save	
    or	
    take	
    a	
    –2	
    penalty	
    on	
    Perception	
    
  checks	
     until	
     they	
     return	
     to	
     fresh	
     air.	
     Alchemical	
     irritants	
     also	
    
  obscure	
     other	
     odours,	
     so	
     creatures	
     with	
     the	
     scent	
     ability	
     can	
    
  only	
    detect	
    creatures	
    within	
    5	
    feet,	
    and	
    the	
    base	
    DC	
    to	
    track	
    by	
    
  smell	
    becomes	
    20	
    rather	
    than	
    10.	
    
  	
    
  Mutagens:	
     Some	
     alchemical	
     materials	
     possess	
     properties	
    
  that	
     enhance	
     or	
     inhibit	
     effects	
     that	
     alter	
     a	
     creature’s	
     physical	
    
  properties.	
    When	
    a	
    creature	
    exposed	
    to	
    mutagens	
    is	
    targeted	
    by	
    
  a	
    transmutation	
    spell	
    effect,	
    there	
    is	
    a	
    chance	
    its	
    duration	
    will	
    be	
    
  decreased	
    by	
    half	
    (1-­‐40),	
    doubled	
    (41-­‐80)	
    or	
    remain	
    unaffected	
    
  (81-­‐100).	
     The	
     magic	
     consumes	
     the	
     mutagens,	
     which	
     only	
    
  modifies	
     the	
     first	
     transmutation	
     spell	
     affecting	
     the	
     creature	
    
  following	
    its	
    exposure.	
    Mutagens	
    have	
    no	
    effect	
    on	
    spells	
    with	
    a	
    
  duration	
    of	
    instantaneous	
    or	
    permanent,	
    though	
    these	
    spells	
    still	
    
  remove	
    the	
    mutagens	
    from	
    the	
    creature.	
    
  S A C K I N G  T H E  D U N G E O N  
  Like	
    any	
    adventuring	
    site,	
    an	
    alchemical	
    laboratory	
    has	
    its	
    share	
    
  of	
     valuable	
     treasures	
     and	
     magical	
     artefacts.	
     Listed	
     below	
     are	
    
  inspirational	
    ideas	
    for	
    unique,	
    thematic	
    treasures	
    to	
    award	
    PCs	
    
  adventuring	
    within	
    an	
    alchemical	
    laboratory.	
    
  	
    
  Alchemical	
     Ingredients:	
     The	
     most	
     obvious	
     resources	
     found	
    
  in	
     laboratories	
     are	
     reagents	
     used	
     in	
     alchemy.	
     Using	
     these	
     rare	
    
  ingredients	
    provides	
    a	
    +2	
    circumstance	
    bonus	
    on	
    Craft	
    (alchemy)	
    
  checks,	
     and	
     reduces	
     the	
     time	
     needed	
     to	
     craft	
     any	
     nonmagical	
    
  alchemical	
     item	
     by	
     one	
     day.	
     Particularly	
     potent	
     reagents	
     can	
    
  enhance	
     the	
     magical	
     properties	
     of	
     solutions.	
     Potions	
     created	
    
  with	
    these	
    ingredients	
    increase	
    the	
    duration	
    of	
    their	
    effects	
    by	
    
  50%.	
    An	
    alchemical	
    laboratory	
    typically	
    has	
    enough	
    materials	
    to	
    
  create	
    1d4	
    of	
    these	
    extended	
    potions.	
    
  	
    
  Documents:	
     Most	
     alchemists	
     keep	
     fastidious	
     records	
     of	
    
  background	
     research	
     and	
     experimental	
     results	
     in	
     order	
     to	
    
  reproduce	
     their	
     findings.	
     Valuable	
     to	
     researchers	
     in	
     their	
     own	
    
  right,	
     these	
     tomes	
     may	
     also	
     provide	
     bonuses	
     on	
     Craft	
     or	
    
  Knowledge	
     checks,	
     function	
     as	
     magical	
     scrolls	
     or	
     spellbooks	
     or	
    
  describe	
    ways	
    to	
    augment	
    spells	
    using	
    alchemical	
    items.	
    These	
    
  formulae	
     allow	
     spellcasters	
     to	
     use	
     items	
     created	
     with	
     Craft	
    
  (alchemy),	
    such	
    as	
    alchemist’s	
    fire	
    or	
    thunderstones,	
    as	
    optional	
    
  material	
    spell	
    components	
    for	
    related	
    spells,	
    providing	
    bonuses	
    
  on	
    caster	
    level,	
    save	
    DCs	
    or	
    other	
    benefits	
    based	
    on	
    the	
    GM’s	
    
  discretion.	
    
  	
    
  Precious	
    Metals:	
    Many	
    alchemists	
    study	
    metallurgy,	
    probing	
    
  the	
    mystical	
    properties	
    of	
    rare	
    metals	
    and	
    discovering	
    valuable	
    
  alloys.	
    Ores,	
    powders	
    and	
    ingots	
    of	
    any	
    metal	
    or	
    gemstone	
    may	
    
  be	
     found	
     in	
     a	
     laboratory.	
     These	
     precious	
     commodities	
     can	
     be	
    
  sold	
     or	
     used	
     as	
     raw	
     materials	
     for	
     relevant	
     Craft	
     skills.	
    
  Experimental	
    metals	
    may	
    also	
    possess	
    new	
    properties,	
    such	
    as	
    
  increased	
     hardness,	
     more	
     hit	
     points	
     or	
     resistance	
     to	
     certain	
    
  types	
    of	
    energy	
    damage.	
    
  	
    
  Research	
    
  Equipment:	
    
  Delicate	
    
  experiments	
    
  require	
    
  masterfully	
     crafted	
     tools,	
     so	
     intact	
     sets	
     of	
     alembics,	
     crucibles,	
    
  retorts	
     and	
     other	
     apparatuses	
     can	
     fetch	
     a	
     high	
     price	
     among	
    
  alchemists.	
    Glassware	
    is	
    fragile,	
    so	
    looting	
    it	
    requires	
    extra	
    care.	
    
  When	
    a	
    PC	
    carrying	
    research	
    equipment	
    takes	
    damage,	
    there	
    is	
    a	
    
  5%	
     chance	
     the	
     glass	
     shatters	
     into	
    
  worthless	
     shards.	
     Carrying	
     the	
    
  equipment	
    
  in	
    
  an	
    
  extradimensional	
    
  space	
    
  removes	
    this	
    risk,	
    unless	
    
  the	
    
  extradimensional	
    
  container	
    is	
    damaged.	
    
  	
    
   
  
  8	
    
  C A V E S  & C A V E R N S : S T R A N D S  O F  T E R R O R  ( E L 1 3 ; X P 2 5 , 6 0 0 )
  In	
     this	
     encounter,	
     the	
     PCs	
     stumble	
     into	
     the	
     lair	
     of	
     Deravnix	
     a	
    
  gigantic,	
    elder	
    roper.	
    This	
    old	
    and	
    canny	
    hunter	
    has	
    established	
    
  himself	
    in	
    a	
    cavern	
    featuring	
    a	
    wide,	
    deep	
    chasm	
    and	
    waits	
    for	
    
  prey	
     to	
     come	
     to	
     him.	
     Although	
     evil	
     and	
     depraved,	
     he	
     enjoys	
    
  speaking	
    with	
    those	
    that	
    have	
    fallen	
    into	
    his	
    grip.	
    Read:	
    
  The	
    floor	
    of	
    this	
    large	
    cavern	
    is	
    rent	
    by	
    a	
    wide	
    chasm	
    –	
    roughly	
    
  40	
     ft.	
     across.	
     Rubble	
     litters	
     the	
     floor	
     and	
     several	
     stands	
     of	
    
  stalagmites	
    grow	
    up	
    from	
    the	
    floor.	
    Across	
    the	
    chasm,	
    a	
    single	
    
  passageway	
    leads	
    away	
    into	
    darkness.	
    
  Few	
    creatures	
    reach	
    this	
    cavern	
    and	
    leave	
    again.	
    	
    
  T A C T I C S  
  Deravnix	
     lurks	
     in	
     the	
     darkness	
     on	
     his	
     side	
     of	
     the	
     chasm	
    
  pretending	
    to	
    be	
    a	
    stalagmite	
    and	
    waits	
    for	
    explorers	
    to	
    cross.	
    
  When	
     an	
     explorer	
     starts	
     to	
     do	
     so	
     Deravnix	
     attacks	
     with	
     his	
    
  strands,	
    focusing	
    on	
    a	
    single	
    target.	
    Every	
    time	
    he	
    strikes	
    a	
    foe,	
    
  he	
    uses	
    his	
    pull	
    ability	
    to	
    drag	
    them	
    closer	
    to	
    (or	
    into)	
    the	
    chasm.	
    
  He	
     ignores	
     a	
     target	
     falling	
     into	
     the	
     chasm,	
     focusing	
     on	
     active	
    
  threats.	
    He	
    plans	
    to	
    trap	
    a	
    few	
    explorers	
    in	
    the	
    chasm	
    (where	
    he	
    
  can	
     dine	
     on	
     them	
     later	
     at	
     his	
     leisure)	
     and	
     force	
     the	
     others	
     to	
    
  flee.	
    	
    
  	
    
  Deravnix	
     does	
     not	
     pursue	
     fleeing	
     explorers	
     contenting	
    
  himself	
    to	
    dine	
    on	
    those	
    falling	
    into	
    the	
    chasm.	
    
  A R E A  F E A T U R E S  
  The	
    area	
    has	
    several	
    features	
    of	
    note:	
    
  Illumination:	
    Darkness.
  	
    
  Ceiling:	
    The	
    ceiling	
    is	
    30	
    ft.	
    high.	
    
  	
    
  Chasm:	
    The	
    floor	
    suddenly	
    drops	
    away	
    into	
    darkness.	
    	
    
  	
    
  The	
     chasm	
     is	
     80	
     ft.	
     deep	
     and	
     40	
     ft.	
     wide.	
     Characters	
     can	
    
  scale	
    the	
    chasm’s	
    walls	
    with	
    a	
    DC	
    15	
    Climb	
    check.	
    	
    
  	
    
  A	
    character	
    falling	
    into	
    the	
    chasm	
    can	
    make	
    a	
    DC	
    20	
    Reflex	
    
  save	
     to	
     grab	
     onto	
     something	
     to	
     stop	
     their	
     fall	
     before	
     they	
    
  plummet	
     into	
     the	
     chasm	
     proper.	
     A	
     character	
     failing	
     the	
     save	
    
  suffers	
     1d6	
     damage	
     per	
     10	
     ft.	
     fallen	
     (to	
     a	
     maximum	
     of	
     8d6	
    
  damage)	
    and	
    lands	
    prone.	
    See	
    “Falling	
    into	
    the	
    Chasm”	
    for	
    more	
    
  information.	
    
  	
    
  Rubble	
    (Light):	
    Small	
    rocks	
    are	
    strewn	
    across	
    the	
    ground.	
    
  	
    
  Light	
    rubble	
    increases	
    the	
    DC	
    of	
    Acrobatics	
    checks	
    by	
    2.	
    	
    
  	
    
  Rubble	
    (Dense):	
    Rocks	
    of	
    all	
    sizes	
    cover	
    the	
    ground.	
    	
    
  	
    
  It	
    costs	
    2	
    squares	
    of	
    movement,	
    to	
    enter	
    a	
    square	
    containing	
    
  dense	
    rubble.	
    The	
    DC	
    of	
    Acrobatics	
    checks	
    increases	
    by	
    5	
    in	
    such	
    
  areas	
    and	
    the	
    DC	
    of	
    Stealth	
    checks	
    increases	
    by	
    2.	
    	
    
  	
    
  Slender	
     Stalagmites:	
     Thin	
     stalagmites,	
     slick	
     with	
     water	
    
  dripping	
    down	
    from	
    above,	
    grow	
    from	
    the	
    floor.	
    
  	
    
  A	
     character	
     standing	
     in	
     the	
     same	
     square	
     as	
     a	
     slender	
    
  stalagmite	
    (hardness	
    8,	
    hp	
    150,	
    DC	
    20	
    Break)	
    gains	
    partial	
    cover	
    
  (+2	
    to	
    AC,	
    +1	
    on	
    Reflex	
    saves).	
    	
    
  	
    
  Skeletal	
     Remains:	
     The	
     chasm	
     floor	
     is	
     littered	
     with	
     the	
    
  remains	
     of	
     Deravnix’s	
     previous	
     victims.	
     These	
     count	
     as	
     dense	
    
  rubble	
     (it	
     costs	
     2	
     square	
     of	
     movement	
     to	
     enter	
     a	
     square	
    
  containing	
     skeletal	
     remains).	
     Hidden	
     and	
     scattered	
     among	
     the	
    
  skeletons	
    are	
    a	
    few	
    objects	
    of	
    interest.	
    Searching	
    PCs	
    can	
    find	
    
  each	
    with	
    the	
    listed	
    Perception	
    check.	
    
  § 
  Many	
     rusted	
     and	
     pitted	
     weapons,	
     scraps	
     of	
     backpacks,	
    
  clothing	
    and	
    so	
    on.	
    
  § 
  Masterwork	
     Full	
     Plate	
     (DC	
     5):	
     This	
     finely-­‐crafted	
     suit	
     of	
     full	
    
  plate	
    armour	
    is	
    battered	
    and	
    scratched	
    but	
    functions	
    normally.	
    
  A	
    DC	
    10	
    Craft	
    (armour)	
    or	
    Profession	
    (armourer)	
    identifies	
    the	
    
  armour	
    as	
    duergar-­‐craft.	
    	
    
  DERAVNIX,	
    ELDER	
    ROPER	
    
  CR 	
    13 	
    ( X P 	
    25 , 600 )	
    
  A	
     huge	
     eye	
     and	
     toothy	
     maw	
     dominate	
     the	
     “front”	
     of	
     this	
    
  conical-­‐shaped	
     creature.	
     Long	
     strands	
     of	
     fibrous	
     material	
    
  writhe	
    about	
    the	
    creature’s	
    body.	
    
  Giant	
    roper	
    
  CE	
    Huge	
    aberration	
    
  Init	
     +4;	
     Senses	
     darkvision	
     60	
     ft.,	
     low-­‐light	
     vision;	
     Perception	
    
  +24,	
    Sense	
    Motive	
    +3	
    
  Speed	
    10	
    ft.	
    
  ACP	
    0;	
    Acrobatics	
    +0	
    (-­‐8	
    jumping),	
    Climb	
    +29,	
    Stealth	
    +13	
    (+21	
    
  in	
    stony	
    or	
    icy	
    areas)	
    
  AC	
    28,	
    touch	
    8,	
    flat-­‐footed	
    28;	
    CMD	
    35	
    (can’t	
    be	
    tripped)	
    
  	
     (-­‐2	
    size,	
    +20	
    natural)	
    
  Immune	
     electricity;	
     Resist	
     cold	
     10;	
     Weakness	
     vulnerability	
     to	
    
  fire	
    
  Fort	
    +15,	
    Ref	
    +4,	
    Will	
    +13;	
    SR	
    27	
    
  hp	
    186	
    (12	
    HD)	
    
  Space	
    15	
    ft.;	
    Base	
    Atk	
    +9;	
    CMB	
    +25	
    
  Melee	
    bite	
    (reach	
    15	
    ft.)	
    +21	
    (4d10+21/19-­‐20)	
    	
    
  Ranged	
    Touch	
    6	
    strands	
    (range	
    50	
    ft.)	
    +8	
    (1d8	
    Strength	
    [DC	
    27	
    
  Fortitude	
    negates])	
    
  Atk	
    Options	
    strands	
    (pull;	
    5	
    ft.)	
    
  Strands	
     (Ex)	
     A	
     roper	
     can	
     extend	
     up	
     to	
     six	
     thin,	
     sticky	
     strands	
    
  from	
     its	
     body	
     at	
     a	
     time,	
     launching	
     them	
     to	
     a	
     maximum	
    
  range	
    of	
    50	
    ft.	
    These	
    strands	
    (AC	
    20)	
    are	
    quite	
    strong,	
    but	
    
  can	
    be	
    severed	
    by	
    any	
    amount	
    of	
    slashing	
    damage.	
    With	
    a	
    
  successful	
     attack,	
     the	
     roper	
     can	
     make	
     a	
     free	
     combat	
    
  manoeuvre	
     check	
    	
    to	
     pull	
    a	
    Large	
    or	
    smaller	
     target	
    closer.	
    
  Creatures	
     pulled	
     in	
     this	
     way	
     do	
     not	
     provoke	
     attacks	
     of	
    
  opportunity	
     and	
     stop	
     if	
     the	
     pull	
     would	
     move	
     them	
     into	
     a	
    
  solid	
    object	
    or	
    creature.	
    
  Abilities	
    Str	
    38,	
    Dex	
    11,	
    Con	
    33,	
    Int	
    13,	
    Wis	
    16,	
    Cha	
    12	
    
  Feats Improved	
    critical	
    (bite),	
    Improved	
    Initiative,	
    Iron	
    Will,	
    Skill	
    
  Focus	
    (Perception,	
    Stealth),	
    Weapon	
    Focus	
    (strand)	
    
  Skills	
     as	
     above	
     plus	
     Knowledge	
     (dungeoneering)	
     +16,	
    
  Knowledge	
    (religion)	
    +13	
    
  Languages	
    Aklo,	
    Undercommon	
    	
    
  
  9	
    
  § 
  Lesser	
    Metamagic	
    Rod	
    of	
    Empower	
    Spell	
    (DC	
    20):	
    strong;	
    no	
    
  school;	
    DC	
    32	
    Spellcraft	
    identifies;	
    this	
    long,	
    tapered	
    iron	
    rod	
    is	
    
  decorated	
     with	
     many	
     arcane	
     symbols.	
     A	
     DC	
     20	
     Knowledge	
    
  (arcana)	
     check	
     identifies	
     these	
     as	
     dealing	
     with	
     strength	
     and	
    
  power.	
    	
    	
    	
    
  § 
  Ring	
     of	
     Counterspells	
     (DC	
     25):	
     moderate	
     [DC	
     19	
     Knowledge	
    
  {arcana}	
     evocation];	
     DC	
     26	
     Spellcraft	
     identifies;	
     this	
     golden	
    
  band	
    is	
    plain,	
    and	
    worn.	
    It	
    is	
    obviously	
    old	
    and	
    has	
    been	
    badly	
    
  scratched.	
    	
    
  § 
  Silver	
    Raven	
    Figurine	
    of	
    Wondrous	
    Power	
    (DC	
    30):	
    moderate	
    
  [DC	
     21	
     Knowledge	
     {arcana}	
     evocation];	
     DC	
     21	
     Spellcraft	
    
  identifies;	
    this	
    small,	
    incredibly	
    detailed	
    figurine	
    is	
    only	
    an	
    inch	
    
  high.	
    
  § 
  Mixed	
    Coinage:	
    34	
    pp,	
    137	
    gp,	
    489	
    sp.	
    
  	
    
  Cavern	
    Map:	
    Using	
    the	
    blood	
    and	
    gore	
    of	
    those	
    he	
    has	
    slain	
    
  as	
    his	
    paint,	
    Deravnix	
    has	
    daubed	
    a	
    highly	
    detailed	
    map	
    of	
    the	
    
  surrounding	
     area	
     on	
     the	
     lower	
     portion	
     of	
     the	
     chasm	
     walls.	
    
  Whenever	
     possible,	
     Deravnix	
     avoids	
     climbing	
     through	
     the	
     area	
    
  and	
    flies	
    into	
    a	
    fury	
    if	
    anyone	
    else	
    climbs	
    through	
    the	
    area.	
    	
    
  	
    
  Depending	
    on	
    the	
    GM’s	
    machinations,	
    PCs	
    studying	
    the	
    map	
    
  may	
    be	
    able	
    to	
    gain	
    some	
    insights	
    into	
    the	
    surrounding	
    terrain	
    or	
    
  even	
    locate	
    various	
    locales.	
    
  F A L L I N G  I N T O  T H E  C H A S M  
  A	
    character	
    falling	
    into	
    the	
    chasm	
    suffers	
    8d6	
    falling	
    damage	
    and	
    
  lands	
    prone.	
    If	
    the	
    character	
    has	
    suffered	
    Strength	
    damage	
    it	
    is	
    
  possible	
    that	
    he	
    will	
    be	
    unable	
    to	
    climb	
    out.	
    Such	
    characters	
    are	
    
  trapped	
    and	
    at	
    Deravnix’s	
    mercy	
    unless	
    their	
    comrades	
    come	
    to	
    
  their	
     aid.	
     Remember,	
     however	
     that	
     Deravnix	
     has	
     a	
     high	
     Climb	
    
  skill	
     (+29)	
     that	
     he	
     can	
     easily	
     reach	
     the	
     chasm	
     floor.	
     His	
     slow,	
    
  remorseless	
     advance	
     has	
     driven	
     many	
     trapped	
     explorers	
     mad	
    
  with	
    fear.	
    
  	
    
  Deravnix	
    doesn’t	
    normally	
    immediately	
    eat	
    caught	
    prey;	
    he	
    
  enjoys	
    conversing	
    with	
    those	
    he	
    has	
    captured	
    –	
    in	
    this	
    way	
    he	
    
  keeps	
    up	
    to	
    date	
    with	
    events	
    of	
    import	
    in	
    the	
    surrounding	
    area.	
    	
    
  	
    
  To	
     roleplay	
     these	
     discussions,	
     refer	
     to	
     the	
     notes	
     under	
    
  “Deravnix”	
     for	
     details	
     of	
     his	
     personality	
     and	
     interests.	
     Initially,	
    
  Deravnix	
    begins	
    as	
    indifferent	
    toward	
    his	
    captives.	
    	
    
  	
    
  Every	
     day	
     a	
     PC	
     remains	
     trapped,	
     Deravnix	
     may	
     become	
    
  bored	
    of	
    their	
    conversation	
    and	
    eat	
    them.	
    A	
    PC	
    can	
    attempt	
    to	
    
  keep	
     Deravnix	
     interested	
     by	
     making	
     a	
     Diplomacy,	
     Knowledge	
    
  (religion)	
    or	
    Knowledge	
    (dungeoneering)	
    check:	
    
  § 
  DC	
    20	
    (+1	
    per	
    previous	
    check):	
    The	
    PC’s	
    conversation	
    pleases	
    
  Deravnix	
    and	
    he	
    does	
    not	
    attack.	
    
  § 
  DC	
    15	
    (+1	
    per	
    previous	
    check):	
    The	
    PC’s	
    conversation	
    angers	
    
  Deravnix	
    and	
    he	
    attacks	
    (but	
    not	
    to	
    kill)	
    and	
    damages	
    the	
    PC’s	
    
  Strength.	
    Once	
    he	
    has	
    rendered	
    his	
    captive	
    practically	
    unable	
    
  to	
    move,	
    he	
    retreats.	
    
  § 
  DC	
    10	
    (+1	
    per	
    previous	
    check):	
    The	
    PC’s	
    conversation	
    becomes	
    
  boring	
    and	
    Deravnix	
    grows	
    hungry.	
    The	
    PCs	
    must	
    immediately	
    
  make	
     another	
     check.	
     If	
     the	
     PCs	
     fails,	
     Deravnix	
     attacks	
    
  intending	
    to	
    consume	
    his	
    prey.	
    	
    
  D E R A V N I X  
  A	
    cunning	
    ambush-­‐hunter	
    and	
    elder	
    evil	
    of	
    the	
    depths,	
    Deravnix	
    
  has	
    lived	
    in	
    this	
    chamber	
    for	
    decades.	
    Now,	
    he	
    rarely	
    leaves	
    his	
    
  cavern-­‐lair,	
     preferring	
     to	
     wait	
     for	
     prey	
     to	
     stumble	
     into	
     his	
    
  clutches.	
    
  	
    
  Background:	
     Deravnix	
     is	
     an	
     elder	
     roper.	
     In	
     his	
     youth,	
     he	
    
  wandered	
     extensively	
     feeding	
     on	
     whatever	
     he	
     encountered.	
    
  During	
    one	
    of	
    his	
    rambles	
    he	
    discovered	
    access	
    tunnels	
    leading	
    
  to	
    a	
    deep	
    dwarven	
    mine	
    and	
    enjoyed	
    for	
    the	
    first	
    time	
    their	
    tasty	
    
  flesh.	
     However,	
     after	
     a	
     disastrous	
     encounter	
     with	
     a	
     powerful	
    
  dwarven	
    cleric	
    during	
    which	
    he	
    almost	
    died	
    he	
    retreated	
    into	
    the	
    
  deep	
    tunnels	
    of	
    the	
    Ebon	
    Realm	
    and	
    sought	
    out	
    a	
    defensible	
    lair.	
    	
    
  	
    
  Personality:	
     Evil	
     and	
     wholly	
     self-­‐centred,	
     Deravnix	
     is	
    
  intelligent	
    and	
    certain	
    of	
    his	
    own	
    superiority	
    over	
    any	
    entering	
    
  his	
    realm.	
    He	
    is	
    brave	
    to	
    a	
    fault	
    –	
    having	
    never	
    been	
    defeated	
    –	
    
  and	
    confident	
    in	
    his	
    own	
    success.	
    	
    
  	
    
  He	
     is	
     interested	
     in	
     many	
     things	
     but	
     has	
     a	
     particular	
    
  fascination	
    with	
    evil	
    cults	
    and	
    their	
    practices	
    and	
    the	
    layout	
    of	
    
  the	
    caverns	
    and	
    passageways	
    radiating	
    outwards	
    from	
    his	
    own	
    
  lair.	
     This	
     interests	
     him	
     so	
     much	
     that	
     he	
     has	
     daubed	
     a	
     hugely	
    
  convoluted	
     and	
     detailed	
     map	
     on	
     the	
     walls	
     of	
     the	
     chasm	
    
  depicting	
     caves	
     in	
     the	
     surrounding	
     areas	
     for	
     many	
     miles.	
     See	
    
  “Cavern	
    Map”	
    for	
    more	
    details.	
    
  	
    
  Mannerism:	
     Deravnix	
     delights	
     in	
     his	
     prey’s	
     suffering	
     and	
    
  often	
     chuckles	
     as	
     they	
     squirm	
     and	
     particularly	
     enjoys	
     them	
    
  begging	
    for	
    their	
    freedom	
    and	
    life.	
    
  	
    
  Distinguishing	
     Features:	
     Deravnix	
     has	
     fought	
     many	
     battles	
    
  and	
    has	
    many	
    scars.	
    The	
    most	
    notable	
    of	
    these	
    is	
    a	
    black	
    mass	
    of	
    
  scar	
    tissue	
    on	
    the	
    rear	
    part	
    of	
    his	
    body	
    caused	
    by	
    a	
    flame	
    strike	
    
  that	
     almost	
     slew	
     him.	
     Large	
     jagged	
     teeth	
     fill	
     his	
     huge	
     maw;	
    
  several	
    are	
    broken.	
    
  	
    
  Hooks:	
     Deravnix	
     enjoys	
     speaking	
     with	
     interesting	
     and	
    
  engaging	
    prey,	
    but	
    is	
    careful	
    not	
    to	
    allow	
    them	
    to	
    regain	
    their	
    
  strength	
     enough	
     to	
     flee.	
     He	
     also	
     doesn’t	
     feed	
     his	
     captives.	
    
  Eventually	
     they	
     would	
     starve	
     to	
     death,	
     but	
     Deravnix	
     typically	
    
  enjoys	
     consuming	
     them	
     while	
     they	
     yet	
     live	
     so	
     they	
     can	
    
  experience	
    the	
    terror	
    of	
    their	
    impending	
    death.	
    	
    
  S C A L I N G  T H E  E N C O U N T E R  
  To	
    modify	
    this	
    encounter,	
    apply	
    the	
    following	
    changes:	
    
  	
    
  EL	
     12	
     (XP	
     19,200):	
     Apply	
     the	
     young	
     creature	
     template	
     to	
    
  Deravnix	
    (+2	
    on	
    all	
    Dex-­‐based	
    rolls,	
    -­‐2	
    on	
    all	
    other	
    rolls;	
    hp	
    162).
  	
    
  EL	
    14	
    (XP	
    38,400):	
    Apply	
    the	
    advanced	
    creature	
    template	
    to	
    
  Deravnix	
    (+2	
    on	
    all	
    dice	
    rolls	
    [including	
    damage];	
    strands	
    DC	
    29;	
    
  AC	
    32,	
    touch	
    12,	
    flat-­‐footed	
    32;	
    CMD	
    39;	
    hp	
    210).	
    	
    
  
  10	
    
  2 0  T H I N G S  T O  F I N D  I N  A  N E C R O M A N C E R ’ S  S A N C T U M  
  In	
     their	
     forbidden	
     corpse-­‐filled	
     laboratories	
     necromancers	
    
  pursue	
     their	
     unspeakable,	
     blasphemous	
     experiments.	
     Such	
    
  horrible	
     labours	
     require	
     terrible	
     components	
     and	
     depraved	
    
  research	
    materials	
    of	
    the	
    very	
    worst	
    kinds.	
    	
    
  	
    
  Often,	
     though,	
     such	
     details	
     are	
     overlooked	
     as	
     the	
     party	
    
  merely	
     loots	
     the	
     chamber	
     for	
     items	
     of	
     obvious	
     value.	
    Use	
     this	
    
  table	
    to	
    generate	
    such	
    items	
    of	
    interest.	
    It	
    is	
    up	
    to	
    the	
    GM	
    to	
    
  determine	
    the	
    value	
    of	
    any	
    particular	
    piece	
    on	
    the	
    table	
    below,	
    
  however	
    most	
    good-­‐aligned	
    PCs	
    will	
    be	
    uncomfortable	
    (at	
    best)	
    
  owning	
    such	
    items.	
    	
    	
    
  1. A	
    wooden	
    box	
    contains	
    a	
    dozen	
    thin,	
    long	
    black	
    candles.	
    When	
    
  burnt,	
     they	
     give	
     off	
     an	
     indescribable	
     smell	
     akin	
     to	
     burning	
    
  flesh.	
    	
    
  2. Seven	
     skulls	
     fill	
     a	
     shelf	
     above	
     the	
     desk.	
     A	
     strange	
     rune	
    
  decorates	
    each	
    skull’s	
    forehead.	
    
  3. A	
     coffer	
     near	
     one	
     wall	
     holds	
     a	
     jumble	
     of	
     horribly	
     misshapen	
    
  bones.	
     Most	
     are	
     of	
     humanoid	
     origin,	
     but	
     surely	
     no	
     creature	
    
  could	
    have	
    survived	
    long	
    with	
    such	
    deformities.	
    	
    
  4. An	
    ornate	
    display	
    of	
    bones	
    decorates	
    the	
    ceiling.	
    Leg	
    and	
    arm	
    
  bones	
    form	
    the	
    perimeter	
    of	
    the	
    “sculpture”	
    while	
    a	
    circle	
    of	
    
  skulls	
     fills	
     the	
     centre.	
     The	
     bones	
     are	
     yellowing	
     and	
     old	
     and	
    
  have	
     been	
     stuck	
     in	
     place	
     with	
     strong	
     glue.	
     One	
     of	
     the	
     skulls	
    
  contains	
     a	
     bead	
     from	
     a	
     necklace	
     of	
     fireballs.	
     If	
     the	
     skull	
     is	
    
  disturbed,	
     the	
     bead	
     falls	
     out	
     and	
     explodes	
     when	
     it	
     hits	
     the	
    
  floor.	
    
  5. A	
    fireplace	
    pierces	
    one	
    wall.	
    Deep	
    soot	
    and	
    ash	
    lie	
    within.	
    Even	
    
  a	
    cursory	
    examination	
    of	
    the	
    pile	
    turns	
    up	
    fragments	
    of	
    bone.	
    	
    
  6. A	
     small	
     red	
     velvet	
     pouch	
     contains	
     a	
     single	
     braid	
     of	
     long	
    
  impossibly	
     red	
     hair.	
     The	
     braid	
     is	
     carefully	
     curled	
     up	
     and	
     has	
    
  been	
    dusted	
    with	
    some	
    kind	
    of	
    fine	
    black	
    dust.	
    
  7. A	
     skull—with	
     its	
     top	
     removed—serves	
     as	
     a	
     mixing	
     bowl	
     of	
    
  sorts.	
    A	
    nearby	
    worn	
    leg	
    bone	
    hints	
    at	
    its	
    use	
    as	
    a	
    pestle.	
    	
    
  8. A	
    small	
    sack	
    of	
    salt	
    lies	
    on	
    one	
    corner.	
    It	
    is	
    half	
    empty	
    and	
    the	
    
  remaining	
    discoloured	
    salt	
    looks	
    contaminated.	
    
  9. A	
    large	
    earthen	
    jar	
    of	
    honey	
    contains	
    the	
    preserved	
    head	
    of	
    an	
    
  old	
    man.	
    His	
    face	
    is	
    contorted	
    as	
    if	
    in	
    indescribable	
    agony.	
    	
    
  10. Three	
    small	
    glass	
    jars	
    hold	
    an	
    array	
    of	
    different	
    coloured	
    dust.	
    
  Each	
    is	
    the	
    ash	
    of	
    a	
    different	
    cremated	
    creature,	
    used	
    for	
    some	
    
  ineffable	
    purpose.	
    A	
    different	
    esoteric	
    sigil	
    has	
    been	
    carefully	
    
  written	
    on	
    each	
    jar.	
    	
    
  11. A	
    chandelier	
    crafted	
    of	
    bones	
    hangs	
    down	
    from	
    the	
    ceiling	
    in	
    
  the	
     centre	
     of	
     the	
     room.	
     The	
     bones	
     are	
     blackened	
     with	
     soot	
    
  and	
    covered	
    in	
    dried	
    wax.	
    
  12. A	
     small	
     cauldron	
     blackened	
     with	
     use	
     and	
     pitted	
     with	
     age	
    
  stands	
     near	
     the	
     necromancer’s	
     worktable.	
     Dark,	
     unnaturally	
    
  cold	
    water	
    fills	
    the	
    cauldron	
    almost	
    to	
    the	
    lip.	
    Within	
    lies	
    the	
    
  sludge	
     and	
     detritus	
     of	
     many	
     experiments—shattered	
     bones,	
    
  decaying	
    flesh	
    and	
    the	
    like.	
    
  13. A	
    sagging	
    bookshelf	
    holds	
    the	
    remains	
    of	
    ancient	
    tomes	
    long	
    
  since	
    succumbed	
    to	
    the	
    ravages	
    of	
    extreme	
    age.	
    	
    
  14. A	
    small	
    box	
    contains	
    four	
    long	
    quills	
    carved	
    from	
    bone.	
    Their	
    
  tips	
    are	
    exquisitely	
    sharp	
    and	
    blackened	
    with	
    red	
    “ink".	
    
  15. A	
    partially	
    dissected	
    body	
    lies	
    on	
    the	
    table.	
    The	
    body	
    is	
    that	
    is	
    
  a	
    long	
    dead	
    human.	
    The	
    unfortunate’s	
    chest	
    cavity	
    has	
    been	
    
  opened	
    and	
    the	
    organs	
    removed.	
    
  16. An	
    ornate	
    pentagram	
    carving	
    on	
    the	
    floor	
    provides	
    a	
    zone	
    of	
    
  protection	
    around	
    the	
    necromancer’s	
    workbench.	
    The	
    carvings	
    
  have	
    been	
    picked	
    out	
    with	
    blood.	
    
  17. Several	
    beakers	
    stand	
    on	
    a	
    shelf	
    above	
    the	
    table.	
    Each	
    is	
    full	
    of	
    
  a	
    different	
    kind	
    of	
    dark,	
    sticky	
    and	
    noxious	
    fluid.	
    	
    
  18. An	
    
  oversized	
    
  leather	
    
  wallet	
    
  holds	
    
  a	
    
  dissection	
    
  kit.	
    
  Incongruously,	
    the	
    leather	
    wallet	
    is	
    of	
    the	
    finest	
    quality	
    and	
    is	
    
  even	
    monogrammed	
    with	
    the	
    necromancer’s	
    initials.	
    
  19. A	
     small	
     cage	
     hanging	
     from	
     the	
     ceiling	
     holds	
     the	
     skeletal	
    
  remains	
    of	
    several	
    songbirds	
    amid	
    a	
    small	
    heap	
    of	
    discoloured	
    
  feathers.	
    Hideously,	
    the	
    birds'	
    remains	
    yet	
    stir	
    and	
    judder.	
    A	
    
  close	
    examination	
    reveals	
    they	
    appear	
    to	
    still	
    be	
    trying	
    to	
    sing.	
    
  20. The	
    room	
    seems	
    unnaturally	
    cold	
    and	
    the	
    party’s	
    nonmagical	
    
  lights	
    do	
    not	
    dispel	
    the	
    darkness	
    lingering	
    in	
    the	
    room’s	
    nooks	
    
  and	
     crannies.	
     Anyone	
     spending	
     much	
     time	
     here	
     gets	
     the	
    
  feeling	
    that	
    unseen	
    presences	
    lurk	
    in	
    the	
    chamber.	
    
  	
    
  	
    
  
  11	
    
  L E G A L  S T U F F
  	
    
  	
    
  If	
    you	
    enjoyed	
    this	
    product,	
    please	
    consider	
    leaving	
    a	
    review.	
    
  	
    
  If	
    you	
    didn’t	
    enjoy	
    this	
    product,	
    did	
    you	
    know	
    Raging	
    Swan	
    Press	
    offers	
    a	
    money	
    back	
    guarantee?	
    
  	
    
  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	
    any	
    Open	
    Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    
  Open	
    Game	
    Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    
  using	
    the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    
  do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    
  License	
    with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    
  governmental	
    regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
     Termination:	
    This	
     License	
     will	
    terminate	
     automatically	
     if	
    You	
    fail	
    to	
    comply	
     with	
    all	
    
  terms	
    herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    
  sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    this	
    License.	
    
  	
    
  14	
     Reformation:	
     If	
     any	
     provision	
     of	
     this	
     License	
     is	
     held	
     to	
     be	
     unenforceable,	
     such	
    
  provision	
    shall	
    be	
    reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©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.	
    
  	
    
  Advanced	
    Player’s	
    Guide.	
    ©2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Bestiary	
    2.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Authors	
    Wolfgang	
    
  Baur,	
     Jason	
     Bulmahn,	
     Adam	
     Daigle,	
     Graeme	
     Davis,	
     Crystal	
     Frasier,	
     Joshua	
     J.	
     Frost,	
     Tim	
    
  Hitchcock,	
     Brandon	
     Hodge,	
     James	
     Jacobs,	
     Steve	
     Kenson,	
     Hal	
     MacLean,	
     Martin	
     Mason,	
     Rob	
    
  McCreary,	
    Erik	
    Mona,	
    Jason	
    Nelson,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Owen	
    
  K.C.	
     Stephens,	
     James	
     L.	
     Sutter,	
     Russ	
     Taylor,	
     and	
     Greg	
     A.	
     Vaughan,	
     based	
     on	
     material	
     by	
    
  Jonathan	
    Tweet,	
    Monte	
    Cook,	
    and	
    Skip	
    Williams.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     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	
     Ultimate	
     Magic.	
     ©	
     2011,	
     Paizo	
     Publishing,	
     LLC;	
    Authors:	
    
  Jason	
    Bulmahn,	
    Tim	
    Hitchcock,	
    Colin	
    McComb,	
    Rob	
    McCreary,	
    Jason	
    Nelson,	
    Stephen	
    Radney-­‐
  MacFarland,	
    Sean	
    K	
    Reynolds,	
    Owen	
    K.C.	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Combat.	
    ©	
    2011,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    
  Dennis	
    Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Brian	
    J.	
    Cortijo,	
    Jim	
    Groves,	
    Tim	
    
  Hitchcock,	
     Richard	
     A.	
     Hunt,	
    Colin	
     McComb,	
     Jason	
    Nelson,	
     Tom	
    Phillips,	
     Patrick	
    Renie,	
    Sean	
    K	
    
  Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Caves	
     &	
     Caverns.	
     ©Raging	
     Swan	
     Press	
     2011;	
     Author:	
     Creighton	
     Broadhurst	
     and	
     David	
    
  Posener.	
    
  	
    
  Village	
    Backdrop:	
    Kennutcat.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Alternate	
    Dungeons:	
    Alchemist’s	
    Laboratory.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Nicholas	
    
  Wasko.	
    
  	
    
  GM’s	
     Monthly	
     Miscellany:	
     September	
     2015.	
     ©Raging	
     Swan	
     Press	
     2015;	
     Author:	
     John	
    
  Bennett,	
    Creighton	
    Broadhurst,	
    David	
    Posener	
    and	
    Nicholas	
    Wasko.	
    
  O P E N  G A M E  L I C E N S E  V E R S I O N  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	
     Open	
     Game	
     Content	
     by	
     the	
     Contributor,	
     and	
     means	
     any	
     work	
     covered	
     by	
     this	
     License,	
    
  including	
     translations	
     and	
     derivative	
     works	
     under	
     copyright	
     law,	
     but	
     specifically	
     excludes	
    
  Product	
     Identity.	
     (e)	
     "Product	
     Identity"	
     means	
     product	
     and	
     product	
     line	
     names,	
     logos	
     and	
    
  identifying	
    marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    
  thematic	
     elements,	
     dialogue,	
     incidents,	
     language,	
     artwork,	
     symbols,	
     designs,	
     depictions,	
    
  likenesses,	
     formats,	
     poses,	
     concepts,	
     themes	
     and	
     graphic,	
     photographic	
     and	
     other	
     visual	
     or	
    
  audio	
     representations;	
     names	
     and	
     descriptions	
     of	
     characters,	
     spells,	
     enchantments,	
    
  personalities,	
    teams,	
    personas,	
    likenesses	
    and	
    special	
    abilities;	
    places,	
    locations,	
    environments,	
    
  creatures,	
     equipment,	
     magical	
     or	
     supernatural	
     abilities	
     or	
     effects,	
     logos,	
     symbols,	
    or	
     graphic	
    
  designs;	
    and	
    any	
    other	
    trademark	
    or	
    registered	
    trademark	
    clearly	
    identified	
    as	
    Product	
    identity	
    
  by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    Open	
    Game	
    Content;	
    
  (f)	
     "Trademark"	
     means	
     the	
     logos,	
     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	
    must	
    affix	
    such	
    a	
    notice	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    you	
    Use.	
    No	
    terms	
    may	
    be	
    added	
    
  to	
    or	
    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	
     Open	
     Game	
     Content	
     does	
     not	
     constitute	
     a	
     challenge	
     to	
     the	
     ownership	
     of	
     that	
    
  Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    Game	
    Content	
    shall	
    retain	
    all	
    
  rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2015-09.pdf