TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  FEBRUARY 2016 
  
   
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  GM’S MONTHLY MISCELLANY: FEBRUARY 2016 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	 Creighton	 Broadhurst,	 Eric	 Hindley	 and	 Jacob	 W.	
  Michaels	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Cartography:	Dysons	Logos	and	Tommi	Salama	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	February	
  2016;	we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  The	10	Commandments	of	Dungeon	Delving	...............................	3	
  Cahill	Abbey	At	A	Glance	..............................................................	4	
  I	Loot	the	Rogue’s	Body:	Tools	of	the	Trade	.................................	6	
  Shunned	Valley	of	the	Three	Tombs:	Notable	Locations	..............	8	
  Treasures,	Trinkets	&	Trash:	Longswords	&	Maces	....................	11	
  Support	Raging	Swan	Press	........................................................	12	
  OGL	V1.0A	...................................................................................	12	
   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:	
  § 
  I	Loot	the	Rogue’s	Body	Eric	Hindley.	
  § 
  Village	Backdrop:	Cahill	Abbey	Jacob	W.	Michaels.	
  § 
  Shunned	Valley	of	the	Three	Tombs	Creighton	Broadhurst.	
  	
  	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 GM’s	 Monthly	 Miscellany:	 February	 2016	 are	
  Open	 Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	
  version	1.0a	Section	1(d).	No	portion	of	this	work	other	than	the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	 any	 form	 without	 written	 permission.	 The	 moral	 right	 of	
  Creighton	Broadhurst,	Eric	Hindley	and	Jacob	W.	Michaels	to	be	
  identified	 as	 the	 author	 of	 this	 work	 has	 been	 asserted	 in	
  accordance	 with	 the	 Copyright	 Designs	 and	 Patents	 Act	 1988.	
  ©Raging	Swan	Press	2016.	
  	
  Pathfinder	 is	 a	 registered	 trademark	 of	 Paizo	 Inc.,	 and	 the	
  Pathfinder	 Roleplaying	 Game	 and	 the	 Pathfinder	 Roleplaying	
  Game	Compatibility	Logo	are	trademarks	of	Paizo	Inc.,	and	are	
  used	 under	 the	 Pathfinder	 Roleplaying	 Game	 Compatibility	
  License.	 See	 http://paizo.com/pathfinderRPG/compatibility	 for	
  more	information	on	the	compatibility	license.	
  	
  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
  Pathfinder	
  Roleplaying	
  Game	
  from	
  Paizo	
  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  F O R E W O R D  
  February	is	turning	into	a	pretty	exciting	month	
  here	 at	 Raging	 Swan	 Press.	 We	 are	 into	 our	
  second	 month	 of	 System	 Neutral	 Edition	
  releases	and	things	are	going	great.	We’ve	had	
  some	 super	 feedback	 and	 I’m	 looking	 forward	
  to	welcoming	more	folk	into	the	Swan’s	Nest!	
  	
  In	 any	 event,	 herein	 you’ll	 find	 excerpts	
  from	some	of	Raging	Swan’s	newest	products	
  including	 Village	 Backdrop:	
  Cahill	Abbey,	I	Loot	the	Rogue’s	Body	and	even	a	sneak	peak	at	
  my	newest	adventure:	Shunned	Valley	of	the	Three	Tombs.	(And,	
  on	that	note,	special	thanks	to	Tom	McCarthy	and	his	players	for	
  their	 comments	 on	 earlier	 drafts	 of	 the	 adventure).	 I	 initially	
  wrote	the	adventure	for	my	son	and	his	friends	for	whom	I’m	
  running	a	sporadic	campaign;	it’s	aimed	at	beginners	but	I	think	
  the	valley’s	got	a	little	something	for	everyone.	On	the	subject	of	
  beginner	 players,	 I’ve	 also	 included	 an	 article	 aimed	 at	 new	
  players:	The	10	Commandments	of	Dungeon	Delving.	The	article	
  appears	 pretty	 much	 as	 it	 did	 on	 my	 blog	
  (creightonbroadhurst.com).	
  However,	
  one	
  thing	 that	 came	 up	 in	 the	 ensuing	
  conversation	 was	 the	 need	 for	 light.	
  I’ve	left	that	out	on	purpose	so	you	can	
  see	 my	 original	 thoughts	 on	 the	 subject.	
  (Although	 it	 could	 certainly	 fall	 under	
  commandment	 #2)	 I’m	 interested	 to	 know	 if	
  you	think	I	missed	anything	else	from	the	list.	
  Let	me	know	over	at	my	blog.	
  	
  You	 might	 also	 be	 aware	 that	 Raging	
  Swan	 Press	 is	 now	 on	 Patreon.	 We	 signed	 up	 at	 the	
  start	of	April	2015,	and	it’s	going	rather	marvellously.	The	thrust	
  of	our	Patreon	campaign	is	to	be	able	to	afford	better	rates	of	
  pay	for	our	freelance	game	designers.	As	I’m	sure	you	know,	the	
  economics	of	3PP	are	notoriously	tight,	but	Patreon	gives	us	at	
  Raging	 Swan	 Press	 a	 way	 to	 increase	 our	 freelancer	 rates.	 At	
  time	of	writing,	we’ve	already	tripled	our	word	rate	to	7	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	
  T H E  1 0  C O M M A N D M E N T S  O F  D U N G E O N  D E L V I N G  
  I’ve	been	running	a	sporadic	game	over	the	last	few	months	for	
  my	son	and	a	bunch	of	his	school	chums.	It’s	been	fun	watching	
  them	 play—the	 experience	 is	 certainly	 different	 (read	 more	
  chaotic	and	louder)	than	my	normal	group.		
  	
  I	was	struck	during	the	last	session	with	how	their	play	style	
  differed	to	normal	play.	Of	course,	they	are	less	experienced	and	
  more	caught	up	in	the	moment	than	"more	mature,	considered"	
  play.	But	more	than	that,	some	things	have	sunk	so	deeply	into	
  the	 play	 experience	 itself	 that	 we	 as	 gamers	 never	 really	 talk	
  about	them—they	are	just	an	assumed	given.			
  	
  I’ve	 previously	 posted	 some	 advice	 for	beginning	dungeon	
  delving;	 this	 is	 a	 brief,	 to-	 the-point	 follow-up	 to	 that	 post.	
  Really,	it’s	just	a	bit	of	fun	but	I	think	the	ten	commandments	
  listed	below	are—at	heart—solid	and	simple.		
  	
  So,	without	further	ado,	here	are	the	ten	commandments	of	
  dungeon	delving:		
  	
  1. Though	shalt	learn	as	much	as	possible	about	the	dungeon	and	
  its	denizens	before	venturing	inside.	
  2. Thou	shalt	make	appropriate	preparations	and	diligently	equip	
  yourself	before	entering	the	dungeon.	
  3. Thou	shalt	have	a	plan	and	thou	shalt	stick	to	the	plan.	
  4. Thou	shalt	work	as	a	team.	
  5. Thou	shalt	not	wander	off	alone.	
  6. Thou	shalt	not	try	to	kill	everything	you	encounter.	
  7. Thou	shalt	pay	attention	to	your	surroundings.	
  8. Thou	shalt	keep	an	accurate	map.	
  9. Thou	shalt	remember	that	running	away	is	sometimes	a	good	
  idea.	
  10. Though	shalt	share	any	treasures	you	find	fairly.	
  	
  		
   
  
  4	
  C A H I L L  A B B E Y  A T  A  G L A N C E  
  For	much	of	its	history,	Cahill	Abbey	was	a	village	of	no	special	
  significance.	 Though	 its	 namesake	 abbey	 was	 long	 ago	
  abandoned,	 the	 small	 community	 built	 to	 support	 it	 remained	
  home	to	several	dozen	families	who	made	a	good	living	from	the	
  fertile	 hills	 around	 them	 and	 the	 bountiful	 Grayflash	 Creek.	
  Though	blessed	with	rich	granite	reserves	in	the	nearby	hills,	the	
  village's	 distance	 from	 nearby	 towns	 made	 it	 uneconomical	 to	
  export	the	quarried	stone.	
  	
  Then,	 far	 from	 Cahill	 Abbey,	 the	 king’s	 soothsayer	 was	
  granted	 a	 vision	 promising	 the	 kingdom's	 saviour	 would	 come	
  from	 the	 village.	 Unaware	 of	 any	 threat	 to	 the	 kingdom	 much	
  less	the	need	for	a	saviour,	the	king	sent	soldiers,	ordering	his	
  men	to	protect	Cahill	Abbey,	find	the	saviour	and	make	sure	he	
  would	fulfil	his	prophesied	role.	
  	
  To	avoid	bringing	attention	to	his	true	purpose	in	the	village,	
  the	king’s	agents,	Hesha	Kingseye,	spread	rumours	of	a	darkness	
  growing	in	the	surrounding	Morigain	Hills.	His	troops,	she	said,	
  were	 there	 to	 protect	 against	 this	 threat.	 Unwittingly,	 though,	
  she	echoed	the	events	that	led	to	the	original	abbey's	founding	
  and	roused	a	slumbering	evil	
  	
  The	villagers,	oblivious	to	the	soldier’s	true	purpose,	struggle	
  to	 adapt	 to	 their	 new	 circumstances.	 The	 sleepy	 village's	
  residents	 are	 outnumbered	 by	 their	 new	 guardians,	 and	
  frightened	by	the	supposed	need	for	the	wall	rapidly	growing	to	
  defend	 them.	 While	 some	 few	 welcome	 the	 increased	
  opportunities	the	Royal	Sentinels	bring	with	them,	most	merely	
  wish	to	slip	back	into	the	cosy,	safe	lives	they	had	before.	
  D E M O G R A P H I C S  
  Ruler	Hesha	Kingseye	
  Government	Overlord	
  Population	86	(60	humans,	2	elves,	9	half-elves,	11	half-orcs,	4	
  halflings);	 plus	 120	 Royal	 Sentinels	 and	 support	 staff	 (60	
  humans,	24	half-elves,	23	half-orcs,	5	gnomes,	8	halflings)	
  Alignments	LG	
  Languages	Common	
  Corruption	+1;	Crime	-4;	Economy	-1;	Law	+5;	Lore	-1;	Society	-2	
  Qualities	Insular	
  Danger	0;	Disadvantages	None	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aongham	 Cooperstave	 (location	 3;	 LG	 male	 human	 fighter	 5)	
  This	 Cahill	 Abbey	 native	 left	 years	 ago	 to	 join	 the	 Royal	
  Sentinels,	 but	 now	 finds	 himself	 home	 training	 the	 local	
  youths.		
  Brom	 Abbott	 (location	 5;	 LG	 male	 human	 expert	 3)	 The	 now	
  mostly	powerless	mayor	resents	the	disruption	to	his	village.	
  Cadwinne	 Raighmane	 (location	 4;	 CG	 female	 middle-aged	
  human	 expert	 2)	 The	 innkeeper	 is	 making	 the	 best	 of	 the	
  village's	new	situation.		
  Hesha	Kingseye	(location	8;	LG	female	halfling	oracle	[life]	10)	
  The	 king's	 oracle	 has	 a	 single-minded	 focus	 to	 protect	 the	
  kingdom.	
  Teehan	 Winberry	 (location	 7;	 LG	 female	 elf	 expert	 2)	 This	
  longtime	 midwife	 and	 herbalist	 simply	 wishes	 to	 be	 left	 in	
  peace.	
  Verun	Reig	(location	4;	LN	female	human	rogue	6/shadowdancer	
  2)	This	agent	of	the	king	poses	as	a	waitress	in	Cahill	Inn.	
  Yerris	 Lyedenbur	 (location	 2;	 LG	 male	 half-orc	 paladin	 8)	 The	
  head	 of	 the	 Royal	 Sentinels	 would	 rather	 be	 almost	
  anywhere	else.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  11. Old	 Cahill	 Abbey:	 Cahill	 Abbey's	 namesake	 was	 abandoned	
  long	ago;	its	original	purpose	is	long	forgotten.	
  12. The	Wall:	This	half-built	stone	wall	looms	over	the	village.	
  13. The	 New	 School:	 This	 school	 was	 set	 up	 to	 ensure	 village	
  residents	were	equipped	with	the	necessary	skills	should	they	
  become	the	prophesied	saviour.	
  14. Cahill	Inn:	The	village's	sole	inn	and	tavern	has	seen	business	
  boom	since	the	Royal	Sentinels	arrived,	much	to	the	landlady’s	
  (Cadwinne	Raighmane)	pleasure.	
  15. Abbot's	Goods:	This	general	store,	owned	by	the	descendants	
  of	the	village	founder,	is	Cahill	Abbey's	centre	of	commerce.	
  16. New	 Chapel:	 Despite	 its	 name,	 this	 humble	 church	 has	 ably	
  served	the	village	for	decades.	
  17. The	 Winberry	 Home:	 Teehan	 Winberry	 works	 from	 home,	
  where	she	also	deals	in	herbal	and	other	remedies.	
  18. The	 Sentinels'	 Camp:	 This	 Royal	 Sentinels	 have	 been	 more	
  focused	 on	 building	 the	 wall	 than	 homes	 for	 themselves,	
  meaning	they	continue	to	live	in	tents.	
  M A R K E T P L A C E  
  Resources	&	Industry	Light	farming,	light	forestry	
  Base	 Value	 500	 gp;	 Purchase	 Limit	 2,500	 gp;	 Spellcasting	 3rd;	
  Minor	Items	2d4;	Medium	Items	1d4;	Major	Items	–	
  When	the	PCs	arrive	in	Cahill	Abbey,	the	following	items	are	for	
  sale:	
  § 
  Potions	&	Oils	oil	of	erase	(50	gp),	oil	of	purify	food	and	drink	
  (25	 gp),	 potion	 of	 sanctuary	 (50	 gp),	 potion	 of	 cure	 light	
  wounds	(50	gp),	potion	of	protection	from	evil	(50	gp)	
  § 
  Scroll	(Divine)	scroll	of	spell	immunity	(700	gp),	scroll	of	order's	
  wrath	(700	gp)	
  	
  
  5	
  V I L L A G E  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 something	 about	 Cahill	 Abbey.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 10:	 Cahill	 Abbey	 was	 a	 sleepy	 village	 until	 the	 Royal	
  Sentinels	arrived	to	defend	it	against	some	growing	threat	in	the	
  surrounding	Morigain	Hills	foreseen	by	the	king's	soothsayer.	
  	
  DC	15:	The	village	was	founded	centuries	ago	by	a	religious	
  order	to	support	its	namesake	monastery.	The	order	abandoned	
  the	site	long	ago,	but	the	village	remained.	
  	
  DC	25:	The	Royal	Sentinels	keep	a	close	eye	on	any	visitors	to	
  Cahill	Abbey,	shadowing	their	every	movement.	
  V I L L A G E R S  
  Appearance	 Natives	 of	 Cahill	 Abbey	 have	 broad,	 blunt	 faces,	
  with	 pale,	 freckled	 skin,	 red	 hair	 and	 light-coloured	 eyes.	 The	
  Royal	 Sentinels	 and	 their	 support	 troops	 are	 more	 varied,	
  though	typically	have	darker	skin,	hair	and	eyes.	
  	
  Dress	 Natives	 of	 Cahill	 Abbey	 dress	 in	 simple	 peasant	
  woolens,	 typically	 in	 shades	 of	 brown,	 gray	 or	 white,	 bringing	
  out	 brighter	 garb	 for	 festivals.	 The	 king's	 men	 wear	 uniforms	
  featuring	a	sky-blue	tunic	marked	with	the	kingdom's	sigil.	
  	
  Nomenclature	 male	 Arawn,	 Hod,	 Meuril,	 Taletan;	 female	
  Aderyn,	Glane,	Nie,	Sioma;	family	Dellhill,	Glascrick,	Woodrugn.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Cahill	
  Abbey	and	its	surroundings.	This	takes	1d4	hours	and	requires	a	
  DC	 10	 check.	 A	 PC	 exceeding	 this	 check	 gains	 one	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.	Use	the	
  table	below,	to	determine	which	rumour(s)	the	PC	learns.		
  D6	
  RUMOUR	
  1*	
  A	 thrush	 woke	 Teehan	 Winberry	 moments	 before	 Calla	
  Dewwet's	husband	summoned	her	for	their	child's	birth.	
  The	thrush	now	follows	Calla	and	the	baby	around.	
  2*	
  Can	 you	 believe	 Cadwinne	 Raighmane	 	 hired	 a	 girl	 to	
  provide	"companionship"	for	the	Royal	Sentinels?!	
  3	
  As	a	child,	Aongham	Cooperstave	snuck	further	into	the	
  old	abbey	than	anyone	in	a	generation.	He	left	the	village	
  shortly	after	and	only	came	back	at	the	king's	command.	
  4*	
  Tif	Dager	saw	some	sort	of	demon	bear	last	week	in	the	
  Morigain	Hills.	(The	huntsman's	imagination	made	what	
  was	just	a	mangy	ursine	into	something	more	sinister.)	
  5*	
  The	 king	 ordered	 no	 children	 under	 13	 could	 leave	 the	
  village	and	that	every	child	who	comes	of	age	must	go	to	
  the	capital	for	a	year	to	personally	serve	him.	
  6	
  The	Royal	Sentinels	were	encouraged	to	bring	their	wives	
  or	husbands	with	them	or	to	woo	locals,	and	promised	a	
  50	gp	bonus	for	any	children	born	in	the	village.		
  *False	rumour	
  	
   
  
  6	
  I  L O O T  T H E  R O G U E ’ S  B O D Y :  T O O L S  O F  T H E  T R A D E  
  Rogues	 often	 possess	 many	 tools	 of	 the	 trade	 to	 aid	 their	
  thievish	 endeavours.	 Use	 this	 table,	 to	 generate	 the	 details	 of	
  such	items.	
  D%	
  	
  1	
  A	single,	long	needle-like	implement,	suitable	for	
  use	as	a	lock	pick.	
  2	
  A	pouch	of	marbles—nine	are	black	and	one	has	
  a	blood	red	cat’s	eye.	
  3	
  A	 small	 sack	 contains	 a	 handful	 of	 triangular	
  pyramids	 with	 strange	 markings	 on	 each	 face,	
  suitable	for	use	as	caltrops.	
  4	
  A	loosely-wrapped	bundle	of	flour	leaks	slightly;	
  if	thrown	it	would	easily	burst	on	impact.	
  5	
  A	 splayed	 eagle	 talon	 crafted	 from	 steel,	
  designed	to	be	used	as	a	grappling	hook.		
  6	
  A	tiny	knife,	ill-suited	to	combat	for	a	human,	but	
  easy	to	conceal.		
  7	
  A	 bushy	 false	 beard,	 mostly	 red	 with	 flecks	 of	
  grey	 cunningly	 woven	 in	 to	 lend	 it	 a	 more	
  realistic	colouration.	
  8	
  A	small	box	of	wax	designed	to	take	an	imprint	of	
  a	key,	amulet	or	similar	small	item.		
  9	
  A	surprisingly	large	key,	though	some	of	its	teeth	
  appear	to	have	been	modified	with	a	file.	
  10	
  A	delicate	hammer	and	jeweller’s	chisels,	along	
  with	a	few	cheap	practice	gems.	
  11	
  A	cleverly	reinforced	leather	gauntlet	with	a	few	
  shards	 of	 glass	 embedded	 in	 the	 back	 of	 the	
  hand.	
  12	
  A	small	vial	of	black,	oil-based	paint,	with	a	small	
  brush	serving	as	an	applicator.		
  13	
  A	 deck	 of	 carefully	 marked	 cards;	 the	 jack	 of	
  diamonds	is	missing.	
  14	
  A	double-sided	coin,	each	side	bearing	the	face	
  of	some	long-lost	monarch.	One	side	is	winking.	
  15	
  A	 small	 mirror	 on	 the	 end	 of	 a	 long,	 slim	 steel	
  pole,	 obviously	 intended	 to	 be	 slipped	 under	 a	
  closed	door.	
  16	
  A	 few	 cast-off,	 bent	 and	 damaged	 lock	 picks,	
  barely	usable	for	their	intended	purpose.	
  17	
  An	 elaborate	 cosmetic	 kit,	 though	 most	 of	 it	 is	
  nearly	depleted,	leaving	only	1d2	uses.	
  18	
  A	heavily	worn	whetstone,	grooved	almost	clean	
  through	with	use.	
  19	
  An	 empty	 vial	 that	 smells	 faintly	 of	 almonds,	
  likely	once	containing	poison.	
  20	
  A	small	bottle	of	viscous	oil.	
  21	
  A	fistful	of	long	screws	and	a	simple	screwdriver.	
  22	
  A	 pulley	 about	 the	 size	 of	 a	 closed	 fist	 with	 a	
  hook	and	small	clip.	
  23	
  A	single,	heavily	battered	climbing	piton.	
  24	
  An	 eight-foot	 length	 of	 fine	 silk	 rope,	 frayed	 at	
  one	end	from	a	hasty	cut.	
  25	
  A	well-used	crowbar,	bent	ever	so	slightly	at	its	
  centre	point.	
  26	
  A	cracked	spyglass,	though	still	usable	in	a	pinch.	
  27	
  A	dinged	brass	ear	horn,	etched	with	the	initials	
  R.W.D.	
  28	
  A	 short	 brass	 whistle,	 only	 audible	 to	 dogs	 and	
  elves	when	blown.	
  29	
  A	 length	 of	 black	 cloth	 faintly	 stained	 with	 old	
  blood.	
  30	
  An	elaborate	head	harness	with	ball	gag.	
  31	
  A	pocket-sized	lantern	that	emits	half	the	light	of	
  the	full-sized	version.	
  32	
  A	 jeweller’s	 magnifying	 glass	 crafted	 from	 fine	
  silver.	
  33	
  A	full-face	mask	designed	to	look	like	a	snarling	
  orc.	
  34	
  Though	 clearly	 labelled	 as	 poison,	 the	 yellowy	
  liquid	in	this	small	vial	is	benign.	
  35	
  A	glass	eye,	its	iris	a	garish	green.	
  36	
  A	tiny	pick,	such	as	might	be	used	in	dentistry.	
  37	
  A	selection	of	small	horsehair	paintbrushes.		
  38	
  An	elaborate,	hand-cranked	can	opener.	
  39	
  An	 empty	 half-pint	 jar	 with	 a	 cleverly	 designed	
  snap	tight	lid.	
  40	
  A	 spool	 of	 copper	 wire	 wrapped	 around	 a	
  magnet.	
  41	
  A	 small,	 wind-up	 clockwork	 mouse	 painted	 to	
  look	very	realistic.	
  42	
  A	few	sticks	of	chalk	and	sheets	of	paper,	one	of	
  which	has	a	rubbing	of	a	lewd	carving.	
  43	
  A	selection	of	arrowheads,	each	slightly	different	
  in	design.	
  44	
  A	large	steel	file,	a	few	flecks	of	copper	still	in	its	
  grooves.	
  45	
  A	short	sword	scabbard	containing	a	dagger,	the	
  rest	 of	 the	 scabbard	 acting	 as	 a	 secret	
  compartment	holding	a	selection	of	maps.	
  46	
  A	small	pouch	contains	various	sizes	of	nuts	and	
  bolts	along	with	a	chisel.	
  47	
  An	extendable	pole	with	a	small	magnet	at	one	
  end	capable	of	holding	up	to	3	lbs.	
  48	
  A	bar	of	soap	smelling	faintly	of	lilacs.	
  49	
  A	 spray	 bottle	 containing	 some	 kind	 of	 vulgar	
  perfume,	reminiscent	of	a	drunk	goblin.	
  50	
  A	tiny	wooden	barrel	on	a	dog	collar	full	of	cheap	
  brandy.	
  51	
  A	set	of	leather	manacles	joined	with	a	chain.	
  52	
  A	rather	hefty	sack	of	sand.	
  53	
  A	leather	waterskin	filled	with	a	foul-smelling	but	
  quite	tasty	white	wine.	
  54	
  A	short	length	of	lead	pipe	that	has	been	hastily	
  converted	into	an	improvised	scroll	tube.		
  55	
  A	pair	of	slitted	goggles	designed	to	cut	down	on	
  reflection	in	snowy	regions.	
  
  7	
  56	
  A	pair	of	felt	slippers	designed	to	fit	over	a	pair	
  of	heavy	boots	to	help	muffle	noise.	
  57	
  A	 few	 pellets	 that	 burst	 on	 impact,	 splattering	
  the	surface	with	bright	green	paint.	
  58	
  A	small	syringe	and	a	collection	of	vials,	some	of	
  which	contain	blood.	
  59	
  A	 small,	 dog-eared	 field	 guide	 to	 gem	 values,	
  including	definitions	for	cut	and	clarity.	
  60	
  A	collection	of	assorted	sizes	of	sewing	needles	
  in	a	small	leather	wrap.	
  61	
  A	pair	of	finely	tuned	brass	callipers.	
  62	
  A	 strange	 device,	 something	 like	 a	 compass,	
  though	the	needle	doesn’t	seem	to	point	north.	
  63	
  A	 small	 pouch	 filled	 with	 tiny	 lead	 balls,	
  something	like	buckshot.	
  64	
  A	black	eyepatch	on	a	strip	of	leather.	
  65	
  An	 assortment	 of	 darts	 with	 brightly	 coloured	
  fletching,	too	small	for	use	in	combat.	
  66	
  A	 brass	 horn	 that	 sounds	 like	 a	 duck	 when	
  blown.	
  67	
  A	book	of	code	words	and	slang	used	by	the	local	
  thieves’	guild.	
  68	
  A	 small	 alchemical	 pouch	 that	 produces	 mild	
  heat	when	its	components	are	crushed.	
  69	
  A	 small	 alchemical	 pouch	 that	 produces	 mild	
  cold	when	its	components	are	crushed.	
  70	
  An	incredibly	fine	ball	of	string	that	unwinds	into	
  a	surprisingly	strong	50-foot	rope.	
  71	
  A	 simple	 but	 well-designed	 thong	 of	 leather	
  designed	 to	 be	 used	 as	 a	 restraint	 able	 to	 be	
  applied	with	one	hand.	
  72	
  A	 cleverly	 linked	 set	 of	 rods	 that	 unfurl	 into	 a	
  useful	baton.	
  73	
  A	 heavy	 five-foot	 length	 of	 chain	 with	 a	 crude	
  lock	on	one	end.	
  74	
  A	 small	 cleaver	 and	 wooden	 cutting	 board,	
  attached	with	a	length	of	rope.	
  75	
  A	small	jewellery	box	with	a	huge	assortment	of	
  customizable	costume	jewellery.	
  76	
  A	small	hand	mirror	that	seems	oddly	angled	to	
  reflect	 behind	 the	 user	 when	 looked	 directly	
  into.	
  77	
  A	 wooden	 holy	 symbol	 dedicated	 to	 a	 god	 of	
  stealth	and	deceit.	A	secret	compartment	within	
  hides	a	tiny	knife.		
  78	
  A	 dagger	 with	 a	 hollow	 in	 the	 hilt	 full	 of	 fine,	
  white	sand.	
  79	
  A	small	bag	of	sand	with	a	cleverly	tied	knot	that	
  makes	 it	 easy	 to	 open	 and	 throw	 into	 an	
  opponent’s	eyes.	
  80	
  A	 punch	 set	 and	 hammer	 designed	 for	
  leatherwork.		
  81	
  A	spare	bowstring	and	a	handful	of	arrowheads	
  all	of	different	designs.	
  82	
  A	piece	of	stretchable	cloth	useful	for	bracing	a	
  wounded	knee	or	other	joint.	
  83	
  A	simple	steel	crowbar,	painted	a	startling	shade	
  of	blue.	The	paint	is	chipped	at	both	ends.	
  84	
  This	 screwdriver	 has	 an	 unusual	 head,	 rarely	
  found	in	this	region.	
  85	
  A	 small	 handsaw,	 suitable	 for	 cutting	 through	
  iron	or	steel.	Its	teeth	are	surprisingly	sharp.	
  86	
  A	five-pound	lead	weight	with	a	loop	for	a	rope.	
  The	 bottom	 of	 the	 weight	 is	 battered	 and	
  scratched.	
  87	
  A	 battered	 wooden	 tankard	 with	 a	 reinforced	
  glass	bottom.	
  88	
  A	fine	wire	with	steel	pitons,	suitable	for	use	as	a	
  trip	wire	or	garrotte.	
  89	
  An	elaborate	glass	cutting	system	complete	with	
  a	suction	cup	and	diamond	blade.	
  90	
  Fingerless	gloves	with	a	stiff	palm	and	protective	
  plate	stitched	to	the	back.	
  91	
  A	pair	of	wax	ear	plugs	in	a	small	pewter	case.	
  92	
  A	 fine	 saw	 designed	 to	 slip	 in	 between	 a	 door	
  and	its	frame	to	slowly	cut	locks	or	bars.	
  93	
  A	double-headed	coin,	set	of	weighted	dice	and	
  marked	 deck	 of	 cards	 provide	 a	 gambler’s	
  dream.	
  94	
  A	 wooden	 case	 of	 multi-hued	 chalk	 comprising	
  different	sections	of	red,	white,	blue	and	yellow	
  chalk.	
  95	
  A	small	pot	of	red	paint	with	a	brush	attached	to	
  the	inside	of	its	lid.	
  96	
  An	 exceptionally	 sharp	 single	 edged	 knife,	
  serrated	for	a	few	inches	near	the	hilt	in	a	worn	
  and	supple	leather	sheath.	
  97	
  A	tiny	vial	of	weak	poison,	incapable	of	nothing	
  more	than	rendering	a	target	ill	for	a	few	hours.	
  98	
  A	 simple	 facemask	 for	 covering	 the	 eyes,	 black	
  on	one	side	and	grey	on	the	other.	
  99	
  A	 30	 ft.	 length	 of	 slender	 black	 thread	 able	 to	
  easily	bear	the	weight	of	a	fully-grown	man.	
  100	
  A	 15	 ft.	 long	 thin,	 almost	 invisible,	 silver	 wire	
  with	a	sharply	curved	hook	on	the	end	used	to	
  hook	 things	 from	 the	 belts	 of	 unsuspecting	
  victims	passing	below	the	rogue’s	perch.	
  	
   
  
  8	
  S H U N N E D  V A L L E Y  O F  T H E  T H R E E  T O M B S :  N O T A B L E  L O C A T I O N S  
  Several	locations	of	note	lie	within	the	valley.	Use	these	notes,	
  along	with	those	presented	in	“Random	Encounters	&	Events”	to	
  facilitate	the	above	ground	portions	of	this	adventure.	
  A :  B U R I A L  C A I R N S  
  Three	cairns	stand	close	to	Aila’s	Mere.		
  Three	cairns	stand	in	a	ragged	triangle.	Lichens	and	moss	cover	
  all	three	while	reeds	growing	thickly	on	the	banks	of	a	marshy	
  pool	almost	engulfs	the	western	most	cairn.		
  Each	cairn	has	the	following	notable	features:	
  § 
  Old:	Moss	and	lichen	grows	thickly	on	the	piled	stone	cairns.	
  They	are	obviously	old.	
  § 
  Remains:	 Each	 cairn	 holds	 the	 remains	 of	 a	 decade-dead	
  adventurer.	 Much	 of	 their	 equipment	 has	 rusted	 or	 rotted	
  away.	 However,	 perceptive	 PCs	 may	 discover	 some	 small	
  treasure.	To	do	so,	they	must	take	apart	each	cairn.	This	takes	
  four	 people	 an	 hour.	 While	 doing	 so,	 a	 PC	 making	 a	 DC	 20	
  Perception	 check	 finds	 something.	 Use	 the	 table	 below	 to	
  determine	what	is	found.	Use	each	entry	only	once.		
  D8	
  DISCOVERY1	
  1	
  A	gold	ring	woven	with	silver	wire	(worth	50	gp).	
  2	
  A	chipped	ivory	scroll	tube	decorated	with	once	beautiful	
  carvings	of	angels	(worth	20	gp).		
  3	
  A	rusty	cold	iron	longsword	(worth	30	gp)	with	a	rearing	
  wolf	sigil	on	its	pommel.	It	has	the	broken	condition.		
  4	
  Six	 tiny	 azure	 blue	 translucent	 stones	 each	 with	 a	 hole	
  bored	through	the	middle	(azurites,	each	worth	10	gp).	
  5	
  The	 mouldering,	 sodden	 remains	 of	 a	 spellbook.	 Most	
  pages	are	unreadable	but	one	is	salvageable;	it	holds	the	
  spell	comprehend	languages.	
  6	
  A	blunt	and	tarnished	silver	dagger	(worth	22	gp).	It	has	
  the	broken	condition.	
  7	
  A	bronze	cloak	pin	shaped	like	a	dagger;	usable	as	such	
  by	a	Small-sized	character	(worth	20	gp).	
  8	
  A	 battered	 lantern	 set	 with	 reflective	 silver	 plates.	 The	
  lantern	itself	is	worthless,	but	the	plates	are	worth	40	gp.	
  1:	DC	20	Appraise	check	values	
  B :  W E A T H E R E D  S T A T U E S  
  Six	statues	guard	the	entrance	to	Area	F—Champions’	Rest.	Five	
  yet	 stand	 upright,	 but	 the	 sixth	 has	 been	 knocked	 over	 and	
  broken	(by	the	adult	owlbear	lurking	in	Area	G).	
  These	 weatherworn,	 moss-covered	 statues	 depict	 ferocious	
  humanoid	 warriors.	 The	 warriors	 wear	 chainmail	 and	 hold	 a	
  longsword	grounded	between	their	feet.	One	of	the	statues—the	
  one	nearest	the	pool—has	fallen	and	lies	in	shards.	
  The	weathered	statues	have	the	following	notable	features:	
  § 
  Weathered	Statues:	The	statues	depict	hobgoblin	warriors	(DC	
  6	Knowledge	[local]	determines).	All	are	obviously	old.		
  § 
  Broken	Statue:	The	fallen	statue	has	half	sunk	into	the	boggy	
  ground.	Lichens	and	mould	grow	thickly	upon	it.	
  § 
  Buried	Skulls:	Characters	digging	below	the	statues	in	search	
  of	hidden	treasure	discover	an	aged	skull	buried	below	each	
  warrior.	These	are	of	hobgoblin	origin,	buried	to	placate	the	
  tribe’s	ferocious	gods.	Each	skull	contains	a	small	transparent	
  yellow	gem	(a	citrine	worth	20	gp;	DC	20	Appraise	values).	
  GIANT	FROG	(1)	
  CR 	1 	( X P 	400 ) 	
  This	gigantic	frog	has	moist,	mottled	green	and	black	skin.		
  N	Medium	animal	
  Init	 +1;	 Senses	 low-light	 vision,	 scent;	 Perception	 +3,	 Sense	
  Motive	-1	
  Speed	 30	ft.,	 swim	 30	 ft.;	 ACP	 0;	 Acrobatics	 +9	 (+13	 jumping),	
  Stealth	+5,	Swim	+10	
  AC	12,	touch	11,	flat-footed	11;	CMD	14	(18	vs.	trip)	
  	 (+1	Dex,	+1	natural)	
  Fort	+6,	Ref	+6,	Will	-1	
  hp	15	(2	HD)	
  Space	5	ft.;	Base	Atk	+1;	CMB	+3	(+7	grapple)	
  Melee	bite	+3	(1d6+2	plus	grab)	or	
  Melee	Touch	tongue	(reach	15	ft.)	+3	(grab)	
  Atk	Options	grab	(tongue),	swallow	whole,	tongue	
  Grab	(Ex	[free])	The	giant	frog	can	grapple	a	Small	or	smaller	foe	
  without	 provoking	 attacks	 of	 opportunity.	 It	 does	 not	 gain	
  the	 grappled	 condition	 and	 can	 pull	 a	 grabbed	 target	 5	 ft.	
  closer	 with	 a	 successful	 CMB	 check	 (without	 the	 target	
  provoking	attacks	of	opportunity).	
  Swallow	Whole	(Ex	[standard])	The	giant	frog	can	make	a	CMB	
  check	 to	 swallow	 a	 Small	 or	 smaller	 foe	 grappled	 in	 its	
  mouth.	 A	 swallowed	 creature	 is	 grappled	 and	 takes	 1d4	
  bludgeoning	 damage	 a	 round.	 It	 can	 cut	 itself	 free	 with	 a	
  light	slashing	or	piercing	weapon	(AC	10,	hp	1)	or	can	make	a	
  CMB	check	to	climb	into	the	frog’s	mouth.	If	a	creature	cuts	
  its	 way	 out,	 the	 giant	 frog	 cannot	 use	 swallow	 whole	 until	
  the	damage	is	healed.	
  Abilities	Str	15,	Dex	13,	Con	16,	Int	1,	Wis	8,	Cha	6	
  Feats	Lightning	Reflexes	
  
  9	
  C :  A I L A ’ S  M E R E  
  This	marshy	pool	fills	much	of	the	valley.	The	area	surrounding	
  the	pool	is	distinctly	boggy,	due	to	frequent	flooding.		
  A	 wide,	 marshy	 pool	 fringed	 with	 reeds	 and	 rushes	 dominates	
  the	 valley	 floor.	 Boggy,	 marshy	 ground	 surrounds	 the	 pool,	
  hinting—perhaps—at	occasional	flooding.	
  Denizen:	 A	 giant	 frog	 lurks	 here,	 but	 has	 grown	 somewhat	
  cowardly	after	several	near-fatal	encounters	with	the	owlbear	in	
  Area	 G.	 It	 attacks	 only	 when	 disturbed	 or	 when	 a	 tempting	
  target	 is	 in	 the	 mere.	 The	 mere	 has	 the	 following	 notable	
  features:	
  § 
  Calm	Water:	The	water	is	calm	(DC	10	Swim),	cold	and	murky.	
  The	mere	is	2	ft.	deep	within	10	ft.	of	shore;	further	out	it	is	5	
  ft.	 deep.	 Thick,	 cloying	 mud	 three-foot	 deep	 comprises	 the	
  pool’s	bottom.		
  § 
  Boggy	Ground:	The	ground	immediately	surrounding	the	pool	
  is	 distinctly	 boggy	 due	 to	 frequent	 flooding.	 This	 does	 not	
  inhibit	 movement,	 but	 the	 wet	 ground	 makes	 this	 an	
  unpleasant	place	to	camp.		
  § 
  Reeds	 &	 Rushes:	 Thick	 stands	 of	 reeds	 and	 rushes	 surround	
  the	mere.		
  § 
  Frog’s	 Lair:	 The	 giant	 frog’s	 lair	 is	 hidden	 deep	 in	 the	 reeds.	
  The	 lair	 smells	 horrible.	 Partially	 eaten	 fish,	 bones	 and	
  excrement	lie	scattered	about.		
  D :  W A T E R F A L L  
  At	the	head	of	the	valley,	a	small	waterfall	tumbles	into	Aila’s	
  Mere	(Area	C).	Read:	
  A	waterfall	tumbles	down	into	the	valley	over	a	series	of	three	
  cascades	before	flowing	into	a	wide,	marshy	pool.	
  The	waterfall	has	the	following	notable	features:	
  § 
  Rough	Water:	In	the	immediate	vicinity	of	the	waterfall,	the	
  water	is	rough	(DC	15	Swim).	
  § 
  Noise:	 The	 roar	 of	 falling	 water	 imposes	 a	 -2	 penalty	 on	
  hearing-based	Perception	checks	within	20	ft.	of	the	waterfall.		
  Occasionally,	 things	 falling	 into	 the	 river	 tumble	 over	 the	 falls	
  and	end	up	in	Aila’s	Mere.	See	“Random	Encounters	&	Events”	
  for	more	information.	
  E :  T O M B  O F  T H E  S T O N E  W O M A N  
  Filled	with	fearsome	traps,	this	tomb	has	not	been	opened	since	
  it	was	sealed	long	ago.	Read:	
  A	 moss	 covered	 capstone	 blocks	 a	 narrow	 fissure	 in	 the	 rock.	
  Swamp	grass	grows	thickly	over	the	boggy	ground.	
  When	the	PCs	investigate	the	capstone,	refer	to	page	16.		
  F :  C H A M P I O N S ’  R E S T  
  Herein	lie	the	bodies	of	two	hobgoblin	heroes	of	old.	This	tomb	
  has	 not	 been	 disturbed	 since	 it	 was	 sealed…and	 one	 of	 its	
  inhabitants	is	very,	very	hungry.	Read:	
  A	wide,	obviously	heavy	capstone	covered	in	moss	blocks	what	
  appears	to	be	a	passageway	leading	back	into	the	hill.	Grass	and	
  weeds	grow	thickly	about	the	entrance.	
  When	the	PCs	investigate	the	capstone,	refer	to	page	18.		
  G :  L A I R  O F  T H E  F E R O C I O U S  H U N T E R S  
  An	adult	owlbear	and	its	young	claim	this	small	cave	complex.	
  When	 the	 PCs	 enter	 the	 valley,	 the	 adult	 owlbear	 is	 away	
  hunting.	Read:	
  A	narrow	crack—perhaps	5-foot	wide—pierces	the	cliff.	A	faint	
  carrion	odour	wafts	from	within.	
  § 
  Tracks	(DC	9	Survival):	The	tracks	of	a	large	clawed	creature	
  enter	 and	 exit	 the	 cave.	 A	 DC	 10	 Survival	 check	 reveals	 the	
  presence	of	an	additional	smaller	set	of	tracks.		
  When	the	PCs	reach	the	cave	mouth,	refer	to	page	20.		
  	
  	
  V A L L E Y  D R E S S I N G  
  The	PCs	are	bound	to	spend	quite	some	time	poking	about	the	
  valley.	 Whenever	 they	 make	 Perception	 checks	 and	 don’t	
  discover	 anything	 noteworthy,	 roll	 on	 this	 table	 to	 add	
  verisimilitude	to	the	proceedings.		
  D8	
  DISCOVERY	
  1	
  A	large	mottled	brown	and	white	feather.	The	feather	
  is	obviously	far	too	large	to	have	come	from	a	bird.	
  2	
  The	tracks	of	a	clawed	creature.	A	DC	9	Survival	check	
  reveal	the	creature	is	Large-sized.	
  3	
  The	
  vegetation—reeds,	
  rushes,	
  grass	
  etc.	
  as	
  appropriate—are	 crushed	 and	 broken.	 Something	
  large	obviously	passed	this	way.	
  4	
  A	loud,	distinct	splash	comes	from	Aila’s	Mere.	Ripples	
  spread	across	the	water,	but	their	cause	is	unclear.	
  5	
  High	up	in	the	sky	a	large	bird	circles	the	valley.	After	a	
  few	minutes	it	dives	down	into	the	grass,	snatches	up	
  a	mouse	and	flies	away	to	feed.	
  6	
  For	 a	 moment,	 the	 PC	 catches	 the	 faint	 scent	 of	
  carrion	on	the	breeze.	
  7	
  A	small	patch	of	wild	flowers—incongruously—grows	
  amid	the	mud.	
  8	
  The	wind	 picks	 up.	 For	a	 moment,	 it	 sounds	 like	 the	
  moaning	of	forlorn	spirits.	
  	
  
  10	
  	
   
  
  11	
  T R E A S U R E S ,  T R I N K E T S  &  T R A S H :  L O N G S W O R D S  &  M A C E S  
  One-dimensional,	 unremarkable	 treasure	 is	 boring.	 Adding	
  interesting	 descriptions	 to	 treasure	 adds	 depth,	 detail	 and	
  verisimilitude	to	the	GM’s	campaign.			
  	
  Of	 course,	 a	 GM	 doesn’t	 have	 time	 to	 slavishly	
  detail	every	piece	of	treasure	in	his	campaign.	That’s	
  where	the	list	below	comes	in	handy.			
  	
  The	GM	can	use	these	descriptions	to	bring	to	
  life	the	weapon	wrenched	from	the	corpse	of	a	
  defeated	foe,	as	the	basis	of	a	magic	weapon	or	
  even	 to	 depict	 a	 PC’s	 treasured	 heirloom	
  possession.	 However	 they	 are	 used,	 the	
  descriptions	
  below	
  are	
  inherently	
  more	
  interesting	that,	“It’s	a	mace."		
  M A C E S  
  1. Set	 upon	 a	 haft	 of	 stout	 oak,	 this	 mace's	 oval	
  shaped	head	is	worn	smooth	on	one	wide.		
  2. The	 iron	 pear-shaped	 head	 of	 this	 mace	 glistens	 as	 if	 it	
  were	 wet.	 A	 leather	 loop	 is	 threaded	 through	 the	
  weapon’s	haft	to	make	it	harder	to	drop.		
  3. Small	holes	are	bored	through	the	mace's	spherical	head.	
  When	the	mace	is	swung	vigourously,	the	holes	create	a	
  high-pitched	whistling	sound.		
  4. This	mace	has	a	haft	of	iron	and	a	small	square	pommel.	
  5. The	haft	of	this	mace	is	of	dull	iron	worn	smooth	through	
  countless	hours	of	use.	Similarly	the	head	is	dented	and	
  chipped	suggesting	it	has	seen	much	combat.		
  6. The	 head	 of	 this	 mace	 was	 forged	 to	 depict	 a	 snarling	
  demon’s	head.	Dried	blood	covers	the	demon’s	face	and	
  one	of	the	demon's	horns	has	snapped	off.	
  7. The	 haft	 of	 this	 mace	 is	 engraved	 with	 lurid	 scenes	 of	
  battle	 and	 death.	 Some	 of	 the	 carvings	 have	 been	
  damaged—probably	in	combat.	
  8. Atop	 this	 stout	 haft	 sits	 a	 grinning	 iron	 skull.	 The	 skull	
  has	been	painted	white	to	appear	more	“real”	but	the	
  paint	 is	 faded	 and	 chipped.	 Thus,	 the	 skull	 has	 a	
  mottled—almost	diseased—look.	
  9. When	caught	in	bright	light	this	mace’s	circular	head	
  gleams	like	the	sun.	
  10. Mystical	 symbols—worn	 smooth	 by	 use	 and	 age—
  adorn	the	head	and	haft	of	this	ornate	flanged	mace.	
  The	 mace	 has	 four	 flanges—on	 each	 the	 mystical	
  symbol	for	one	of	the	elements	appears	prominently.	
  L O N G S W O R D S  
  1. Plain,	 unadorned	 and	 of	 solid,	 functional	 design	 this	
  longsword	 holds	 a	 wickedly	 sharp	 edge.	 A	 maker's	
  mark—a	 hammer	 set	 under	 a	 soaring	 raven—
  adorns	the	hilt.		
  2. Polished	to	a	mirror-like	sheen,	this	is	a	noble's	
  weapon.	 Its	 hilt	 is	 of	 smoothed	 ivory	 and	 the	
  crossguard	 is	 wrapped	 with	 silver	 and	 gold	
  wire.		
  3. Chipped	 and	 battered,	 this	 longsword's	 blade	
  seems	old	and	dangerously	weak.	The	pommel	
  and	 hilt	 are	 of	 much	 newer	 and	 solid	 design;	
  they	are	clearly	not	original.		
  4. The	hilt	of	this	longsword	is	engraved	with	several	
  esoteric	 sigils	 denoting	 victory	 and	 glory.	 The	
  weapon’s	haft	is	well-worn	imply	it	has	seen	much	action;	
  however	the	blade	itself	is	in	excellent	condition.	
  5. This	longsword	has	an	ornate	basket	hilt,	which	is	chipped	
  and	 dented.	 The	 blade	 itself	 is	 highly	 polished	 and	
  glimmers	in	the	light.	
  6. The	 pommel	 of	 this	 serviceable	 weapon	 is	 shaped	 like	 a	
  clenched,	gauntleted	fist.		
  7. The	 hilt	 of	 this	 longsword	 is	 of	 horn	 wrapped	 with	 worn	
  leather	for	better	grip.	It	has	a	simple	crossguard	inscribed	
  with	the	sword’s	name,	“Gutripper."	
  8. The	pommel	and	crossguard	of	this	crude,	heavy	longsword	
  are	stamped	with	Goblin	runes.	They	speak	of	glory,	death	
  and	battle.	It	is	sized	for	a	hobgoblin,	not	a	goblin.	
  9. This	sword’s	pommel	is	carved	from	a	large	shard	of	onyx	to	
  represent	 a	 grinning	 skull.	 Additionally,	 ash	 has	 been	
  worked	into	the	blade	and	haft	to	give	it	a	dull,	dark	grey	
  appearance	that	seems	to	drink	in	the	surrounding	light.	
  10. 
  This	silvered	steel	sword	glitters	and	glimmers	in	
  the	 light	 like	 ice.	 Runes	 speaking	 of	 goodness,	 light	 and	
  glory	are	engraved	into	the	blade	itself	while	the	pommel	
  is	decorated	with	the	holy	sigil	of	a	good-aligned	martial	
  deity.		
  	
  	
   
  
  12	
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  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game.	©2008,	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Pathfinder	 RPG	 Bestiary.	 ©2009	 Paizo	 Publishing	 LC;	 Author	 Jason	 Bulmahn,	 based	 on	
  material	by	Jonathan	Tweet,	Monte	Cook	and	Sip	Williams.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	 of	 Horrors.	 ©2002,	 Necromancer	 Games,	 Inc.;	 Authors:	 Scott	 Greene,	 with	 Clark	
  Peterson,	 Erica	 Balsley,	 Kevin	 Baase,	 Casey	 Christofferson,	 Lance	 Hawvermale,	 Travis	
  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  	
  I	Loot	the	Rogue’s	Body.	©Raging	Swan	Press	2016;	Author:	Eric	Hindley.	
  	
  Village	Backdrop:	Cahill	Abbey.	©Raging	Swan	Press	2016;	Author:	Jacob	W.	Michaels.	
  	
  Shunned	 Valley	 of	 the	 Three	 Tombs.	 ©Raging	 Swan	 Press	 2016;	 Author:	 Creighton	
  Broadhurst.	
  	
  GM’s	Monthly	Miscellany:	February	2016.	©Raging	Swan	Press	2016;	Author:	Creighton	
  Broadhurst,	Eric	Hinley	and	Jacob	W.	Michaels.	
  	
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2016-02.pdf