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  GM’S MONTHLY MISCELLANY: 
  RAGING SWAN PRESS 
  NOVEMBER 2017 
  
   
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  GM’S MONTHLY MISCELLANY: NOVEMBER 2017 
  Featuring	 material	 from	 some	 of	 Raging	 Swan	 Press’s	 newest	 products	 as	 well	 as	 classic	 releases	 of	 yesteryear,	 advice	 articles	 and	
  material	from	Creighton’s	own	Borderland	of	Adventure	campaign,	the	GM’s	Monthly	Miscellany	series	is	a	terrific	free	resource	for	the	
  busy,	time-crunched	GM.		
  	
  Design:	 Creighton	 Broadhurst,	 Jacob	 W.	 Michaels	 and	 Amber	
  Underwood	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  Thank	you	for	purchasing	GM’s	Monthly	Miscellany:	November	
  2017;	we	hope	you	enjoy	it.		
  	
  If	you	did,	please	consider	leaving	a	review.	
  	
  If	you	didn’t,	did	you	know	Raging	Swan	Press	offers	a	money	
  back	guarantee?	
  C O N T E N T S  
  Foreword	......................................................................................	2	
  10	Men-at-Arms	with	Personality	................................................	3	
  Echo	Harbour	At	A	Glance	............................................................	4	
  Dead	Man's	Run	At	A	Glance	........................................................	6	
  10	Borderland	Fort	Whispers	&	Rumours	....................................	8	
  Support	Raging	Swan	Press	..........................................................	9	
  OGL	V1.0A	....................................................................................	9	
   S O U R C E S  
  As	 well	 as	 new,	 never	 seen	 before	 material	 from	 my	 own	
  Borderland	 of	 Adventure	 campaign,	 this	 instalment	 of	 GM’s	
  Monthly	 Miscellany	 presents	 information	 from	 several	 Raging	
  Swan	Press	products	and	advice	articles	including:	
  § 
  20	Things	#20:	Fort	on	the	Borderland	Creighton	Broadhurst.	
  § 
  Places	of	Power:	Dead	Man’s	Run	Jacob	W.	Michaels.	
  § 
  Village	Backdrop:	Echo	Harbour	Amber	Underwood.	
  	
  	
  	
  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:	 November	 2017	 are	
  Open	 Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	
  version	1.0a	Section	1(d).	No	portion	of	this	work	other	than	the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	 any	 form	 without	 written	 permission.	 The	 moral	 right	 of	
  Creighton	
  Broadhurst,	
  Jacob	
  W.	
  Michaels	
  and	
  Amber	
  Underwood	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	2017.	
  	
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  Compatibility	with	the	Pathfinder	Roleplaying	Game	requires	the	
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  Roleplaying	
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  from	
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  Inc.	
  See	
  http://paizo.com/pathfinderRPG	 for	 more	 information	 on	 the	
  Pathfinder	 Roleplaying	 Game.	 Paizo	 Inc.	 does	 not	 guarantee	
  compatibility,	and	does	not	endorse	this	product.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  
  2	
  F O R E W O R D  
  It	seems	it	was	just	last	month	I	was	writing	a	lot	has	happened	
  recently.	Well,	I’ve	got	to	write	the	same	thing	again!	Just	after	
  I’d	 finished	 compiling	 last	 month’s	 issue,	 Raging	 Swan	 Press’s	
  heroic	patrons	crushed	our	next	milestone	goal—which	means	
  I’ve	 started	 plotting	 and	 planning	 the	 Master	 Your	 Campaign	
  podcast—a	podcast	dedicated	to	all	things	GM.	I	don’t	know	if	
  I’ll	have	the	first	episodes	out	by	the	time	you	read	this,	but	I	
  hope	if	I	don’t	they	won’t	be	far	away!	
  	
  On	 another	 subject,	 do	 you	 enjoy	 the	 GM's	 Monthly	
  Miscellanies?	I’m	looking	at	2018’s	release	schedule	and	
  I’m	thinking	of	discontinuing	the	line.	While	the	
  line	 has	 been	 a	 success—I	 think—for	
  Raging	Swan	compiling	them	is	taking	
  time	 away	 from	 things	 I	 could	 be	
  focusing	on	(like	the	podcast).	If	you	have	
  an	opinion	one	way	or	another,	please	let	me	
  know	via	the	email	address	below!	
  P A T R E O N  
  	
  You	might	be	aware	Raging	Swan	Press	
  is	now	on	Patreon.	We	signed	up	at	the	start	of	April	
  2015,	 and	 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	massively	increased	our	word	rate	
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  T H A N K  Y O U !  
  In	any	event,	I	hope	you	enjoy	the	material	in	this	GM’s	Monthly	
  Miscellany,	but	more	importantly	I	hope	you	find	it	useful	and	
  that	it	enhances	your	campaign.		
  	
  If	you’ve	got	any	comments	or	questions	about	Raging	Swan	
  Press,	 I’d	 love	 to	 hear	 from	 you.	 You	 can	 contact	 me	 at	
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  3	
  1 0  M E N - A T - A R M S  W I T H  P E R S O N A L I T Y  
  Borderland	 forts	 are	 often	 dangerous	 places,	 and	 the	 wise	
  nobleman	 strongly	 garrisons	 it	 with	 redoubtable	 men-at-arms.	
  Such	 soldiers	 should	 not	 be	 merely	 carbon	 copies	 of	 one	
  another.	 Among	 any	 garrison	 exceptional—or	 interesting—	
  individuals	will	always	emerge.	
  	
  Use	the	table	below,	to	generate	the	details	of	particularly	
  interesting	or	exceptional	men-at-arms	the	party	encounters.		
  1. Aevar	(LG	male	human	fighter	1)	Overly	burly,	and	bald,	Aevar	
  cuts	 a	 menacing	 image.	 His	 dangerous	 mien	 is	 further	
  enhanced	by	a	badly	done	tattoo	of	a	skull	covering	his	entire	
  head	except	for	his	face.	For	all	that,	Aevar	is	loyal	to	his	lord,	
  if	not	a	little	bit	too	enthusiastic	in	combat.		
  2. Turkka	 Hirvonen	 (N	 male	 human	 fighter	 1)	 Turkka	 doesn’t	
  want	 to	 be	 soldier;	 he	 only	 become	 one	 to	 escape	 a	 life	 of	
  crushing	 poverty	 and	 constant	 hunger.	 He	 is	 loyal—to	 an	
  extent—to	his	lord,	but	is	always	on	the	lookout	for	a	way	to	
  turn	a	profit.	Turkka	is	always	hungry,	and	rarely	encountered	
  without	food	in	his	hand	(or	hidden	in	his	pouch).	
  3. Aila	 Leino	 (NG	 female	 human	 fighter	 3)	 Aila’s	 slender	 frame	
  belies	 a	 strength	 far	 greater	 than	 most	 men.	 Friendly	 and	
  gregarious,	Aila	is	popular	with	her	fellows,	although	secretly	
  she	 hates	 their	 coarse,	 unsubtle	 humour.	 She	 is	 a	 skilled	
  warrior	 and	 braver	 than	 most	 veterans.	 With	 dark	 grey	 eyes	
  and	 short-cropped	 red	 hair,	 Aila	 stands	 out	 from	 her	 drab	
  fellows.	If	she	can	escape	this	backwater	fort,	a	great	destiny	
  lies	in	her	future	for	Aila	is	not	entirely	human...	
  4. Gar	Blood-Eye	(CN	male	half-orc	fighter	2)	A	renegade	from	an	
  orcish	 tribe	 lurking	 in	 the	 nearby	 wilderland,	 Gar	 is	 not	
  completely	trusted	by	his	fellows.	Half	of	them	see	the	tall	and	
  broad-shouldered	green-skinned	warrior	as	little	more	than	a	
  savage	 while	 most	 of	 the	 rest	 believe	 him	 to	 be	 a	 spy.	
  Consequently,	 Gar	 has	 few	 friends	 and	 has	 become	 used	 to	
  expecting	the	worst	from	those	he	meets.		
  5. Myev	Widow-maker	(NG	female	half-orc	fighter	2)	A	terror	on	
  the	 battlefield,	 Myers	 has	 a	 way	 of	 looking	 at	 people	 that	
  suggests	she	is	plotting	their	brutal	and	swift	evisceration.	She	
  uses	a	large	double-blade	axe—her	“Widow-maker”—in	lieu	of	
  any	other	weapon.	For	all	that,	she	is	popular	with	her	fellows	
  who	 have	 got	 over	 her	 strange	 ways.	 She—in	 turn—is	
  incredibly	protective	of	them.	
  6. Arnallae	Uthliavar	(CG	female	half-elf	fighter	3)	Arnallae	is	a	
  restless	soul	who	has	served	here	for	a	decade	or	so	because	
  she	wants	to	experience	the	borderland	and	its	perils.	She	is	
  erratic,	but	brave.	While	Arnallae	would	never	put	the	lives	
  of	her	fellows	in	jeopardy,	she	is	easily	distracted.		
  7. Eohric	Llitwin	(CN	old	male	human	fighter	2)	Stocky	and	grey-
  haired,	 Eohric	 is	 clearly	 older	 than	 his	 fellows—who	 jokingly	
  refer	 to	 him	 as	 “grandfather”.	 Eohric	 is	 immensely	
  experienced,	 but	 now	 tires	 easily.	 He	 dreams	 of	 retiring	 and	
  living	 out	 his	 days	 in	 a	 tavern,	 but	 Eohric	 is	 an	 inveterate	
  gambler.	Disastrously,	he	is	also	gullible	and	heavily	in	debt	to	
  certain	 individuals	 who	 want	 access	 to	 his	 lord’s	 private	
  chambers.	Thus	far,	Eohric	has	resisted	their	advances	but	as	
  his	debts	mount	he	is	becoming	increasingly	desperate.	
  8. Valto	 Sianio	 (N	 male	 human	 fighter	 1)	 Valto	 suffers	 from	
  chronic	 toothache.	 With	 a	 perpetual	 grimace	 on	 his	 face,	 he	
  appears	 miserable	 much	 of	 the	 time.	 Valto’s	 woes	 started	
  when	he	was	punched	in	the	face	during	a	training	bout.	The	
  blow	shattered	his	front	teeth	and	infection	soon	set	in.	Now	
  all	that	remain	are	blackened	stumps.	
  9. Gerold	Corbie	(NE	male	human	thief	3)	Ostensibly	Gerold	is	a	
  new	recruit	to	the	garrison,	but	he	has	a	secret.	In	reality,	he	is	
  a	spy	for	a	rival	lord	(or	perhaps	a	band	of	humanoid	planning	
  to	attack	the	fort).	Unfortunately	for	Gerold,	one	of	the	PCs	fits	
  the	description	of	his	contact	(who	he	has	never	met	before)	
  and	 he	 tries	 to	 make	 contact	 one	 night	 in	 the	 tavern.	
  Confusion	 ensures	 and	 if	 he	 can	 talk	 his	 way	 out	 of	 his	
  encounter	with	the	PCs,	he	abandons	his	mission	and	flees.		
  10. Frida	Gall	(NG	female	human	fighter	1)	Constantly	on	the	edge	
  of	exhaustion,	Frida	has	deep	bags	under	her	eyes.	Bedevilled	
  by	 nightmares,	 she	 rarely	 sleeps	 a	 whole	 night	 through	 and	
  often	 wakes	 up	 screaming.	 She	 is	 not	 a	 popular	 bunk	 mate,	
  consequently.	Desperate	for	sleep,	she	has	tried	all	manner	of	
  herbal	remedies	and	the	faint	smell	of	such	often	hang	in	the	
  air	around	her.		
  	
   
  
  4	
  E C H O  H A R B O U R  A T  A  G L A N C E  
  Ruler:	The	Recognised	
  Government:	Council	
  Alignments:	NG,	LN,	N	
  Population:	199	(57	humans,	18	half-orcs,	65	merfolk,	59	orcs)	
  Notable	 Folk:	 Caller	 Deepway	 (Echo	 Harbour),	 Crower	 Ouwei	
  (Kelp	 Farms),	 Spellwright	 Lightguide	 (Treeshell	 Shipyard),	
  Trademaster	 Broadsail	 (Silver	 Scale),	 Zephyr	 Broadsail	
  (Broadsail	Outfitters)		
  Languages:	Aquan,	Common,	Draconic,	Orc	
  Qualities:	Prosperous,	strategic	location	
  Corruption:	 -1;	 Crime:	 -1;	 Economy:	 +1;	 Law:	 -3;	 Lore:	 -3;	
  Society:	+3	
  Danger:	0	
  M A R K E T P L A C E  
  Resources	&	Industry:	Mariculture,	pearl	diving,	shipbuilding	
  Base	Value:	700	gp;	Purchase	Limit:	3,750	gp;	Spellcasting:	3rd	
  (Grower	 Ouwei	 at	 location	 3,	 Spellwright	 Lightguide	 at	
  location	 7);	 Minor	 Items:	 2d4;	 Medium	 Items:	 1d4;	 Major	
  Items	–	
  Echo	Harbour	teems	with	people:	sailors	dock	their	ships	in	the	
  harbour	 and	 load	 them	 with	 supplies	 and	 trade	 goods,	
  merchants	 haggle	 with	 merfolk	 on	 the	 foreshore	 and	 men	 in	
  market	 stalls,	 workers	 toil	 in	 the	 busy	 shipyards	 and	 travellers	
  crowd	the	taverns,	making	boasts	and	bets	as	they	play	games	to	
  pass	the	time.	Over	the	bustle	and	chatter	sound	the	shouts	and	
  songs	 of	 the	 orcs	 as	 they	 direct	 ships	 and	 caravans	 to	 their	
  proper	places.	
  	
  In	the	not	too	distant	past,	Echo	Harbour	didn’t	exist.	Only	
  merfolk	lived	in	the	bay,	quietly	tending	their	farms	beneath	the	
  waves.	Few	merchants	dared	to	brave	the	region's	pirates	and	
  bandits,	even	for	the	rare	pearls	the	merfolk	gathered.	
  	
  The	change	began	when	Bonesong,	a	battle-scarred	dragon	
  turtle	 with	 an	 attendant	 tribe	 of	 orcs,	 entered	 the	 bay.	
  Exhausted	and	injured	from	fighting	and	weary	for	their	nomadic	
  lifestyle,	 Bonesong	 and	 her	 followers	 struck	 a	 deal	 with	 the	
  merfolk:	they	would	protect	the	bay	and	its	trade	routes,	and	in	
  exchange,	they	would	call	it	their	home.	Their	presence	deterred	
  outlaws	 and	 as	 the	 area	 became	 safer,	 trade	 became	
  increasingly	 common;	 a	 few	 human	 merchants	 even	 settled	
  there,	 sensing	 opportunity.	 Over	 time	 the	 different	 cultures	
  blended	 and	 the	 community	 leaders	 banded	 together	 into	 a	
  single	ruling	council:	The	Recognised.	
  	
  Recently,	 though,	 Bonesong	 vanished.	 Echo	 Harbour	 has	
  grown	 prosperous	 under	 her	 protection,	 but	 it	 remains	 to	 be	
  seen	if	it	has	the	strength	to	stand	on	its	own.	Only	time	will	tell	
  if	 she	 will	 return,	 or	 if	 the	 villagers	 must	 find	 another	 way	 to	
  safeguard	their	future.	
  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	 Echo	 Harbour.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	result.	
  	
  DC	 10:	 Echo	 Harbour	 is	 a	 prosperous	 port	 with	 abundant	
  food	 supplies	 and	 valuable	 trade	 goods.	 It	 is	 a	 good	 starting	
  place	for	an	ocean	voyage	and	a	safe	harbour.	
  	
  DC	 15:	 An	 old	 dragon	 turtle,	 Bonesong,	 dwells	 near	 Echo	
  Harbour	and	is	allied	with	the	villagers.	She	leaves	most	vessels	
  alone,	but	savages	pirate	ships.	
  	
  DC	 20:	 A	 sizable	 portion	 of	 Echo	 Harbour	 is	 underwater;	
  much	of	its	wealth	stems	from	vast	aquatic	farms	maintained	by	
  its	merfolk	citizens.	
  V I L L A G E R S  
  Appearance:	The	villagers	are	a	diverse	lot,	but	tanned	skin,	dark	
  hair	and	dark	eyes	are	common.	Humans	are	slender	and	short,	
  the	orcs	have	a	faint	green	tint	to	their	skin	and	broad	chests,	
  and	the	merfolk	are	pale	and	have	distinctive	turquoise	hair.	
  	
  Dress:	Sturdy	trousers	of	canvas	or	leather	are	favoured	in	
  Echo	 Harbour,	 accompanied	 by	 woven	 sandals.	 Most	 villagers	
  eschew	shirts	and	other	garments.	Jewellery	of	bone,	obsidian	
  and	pearls	is	common,	especially	in	the	form	of	piercings	
  	
  Nomenclature:	 family	 Broadsail,	 Deepway,	 Lightguide,	
  Ouwei;	personal	most	villagers	use	a	title	rather	than	a	personal	
  name,	 though	 children	 and	 young	 adults	 are	 named	 after	
  animals,	plants	and	weather	until	they	earn	their	adult	title.	
  W H I S P E R S  &  R U M O U R S  
  A	 PC	 can	 use	 Diplomacy	 to	 gather	 information	 about	 Echo	
  Harbour	and	its	surroundings.	This	takes	1d4	hours	and	requires	
  a	 DC	 10	 check.	 A	 PC	 gains	 one	 additional	 rumour	 for	 each	 5	
  points	by	which	the	check	result	exceeds	DC	10.	Use	the	table	
  below,	to	determine	which	rumour(s)	the	PC	learns.		
  D6	
  RUMOUR	
  1	
  The	 dragon	 turtle	 that	 protects	 the	 harbour	 hasn't	
  been	seen	in	a	while,	and	might	be	gone	(or	dead).	
  2*	
  A	 well-hidden	 and	 protected	 sea	 cave	 contains	 a	
  secret	treasure	hoard!	This	hoard	is	the	real	source	of	
  Echo	Harbour's	wealth.	
  3	
  Shouts	from	the	village	bard	and	his	workers	resound	
  easily	in	the	harbour	and	are	the	source	of	its	name.	
  4	
  A	pirate	with	a	vicious	history	hides	in	the	village.	
  5	
  Merchants	from	remote	lands	stop	and	sell	rare	and	
  exotic	goods	in	the	marketplace.		
  6*	
  The	 local	 shipbuilder	 has	 acquired	 a	 broken	
  underwater	craft,	and	has	been	trying	to	fix	it.	
  *False	rumour	
  	
   
  
  5	
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Broadsail	 Outfitters:	 The	 Broadsail	 family	 shop	 sells	 quality	
  supplies	to	sailors	and	adventurers.	Zephyr	Broadsail	runs	the	
  shop	and	frequently	offers	bounties	on	rare	sea	creatures.		
  2. Echo	 Harbour:	 The	 village	 takes	 its	 name	 from	 this	 busy	
  harbour.	 It	 has	 several	 long	 docks,	 two	 warehouses	 for	
  handling	 cargo	 and	 protective	 concrete	 walls	 that	 shelter	 it	
  from	 the	 open	 ocean.	 Caller	 Deepway	 is	 normally	 on	 the	
  docks,	telling	stories	and	managing	workers.	
  3. Kelp	 Farms:	 Outside	 the	 harbour	 walls	 are	 the	 village	 farms,	
  which	 comprise	 giant	 kelp	 forests	 and	 organised	 rows	 of	
  cultivated	oysters.	The	merfolk	farmers	also	catch	schools	of	
  fish.	 All	 together	 the	 bounty	 allows	 them	 to	 provide	 for	 the	
  entire	 village	 and	 still	 have	 surplus	 to	 trade.	 Grower	 Ouwei	
  tends	to	the	farms	during	daylight	hours.	
  4. Origin	Cave:	Icy	blue	light	radiates	from	a	vaguely	humanoid	
  statue	sculpted	from	a	rocky	outcrop	off	the	coast.	The	light	
  guides	ships	safely	into	the	harbour,	but	unknown	to	most	it	
  also	marks	the	entrance	to	an	underwater	sea	cave.	The	cave	
  is	sacred	to	the	village.	In	addition	to	the	rites	they	perform	
  there	they	use	it	as	an	ossuary.	
  5. Silver	 Scale:	 A	 popular	 tavern,	 the	 Silver	 Scale	 appeals	 to	 its	
  customers	with	games	of	change	and	skill	as	well	as	its	menu.	
  It	 is	 a	 common	 gathering	 place	 for	 villagers,	 and	 the	
  Recognised	 even	 use	 it	 for	 council	 meetings.	 Trademaster	
  Broadsail	 has	 permanently	 reserved	 a	 quiet	 table	 here,	 and	
  occupies	it	near	constantly.	
  6. Sun	Market:	Nothing	is	ever	the	same	twice	in	the	Sun	Market.	
  Stalls	and	canvas	canopies	can	be	rented	for	a	small	fee,	and	
  countless	merchants,	adventurers	and	wandering	mystics	set	
  up	shop	here	for	a	day	or	two	before	moving	on.	
  7. Treeshell	 Shipyard:	 At	 least	 one	 boat	 is	 being	 built	 in	 the	
  shipyard	 at	 any	 given	 time,	 and	 it	 is	 a	 good	 place	 to	 make	
  repairs.	 Spellwright	 Lightguide	 toils	 here,	 overseeing	 her	
  numerous	apprentices.	
  	
  	
  
  6	
  D E A D  M A N ' S  R U N  A T  A  G L A N C E  
  Ruler	None	
  Population	11	(5	humans,	4	elves,	2	half-elves)	
  Alignments	LG,	LN	
  Languages	Common,	Elven	
  Resources	&	Industry	Ferry	services	
  This	 remote	 border	 between	 an	 elven	 kingdom	 and	 human	
  realm	may	have	never	been	settled	had	a	human	baron	not	seen	
  it	as	a	perfect	spot	to	sneak	troops	into	his	neighbour's	land	for	
  an	invasion.	The	plan	worked	for	a	time,	but	the	baron's	forces	
  were	 eventually	 repulsed,	 leading	 to	 several	 years	 of	 constant	
  fighting	 that	 turned	 the	 Brimbrook’s	 gently	 flowing	 waters	
  crimson.	 In	 time,	 this	 stalemate	 led	 to	 a	 truce,	 and	 the	 truce	
  eventually	became	a	tenuous	peace.	Two	villages	grew,	one	on	
  each	side	of	the	river,	their	growing	friendship	symbolized	by	the	
  stone	bridge	erected	to	link	them.	
  	
  Dead	Man's	Run	spans	the	graves	of	those	two	villages	and	
  almost	all	their	inhabitants.	
  	
  No	one	knows	what	caused	it,	but	a	single	night	of	chaos	ten	
  years	ago	wiped	the	villages	from	the	face	of	the	earth.	Nature	
  itself	seemed	to	turn	against	the	inhabitants:	the	earth	shook,	
  the	 ground	 rising	 and	 cracking;	 lightning	 struck	 from	 the	 sky,	
  igniting	 the	 fort	 and	 burning	 it	 to	 the	 ground;	 and	 the	 gentle	
  creek	 became	 a	 rampaging	 river,	 sweeping	 homes	 from	 their	
  foundations.	When	morning	finally	came,	the	villages	were	gone,	
  and	almost	all	their	inhabitants	with	them.		
  	
  Most	of	the	few	survivors	fled	the	disaster,	but	a	remnant	of	
  that	remnant	stayed	to	tend	to	the	watery	graves	of	friends	and	
  family.	 They	 bridged	 the	 divide,	 ferrying	 first	 themselves	 and	
  later	 travellers	 across	 the	 river.	 With	 each	 passage,	 they	 offer	
  tribute,	a	pair	of	gold	coins,	to	the	dead	and	the	water	in	hopes	
  that	neither	rise	up	again.	
  M A R K E T P L A C E  
  The	following	items	are	for	sale:	
  § 
  Weapons	 &	 Armour	 Miscellaneous	 items	 have	 been	
  scavenged	 from	 the	 area:	 Much	 of	 it	 is	 masterwork	 or	 even	
  magical—lesser	weapons	didn't	survive	their	exposure	to	the	
  elements—but	most	such	items	are	in	need	of	repair.		
  Additionally,	the	following	services	are	available:	
  § 
  Spellcasting	3rd-level	cleric	
  L O R E  
  A	 PC	 making	 a	 Knowledge	 (geography)	 or	 Knowledge	 (local)	
  check	 may	 know	 some	 information	 about	 Dead	 Man's	 Run.	 A	
  successful	check	reveals	all	the	information	revealed	by	a	lesser	
  check.	
  	
  DC	10:	The	ferry	service	at	Dead	Man's	Run	offers	the	only	
  route	across	the	Brimbrook	for	miles	in	either	direction.	
  	
  DC	15:	The	origins	of	the	crossing's	name	come	from	a	night	
  of	 horror	 ten	 years	 ago,	 when	 the	 then-gentle	 Brimbrook's	
  course	was	changed	in	a	series	of	earthquakes,	which	turned	it	
  into	 a	 wide,	 rushing	 river	 that	 destroyed	 the	 two	 villages	
  standing	on	its	banks.		
  	
  DC	 20:	 A	 few	 of	 the	 survivors	 of	 the	 tragedy	 known	 as	
  Nature's	 Night	 operate	 the	 ferry	 service,	 though	 they	 remain	
  primarily	to	tend	to	the	watery	graves	of	their	friends	and	family.	
  N O T A B L E  F O L K  
  Most	 of	 the	 residents	 of	 the	 villages	 died	 or	 fled,	 but	 a	 few	
  remain	at	Dead	Man's	Run.		
  § 
  Appearance	 Even	 after	 ten	 years,	 most	 of	 the	 residents	 of	
  Dead	Man's	Run	bear	a	haunted	look,	faces	marked	by	deep	
  lines,	sunken	eyes	and	pinched	lips.		
  § 
  Dress	The	residents	of	Dead	Man's	Run	wear	simple,	utilitarian	
  wool	clothing,	with	straw	hats	to	protect	them	from	the	sun.		
  W H I S P E R S  &  R U M O U R S  
  A	PC	can	use	Diplomacy	to	gather	information	about	Dead	Man's	
  Run	and	its	surroundings.	This	takes	1d4	hours	and	requires	a	DC	
  10	check.	A	PC	exceeding	this	check	gains	one	additional	rumour	
  for	 each	 5	 points	 by	 which	 he	 exceeded	 DC	 10.	 Use	 the	 table	
  below	to	determine	which	rumour(s)	the	PC	learns.		
  D6	
  RUMOUR	
  1	
  The	ferry	charges	an	exorbitant	fee:	the	silver	piece	per	
  person	or	animal	isn't	too	bad,	but	they	also	demand	two	
  gold	coins	for	every	passage	across	the	water.	
  2	
  The	 ferryman	 always	 throws	 two	 gold	 pieces	 into	 the	
  water	before	each	trip.	
  3*	
  Anyone	 who	 tries	 to	 cross	 Dead	 Man's	 Run	 without	
  paying	 tribute	 faces	 death	 themselves,	 tossed	 by	 a	
  sudden	wall	of	water	into	the	river	to	be	smashed	into	
  the	rapids	downstream.	
  4	
  The	lower	levels	of	the	fort	that	once	guarded	the	area	
  are	inaccessible	after	it	burned	down.	Who	knows	what	
  secrets	they	hold?	
  5*	
  The	 river	 is	 full	 of	 gold	 coins,	 but	 anyone	 who	 tries	 to	
  recover	 them	 is	 hauled	 down	 by	 the	 grasping	 hands	 of	
  the	dead	sleeping	on	the	river	bed.	
  6	
  A	 powerful	 nymph	 resides	 in	 the	 area;	 she	 may	 have	
  been	responsible	for	Nature's	Night,	but	now	helps	keep	
  the	surrounding	area	mostly	peaceful.	
  *False	rumour	
  	
  	
  
  7	
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Dead	Man's	Run	is	a	small	community,	which	makes	the	most	of	
  the	space	it	has:	
  1. Fort	 Essayas:	 The	 remaining	 residents	 of	 Dead	 Man's	 Run	
  avoid	the	crumbling	ruins	of	this	fort,	believing	that	whatever	
  caused	Nature's	Night	stemmed	from	activities	here	and	that	
  it's	cursed	by	its	past	use.	The	fort's	cellars	and	dungeon	have	
  remained	unexplored	since	it	burned	down.	
  2. The	 Manorhall:	 Once	 the	 centre	 of	 the	 village's	 local	
  government,	 the	 Manorhall	 is	 now	 home	 to	 a	 young	 family:	
  the	widower	farmer-turned-ferryman,	Vyncis	Potte,	and	the	elf	
  Adoleid	Potte,	who	found	comfort	in	each	other's	arms.	Their	
  two	children	are	the	light	of	most	of	the	survivors'	lives.	They	
  share	 their	 home	 with	 Oror	 Highbird,	 though	 the	 elf	 spends	
  much	of	his	time	hunting.		
  3. The	 Brimbrook:	 Once	 a	 gentle	 stream,	 the	 wide	 river	 now	
  rushes	 over	 the	 sunken	 graves	 of	 most	 of	 the	 villagers.	 On	
  clear	days,	the	remains	of	homes	and	bodies	of	residents	can	
  be	 seen	 on	 the	 muddy	 bottom.	 The	 nymph	 druid	 Millenaphi	
  dwells	downstream,	but	is	rarely	seen.	
  4. Brimbrook	 Ferry:	 The	 primary	 source	 of	 income	 for	 the	
  remaining	 survivors,	 the	 cable	 ferry	 is	 typically	 operated	 by	
  either	 Irennen	 Fairarrow	 or	 Vyncis	 Potte,	 though	 the	 former	
  refuses	to	cross	at	night.	
  5. Lumber	 House:	 This	 building	 doubles	 as	 a	 home	 and	 a	 mill,	
  used	 to	 ensure	 spare	 ferries	 are	 available.	 In	 addition	 to	
  Irennan	Fairarrow,	husband	and	wife	Exard	and	Dottry	Lynsalt	
  call	the	building	home,	as	do	Cedia	Borne	and	Wyan	Sabil.		
  I N  Y O U R  C A M P A I G N  
  Dead	 Man's	 Run	 can	 be	 placed	 in	 almost	 any	 hilly	 or	
  mountainous	region	where	a	river	provides	an	obstacle	to	travel.	
  It	should	be	fairly	remote,	but	can	serve	as	a	quick	interlude	to	
  break	 up	 a	 cross-country	 journey;	 an	 interesting	 place	 to	 rest	
  and	possibly	resupply;	or	a	potential	adventure	spot	in	its	own	
  right.	 The	 border	 aspect	 of	 the	 two	 kingdoms	 can	 be	 played	
  down	if	you	wish,	as	the	end	of	the	conflict	returned	the	area	
  around	Dead	Man's	Run	to	a	backwater	of	little	interest	to	either	
  side.	If	having	bordering	kingdoms	of	different	races	doesn't	fit	
  in	 your	 campaign	 world,	 the	 conflict	 can	 also	 be	 changed	 to	
  make	both	sides	belong	to	the	same	race	and	simply	be	between	
  competing	rulers.	
  	
  
  8	
  1 0  B O R D E R L A N D  F O R T  W H I S P E R S  &  R U M O U R S  
  Like	 any	 small	 community,	 a	 borderland	 fort	 is	 often	 rife	 with	
  rumours.	 Whether	 its	 folk	 swap	 stories	 about	 various	
  adventurers	 passing	 through,	 the	 dalliances	 of	 prominent	
  individuals	 or	 the	 depredations	 of	 nearby	 humanoids	 news—
  both	true	and	false—circulates	wherever	people	gather.		
  	
  Use	 the	 table	 below,	 to	 determine	 the	 minor	 rumours	 the	
  party	hears	while	at	the	borderland	fort.	(Obviously,	some	of	the	
  rumours	might	require	minor	adjustment	to	better	fit	with	your	
  locale).		
  1. Strange	things	are	going	on	at	the	chapel.	A	hooded	figure	has	
  been	 seen	 entering	 the	 building	 late	 at	 night.	 (The	 priest	 is	
  having	an	affair	with	a	married	women).		
  2. The	fire	at	the	blacksmith’s	last	month	was	not	accidental.	Had	
  it	 not	 been	 for	 his	 apprentice’s	 quick	 thinking,	 the	 whole	
  building	would	have	gone	up	in	flames.	
  3. Bandits	 have	 once	 again	 been	 seen	 in	 the	 fort’s	 vicinity.	
  Rumour	 has	 it	 the	 Captain	 of	 the	 Guard	 is	 preparing	 an	
  expedition	to	put	them	to	the	sword.		
  4. The	fort’s	lord	is	expecting	a	high-ranking	guest	in	the	next	few	
  days.	 He	 has	 already	 despatched	 a	 patrol	 to	 meet	 his	 guest	
  and	 preparations	 to	 receive	 a	 person	 of	 note	 have	 kept	 the	
  servants	busy	for	the	last	week.	Speculation	runs	rampant	as	
  to	exactly	who	is	coming	to	visit.		
  5. Someone	 has	 stolen	 an	 entire	 pig	 carcass	 from	 the	
  kitchens.	When	the	thief	is	found,	there	will	be	hell	to	
  pay.	
  6. The	 Company	 of	 the	
  Cloven	
  Shield—an	
  adventuring	 band	 of	
  minor	
  repute—visited	
  the	fort	last	month.	They	
  had	
  a	
  map	
  of	
  the	
  surrounding	
  wilderness	
  and	 one	 of	 them—
  while	 deep	 in	 his	
  cups—boasted	the	map	showed	the	site	of	a	lost	treasure.	The	
  company	 haven’t	 been	 seen	 since	 they	 left	 the	 fort	 three	
  weeks	ago.	Most	people	think	they	have	perished.		
  7. The	 castle	 is	 haunted.	 A	 couple	 of	 years	 ago,	 an	 evil	
  necromancer	was	burned	at	the	stake	in	the	courtyard.	With	
  his	 dying	 screams,	 he	 cursed	 all	 those	 present	 to	 never	 rest	
  easily	 in	 the	 grave.	 Since	 then,	 several	 graves	 have	 been	
  disturbed	and	the	corpses	removed	(or	did	they	escape	under	
  their	own	power?)	
  8. The	well	providing	drinking	water	for	the	fort	is	old—far	older	
  than	the	fort	itself.	Writings	attributed	to	the	original	settlers	
  of	 the	 area	 speak	 of	 caverns	 accessible	 from	 the	 well	 shaft.	
  However,	no	such	access	now	exists;	one	of	the	previous	lords	
  had	the	whole	well	re-bricked	blocking	any	such	entrances.		
  9. Strange	tracks	have	been	found	by	hunters	in	the	surrounding	
  area.	Judging	by	the	size	of	the	tracks,	whatever	made	them	
  was	roughly	the	size	of	a	horse,	and—worryingly—it	has	claws!	
  10. The	tavern	is	infested	with	bedbugs—I	wouldn’t	stay	there	if	I	
  were	you!		
  	
   
  
  9	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	
  Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Pathfinder	Roleplaying	Game.	©2008,	2009,	Paizo	Publishing,	LLC;	Author:	Jason	Bulmahn.	
  	
  Pathfinder	 RPG	 Bestiary.	 ©2009	 Paizo	 Publishing	 LC;	 Author	 Jason	 Bulmahn,	 based	 on	
  material	by	Jonathan	Tweet,	Monte	Cook	and	Sip	Williams.	
  	
  The	Book	of	Experimental	Might.	©2008,	Malhavoc	Press;	Author:	Monte	Cook.	
  	
  Tomb	 of	 Horrors.	 ©2002,	 Necromancer	 Games,	 Inc.;	 Authors:	 Scott	 Greene,	 with	 Clark	
  Peterson,	 Erica	 Balsley,	 Kevin	 Baase,	 Casey	 Christofferson,	 Lance	 Hawvermale,	 Travis	
  Hawvermale,	Patrick	Lawinger,	and	Bill	Webb;	Based	on	original	content	by	TSR.	
  	
  Pathfinder	Roleplaying	Game	GameMastery	Guide.	©	2010,	Paizo	Publishing,	LLC;	Author:	
  Cam	Banks,	Wolfgang	Buar,	Jason	Bulmahn,	Jim	Butler,	Eric	Cagle,	Graeme	Davis,	Adam	Daigle,	
  Joshua	 J.	 Frost,	 James	 Jacobs,	 Kenneth	 Hite,	 Steven	 Kenson,	 Robin	 Laws,	 Tito	 Leati,	 Rob	
  McCreary,	Hal	Maclean,	Colin	McComb,	Jason	Nelson,	David	Noonan,	Richard	Pett,	Rich	Redman,	
  Sean	K	Reynolds,	F.	Wesley	Schneider,	Amber	Scorr,	Doug	Seacat,	Mike	Selinker,	Lisa	Stevens,	
  James	L.	Sutter,	Russ	Taylor,	Penny	Williams,	Skip	Williams,	Teeuwynn	Woodruff.	
  	
  20	 Things	 #20:	 Fort	 on	 the	 Borderland.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	
  Broadhurst.	
  	
  Village	Backdrop:	Echo	Harbour.	©Raging	Swan	Press	2017;	Author:	Amber	Underwood.	
  	
  Places	of	Power:	Dead	Man’s	Run.	©Raging	Swan	Press	2017;	Author:	Jacob	W.	Michaels.	
  	
  GM’s	Monthly	Miscellany:	November	2017.	©Raging	Swan	Press	2016;	Author:	Creighton	
  Broadhurst,	Jacob	W.	Michaels	and	Amber	Underwood.	
  	
  	
  	
  	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Monthly Miscellany 2017-11.pdf