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GM S M ONTHLY M ISCELLANY:
J ANUARY 2014
ragingswan.com/gmsresource
GM S M O N T H LY M I S C E L L A N Y : J A N UA RY 2014
Featuring material from some of Raging Swan Presss newest products as well as classic releases of yesteryear, advice articles and
materialfromCreightonsownBorderlandofAdventurecampaign,theGMsMonthlyMiscellanyseriesisaterrificfreeresourceforthe
busy,timecrunchedGM.
VillageBackdrop:ChasmbyChristianAlipounarian.
DungeonDressing:FloorsbyMikeWelham.
Caves & Caverns by Creighton Broadhurst and David
Posener.
FOREWORD
WelcometothefirstissueofRagingSwanPresssGMsMonthly
Miscellany! Ive been meaning to release a free monthly
product for ages, but last year Raging Swans frenetic release
schedule(90oddproductsintotal)meantIjustdidnthavethe
time to devoteto the project.Now, with a slightly scaled back
release schedule just a product a week Ive finally had the
timetogetthissorted.Youholdtheresultsinyourhand.
Herein youll find excerpts from some of Raging Swans
newestproductsaswellasmaterialfromagoldenoldieCaves
&Caverns.Ivealsoincluded two advice articles from those
postedtwiceweeklyatragingswan.com/articles.
Finally, Ive shared some material from my Borderland of
Adventurecampaign.Thismonth,Ipresentmyowncharacter
Valrim Torevin. The material from my campaign has been
slightly scrubbed to remove the intellectual property of other
companiesbutitisotherwiseprettymuchasIveuseditmyself.
If you want to keep up with our adventures, you can read
weekly session summaries on my blog: raging
swan.livejournal.com.
The campaign itself has been running for over two years
now and because we use the slow advancement track the PCs
are only just reaching the giddy heights of 6thlevel. Ive
become a real fan of the slow advancement and Id highly
recommend it to you. I suspect by next months issue of GMs
Monthly Miscellany, well have the first character qualify for a
prestige class after over two years of game play thats a
prestigiousreward.(Youjustwatch,Ibethediesnow...)
Inotherexcitingnews,ImworkingonRagingSwansfourth
birthday releases. The picture on this page is by Matt Morrow
and its just one of the new pieces Ive commissioned for the
collectors edition of Retribution which releases at the end of
March as part of the birthday celebrations. Ive a soft spot for
Retribution as it was Raging Swans first ever release. Im
tremendouslyproudoftheoriginaladventure,butIvelearnta
lotaboutadventurewriting,layout,artandsoonoverthelast
few years. Retribution Collectors Edition is the sum of that
knowledge.
In any event, I hope you enjoy the material in this GMs
Monthly Miscellany, but more importantly I hope you find it
useful and that it enhances your campaign. If youve got any
comments or questions about Raging Swan Press, Id love to
hear from you. You can contact me at
creighton@ragingswan.com.
AT ITS HEART, AN ADVENTURE IS A STORY A STORY SHARED BETWEEN THE PLAYERS AND THE GM.
ASEVERYONEKNOWS,AGOODSTORYHASADISTINCTBEGINNING,MIDDLEANDEND.
Deciding on an outline and structure is a vital first step in CompelsthePCstomovetothemainpartoftheadventure.
crafting an exciting, compelling adventure. A threepart
adventure(shockingly)comprisesthreeparts: MAIN PART
This part of the adventure deals with how the PCs travel to or
Introduction
gather the necessary components/information to defeat the
Main
villain.Itshouldcontainsomeofthefollowingelements:
Conclusion
Variousencounterswiththevillain'sminions.
As a rule of thumb, both the Introduction and the Conclusion
AmentormayappeartoaidthePCsintheirquest.
should each comprise about 1/5 of the total material (be it
ThePCsfaceoneormoremoraldilemmasortemptationsthat
encounters,wordcountorwhatever).Thisleaves3/5thsofthe
couldderailtheirquest.
materialforthemainbodyoftheadventure.
The PCs recover an item that could help them in their final
battle.
This structure works with pretty much any kind of storybased
The PCs move to the concluding part of the adventure.
adventure. I used his style of adventure design for Retribution
Perhapsaclue,successordisasteristhecatalyst.
(Raging Swan's first adventure) an investigation and dungeon
crawlsetinaremotemonasterycutoffbyasavagewinterstorm CONCLUSION
and it served me very well. The only kind of adventure this
In the final part of the adventure, the PCs confront the main
structureisillsuitedforisthesandboxstyleinwhichexploration
villainofthepiece.Thispartoftheadventureshouldincludethe
isthemaingoal.
followingelements:
INTRODUCTION ThePCsdefeatthevillain'schiefhenchmenorpersonalguards
The introduction sets the scene, introduces the adventure and ThePCsdefeatthevillain.
provides the PCs with a definite reason to embark on their ThePCstriumph(hopefully)andarerewarded.
quest. This part of the adventure should contain some or all of ThePCstieupanylooseends.
thefollowingelements: Providelinksorhookstofurtheradventuresaswellasasense
ofwhattheadventuremeansinthelargersense/picture.
Presenttheadventurelocaleandsetting.
Establish the tone of the Do you have any other adventure writing tips? Do you include
adventure. other key elements in your introduction, main body or
Provide a "call to adventure" conclusion. Why not let us know what they are in the
that disturbs the PCs' normal comments below and remember you can
activities and entices them download this and every other advice
intotheadventure.Thismay article for free at
ormaynotinvolveapatron. ragingswan.com/articles.
Introducestheopposition.
CHASM AT A GLANCE
This ramshackle, roughandtumble village is the sole stop for NOTABLELOCATIONS
many miles along a wellworn road winding through the Most of the village comprises peasant homes. A few locations,
badlands. Formerly known as Callowright, the origin of the however,areofinteresttoadventurers:
villagesnewnameisunmistakableagreatgorgehasrentthe
earth here, and the ruined wreck of half the villages buildings 1. The Slide: Once a sprawling inn and tavern known as The
that slid into the ravine can still be seen below. A crazy Roadside,thisstructurestraddlesthegreatearthenrift.
latticework of rope bridges crisscross the chasm connecting 2. The Dour Beagle: With the destruction of The Roadsides
ledges and caves. Skulking around in the chasms shadowy taproom,TheDourBeaglebecametheonlybarintown.
depths are the rarelyseen deep dwarves the evil duergar 3. Krakens Arms: BurrKander and a trio of harried apprentices
who have been united by tragedy into an uneasy but mutually worktheforgesofthisarmsmith.
beneficialalliancewiththevillagers.Adventurersoftencometo 4. TheHolyHouse:Thissquarestructurehasunadornedstained
Chasm, for arms and armour of adamantine, mithral and other glasswindows.Inside,shrinestovariousdeitiescanbefound.
moreexoticmaterialsmaybefoundhere. 5. The Web: Rope bridges crisscross the chasm and provide
accesstotheduergarsmines.
DEMOGRAPHICS 6. Aldarraes Steel Skin: Pyvanel Aldarrae and his two elven
Ruler Mayor Kuno Allahan (NE male human bard 5) and apprenticesforgeallmannerofmetalsintoarmour.
Clanmaster Urgot Hellhammer (LE duergar barbarian 7. The Old Well: This well is boarded up and sealed tight with
2/fighter4). crisscrossingplanksandbolts.
GovernmentContested
8. Cavern Entrances: All entrances to the duergar caverns are
Population 198 (101 humans, 81 dwarves (all duergar), 6 half
elves,4elves,3halforcs,3halflings) guarded;accessfornonduergarisforbidden.
AlignmentsLN,LE,N,NE 9. TheStoneHeroes:Aquartetofstatuesstandhere.
LanguagesCommon,Dwarven,Undercommon 10. Chasm Trading Post: The Chasm Trading Post is home to
Corruption+2;Crime3;Economy+1;Law+2;Lore1;Society0 Vennisair, a quiet, intense trader who has driven all
QualitiesProsperous,raciallyintolerant(nonduergardwarves) competitorsoutofbusiness.
Danger+0;Disadvantagesnone 11. TheTower:ThetowerthatwasChasmsgenesisstillstandsin
thevillage;ithangsperilouslyovertheedgeofthechasm.
NOTABLEFOLK
Most of the population are nothing more than hardworking
MARKETPLACE
peasants.Afew,however,areofinteresttoadventurers:
Resources&IndustryMining,smithing,trade
BaseValue1,300gp;PurchaseLimit7,500gp;Spellcasting1st;
AnnelbenKhune(Location1;CGfemalehumanrogue7)Khune
Minor Items 4d4; Medium Items 3d4; Major Items 1d6
is the proprietor of The Slide, the towns sole inn. Shes
(armsandarmouronly)
mainlyhonest,butsometimescheatsevilfolk.
Burr Kander (Location 3, LN male human expert 5) Kander is WhenthePCsarriveinChasm,thefollowingitemsareforsale:
Chasms most renowned weaponsmith. He lives in a small
houseadjacenttothesmithy. Armour elven chain (5,150 gp), mithral shirt (1,100 gp), +1
Daft Fulco (Location 8, CN male human druid 3) Every few
scale mail (1,200 gp), +1 full plate of light fortification (5,650
weeks, a strange but familiar figure wanders into Chasm.
Thisoldfellowiswildeyedanddishevelled,hismismatched gp),+1glameredleatherarmour(9,160gp).
clothesalmostintatters. Potions&Oilsblessweapon(50gp),curelightwounds(50gp),
PyvanelAldarrae(Location6,Nmaleelfexpert4)Thiselfhardly darkvision(300gp),neutralizepoison(750gp).
lookslikeasmith,withaslenderbuildevenbythestandards Scrolls(Arcane)lightningbolt(375gp),unseenservant(25gp),
ofhiskind.HeistheproprietorofAldarraesSteelSkinand walloffire(1,125gp).
livesinasmallapartmentovertheshop. Weapons cold iron masterwork longsword (330 gp), +1 ghost
KatrediesPick(Location2,NG malehumanexpert3)Katredies
touchgreataxe(8,320gp).
runsTheDourBeagle.Heisoneofthefewpeoplewhoviews
theopeningofthechasmasapositiveevent.
Vennisair (Location 11, LN male halfelf [appears human with
hatofdisguise]sorcerer8)PubliclytheowneroftheChasm GOVERNMENT TYPE: CONTESTED
Trading Post, he is in truth the only surviving apprentice of
thesorceressJeriasterwhosediggingledtothecalamitythat A contested settlement has more than one ruler. These rulers
befell the village. He conceals his identity with a hat of compete among themselves for control of the settlement.
disguise. (Corruption+2;Law +1).
10
would often lock himself way in his chambers (which he began Abruptly a year ago, this behaviour ceased and Elgal began
torefertoashisworkshop)andporethroughold,dustytomes to spend more and more time exploring the deep workings of
retrieved from the holds library. For two years, this behaviour Gimtensminesnowallbutabandonedbytheotherdwarves.
went on and Valrim and Alrid became progressively more This strange behaviour took its toll on Alrid who became more
concernedabouttheirson.AlthoughValrimtriedtotalkwithhis and more nervous about her sons actions. Eventually, she
sonoftenaboutexactlywhathewasupto,Elgalwasevasiveand gatheredhercourageandfollowedhimintothemines.Afterher
would only say that his work would soon unlock great secrets absence was noted a general search was organised and her
lost to the dwarven race for generations. Before long, chanting brokenbodywasfoundatthebottomofadeepshaft.Fromthe
in ancient, nearforgotten tongues could be heard emanating position of her body, it was determined that she had been
from his apartments and certain pungent and noxious smells runningwhenshetumbledintotheshaft.
fouledtheairofthenearbycorridors. When Elgal returned from his sojourn later that week a
grieving Valrim demanded answers. Elgal promised to reveal
everything, insisting he had something in his chambers that
wouldmakeeverythingclear.Hewenttoretrievetheitemand
never returned. Outraged, Valrim shortly thereafter discovered
Elgal had been seem leaving the hold in the company of a
stooped,hoodedfigure.
Afterburyinghiswife,Valrimsoldmostofhispossessions
andsetoutintotheworldtofindhissonanddemandan
explanationforhiswifesdeathandthestrangeresearch
Elgalhasspentsomuchtimeperforming.
PERSONALITY
Brave but cautious, Valrim prefers to resolve battles and
problems through the clever use of magic. He is obsessed
with destroying evil and greatly desires to find his son. In
thebackofValrimsheadistheworryElgalhasfallenunder
thespellofadarkpowerandthatifheisunabletobreak
that hold he may have to slay his own son to stop
itsmaligninfluencespreadingfurther.
Fascinated by history, he collects books and
artifactsofthedwarvenkingdomsofold.
DISTINGUISHING FEATURES
Afaraway,almosthauntedlook,oftencomesacross
Valrimwhenheisatrest.Hesleepspoorly,andoften
looksexhausted.
MANNERISMS
Valrim plays with his impressively braided beard when
thinkingandspeaksinalow,deepvoice.
HOOKS
Valrimcanbeencounteredanywhereashesearchesforhis
son.Whilehedoesnotconfidehisfearsinjustanyone,he
is a staunch companion stout in the face of evil and
accompanies any adventurers exploring lost sites of
dwarveninterest.
11
NO.ISTHEREANYMOREHATEDWORDFORAPLAYERTOHEARFROMHISGM?
Inrecentyears,thetrendhasbeentosay"yes"or"yes,but..."to ChallengethePlayerToMakeItWork:Sometimeswhenyou
yourplayers'requests.That'sfineasfarasitgoes,buteventually say no you are actually saying, "I don't know how to make
a GM just has to say no. Saying "no", though, can be unfun. thiswork.Sayingnoiseasier."Forexample,inmyBorderland
What'saGMtodo? of Adventure campaign the subject of orc (or other non
standard)PCracesrecentlycameup.Ifirstdismissedtheidea,
WHY SAY NO but after discussing it as a group we came to a compromise
TherearethreemainreasonsaGMshouldsaynotoaplayer thatbothIandtheplayerswerehappywith.
No, Unless... "No, unless..." is a much cooler (and inclusive)
Balance: A player might want to play a race or class the GM responsethanjust"no."Insteadofdenyingaplayer'srequest
viewsaswildlyunbalanced.Alternately,hemightwanttobuy offering conditions is a good way of softening the blow and
acertainmagicitemthatgrantshischaracterUltimatePower finding a mutually acceptable way forward. For example, a
(oranapproximationthereof).Whilethegameisnevergoing player in my campaign wanted to play a samurai. Instead of
to be fair some players are just better at making powerful justsaying"no",Istipulatedhischaracterwouldhavetocome
charactersthanothersaGMhasadutytomakecertainthe fromacertainfarawayculture.He'dalsohavetoexplainwhy
partyisatleastvaguelybalanced. his character travelled thousands of miles from home. In this
Flavour:Sometimestheflavourofanoptionaplayerwantsto fashion, the player got what he wanted (as well as a cool
choosejustdoesn'tworkintheGM'scampaign.Ihaveafriend character background) and I got what I wanted a character
who doesn't allow any oriental themed characters (samuari, thatwhilealittleoddmadesenseintheoverallcontextofthe
ninja,wujensandsoon)inhisgame,forexample.Attheend campaign.
of the day, the GM has worked hard to make his campaign
world his own. He is perfectly within his rights to allow or WHEN NEVER TO SAY "NO"
disallowanyoptionheseesfit. ThereisonesituationinwhichaGMshouldneversayno.
Access:Ifaplayerroutinelyaskstouseoptionsfromabookno
one else owns the GM should carefully consider whether to CharacterAction:AplayerisperfectlyentitledtohavehisPC
allow such access. Often, the options in noncore books are actasheseesfit.Theremaybeconsequencestothoseactions
morepowerfulthanthoseinthebasicgame.Ifonlyoneplayer imprisonment,deathandsoonbutheshouldstill
has access to these, it's intrinsically unfair to allow get to take those actions. It's his PC not the
him to use them. This isn't an ideal situation GM's.
when the player has purchased the books, The Only Possible Exception: The only
but it might be necessary to quash bad possible exception to never saying no is
feelingamongtheotherplayers. when a PC voluntarily attacks another
PC.Suchfightsrarelyendwellandbad
HOW TO SAY NO blood between the players is almost
Given you (probably) play with a group of inevitable.
friendsthereisanarttosaying"no."
So that's my take on how and why to
Explain: Don't just say "no." say no. Do you have any
Explain your reasoning and invite strategies or reasons for saying
feedback. It's possible your player "no"toaplayer?Sharethemin
might have thought of something the comments below and
youhaven't. rememberyoucandownloadthis
and every other advice article
forfreeatragingswan.com/articles.
12
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rights,titleandinterestinandtothatProductIdentity. GMs Monthly Miscellany: January 2014. Raging Swan Press 2014; Author: Christian
8. Identification: If you distribute Open Game Content You must clearly indicate which Alipounarian,CreightonBroadhurst,DavidPosenerandMikeWelham.
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