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R AGING S WAN P RESS

GM S M ONTHLY M ISCELLANY:
J ANUARY 2014

Cam James (order #5530126)

















P REPARE Q UICKER , P REPARE B ET TER











ragingswan.com/gmsresource

Cam James (order #5530126)


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.

Design: Christian Alipounarian, Creighton Broadhurst, David ProductIdentity:Alltrademarks,registeredtrademarks,proper


PosenerandMikeWelham names(characters,deities,artefacts,placesandsoon),dialogue,
Development:CreightonBroadhurst plots, storylines, language, incidents, locations, characters,
Editing:CreightonBroadhurst artwork and trade dress are product identity as defined in the
CoverDesign:CreightonBroadhurst OpenGameLicenseversion1.0a,Section1(e)andarenotOpen
Layout:CreightonBroadhurst Content.
Interior Art: William McAusland, Matt Morrow and V Shane.
Some artwork copyright William McAusland, used with Open Content: Except material designated as Product Identity,
permission. the contents of GMs Januaryly Miscellany: January 2014 are
Cartography:SimonButlerandThomasFayen Open Game Content as defined in the Open Gaming License
version1.0aSection1(d).Noportionofthisworkotherthanthe
Thank you for purchasing GMs Monthly Miscellany: January materialdesignatedasOpenGameContentmaybereproduced
2014; we hope you enjoy it and that you check out our other in any form without written permission. The moral right of
fineprintandPDFproducts. ChristianAlipounarian,CreightonBroadhurst,DavidPosenerand
Mike Welham to be identified as the authors of this work has
PublishedbyRagingSwanPress been asserted in accordance with the Copyright Designs and
January2014 PatentsAct1988.RagingSwanPress2014.
ragingswan.com
gatekeeper@ragingswan.com PathfinderisaregisteredtrademarkofPaizoPublishing,LLC,and
thePathfinderRoleplayingGameandthePathfinderRoleplaying
CONTENTS Game Compatibility Logo are trademarks of Paizo Publishing,
LLC, and are used under the Pathfinder Roleplaying Game
Foreword.....................................................................................2
Compatibility License. See
FreelanceAdvice:ThreePartAdventures...................................3
http://paizo.com/pathfinderRPG/compatibility for more
ChasmAtaGlance.......................................................................4
informationonthecompatibilitylicense.
DungeonFloors:Dressing&Features..........................................6

Caves&Caverns:TheLastNail(EL8;XP4,800)..........................8
CompatibilitywiththePathfinderRoleplayingGamerequiresthe
FromMyCampaign:ValrimTorevin..........................................10
Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
GMAdvice:HowandWhyToSayNo.....................................12
http://paizo.com/pathfinderRPG for more information on the
LegalStuff..................................................................................13
Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
SOURCES guaranteecompatibility,anddoesnotendorsethisproduct.
As well as new, never seen before material from my own
Borderland of Adventure campaign, this instalment of GMs TolearnmoreabouttheOpenGameLicense,visit
Monthly Miscellany presents information from several Raging wizards.com/d20.
SwanPressproductsandadvicearticlesincluding:

VillageBackdrop:ChasmbyChristianAlipounarian.
DungeonDressing:FloorsbyMikeWelham.
Caves & Caverns by Creighton Broadhurst and David
Posener.

Cam James (order #5530126)


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.

Cam James (order #5530126)


FREELANCE ADVICE: THREE-PART ADVENTURES

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.

Cam James (order #5530126)


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).

Cam James (order #5530126)


VILLAGE LORE WHISPERS & RUMOURS


APCmakingaKnowledge(geography)orKnowledge(local)may APCcanuseDiplomacytogatherinformationaboutthevillage
know some information about the village. A successful check anditssurroundings.Thistakes1d4hoursandrequiresaDC10
revealsalltheinformationrevealedbyalessercheck. check. A character exceeding this check gains one additional
DC10:Chasmisavillagethatstandsalongatraderoutethat rumourforeach5pointsbywhichheexceededDC10.Usethe
passes through badlands. It got its name because years ago, a tablebelowtodeterminewhichrumour(s)thePClearns.
rift opened and sent half the place careening into the fissure.
DwarvesarenotwelcomeinChasm. D6 RUMOUR
DC15:ThepeopleofChasmhaveapeaceagreementwitha Thetowerhasasecretpassagethatleadstotheduergar
1*
clan of duergar who bring forth rare metals from their mines. caverns.Itismagicallywarded.
The creature that lived in the old well was a devil
Skilledvillagesmithsforgethemetalintoarmsandarmour.
accidentally summoned by Jeriasters apprentices. The
DC 20: A sorceress built a (now abandoned) tower in the 2
creature was bound inside a magic circle, but the circle
village. The sorceress disappeared at the same time as the wascompromisedwhenthechasmopened.
chasm opened and the duergar emerged. Few believe this is a The four petrified adventurers would reward their
coincidence.Herfate,andthatofherapprentices,isunknown. 3 rescuers handsomely if someone could find a way to
restorethem.
VILLAGERS Daft Fulco is a druid. He was driven insane when he
4 saw something no one was meant to see. Now he just
Appearance Dusky skinned with slight yellow undertones, rich
growsvegetableandmumblestohimself.
black or deep brown hair, and almondshaped eyes. Most are MayorAllahanisacultistofsomesortofevilbeing.Heis
welltanned,withthosespendingagreatdealoftimeoutdoors 5 intentonbringingthebeingsinfluencetoChasmandhas
havingalmostleatheryskin. beenskimmingmoneyfromthevillagescofferstodoso.
DressTheydressinloosefitting,coolclothing,oftenstained Burr Kander of the Krakens Arms isnt looking too well
6
redbytherustcolouredmudofthebadlands. lately.Somesayhesdying.
NomenclaturemaleAlaric,Horsa,Odo,Warin;femaleAdela, *Falserumour

Frida,Ima,Saxa;familyBatini,Fosi,Njars,Ubi.

Cam James (order #5530126)


DUNGEON FLOORS: DRESSING & FEATURES


Use this table to generate interesting features for your floors. Clumpsofanimalhair(DC11Knowledge[nature]
Somefeatureslistedbelowmaybeinappropriatebasedonyour 22 revealsitcomesfromavarietyofdomesticcats
dungeonssetupignoreormodifysuchentriesasappropriate. anddogs)coverthefloor.
23 Waterbubblesupthroughcracksinthefloor.
D% Therottingremainsofapartiallyeatencorpselie
24
1 Freshguanocoatsthefloor. onthefloor.
Thefloorshowsevidenceofaheavyrectangular A repeated thumping sounds comes from
25
2 object dragged from one wall to another; the beneaththefloor.
charactersfindnosecretdoorsateitherend. A twoinchdiameter, fourinchdeep gouge in
In a dark corner of this room, a cluster of five 26 the floor shows where something extremely
3 foottall purple fungi grow in damp earth heavyhitthefloor.
exposedbythefloorscrackedsurface. Thefloorhadsymbolsorapatternonit,butthey
27
Charred insect carcasses litter the floors havebeeneffacedbyscratches.
4 28 Lose1turniswritteninchalkonthefloor.
entirety;ahandfulofinsectsreflexivelytwitch.
A 10foot square section of the floor glows red Soapywatercoversasectionofthefloorandan
29
5 and becomes warm to the touch, dealing no abandonedmopliesnearthepuddleofwater.
damagetoacharacterwhotouchesit. Dryingpoolsofbloodcoverthisfloor,andatrail
30
A thin coating of grease coversthe floor (DC 17 ofbloodleadsouttheoppositedoor.
6 Perception spots). Those moving at full speed Achunkoffloorsitslooselyoveritsformerspot,
mustmakeaDC12Reflexsaveorfallprone. 31 as if somethingtried to unsuccessfully hide it; a
Longgroovesmarthefloorssurface,asthougha pairofcoinsliesbeneaththelooseflooring.
7 large clawed creature pawed at it. The stone is Dozens of marbles cover the floor. Characters
scrappedandsplintered. 32 movingatfullspeedthroughthemmustmakea
Atenfoothighantmoundhaseruptedthrough DC14Reflexsaveorfallprone.
8 Athickfogroilsupfromthefloortoaheightof
thefloor;thousandsofantsswarmnearby.
Crude chalk arrows mark a seemingly random 33 five feet; creatures in the fog gain concealment
9 andtreateverythingelseashavingconcealment.
pathalongthisfloor.
Broken shards of glass, situated so the pointy 34 Afivefootwideslimetrailcoatsthefloor.
10 Apairofskeletonsrestonthefloor;bothreach
sidesareup,fillthefloor;treatthemascaltrops. 35
One section of floor gives slightly when a outtoadoorwiththeirrightarms.
11 character weighing more than 150 pounds One section of the floor has melted as if some
crossesit(DC16Perceptionspots). 36 incredibly powerful, but selfcontained, fire
The floor suddenly ripples as if some large struckthearea.
12 A small campsite occupies one of the rooms
creaturemovedjustbelowit.
Thefloorconstantlycleansitself;blood,dirtand 37 corners;twobedrollsandtheashenremainsofa
13 firemarkthesite.
otherminordetritusdissolveswithin2rounds.
A hole pierces the floor in one corner as if a 38 Ajumbleofmuddytrackscrisscrossthefloor.
14 A beaten metal tray rests on the floor;
rodenthadchewedthroughitfromunderneath.
The word Danger is scrawled on the floor in 39 investigation reveals the tray was used to serve
15 meals,andtheremnantsaredaysold.
relativelyfreshblood.
Athinlayerofpebblescoversthefloor,imposing A sevenfoot diameter hole pierces the floor;
16 40 earth lies scattered around the hole and a
a4penaltytoStealthchecks.
Aseriesoftwofoottallwoodenbarricadeshave nearbypickaxeisjammedintothefloor.
17 Theshadowscastbythecharactersonthefloor
beenaffixedtothefloor.
The floor suddenly lurches upward 5 feet 41 do not seem to match perfectly with their
18 knockingcharacterswhofailaDC14Reflexsave movements;thoseonthewallsappearcorrect.
prone;1roundlater,thefloorresets. Crudechalkdrawingsofadragoneatingvarious
42
Somethinghasremovedthetopofthefloor;the humanoidsadornthefloor.
19 newsurfacebearsindentionsindicatingthefloor A small tree etched or illustrated on the floor
43
wascarvedintoajigsawpuzzlebeforeremoval. animates,growingtallerandblossoming.
Insubstantial tentacles erupt from the floor and Scratches,madebyaknifeorotherblade,forma
20 44
graspineffectivelyatthecharacters. tallysheetonthefloor;thecountstandsat44.
Eachfivefootsectionofthisfloorholdsupuntil When a particular character treads upon the
21 allcreaturesleavethatsection,atwhichpointit 45 floor,itseepsblood;thereisnoapparentsource
fallsawayintoapitofindeterminatedepth. fortheblood.

Cam James (order #5530126)


Sootcoversthefloorwiththeexceptionofaten A crude palisade is set on the floor, spear tips


72
46 footsquare area, which marks the location of a pointingtowardsthecharactersentrance.
recentlymovedobject. Pinpricksofvioletlightappearanddisappearon
73
Onesectionoffloorhasbeenremoved,revealing thefloorinnodiscerniblepattern.
47
earthbeneaththefloor. Alargecanvasmapoftheworldcoversthefloor;
74
A chalk drawing on the floor has an alternating pinsstickoutofmultiplelocationsonthemap.
48 setofsingleanddoublesquaresleadinguptoa A fivefoot square section of the floor has a
semicircle;twopebblesrestinseparatesquares. 75 reverse gravity effect, which cause only slight
49 Thickdustcoversthefloor. disorientationunlessacharacterstopsthere.
Tinyholescoverthefloorsentirety;ahandfulof Apentagramdrawnonthefloorslowlydissolves
50 76
thewormsthatboredthroughstillcrawlonit. intosmokeafterthecharactersentertheroom.
51 Spikesatrippedtrapjutupfromthefloor. Whenacharacterstepsonasectionoffloor,an
77
A hastily sketched summoning circle covers the audibleclicksounds,butnothingelsehappens.
52
floor;atinysectionofthecirclehasbeenerased. The floor suddenly drops six inches; this has no
78
Aslightbulge(DC21Perceptionspots)marksthe adverseeffectonthecharactersstandingonit.
53 location of a Colossal creatures skull; further A chill pervades this area; a thin rime of frost
79
diggingrevealsthecreaturesintactskeleton. coversthefloor.
A roughly circular section of the floor has been Brambles grow through the floor creating an
54 80
bleachedandstillsmellsofcausticchemicals. effectsimilartoentangle.
Whenacharacterstepsonthefloor,itcrumbles An explosion has reduced one section of the
81
55 into dust, which results in a sixinch drop; the floortorubble;acorpseliesbeneaththerubble.
remainderofthefloorbehavesthesameway. 82 Mouldandmushroomscoverthefloor.
Something has placed a ring crafted from a 83 Rubblefallenfromtheceilingcoversthefloor.
56 specificmetal(bronze,copper,ironandlead)on 84 Aninchofstandingwatercoversthefloor.
thefloorineachcornerofthisroom. 85 Asectionoftheflooraudiblycracks.
The words Go to t... crudely inscribed in the 86 Apristinetableclothliesonthefloor.
57 floor,trailoffatthefinalt,asifsomethinghad 87 Aratemergesfromaholeinthefloor.
hauledawaytheinscribermidstroke. 88 Goutsofsteameruptfromthefloor.
Acrudedrillstandsuprighthere;theironbithas Several metal racks rest on the floor; a number
58 89
onlypenetratedthefloorbyaboutaninch. ofcoolingpiessitontheracks.
59 Achalkpentagrammarsthefloor. Atenfootsquaresectionofthefloorisoutlined
A section of floor shows pitting and stains that 90
60 inaluminescentmaterial.
indicateacausticliquidwasspilledonit. A mild adhesive coats the floor; while sticky, it
A ratsized black and red spider scurries across 91
61 doesnotappreciablyimpactmovement.
theflooranddisappearsintoagapinacorner. 92 Windswirlsapileofleavesaboutthefloor.
Apiperunningbeneaththefloorbursts,seeping 93 Asectionoffloorsuddenlyexplodes.
62
sludgethroughthefloorssurface. The floor shines with an intense light, dazzling
Rusted caltrops cover the floor. A character 94 those nearby for 1d6 minutes (DC 13 Fortitude
63
injuredbyacaltropmaycontractfilthfever. negates).
64 Achalkcrossmarksonepartofthefloor. Thesmellofrotteneggsrisesfromthefloor;the
The floor briefly (for 1 round or less) displays a 95 odour causes mild discomfort to those who can
65
scenefromanotherlocationinthedungeon. smellit,butotherwisecausesnoilleffect.
One at a time, onefootsquare sections of the Thetopsection offloorslidesintoawall;those
66 floorlevitate,creatinganescalatingpath,which 96
onthefloorfallprone(DC19Reflexnegates).
seemstoleadtonothing. Nozzlesriseupfromthefloorandsprayoilonall
A sundial set in the floor tracks something, 97 characters who fail a DC 17 Reflex save; such
67 evidencedbythemovingshadow,butitdoesnot characterscatchonfireiftheytakefiredamage.
followthenormalflowoftime. Several unflattering chalk caricatures of the PCs
Scattered rice covers the floor; a single set of 98
68 coverthefloor.
trackspassesthroughthemess. 99 Intermittentrustspotsdotthefloor.
A slight tremor cracks the floor; the characters The floor briefly liquefies and then solidifies; a
69
mustmakeaDC13Reflexsaveorfallprone. character who fails a DC 16 Reflex save must
A single skeletal arm reaches through the floor 100
makeasubsequentDC14Strengthchecktofree
70 and attempts to grasp at one of the characters hisfeetfromthefloor.
legs;thearmdoesnothingafterwards.

For every step a character takes on the floor, a
71
faintshriekemanatesfromelsewhere.

Cam James (order #5530126)


CAVES & CAVERNS: THE LAST NAIL (EL 8; XP 4,800)


LastNailistheblademadefamousbyNornelltheHavoctideon times, using its adhesive ability to remain stuck fast to avoid
his bloody rampage through the Ebon Realm and the Bleeding being drawn. If Last Nail is overpowered, it assumes gaseous
Nightsofslaughterinthelandsabove.Noordinaryweapon,Last form and lurks in the scabbard until returned to darkness. Last
Nailisavampiricmimicwhodevoutlyworshipsbattleandblood. Nailcantreatanyscabbardasitscoffin.
Hisobsessionholdshimtotheextentthathetakestheformofa DistinguishingFeatures:LastNailcantaketheformofany
rustcoloured weapon and yearns to be wielded in sanguinary object he chooses, but prefers that of a deadly slashing or
battlefeasts. piercing weapon. In each form, identical runes cover his blade,
ThePCscanencounterLastNailinalmostanyunderground (whichLastNailtreatsashisholysymbol).Themimichasallbut
environment.Hecanbeclutchedinthehandsofaslainenemy, forgottenitsoriginalform.
leftamongsttheruinedcorpsesofasubterraneanwarorresting
atop a pile of gold and gems in a guarded vault. Last Nail is TACTICS
describedbelowasasword,butassumestheformofhishosts LastNailtypicallydoesnotfightitself,preferringthevisceralfeel
favouredweapon. of bodily cleaving through flesh and bone in the hands of a
AGMcanuseLastNailasahiddenevilwithintheparty,an mortal wielder. The mimic surreptitiously casts a silent still
interesting variant on a sentient magic item, or as an ally for a magic weapon on himself on the first round of combat, along
darkvillain. withalignweaponwhennecessary.
Maintaining its disguise, Last Nail keeps an undetectable
LAST NAIL alignmentspelloperatingconstantlyanddoesnotcommunicate
LastNaillivesforthebloodyarousalthatdeadlycombatbrings. with its host. Last Nail uses his domination ability to subtly
Background:LastNailwasborn againasavampireaftera controlitshost,pushingittowardsbloodyconflict.Themimics
vampiricdrider slewhim.The mimicservedhismaster disguisecanbeuncoveredasitdoesntappearcastareflection
asaweaponfortenyearsbeforethedriderfellin orshadow.
combat. After several days Last Nail begins to feed on his host,
Personality: Last Nail loves dealing 1d4 Constitution damage with his blood drain ability
bathing in the blood of his each night while the creature sleeps. By the morning, the host
enemies and hates being naturallyheals1pointofthisdamage,andLastNailensureshis
cleaned.Themimichasnodrive host never has more than 2 points of Constitution damage
to talk, and can remain silent outstanding. From this point, Last Nail also begins granting the
for years if not prompted. If creature its battle rage and vision of madness domain abilities
the PCs eventually discover duringcombat,alongwithotherbeneficialspellssuchasprayer
LastNailssentientnature,he orshieldother.
grudgingly communicates Last Nail can be damaged by area effects and sundering
with them, but is single during combat, and relies on its vampiric fast healing and
mindedinhispurpose. negativeenergychannellingtorecover.
Mannerisms:As If the mimic is attacked by the PCs, it grapples with its
a vampire, Last adhesiveabilitywhileenergydrainingitsvictim.
Nail cannot
operate in SCALING THE ENCOUNTER
daylight, and Tomodifythisencounter,applythefollowingchanges:
refuses to EL 7 (XP 3,200): Apply the young creature template to Last
leave the Nail(+2onallDexbasedrolls;2onallotherrolls;hp77).
scabbard EL 9 (XP 6,400): Apply the advanced creature template to
during Last Nail (+2 on all rolls [including damage] and special ability
such DCs;AC32,touch21,flatfooted26;CMD34;hp125).

Cam James (order #5530126)


LAST NAIL LORE Lore(DC20Knowledge[history])Nornell wasavampiricdrider


who used the blade through the Bleeding Nights an
Aura faint (transmutation; DC 16 Knowledge [arcana]); DC 21 infamousorgyofslaughterwroughtonthesurfacebydrow.
identifiesasa+1weapon[DC31revealsthereissomething Lore (DC 25 Knowledge [history]) Last Nail possesses a feral
strangeabouttheweapon). intelligence,andurgesitswielderonwardstospillblood.
Lore (DC 15 Knowledge [history]) This is Last Nail, a weapon AbilitiesLastNail isa+1greatsword,butcan assumetheform
wieldedbyNornelltheHavoctide. ofanytwohandedmeleeweapon.

LASTNAIL CR8(XP4,800) eachrounditdrainsblood.


Thisheavy,rustcolouredbladeglowsfaintlywithanephemeral Create Spawn (Su) Last Nail can create spawn out of those it
red radiance. Tiny, perfectly formed runes mar the stained slays with blood drain or energy drain, provided that the
steellikeimplacablecovenantswithcarnage. slaincreatureisanaberration.Thevictimrisesfromdeath
Maleyoungvampiremimiccleric5 as a vampire in 1d4 days. This vampire is under the
NESmallundead(augmented,shapechanger) command of Last Nail, and remains enslaved until its
Init+9;Sensesdarkvision60ft.;Perception+25,SenseMotive master's destruction. Last Nail may have enslaved spawn
+15 totallingnomorethan24HitDice;anyspawnitcreatesthat
Speed10ft.;gaseousform(fly20ft.[perfect]),spiderclimb exceedthislimitbecomefreewilledundead.LastNailmay
GaseousForm(Su)LastNailcanassumegaseousform(CL5th) free an enslaved spawn in order to enslave a new spawn,
atwill,andcanremaingaseousindefinitely. butoncefreed,aspawncannotbeenslavedagain.
Spider Climb (Ex) Last Nail can climb sheer surfaces as though Energy Drain (Su) Once a round, a creature hit by Last Nails
affectedbyspiderclimb. slam attack gains 2 negative levels (DC 19 Fortitude
ACP0;Climb+17,Stealth+13 restores).
Special Attacks change shape, channel energy (6/day; 3d6
AC28,touch17,flatfooted22;CMD30;Dodge
negative energy [DC 15 Will]; Command Undead), children
(+1size,+5Dex,+1dodge,+11natural)
ofthenight,dominate,mimicobject
Immune mindaffecting effects, death effects, disease,
ChangeShape(Su)LastNailcanassumetheformofadirebat
paralysis, poison, sleep effects, stunning, nonlethal damage,
orwolf,asbeastshapeII.
ability drain, energy drain, damage to physical abilities,
ChildrenoftheNight(Su)Onceperday,LastNailcancallforth
exhaustion, fatigue, massive damage, any effect requiring a
1d6+1 rat swarms, 1d4+1 bat swarms or 2d6 wolves as a
Fortitudesave(unlessitaffectsobjectsorisharmless);Resist
standard action. These creatures arrive in 2d6 rounds and
cold10,electricity10;Weaknessvampireweaknesses(garlic,
serveLastNailfor1hour.
mirrors, cannot enter private homes unless invited, direct
Dominate(Su)LastNailcancrushthewillofahumanoidwithin
sunlight,runningwater,woodenstakes)
30ft.(DC19Willnegates)asdominateperson(CL12th).
Fort+8,Ref+10,Will+14
Mimic Object (Ex) Last Nail can assume the form of any Small
hp 101 (12 HD); fast healing 5, gaseous form; DR magic and
object, but cannot substantially alter its size, though. His
silver/10
body is hard and has a rough texture, no matter what
GaseousForm(Su)Ifreducedto0hitpoints,LastNailassumes
appearanceitmightpresent.
gaseousformandfleestoitscoffinscabbard.Onceatrest,
DomainSpellLikeAbilities(CL5th;concentration+9;Madness,
it is helpless for one hour until it regains 1 hit point. It is
War[Bloodsubdomain])
thennolongerhelplessandfasthealingaffectsitnormally.
8/daybattlerage(+2damage;1round),visionofmadness(+2
Space5ft.;BaseAtk+8;CMB+14 attack rolls, saving throws or skill checks; 2 to other two
Meleeslam+17(1d6+10plusadhesiveplusenergydrain) categories;3rounds)
Atk Options Combat Reflexes, adhesive, blood drain, constrict ClericSpellsPrepared(CL5th;concentration+9;Madness,War
(slam,1d6+10),createspawn,energydrain [Bloodsubdomain])
Adhesive (Ex) Last Nail exudes a thick slime that acts as a 3rdsilentstillmagicweapon(2),rage
D
powerful adhesive, holding fast creatures or items that 2ndalign weapon, shield other, spiritual weapon ,
D
touch it. When adhesivecovered it automatically grapples undetectablealignment
any creature it hits with a slam attack. Opponents so 1stmagicweapon(4),magicweaponD
grappledcannotgetfreewhileheisalivewithoutremoving 0bleed(DC15),detectmagic,mending,light
the adhesive first. A weapon that strikes Last Nail is stuck
AbilitiesStr25,Dex20,Con,Int10,Wis20,Cha16
fast(DC20Reflexnegates).Thewieldercanwrenchastuk
SQshadowless
weapon free with a DC 20 Strength check or by applying
FeatsAlertnessB,CombatReflexesB,CommandUndead,DodgeB,
strong alcohol or universal solvent (but Last Nail can still
Great Fortitude, Improved InitiativeB, Lightning ReflexesB,
grapplenormally).Hecandissolvetheadhesiveatwill.The
Silent Spell, Skill Focus (Disguise), Still Spell, ToughnessB,
substancebreaksdown5roundsafteritdies.
WeaponFocus(slam)
BloodDrain(Su)IfLastNailestablishesormaintainsapinitcan
Skills as above plus Bluff +11, Disguise +24 (+44 when
suckagrappledopponentsblooddealing1d4Constitution
mimickingobjects),Knowledge(religion)+15,Spellcraft+8
damage.Itheals5hporgains5temporaryhitpointsfor1
LanguagesCommon
hour (up to a maximum equal to its full normal hit points)

Cam James (order #5530126)


FROM MY CAMPAIGN: VALRIM TOREVIN

VALRIMTOREVIN CR2(600XP) (history) +7 (+9 vs. dwarf or dwarf enemies), Knowledge


Wearingstouttravellersclothes,thisheavilyarmeddwarfhasa (local) +7, Knowledge (planes) +7, Knowledge (religion) +7,
faraway,almosthaunted,lookinhiseyes. Profession(engineer)+7,Spellcraft+9
Maledwarfwizard(earthelementalist)3 TraitsHedgeMagician,Highlander,Resilient
LGMediumhumanoid(dwarf) HedgeMagicianValrimreducesthecostofmagicitemshecrafts
Init +2; Senses darkvision 60 ft.; Perception +5 (+7 vs. unusual by5%
stonework[stonecunning]),SenseMotive+3 LanguagesCommon,Draconic,Dwarven,Giant,Terran
Speed20ft.;ACP0;Acrobatics+2(2jumping),Stealth+8(+9in Gear as above plus travellers outfit, spell component pouch,
hillyorrockyareas) backpack,beltpouch,rope(50ft.;hemp),piton(2),rations
AC13,touch13,flatfooted10;CMD15(+19vs.bullrushortrip; (3),waterskin
earthsupremacy);+4vs.gianttypefoes Wealth8,093gp,7sp
E
(+2Dex,+1dodge[Dodge]) Spellbook 2ndglitterdust , web; 1stburning hands, detect
E
EarthSupremacy(Su)Valrimgainsa+2enhancementbonusto secret doors, endure elements, expeditious retreat, grease ,
his CMD vs. bull rush, trip and overrun attempts if he is hold portal, identify, mage armour, magic weapon, mount,
touchingtheground. rayofenfeeblement,shield,sleep;0all
Fort+5(+7vs.poison),Ref+3,Will+6;+2vs.spellsandspelllike
Valrim is a middleaged dwarf who was until last year happily
abilities
hp24(3HD) marriedtohiswife,Alrid.Theywereverymuchinloveandhada
Space5ft.;BaseAtk+1;CMB+2 sonElgal.
Melee +1 battleaxe (sheds light as light on command) +3
(1d8+2/x3) BACKGROUND
Meleeadamantinewarhammer+2(1d8+1/x3)or Valrimhailsfromanisolateddwarvenholddeepintheeastern
Meleedagger+2(1d4+1/1920) fringesofamightymountainrange.TheholdGimstenisbuilt
Rangedlightcrossbow(range80ft.)+3(1d8/1920)
above a played out mine set at the head of a narrow valley
AtkOptions+1attackvs.orcandgoblinoids,earthsupremacy
EarthSupremacy(Su)Valrimgainsa+1insightbonusonmelee perfect for sheep farming. Most of the dwarves has long since
attackanddamagerollsifheandhistargetaretouchingthe moved away, but a few remain farming the valley below and
ground. tinkeredintheirworkshops.
SpecialActionsacidcloud For much of his adult life, Vlarim was married to Alrid, his
Acid Cloud (Su [standard; 6/day) Valrim creates a 5 ft. radius wifeandconfidant.Theyhadason,Elgal,andwerehappy.Inhis
cloud of acid vapour within 30 ft. that lasts 1 round. The
72nd year, Elgal discovered something that changed his
cloud deals 1d6+1 acid damage and sickens all creatures in
personality drastically. Where once he was outgoing and
the cloud for 1 round (DC 14 Fortitude halves the damage
and negates the sicken effect). Creatures beginning their gregarious (for a dwarf) he became sullen and withdrawn. He
turn in the cloud can move out without penalty, but those
enteringthecloudareaffected.
Wizard Spells Prepared (CL 3rd; concentration +6; barred CREIGHTONS NOTES
schools:air;arcanebond[ring]) ValrimismycharacteranditmightseemoddIhaveacharacter
E
2ndglitterdust (DC16),web(2;DC16) in my own campaign, but (as normal) its Andys fault! One of
1stexpeditious retreat, greaseE (DC 15), mage armour, sleep
my players offered to give me a GMing break for a couple of
(DC14)
E
0 (6/day)acid splash , detect magic, mage hand, message, months by running a lowlevel module. The module fit so well
readmagic intomyoverallcampaignwedecidedtosetitinthesamearea
CombatGearbolts(12),acidflask(5),caltrops,tanglebolts(2), andhaveitsconclusionaffectthegreatercampaign.
antitoxin In regards to balance, Valrim is wildly over equipped for a
Scrollsshield(CL2;2) 3rdlevel character. Luckily, this is pretty easy to fix. Simply
Potionscurelightwounds(2) remove 8,000 gp, the adamantine warhammer and the +1
Wandsmagicmissiles(CL1;3chgs.),protectionfromevil(CL1;9
battleaxe from his stat block. Additionally, because we use a
chgs.)
slightly different stat rolling system, his stats are better than
AbilitiesStr13,Dex15,Con17,Int16,Wis16,Cha10
SQalternateracialtrait(lorekeeper),earthsupremacy,weapon normal.Insteadofmodifyingthem,simplyincreasehisCRby1.
familiarity(dwarven) Finally, youll also note that some parts of Valrims
B
FeatsDodge,ScribeScroll ,SpellFocus(conjuration) backgroundarequitegeneric;becausemycampaignissetina
Skills as above plus Knowledge (arcana) +9, Knowledge commercially available world, Ive had to scrub all the product
(dungeoneering)+8,Knowledge(engineering)+7,Knowledge identityfromthetext.

10

Cam James (order #5530126)


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

Cam James (order #5530126)


GM ADVICE: HOW AND WHY TO SAY NO

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

Cam James (order #5530126)


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