Village Backdrop: Dawnmarsh

Dawnmarsh is that rare breed of lizardfolk village that welcomes trade, offering secret regenerative elixirs, techniques to tame riding lizards, poisons of the marshes and fleet guides to navigate the hazardous terrain. Cultures clash among the stilted houses on the Dawnmarsh swampy islands—here, trade is useful but the very presence of foreign traders sparks tension with neighbouring tribes and cautious locals. Adventurers can find useful allies in innkeepers and lizardfolk youths who hear much as well as an elderly visionary. The sun-worshipping lizardfolk have begun to abandon traditions deemed vile by the visiting traders, but even partial betrayal of the old ways has given a foothold to lizardfolk warmongers interested in transforming Dawnmarsh from a place of healing to a place of war.

Village Backdrop: Needlebriar

Needlebriar lies in a remote corner of a large duchy. Years ago, war devastated the small halfling community, leading the villagers to commit heinous acts of cannibalism and murder to survive. The violence awoke an ancient spirit who granted the desperate halflings the power to hunt those who dared to harm them. Generations have passed and the halflings continue to hunt the nearby lands, transforming into beasts to sate their hunger. Dancing around raging bonfires, they hold bloody feasts, devouring their captive victims, in worship of the fell spirit of the land, becoming more like wild animals every day as they slink further into depravity. Many of the halfling have the tell-tale shake of cannibalism about them and shuffle about the village in heavy leather cloaks. Meanwhile, the rest of the duchy becomes more and more suspicious.

By Maciej Zagorski

GM’s Monthly Miscellany: August 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 on-going design of the megadungeon Gloamhold, the GM’s Monthly Miscellany series is a terrific free resource for the busy, time-crunched GM.This month’s issue features:


A Pathfinder Roleplaying Game Compatible GM’s Resource by John Bennett, Creighton Broadhurst and Thilo Graf

Released 7 August 2017; Pages 10

Get it Free! d20pfsrd, DriveThruRPG, Paizo, RPGNow, Warehouse 23

Places of Power: Oleander’s Sanctuary

Deep within a dense forest lies a well-hidden, secret path leading into the wood’s wildest and deepest recesses. The only sign of civilization for miles on end upon the winding path is a distant thin finger of smoke wafting up through the trees. All manner of animals lurk in the surrounds seemingly drawn to the little hut and surrounding buildings hidden deep in the forest. Here dwells the so-called witch Oleander, a mysterious being possessing incredible powers she uses to heal and improve animals seeking her care.

By Maciej Zagorski

GM’s Monthly Miscellany: July 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 on-going design of the megadungeon Gloamhold, the GM’s Monthly Miscellany series is a terrific free resource for the busy, time-crunched GM.This month’s issue features:


A Pathfinder Roleplaying Game Compatible GM’s Resource by Creighton Broadhurst, Jeff Gomez and Mike Welham

Released 3 July 2017; Pages 10

Get it Free! d20pfsrd, DriveThruRPG, Paizo, RPGNow, Warehouse 23

Village Backdrop: Skaalhaft

Skaalhaft is a whaling village, where the quarry are drakes, kraken and other magical aquatic beasts as well as more mundane prey. Each kill provides food and alchemical supplies for weeks, both for use in the village and profitable export. Whaling crews, marked with glowing tattoos, carved scrimshaw necklaces or strange arcane gifts, return with a prize or sometimes not at all. Back in Skaalhaft, women and children work in a miasmic processing mill. Stone faced and silent, they collect the valuable scales, blood and bone from rare beasts. The bay is thick with mutated sharks from the runoff of such arcane waste.

By Maciej Zagorski

GM’s Miscellany: Alternate Dungeons

Not all dungeons feature the traditional setup of a monster-filled subterranean network of rooms and passages. Druidic groves, haunted houses, rank sewers and more can all serve as an exciting backdrop to the PCs’ adventures. Such locations present their own set of unique design challenges, though, for the time-crunched GM plotting the next adventure.

By Jae Young

Places of Power: Beacon Promontory

Beacon Promontory arose from the watery grave of Beacon Cove after a ferocious storm submerged the village. The handful of doughty northerners rebuilt their homes around Beacon Lighthouse, which lights the way for passing ships, many of which used to make the former village a port of call. Many consider the holdouts insane for staying, considering over half their neighbours left, but they feel they have a duty to seafarers who become stranded along the reshaped coastline. However, the truly insane person may be the lighthouse keeper who believes the deluge was a precursor to an invasion from beneath the waves.

By Maciej Zagorski