Shunned Valley of The Three Tombs (PF2)
Shunned Valley of The Three Tombs (PF2)
OF THE
ALLEY
THREE TOMBS
YOUR TIME IS PRECIOUS
PATREON.COM/RAGINGSWANPRESS
SHUNNED VALLEY OF THE THREE TOMBS
The growing trade town of Dulwich looms over the Great Salt Mire in the Duchy of Ashlar. A veritable torrent of lumber from the nearby forest
enriches its citizens’ coffers and emboldens the growing merchant class. Dulwich’s lord, Wido Gall, resists the merchants’ efforts to topple his
rule while coveting the nearby village of Longbridge. Both sides seek support from the followers of Conn, hoping to sway the newly
appointed and young high priestess. Meanwhile, adventurers flock to the town’s inns and taverns, preparing their own expeditions into the
ruins hidden in the nearby Forest of Gray Spires.
Far from Dulwich, hidden deep in the forest, lies a marshy and boggy valley. Woodsmen and hunters shun the place—kept away by rumours
of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and
mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds.
CREDITS
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©Raging Swan Press 2019. license.
2
FOREWORD
THANK YOU!
I hope you enjoy this adventure. If you’ve got any comments or
questions about Raging Swan Press, I’d love to hear from you. You
can contact me at [email protected].
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4
D U LW I C H
The growing trade town of Dulwich looms over the Great Salt Mire in the Duchy of Ashlar. A veritable torrent of lumber from the nearby forest
enriches its citizens’ coffers and emboldens the growing merchant class. Dulwich’s lord, Wido Gall, resists the merchants’ efforts to topple his
rule while coveting the nearby village of Longbridge. Both sides seek support from the followers of Conn, hoping to sway the newly
appointed and young high priestess. Meanwhile, adventurers flock to the town’s inns and taverns, preparing their own expeditions into the
ruins hidden in the nearby Forest of Gray Spires.
5
D U LW I C H AT A G L A N C E
6
L I F E I N D U LW I C H
Dulwich is a busy market town, but rising tensions between the EVENTS
affluent merchants, and their guilds, and Wido Gall threaten its
peaceful existence. While the characters are in Dulwich, one or more of the below
events may occur. Choose or determine randomly:
T R A D E & I N D U S T RY 2 D 8 E VENT
Dulwich is mostly known for its booming lumber industry, which Large logs suddenly roll from the back of a wagon,
employs many citizens and brings in great wealth. Though a 2 causing a minor panic in the street as townfolk scramble
significant source of income for the town, it is not Dulwich’s only to get out of the way.
notable industry. Many citizens belong to the town’s guilds, A small procession of acolytes from the Lawgiver’s Hall
making everything from pottery to clothing and members wear 3 muttering prayers and blessings to passers-by file down
their guild’s colours to denote their membership. The various the street, swing censers filled with incense.
guilds typically occupy entire streets and are growing ever more A group of merchants pelt a passing carriage with
powerful and influential. No craftsman may operate in a trade 4 rotting vegetables. They run off when the town guard
without joining the relevant guild. approaches.
Other citizens work the farms outside Dulwich, most of which
A blacksmith demonstrates the sharpness of a newly
are owned by the Gall family. However, their wages are lower than
5 forged axe by hewing logs cleanly in half, for a potential
those who learn a proper craft or trade. Thus, as the merchants
customer.
grow in power and wealth, Dulwich’s society becomes increasingly
A mournful funeral procession makes its way towards
stratified.
6 the cemetery where a patrol of guardsmen stand
Dulwichian goods travel throughout Ashlar and merchants
uneasily as if expecting trouble.
from the nearby villages often come to Dulwich to trade. Dulwich
is an important centre of commerce in the duchy. If Wido Gall A sudden rain turns the streets to mud which seems to
7
succeeds in taking control of Longbridge, he would control Kymis spatter onto everything and everyone.
Run, which would bring him greater wealth and power. The The smell of hot mutton stew wafts from a street-side
merchants want to avoid this at all costs. 8 stall, attracting a group of skinny children in ratty
clothing much to the cook’s annoyance.
L AW & O R D E R A small, lean shepherd, really only a child, leads a herd
A well-equipped town guard imposes order in Dulwich, led by the 9 of woolly sheep towards Wool Street with the help of a
respected captain, Tuula Tenbaran. Lawbreakers are imprisoned in tireless dog who keeps the sheep from straying.
the dungeons beneath Dulwich Keep. Because Wido Gall A scrawny man in a noble’s livery struggles to carry a
oversees all trials of note, many of the merchant class suffer stiffer 10 large, ornate vase down the street. He almost crashes
fines and penalties which compel them to scheme against their into several people as he totters along.
lord even further. The merchants, of course, would love to have Townsfolk pelt two men and a woman imprisoned in a
Tuula Tenbaran in their pocket, but she remains stubbornly loyal to 11 stockade set up near the keep. Signs proclaiming their
Wido. Several guilds have spent considerable coin both in wooing crimes hang from the convicts’ necks.
Tuula and in trying to uncover her weaknesses and vulnerabilities— The town guard attempt to disperse an angry group of
thus far for little result. 12 workers upset with a tax rise. A few of the workers begin
A recent push by the guilds calls for the establishment of fair to throw stones.
and impartial (or easily bribed) courts of law with stricter
Two skeletons lumber out from Dulwich Cemetery,
oversight. Vuokko Laiten finds herself in the middle of this feud as 13
staggering towards a young couple and their child.
the merchants petition the Temple of Conn for support which was
Three thugs smash pottery in front of a crying woman at
previously denied by the former high priest. Vuokko struggles to
her shop, telling her she needs to “wise up.” Other
consolidate her own power and find a satisfactory resolution to 14
citizens nearby pretend not to notice. The thugs are
the problem. She favours having the faithful—under her guidance—
from the Shadow Spiders.
take on a larger role in adjudicating legal matters. However, both
the nobles and merchants fear granting the temple too much A young lad standing on the back of a cart shouts that
power. 15 Saini Alanen is seeking brave men and women for a
dangerous job.
Six guards, led by a woman wearing a metallic mask,
16 lead a bedraggled merchant in chains towards Dulwich
Keep. A few onlookers pelt the merchant with offal.
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N O TA B L E L O C AT I O N S I N B R I E F
Most of Dulwich comprises peasant homes and businesses of little • Dyer’s Court: Dulwich’s wool dyers make their home on this
note. A few locations, however, are of interest to adventurers: street. Brightly coloured cloth hangs from the buildings and
serves as a canopy over the street.
1. Dulwich Keep: Seat of the Gall family, the squat Dulwich • Forger’s Avenue: The clanging of hammers accompanies
Keep lies at the heart of Wido Gall’s machinations. The town thick smoke pouring from the forges of Dulwich’s blacksmiths.
guard are based here and the dungeons below the keep • Foundation Way: Built upon the ruins of a former settlement,
house lawbreakers and those who fall foul of Wido. the homes here feature deep cellars. Many are rumoured to
2. The Lawgiver’s Hall: The lofty spire of this elaborate connect to the ancient tunnels below Dulwich, making the
cathedral dominates Dulwich’s skyline. Its new high priestess— homes useful fronts for various gangs and those wishing to
Vuokko Laiten—is courted by both sides in the ongoing move about undetected.
struggle for power in the town. • Hargen’s Court: Also known as “Black Court,” this short street
3. Lumberyard and Guild Hall: The lumber guild is particularly is home to a thriving black market hidden in the tunnels
wealthy and influential; their holdings reflect their status. below the cramped homes.
4. The Dancing Bear: Run by the former half-elven adventurer • High Road: Many rich manses lie on this street, not named for
Nurlon Rekinen this is a popular drinking establishment for its position in Dulwich but for the wealthy folk living here
adventurers and off-duty guardsmen. • Hope’s Alley: An ancient, deep (and now defunct) well lies at
5. Nalthra’s Jewellery: Nalthra is the most renowned jeweller in the end of a cramped and crooked alley. A common
Dulwich. She dwells in the top floor of this three-storey superstition claims throwing coins down the well will help
building. She might not always offer the best price for gems avert tragedy or heal a sick loved one.
and jewellery, but she can handle large deals. • Irkko Street: An almost eerie silence hangs over this street
6. The East Gate: This sprawling inn is popular with Dulwich’s where an ancient and weathered statue, its features
wealthy and well-to-do. The Black Cats—a gang of skilled indistinguishable, stands in a small courtyard. Legend claims
burglars—have infiltrated the place and spy on rich marks. it’s a statue of an ancient goddess or hero from the time
7. The Golden Skull: This dingy, forgettable watering hole is before Dulwich’s founding.
secretly the Shadow Spider’s headquarters. A fighting pit and • Jaska Alley: This narrow street lives in the shadow of the
gambling hall lies beneath the tavern. buildings closing in on either side. Here, small shops sell
8. Eronen’s Safe Travels: The retired, one-armed adventurer strange herbs and other unusual curios.
Henni Eronen run this large, well stocked general store.. • Korpela Street: This long, twisted street features squat
9. Saini Alanen’s House: Home to Dulwich’s most renowned wooden buildings housing Dulwich’s poorest citizens. Priests
sage, the ground floor of this building also serves as a public from Lawgiver’s Hall frequently come here to help the
library. The wizardess dwells on the top floor and is available impoverished citizens who are often preyed upon by thieves
to hire for private research projects. and unscrupulous traders alike.
10. Dulwich Marketplace: This bustling daily market hosts • Leather Street: Dulwich’s leatherworking guild operates
numerous stalls and booths. Street performers are rife here as along this narrow, well-maintained street.
are wandering merchants and pick pockets. Anything for sale • Ojanen Street: Most of the homes here feature newer
in Dulwich can be had here. Many of the more affluent construction due to a fire that claimed many buildings and
merchants maintain shops or businesses elsewhere. lives years ago. A small shrine to Conn in commemoration of
11. Cemetery and Catacombs: The town graveyard; recently the tragedy rests at the end of the street.
rumours of strange goings-on have begun to cluster about • Potter Street: Dulwich’s many potters and their guild house
the catacombs and surrounding mausoleums. lie on this street. Beautiful flowers displayed in elaborate
vases welcome visitors to stroll and browse.
STREET NAMES • Purho Street: The first priest of the Temple of Conn is
celebrated on this street with numerous small shrines and
Some of Dulwich’s streets are notable.
stalls selling religious objects and symbols.
• Rekunen Row: Many prominent tailors and vintners conduct
• Amri Road: Playwrights and poets live a bohemian lifestyle in
their business here. Well-tended flowerbeds—a matter of
the old buildings lining this street. The atmosphere is lively
great pride to their owners—line both sides of the street.
and a little debauched.
• Steel Street: Most of Dulwich’s armourers and weaponsmiths
• Briar Park Row: A small park rests along the street. Believed
operate out of the forgeries located here.
to be the remains of a former druid’s grove, the park features
• Varala Way: Named after a famous long ago defender of
a large oak tree with a life-like face etched into its trunk.
Dulwich, this street hosts a weather-worn statue of the hero.
• Broad Street: Well-appointed homes of relatively prosperous
• Wool Street: Located near the temple, the wool guild shears
merchants line a wide tree-lined avenue often filled with
the sheep here and sells it to merchants.
playing children. Many secret guild meetings take place here.
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9
N O TA B L E L O C AT I O N S
The blacksmith guild incorporates Dulwich’s few armourers and Though not the largest guild in Dulwich, the woolman guild
weaponsmiths as well as the regular blacksmiths, making them benefits greatly from its ties with Lawgiver’s Hall who have a
one of Dulwich’s largest and most important guilds. Guild large investment in the guild. Many of the young shepherds
members regularly cooperate with one another, especially in the tending herds of sheep on the low hills outside Dulwich were
training and housing of apprentices. Unlike the potters, guild once orphans living at the temple. The wool guild profits from
members have few familial ties with one another. Skilled the cheap labour (and the temple takes most of the shepherds’
blacksmith pass down their secrets to favoured apprentices. earnings to reinvest back into the wool guild). The temple, in
Lately, friction between the blacksmiths and the armourers return, gets a cut of the profits on wool sold to the weaver’s and
and weaponsmiths threatens to split the guild. The latter two get dyer’s guilds as well as the associated wool merchants carrying
most of their business from the nobility and the town guard. the fleeces throughout the duchy. Because of their ties with the
Since their allegiance lies with the nobility, they are seeking to temple, the wool guild holds more influence than their size and
create their own guild separate from the blacksmiths. The profits would suggest. The guild sided with the other guilds early
blacksmiths hope to keep the armourers and weaponsmiths in on to oppose the ruling nobility. When taxes go up, the wool
their ranks to bolster their power. Hannu Aalto (LN male old guild frequently reminds the temple their own profits are being
human weaponsmith) produces the finest swords in Dulwich and adversely affected. Lalla Nikkonen (NG female human druid 1)
is said to be working exclusively for Wido Gall to supply works as a shepherdess and frequently acts as a guide in the
weapons for certain mercenary groups in the noble’s surrounding countryside for adventuring parties, to supplement
employment. her income.
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intimidation. Ossi regularly meets with the other guilds in the the cavernous common room’s walls. These are the mementos of
efforts to form an alliance. Ossi is always open to hiring spies as the inn’s proprietor, the retired adventurer, Nurlon Rekunen (LG
well as mercenaries to protect the woodcutters who risk life and middle-aged male half-elf fighter 3). Nurlon bought the inn well
limb venturing anywhere near the Forest of Gray Spires. over a hundred years ago and is something of a local legend. The
bearded Nurlon and his twin sister (Nalthra Rekunen; N female
4: THE DANCING BEAR half-elf jeweller) were raised by their human mother and her
family. Generations of his brothers’ and sisters’ descendants have
A ridiculous image of a dancing frocked bear adorns the outside
since lived and died and Nurlon is a bit morose when in his cups.
of this rambling three-storey inn and tavern. Stuffed heads,
However, if he takes a shine to someone, he tells stories of his
showing their age, of wild beasts and even a few monsters adorn
adventures in the southern forests. He sends adventurers with
gemstones to sell to his sister, Nalthra (location 5).
N O TA B L E F O L K
• Food & Drink: Meal (omelette with nuts and vegetables or
leek and chestnut stew) 3 cp, ale 1 cp, good wine (pitcher) 2
Most of the population are nothing more than hardworking
sp.
peasants. A few, however, are of interest to adventurers:
• Accommodation: A standard room costs 8 sp a night. The
room is large and well—if plainly—furnished.
Almina Mastonen (location 6; CN female halfling rogue 3):
Almina runs a crew of burglars calling themselves the Black 5: N A LT H R A ’ S J E W E L L E RY
Cats. She works at the East Gate.
Henni Eronen (location 8; CG female human ranger 2): A former This opulent three-storey tower shaped shop is owned and
adventurer, Henni runs an outfitter’s store and organises the operated by a middle-aged half-elf woman, Nalthra Rekunen (N
local guides. She is extremely knowledgeable about the middle-aged female half-elf jeweller). The first floor comprises a
surrounding area. large show room of exquisitely hand crafted jewellery while the
Nalthra Rekunen (location 5; N middle-aged female half-elf second floor serves as a workshop. Nalthra lives on the third floor.
jeweller): Nalthra is a renowned jeweller. She frequently Nalthra is the most renowned jeweller in Dulwich, which is not
seeks precious gems to work into pieces of art, but is surprising considering she has over a century of experience.
renowned for not offering good prices. Unlike her brother, Nalthra embraces her elven heritage and the
Nurlon Rekunen (location 4; LG middle-aged male half-elf mystery it bestows.
fighter 3): A former adventurer and Nalthra’s twin brother, Lately, lumber boss Ossi Karppanen (location 3) is the latest
Nurlon runs the Dancing Bear which caters to adventurers person to be utterly smitten by her, a fact she is pondering how to
and travellers.
Orkus Darzak (location 11; CE male dwarf cleric 5): Driven POT TER’S GUILD
insane while adventuring in Gloamhold, Orkus worships
Braal by animating the dead of Dulwich. He lurks in the
tunnels and catacombs beneath the cemetery. Several close-knit families comprise the potter guild. As Dulwich
Ossi Karppanen (location 3; LN male human merchant): Head expands, the guild’s profits increase. Heads of the potter families
of the lumber guild, Ossi seeks to instate a ruling council of actively lobby for higher taxes on imports while they use their
merchants. He is one of the richest people in Dulwich, and size to bully their way into the smaller markets of the nearby
consequently has much power and influence. villages. Their main rivals are merchants from the duchy’s capital,
Saini Alanen (location 9; NG female human wizard 4): Saini Languard. Both the Gall family and the coalition of Dulwich’s
oversees a small, independent library where she conducts guilds actively court the potter guild with promises to help
research on the local area and assists in political matters. expand their reach and increase profits. The potter guild often
Tuula Tenhunen (location 1; LN female half-orc fighter 3): Nick- swings in its allegiance toward whoever can benefit it at that
named the “Iron Maiden” due to her mask, Tuula leads the time.
town guard and is fiercely loyal to Wido. The pottery trade is passed down through the individual
Voitto Markku (location 7; LE male human rogue 4): Voitto families though it is not uncommon for a family to actively recruit
leads the Shadow Spiders—Dulwich’s infamous thieves’ guild. apprentices from the outside (especially those who show
He is an odious, dangerous fellow. unusual talent). Though rivalries often occur between gifted
Vuokko Laiten (location 2; LN female human cleric 3): Though potters, the families tend towards specialization of particular
young, Vuokko is the new high priestess of Conn. pieces and are well known for their unique styles. The guild
Wido Gall (location 1; LN male human wizard 4): A noble and a quickly puts to rest disputes between the families for the good
wizard, Wido rules over Dulwich. He seeks to extend his of the guild, which always comes first. Jani Keto (LN male human
influence to the nearby village of Longbridge. potter), one of the guild’s most promising potters has recently
Zado (location 11; CN male human unknown): This enigmatic, found himself deeply in debt with the Shadow Spiders due to his
masked street performer plies his trade in the marketplace. gambling habit. The Shadow Spiders hope to use Jani to muscle
However, his real trade is in secrets and information. into the guild.
11
use to her advantage. She promotes her business through her to basic adventuring supplies, Henni keeps a few specialist items
brother’s inn and makes it well known she is willing to buy behind the counter. Henni also supplies local guides specialising
gemstones. She might not always offer them the fairest price, but in travel through the Salt Mire and the Forest of Gray Spires. If
she is consistent and can handle large purchases. befriended, Henni tells the story of how she lost her arm to an ice-
wreathed skeleton in the deep crypts below Valentin’s Folly. Henri
6 : T H E E A S T G AT E is always willing to give fellow adventurers with a bit of advice or
help them get jobs guarding caravans or serving as guides.
The sprawling East Gate Inn caters to Dulwich’s wealthy and well-
to-do foreigners. Nobles and merchants trade barbs while 9: S A I N I A L A N E N ’ S H O U S E
scheming against one another. Between the rich clientele and the
dealings going on, it is the perfect place of employment for This stone towered, three-storey house is home to the town’s
Almina Mastonen (CN female halfling rogue 3) tavern maid and renowned sage, Saini Alanen (NG female human wizard 4). Saini
head of the infamous gang of burglars, the Black Cats. Almina receives money from the town by making her large library on the
often knows who will be where and when, allowing her to easily first floor open to the public. The tower is where she spends most
pick her marks. She’s aided in her information gathering of her time in private research, studying local ancient history. Saini
endeavours by her best friend, the half-orc dishwasher, Holg is eager to hear tales from explorers venturing into the local ruins
Torntusk (NG male half-orc fighter 1), who lets her ride around on and she pays a handsome sum for well-detailed maps. Saini
his shoulders. The Black Cats keep several safe houses around occasionally hires adventurers to poke about the forgotten places
Dulwich, thanks to their practise of sharing their ill-gotten wealth of the Duchy of Ashlar for lost lore.
with the poorer classes. Unfortunately, the Black Cats are being
pressured by the more ruthless and violent Shadow Spiders into 10 : D U LW I C H M A R K E T P L A C E
giving them a cut of their profit. Currently, Almina has a few jobs
Dulwich hosts an open market in the north-western section of
lined up to steal important documents from rich merchants if she
town. Numerous small stalls and booths sell everything from
can get the right crew together.
produce, cloth and even a selection of weapons and armour.
Various guilds have small stalls set up as well to sell their most
• Food & Drink: Meal (mutton stew or steak and mushroom
sought after wares.
pie) 3 cp, ale 1 cp, wine (pitcher) 1 sp.
In addition, street performers compete for shoppers’ attention
• Accommodation: A standard room costs 8 sp a night. The
(and coin). The most famous is the mysterious Zado (N male
room is richly appointed and features a stout, lockable door
human unknown), a strange individual dressed in black who wears
and shuttered windows.
various feathered masks while juggling and doing magical tricks.
7: THE GOLDEN SKULL Zado hears and sees more than he lets on, information he sells to
both nobles and merchants. Little happens without Zado
The Golden Skull appears just like any other dingy, forgettable somehow knowing it. Some suspect there might be multiple
watering hole lining the street. Yet, at the rear, a concealed stair “Zados” throughout town working together.
way winds down to a secret basement carved out of the ancient
ruins below Dulwich. Here, the town’s largest and most ruthless 11 : C E M E T E RY AND C ATA C O M B S
thieves’ guild, the Shadow Spiders, led by Voitto Markku (LE male
Near the Temple of Conn lies the Dulwich cemetery and
human rogue 4), runs a gambling den and fighting pit. Once
catacombs. Large mausoleums belonging to the nobility dot the
frequented by both nobles and merchants, Ossi’s money has
cemetery while the remains of common citizens are interred
bought the Shadow Spiders to his side. In addition to gambling,
below in the catacombs, built upon the ruins of a former
they also fence illegal goods and assassination. Most of the
settlement. The Temple of Conn only maintains one section of the
smaller gangs offer the Shadow Spiders a cut of their profits.
catacombs; numerous tunnels branch out like a hive, leading even
Voitto is always open to new recruits and seeks individuals to
deeper into the ancient ruins below. People exploring these
subdue dangerous wild beasts for his fighting pit.
tunnels often disappear.
As of late, the dwarf cleric, Orkus Drakar (CE male dwarf cleric
• Food & Drink: Meal (parsnip and acorn stew or turnip pie) 1
[Braal] 5), has made a section of the ruins his home. Driven insane
cp, ale 1 cp, wine (pitcher) 1 sp.
during an adventure deep in Gloamhold’s depths, Orkus turned to
• Accommodation: A standard room costs 1 sp a night. The
worshipping Braal. Thoroughly insane, Orkus enjoys animating the
room is draughty, and has an easily defeated lock on the
corpses in the Dulwich Cemetery and letting them run amok. To
door.
him, it’s harmless fun and a diversion while he waits for further,
8 : E R O N E N ’ S S A F E T R AV E L S and more destructive, visions from his god. Occasionally, the town
pays for adventurers to clear out certain areas of the catacombs
This long stone and wood two-storey building looks out over the and ruins.
street, a sign depicting a pair of booted feet over its stout wooden
door. Former adventurer, Henni Eronen (CG female human ranger
2), runs this general supply store catering to travellers. In addition
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THE SHUNNED VALLEY
Far from the nearest town, hidden deep in the forest, lies a marshy, boggy valley. Woodsmen and hunters shun the place—kept away by
rumours of a terrible beast lairing within and of a ghost haunting the valley’s boggy mere. But, as well as great danger, treasures magical and
mundane may yet lie unclaimed in the valley for three unexplored tombs built by ancient hands, stand amid the mud and reeds.
13
THE ADVENTURE BEGINS
The adventure begins with the party in the town of Dulwich. The • Rival Sages: A learned sage, Ilari Sianio (N male old human
Shunned Valley of the Three Tombs lies about a day’s journey to sage), is embroiled in an argument with a rival (Ulpa Varala)
the south. Hidden in a swath of rarely explored forest, the valley is over the origin of the tombs in the valley. Ilari hires the party
surprisingly remote. Widely believed by the locals to be haunted, for 10 gp to investigate the valley and to find out more about
few willingly make the trip to explore the site. the tombs’ origin. He’d also like any artefacts the party find
that can shed light on the tombs’ origin. Meanwhile, Ulpa (CN
HOOKS female middle-aged human sage) has hired other
adventurers (see “Rival Adventurers” pages 21 and 28) to
Before play begins, have each character make a Society check and
secure the same proof.
consult “Valley Lore” to determine what they know of the Shunned
Valley. These checks simulate the knowledge the PCs have picked VALLEY LORE
up while in town searching for adventure. Such knowledge—of a
nearby site of adventure—might be enough to spark their interest A character making a Lore (Ashlar, Dulwich or similar) check may
in the valley and its tombs. If not, use one (or more) of the hooks know something about the valley. A successful check gains all the
presented below. information revealed by a lesser result.
DC 10: The valley lies a day’s journey into the forest. No
• Aila’s Fate: One or more of the characters wants to proper paths head in that direction, but game trails crisscross the
determine Aila’s fate. Perhaps they are distantly related to the surrounding area.
lost adventurer or merely curious. To use this hook, you must DC 15: A pool—Aila’s Mere—fills much of the valley. Named for
employ the optional encounter Aila of the Lake (page 19). an adventurer who drowned therein long ago it is a marshy,
• Missing Woodsman: A young boy barely ten-years-old boggy place.
approaches the party. The boy (Jani) tells the characters of his DC 20: Three tombs are said to lie in the valley itself. They are
father (Taisto Ahokas) who recently disappeared into the variously thought to be the resting place of ancient and savage
woods surrounding the valley. Taisto hasn’t been seen for barbarians, forgotten kings or even the burial site of a long
almost a week and Jani is worried about him. He offers the forgotten hobgoblin tribe.
party his father’s meagre savings (mixed coinage worth 5 gp) DC 25: A decade ago, a party of adventurers lost several of its
if they can find him. members in the valley during a battle with marauding goblins. The
survivors buried their friends there.
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WHISPERS & RUMOURS MINOR EVENTS
A character can use Diplomacy in Dulwich to gather information For every hour of travel, check on the table below for a minor
about the valley and its tombs. This takes 1d4 hours and requires event or discovery. Modify or re-roll results as appropriate.
a DC 10 check. A character exceeding this check gains one
additional rumour for each 5 points by which they exceeded DC 1 D 20 E VENT /D ISCOVERY
10. A character critically failing at this check automatically learns
The wind sighs through the branches causing them to
rumour #1, 5 or 6.
01-03 clack together like the demented chatterings of some
Use the table below, to determine which rumour(s) the
ancient, primeval woodland spirit.
character learns.
A small, non-hostile woodland animal such as a rabbit,
04-06 squirrel or fox bursts forth from the undergrowth. The
1 D 6 R UMOUR animal appears skittish and flees the party’s presence.
The ghosts of those buried in its tombs haunt the valley.
A small clearing wreathed in wild flowers makes an
They prey on travellers and explorers—many of whom
1* 7 excellent campsite, a good place to rest or somewhere
do not return to tell of their adventures. The whole
to get one’s bearings.
place is cursed.
A wide, dense swath of brambles and bracken bars
Something large and predatory lives in the valley. The
8 progress. Detouring around the tangle adds one hour
few woodsmen who go near the place have reported
2 to the journey.
finding its leavings—droppings, half-eaten animals and
A steep-sided, 15 ft. deep gulley with a stream crosses
so on. None have seen the beast itself.
the party’s path. It takes an hour to find an easy place to
Something terrible lives in Aila’s Mere. Aila was a brave 9
cross. Alternatively, characters can scale the gulley’s
and skilled adventurer—how could such a person sides with DC 15 Athletics checks.
3
merely drown? Something must have dragged her into
An old campsite; a fire pit contains cold ash and is
the pool. 10
partially covered by blown leaves.
Two of the valley’s mysterious tombs have never been
Far off in the forest, the sounds of something large
4 opened—who knows what horrors (and treasures) lies
11 moving through the bushes comes to the characters’
hidden within?
ears. After a few minutes, the sounds fade away.
The valley is very boggy. In some places, the mire acts
Thick clouds pass in front of the sun, plunging the forest
like quicksand and can suck explorers down to a 12
5* into gloom. After a half-hour, the sun re-emerges.
terrible death. Many explorers have suffered such a fate
over the years. A fallen tree lies half sunken into the forest floor. Great
13 stands of mouldy leaves lie piled about and numerous
The stories about terrible things living in the valley are
mushrooms grow upon its rotten trunk.
6* rubbish. The place was sacked long ago; there’s no
point going there anymore. Several large muddy brown and white feathers are
14 snagged in a bush; these are owlbear feathers (DC 15
*False rumour
Nature check identifies).
GETTING TO T H E SHUNNED VALLEY Far away in the distance, a wolf raises its voice in a
15
mournful howl.
The adventure begins with the party in the town of Dulwich. The
Light rain begins to fall. The pitter and patter of it falling
valley lies five miles to the south in the midst of a dense forest. No
on the trees is soothing, but distracting. After two hours
pathways lead to the valley, but a network of game trails criss- 16
the rain stops, but by then the characters are likely cold,
cross the area. Going is difficult and slow:
wet and miserable.
Heavy rain begins to fall; the characters are quickly
• Speed 25 ft.: It takes a group moving at a speed of 25 ft. five
soaked. Luckily, shortly thereafter they discover a small
hours to reach the valley (assuming they do not get lost). 17
dry cave sunk into a hillside in which they could wait out
• Speed 20 ft.: It takes a group moving at a speed of 20 ft six
the storm.
hours to reach the valley (assuming they do not get lost).
Trees grow thickly together, plunging the forest floor
Wolves! Wolves (and worse things) lurk in the woods south of 18 into gloom. Here, undergrowth is sparse and the going
Dulwich. If the characters make undue noise, a pack of three is easier.
wolves picks up their scent. The statistics for wolves appears on The half-eaten, rotting corpse of a deer lies in a pool of
19
page 27. An encounter with three wolves is a Severe encounter for gore. Something large clearly worried the corpse.
a group of 1st-level characters. Large clawed tracks mar the ground. A DC 10 Survival
20
check reveals the creature was Large and bipedal.
15
N O TA B L E L O C AT I O N S I N T H E V A L L E Y
Several locations of note lie within the valley. Use these notes, making a DC 20 Perception check finds something. Use the table
along with those presented in “Random Encounters & Events” to below to determine what is found. Use each entry only once.
facilitate the above ground portions of this adventure.
1 D 10 D ISCOVERY
VALLEY DRESSING
1 A gold ring woven with silver wire (worth 5 gp).
The characters are bound to spend quite some time poking about A chipped ivory scroll tube decorated with once
the valley in search of lost treasures and the like. Whenever they 2
beautiful carvings of angels (worth 2 gp).
make Perception checks and don’t discover anything noteworthy,
A rusty longsword with a rearing wolf sigil on its
roll on this table to add verisimilitude to the proceedings. 3
pommel. It has the broken condition.
Six tiny azure blue translucent stones each with a hole
1 D 10 D RESSING 4
bored through the middle (azurites, each worth 1 gp).
A large mottled brown and white feather. The feather is The mouldering, sodden remains of a spellbook. Most
1
obviously far too large to have come from a bird. 5 pages are unreadable but one is salvageable; it holds
The tracks of a clawed creature. A DC 10 Survival check the spell comprehend language.
2
reveal the creature is Large-sized. A tarnished silver dagger missing its point (worth 2 gp
6
The vegetation—reeds, rushes, grass etc. as appropriate as scrap metal). It has the broken condition.
3 —are crushed and broken. Something large obviously A bronze cloak pin shaped like a dagger; usable as
passed this way. 7
such by a Small-sized character (worth 1 gp).
A loud, distinct splash comes from Aila’s Mere. Ripples 8 A mouldy, bloodstained pouch holds 3 sp and 14 cp.
4
spread across the water, but their cause is unclear.
One leather boot stands proud in the middle of a deep
High up in the sky a large bird circles the valley. After a 9 pool of glutinous mud near the cairn. Mould and
5 few minutes it dives down into the grass, snatches up a mushrooms grow from the boot.
mouse and flies away to feed.
A battered lantern set with reflective silver plates. The
For a moment, the PC catches the faint scent of carrion 10
6 lantern is worthless, but the plates are worth 1 gp.
on the breeze.
A small patch of wild flowers—incongruously—grows
7
amid the mud. B : W E AT H E R E D S TAT U E S
The cold remains of a small campfire nestle in a small
8 Six statues guard the entrance to area F—Champions’ Rest. Five yet
fold in the ground.
stand upright, but the sixth has been knocked over and broken
The mouldy, eviscerated remains of a wolf (one of the
9 (by the adult owlbear lurking in area G).
owlbear’s victims) lie stark upon the ground.
The wind picks up. For a moment, it sounds like the These weatherworn, moss-covered statues depict ferocious
10 humanoid warriors. The warriors wear chainmail and hold a
moaning of forlorn spirits.
longsword grounded between their feet. One of the statues—the
one nearest the pool—has fallen and lies in shards.
A: BURIAL CAIRNS The weathered statues have the following notable features:
Weathered Statues: The statues depict hobgoblin warriors
Three low, tumbled burial cairns stand close to Aila’s Mere.
(DC 6 Knowledge [local] determines). All are obviously old.
Three cairns stand in a ragged triangle. Lichens and moss cover all Broken Statue: The fallen statue has half sunk into the boggy
three while reeds growing thickly on the banks of a marshy pool ground. Lichens and mould grow thickly upon it.
almost engulfs the western most cairn. Buried Skulls: Characters digging below the statues in search
of hidden treasure discover an aged skull buried below each
Each cairn has the following notable features:
warrior. These are of hobgoblin origin, buried to placate the
Old: Moss and lichen grows thickly on the piled stone cairns.
tribe’s ferocious gods. Each skull contains a small transparent
The cairns are obviously old.
yellow gem (a citrine worth 2 gp; DC 20 Appraise values).
Remains: Each cairn holds the remains of a decade-dead
adventurer. Much of their equipment has rusted or rotted away.
While examining a cairn, perceptive characters may discover
some small treasure. To do so, they must take apart each cairn.
This takes four people an hour. While doing so, a character
16
C : A I L A ’ S M E R E ( L OW 1) Noise: The roar of falling water imposes a -2 penalty on
hearing-based Perception checks within 20 ft. of the waterfall.
This marshy pool fills much of the valley. The area surrounding the Occasionally, things falling into the river tumble over the falls
pool is distinctly boggy, due to frequent flooding. and end up in Aila’s Mere. See “Random Encounters & Events” for
Denizen: A giant viper lurks here, but has grown somewhat more information.
cowardly after several near-fatal encounters with the owlbear
dwelling in area G. It attacks only when disturbed or when a E: TOMB OF THE S TO N E W O M A N
tempting target is in the mere.
Filled with fearsome traps, this tomb has not been opened since it
A wide, marshy pool fringed with reeds and rushes dominates the was sealed long ago. Read:
valley floor. Boggy, marshy ground surrounds the pool, hinting—
perhaps—at occasional flooding. A moss covered capstone blocks a narrow fissure in the rock.
Swamp grass grows thickly over the boggy ground.
The mere has the following notable features:
Calm Water: The water is calm (DC 10 Athletics), cold and When the characters investigate the capstone, refer to page 22.
murky. The mere is 2 ft. deep within 10 ft. of shore; further out it is
F: C H A M P I O N S ’ R E S T
5 ft. deep. Thick, cloying mud three-foot deep comprises the
pool’s bottom. Herein lie the bodies of two hobgoblin heroes of old. This tomb
Boggy Ground: The ground immediately surrounding the has not been disturbed since it was sealed…and one of its
pool is distinctly boggy due to frequent flooding. This does not inhabitants is very, very hungry. Read:
inhibit movement, but the wet ground makes this an unpleasant
place to camp. A wide, obviously heavy capstone covered in moss blocks what
Reeds & Rushes: Thick stands of reeds and rushes surround appears to be a passageway leading back into the hill. Grass and
the mere. weeds grow thickly about the entrance.
Viper's Lair: The giant viper’s lair is hidden deep in the reeds. When the characters investigate the capstone, refer to page 23.
The lair smells horrible. Partially eaten fish, bones and excrement
lie scattered about. G: L A I R OF THE FEROCIOUS HUNTERS
D: W AT E R FA L L An adult owlbear and its young claim this small cave complex.
When the characters enter the valley, the adult owlbear is away
At the head of the valley, a small waterfall tumbles into Aila’s Mere hunting. Read:
(area C). Read:
A narrow crack—perhaps 5-foot wide—pierces the cliff. A faint
A waterfall tumbles down into the valley over a series of three carrion odour wafts from within.
cascades before flowing into a wide, marshy pool.
Tracks (DC 9 Survival): The tracks of a large clawed creature
The waterfall has the following notable features: enter and exit the cave. A DC 10 Survival check reveals the
Rough Water: In the immediate vicinity of the waterfall, the presence of an additional smaller set of tracks.
water is rough (DC 15 Athletics). When the characters reach the cave mouth, refer to page 24.
17
18
M E E T I N G A I L A ( S E V E R E 1) Personality: Death has given Aila a new appreciation of nature
and its beauty. She has taken great solace in watching the
Use this optional encounter, if the players are experienced or creatures—even the owlbear—living in and around the valley and
seem keen on diplomacy and roleplaying. Note, however, Aila is a she has no desire to “leave.”
potent foe for 1st-level characters and if the group is prone to Distinguishing Features: Aila’s hair gently floats in the air
unrestrained violence this encounter may go poorly (for them). about her head as if caressed by unseen (and unfelt) currents.
What Has Gone Before: Aila was a neophyte druid who along Mannerisms: Aila often seems to struggle for breath before
with her companions stumbled into the valley while tracking an speaking—this is symptom of her death by drowning. She is very
injured deer. While she examined the deer’s tracks the owlbear touchy about this, if it is brought up in conversation.
burst forth from its lair and surprised the group.
It quickly killed three of the party and forced the lone survivor RETRIEVING AILA’S REMAINS
to flee. Seeing all was lost, Aila retreated into the lake. The
owlbear did not follow her, but waited on the bank for her to Aila would like to be laid to rest in a cairn alongside her fellow
return. Eventually she tired and drowned and the owlbear adventurers. If the characters retrieve her remains from the mere
wandered off after savaging the three slain adventurers. and bury them, award the party XP as if they had defeated her in
Once the owlbear left, the lone survivor returned and buried battle. Aila thanks them for their efforts, but can offer them no
all the remains (area A) he could find. He couldn’t find Aila—but material reward. Instead she returns to her peaceful watch over
had seen her enter the mere—and so named the mere in her the valley.
memory. Her spirit has haunted its waters ever since. Aila’s mouldering corpse is buried in the mud and the sludge
at the bottom of the mere near the waterfall.
MEETING AILA The Mere: The water near the waterfall is 10 ft. deep and
rough (DC 15 Athletics). The waterfall churns up the mud in the
If the characters spend some time poking about the mere, Aila water reducing visibility under water to mere inches.
becomes aware of them. She emerges from water near the Searching: Finding enough of Aila’s bones to satisfy the ghost
waterfall and floats across the lake to speak with the party. is difficult. It takes 2d4 hours by a character able to make a DC 15
Aila starts the encounter indifferent toward the adventurers. Athletics check to retrieve the bones, but more than one character
However, if they have obviously broken open the cairns of her can search the lake. A character who cannot make a DC 15
fallen companions (area A) she is unfriendly. Athletics check is slower at searching. For every hour they spend
searching, reduce the remaining time by only 30 minutes.
• Indifferent: Aila asks the party to recover her bones from the Attack of the Giant Viper: If the characters have not yet dealt
lake. She can offer no physical reward, but warns the party of with the giant viper lairing in the reeds fringing the mere, their
the owlbear (area G) and giant viper (area C). extended presence in the water draws if forth. Hungry, it decides
• Unfriendly: Aila demands the party rebuild her companion’s to snack on an adventurer. It targets a character in the water. Once
cairns. Doing so—and acting apologetic—automatically makes it has caught a snack, it drags its victim back to its lair.
her indifferent toward the party.
19
RANDOM ENCOUNTERS & EVENTS 16 Heavy Rain (see below)
17 Corpse in the Water (see below)
To a certain extent, the characters determine the pace of events in
the valley. However, it’s always good to throw some randomness 18 Wolf Pack (see below)
into proceedings. Thus, use the table below (or pick an interesting 19 The Owlbear Returns (see below)
event) to spice up the adventure. 20 Rival Adventurers (see below and page 28)
20
If the young owlbear is dead, the adult emerges from its den Distinguishing Features: Elir’s left ear is crushed and broken—
in a fury soon thereafter and rampages about the valley looking the legacy of an ogre’s club.
for revenge. Driven by rage, it attacks anything it sees. Background: Elir was banished from his home after he
If the young yet lives, the owlbear shares its kill and then refused to serve in the militia. With nowhere to call home, he has
sleeps until the next morning. Then in the afternoon, it emerges to wandered ever since.
hunt again. If it spots the party at this time, it gladly gives battle
HELMI OJANEN
and fights until slain.
Fascinated by how things work, Helmi lacks many social skills
20 : R I VA L A D V E N T U R E R S (E X T R E M E 1) required for civilised society.
A rival band of adventurers arrives in the valley, intent on Personality: Abrupt and rude in manner, Helmi is not pleasant
exploring the tombs. The group comprises: company. Fascinated with machinery and how it works, she is
never happier than when tinkering with her latest acquisition.
• Aelliah Uthliavar (NE female elf sorcerer [demonic] 1): This Helmi is used to living rough—or at least from day-to-day. She
smooth-talking, beautiful elf has a cold, merciless heart. is tough, resilient and self-sufficient. She greatly desires to
• Elir Garsten (N male dwarf fighter 1): This dour, foul-mouthed accumulate enough coin to live a life of comfort and excess. In
dwarf has a burning hatred for goblins and their ilk. fact, she has already identified the house she plans to buy; she
• Helmi Ojanen (NE female human rogue 1): Fascinated by even occasionally breaks in to look around while the current
how things work, Helmi lacks many social skills required for owners slumber in their beds.
civilised society. Mannerisms: Dextrous and possessing great coordination,
• Vesa Takala (NE male human cleric 1): Handsome and cold Helmi often dances a battered copper coin—her lucky coin—across
hearted, Vesa is obsessed with magic. the knuckles of her left hand.
Distinguishing Features: Helmi rarely smiles; instead her face
The group are black-hearted and care nothing for any claim the seems locked in a perpetual grimace. Her attempts at smiling
characters might have over the valley. appear ridiculous in the extreme.
Tactics: When first they meet the group, they feign friendship. Background: Beaten as a child, Helmi is distrustful of
They try hard to ingratiate themselves with their rivals and try to everyone and hates to be vulnerable—either emotionally or
appear as nonthreatening as possible. They set up camp at the physically. She grew up in the town of Dulwich and has had
opposite edge of the valley. several run-ins with the law. There, she is known as a petty thief.
Their plan is simple. They don’t see the point in breaking into
VESA TAKALA
these tombs when someone else will do it for them. Thus, they
only attack once the characters have cleared out all three Handsome and cold hearted, Vesa is obsessed with magic—both
complexes (preferably when the characters are clearly injured or arcane and divine.
as they rest overnight before leaving the valley). Personality: Driven to understand and control magic, Vesa is a
fanatical follower of the god of magic. He
A E L L I A H U T H L I AVA R senses some additional power within
This smooth-talking, beautiful elf has a cold, merciless him (he will soon manifest the abilities of
heart. a sorcerer) and is eager to
Personality: Merciless and utterly self-obsessed, understand them. Even though
Aelliah delights in bending the weak-willed to her he plans to murder them, he will
whims. happily engage in hours of
Mannerisms: Beautiful and graceful, Aelliah’s conversation about magic with any
rarely—if ever—raises her voice. wizards or sorcerers he encounters.
Distinguishing Features: Aelliah’s purple eyes Mannerisms: Vesa always seems to be
constantly sparkle as if she is permanently amused. smiling, no matter the situation. His grin
Background: Expelled from her home after grows wide when treasure is within his
she was caught blackmailing several married men, grasp.
she lusts for revenge. Distinguishing Features: Vesa has
perfect, white teeth (of which he is very
ELIR GARSTEN proud).
This dour, foul-mouthed dwarf has a burning Background: Both of Vesa’s parents had
hatred for goblins and their ilk. sorcerous abilities and he was exposed to
Personality: Dour and foul-mouthed, Elir is a joy magic from an early age. His mother was also a
to be around. He blames the world for his status as an priestess of the god of magic and inducted him into the
outcast. clergy as soon as he was old enough. He hungers for
Mannerisms: Elir is hard of hearing in his left ear; he power—and to surpass his parents’ abilities—who he
cocks his right ear towards those speaking to him. both hated.
21
E: T O M B OF THE S TO N E W O M A N reduce the damage. For the creature in the corridor, when the
trap is triggered, this is a basic save. Creatures in the two
Filled with fearsome traps, this tomb has not been opened since it squares adjacent to the door leading into E3 take no damage
was sealed long ago. on a success or critical success as they avoid the falling debris
G E N E R I C T O M B F E AT U R E S entirely, but take full damage on a failed save, and take double
damage on a critical failure. Creatures damaged by the falling
Illumination: Darkness. debris are immobilised under a mass of fallen stone.
Worked Stone Floor: The stone floors are relatively smooth Clearing out a square of debris requires a DC 17 Athletics skill
and free of obstruction. check, with the following effects:
Worked Stone Walls: The walls are smooth (DC 20 Athletics Critical Success The square is cleared in 1 minute.
scales) and covered in whitewash. Faded murals showing Success The square is cleared in 5 minutes.
hobgoblins in battle cover the walls. Specific murals of interest are Failure The square is cleared in 10 minutes.
detailed in the relevant area descriptions. Critical Failure The ceiling above the square collapses further,
Stone Doors: These doors are heavy and difficult to open dealing an additional 2d6 to the creature digging out the
(Hardness 14, HP 56 [BT 28], DC 15 Athletics opens), but square and any creature trapped in that square. This takes 1
unlocked. minute and no progress is made.
Ceiling: The worked stone ceilings are roughly 8 ft. high.
Dust: Thick dust covers the floor. No tracks are evident. E3: T H E L U R E
A heavy capstone wards access to the tomb. Three dusty chests stand in this small storage area. One chest—the
middle one—stands open; within lies a great mass of coins.
Weeds grow thickly about this heavy moss-covered capstone.
Chest 1 (Locked): This old wooden chest is in bad condition
Capstone: This capstone (Hardness 14, HP 112 [BT 56]) is heavy (Hardness 10; HP 20 [BT 10], DC 15 Athletics opens) but is locked
and difficult to roll aside (DC 20 Athletics). It has a crude carving of (DC 15 Thievery [trained] unlocks). It contains mouldy (worthless)
an esoteric rune (DC 15 Arcana reveals the rune means “danger”). clothes of ancient cut. The chest has a shallow false bottom (DC
E2: D E AT H - T R A P C O R R I D O R (T R I V I A L 1) 20 Perception spots) containing six transparent red gemstones
(jaspers each worth 2 gp).
This seemingly empty corridor is reality a death trap. Chest 2 (Open): A mass (327 cp and 47 sp) of tarnished
Trap: A collapsing ceiling trap ward this area. copper and silver coins fills this open chest. All are from kingdoms
Dust lies heavily on the floor here. Faded murals of hobgoblins in long since fallen.
battle cover the walls. Chest 3 (Locked): This old wooden chest is in bad condition
(Hardness 10; HP 20 [BT 10], DC 15 Athletics opens, DC 15
Murals: The niche opposite the entrance to E3 has a particularly Thievery [trained] unlocks). The chest contains a carefully folded,
lurid mural of a female hobgoblin calling down fire and lightning
to slay her enemies.
Dusty Floor: No tracks are evident in the thick dust.
22
but mouldy and fragile, black banner depicting a flaming finish the job. The lid is heavy (DC 20 Athletics opens). It shatters if
lightning bolt. If roughly handled, the banner falls apart. Hidden in pushed off onto the floor.
its folds is a transparent pale blue stone (a tourmaline worth 2 gp). Sarcophagus (Internal): Within the sarcophagus lies a
mouldering skeleton amid the decayed remains of once fine
E4: T H E B AT T L E V A U LT robes of an elder cut. Amid the bones lies a plainly wrought +1
The walls here depict some of the wizard’s greatest victories. dagger (worth 35 gp). The bones also wear a talisman of dried,
interwoven leaves. This is a hunter’s bane talisman (worth 6 gp).
Faded frescos depicting many battle scenes cover the walls here.
Statue: This statue stands on a low plinth and depicts an
In all of them, a female hobgoblin is depicting annihilating her foes
ancient hobgoblin wizard. She was both feared and respected by
with lightning and fire.
her fellows—hobgoblins tend to distrust “elf magic” and so to keep
Frescos: If a light source is in the room, a character making a DC her quiet in her grave they built this elaborate tomb.
15 Perception check notices some elements of the frescos seem
to glimmer and glitter. The outlines of the wizard’s spells are F: C H A M P I O N S ’ R E S T
picked out with gem stone fragments. Characters spending an
Herein lie the bodies of two hobgoblin heroes—Craz and Drezna—
hour carefully removing these fragments gather gem fragments
of old. This tomb has not been disturbed since it was sealed…and
worth 25 sp.
one of its inhabitants is very, very hungry…
E5: C H A M B E R OF L I V I N G S TO N E (M O D E R AT E 1)
G E N E R I C T O M B F E AT U R E S
Denizen: Herein dwells the Stone Wizard. Imbued with some
Illumination: Darkness.
fragment of a long-dead hobgoblin wizard’s power the statue has
Worked Stone Floor: The stone floors are relatively smooth
become animate over the centuries. The Stone Wizard steps down
and free of obstruction.
from its plinth and attacks, when robbers defile the sepulchre by
Worked Stone Walls: The walls are smooth (DC 20 Athletics
trying to force open the lid. It chases intruders, but does not leave
scales) and covered in whitewash. Faded murals cover some of
the tomb.
the tomb’s walls. Specific murals of interest are detailed in the
A low, rough-hewn stone sarcophagus stands in the centre of this relevant area descriptions.
chamber. Behind the sarcophagus, on a stone plinth, stands the Stone Doors: These unlocked doors are heavy and difficult to
stone statue of a female hobgoblin clad in form-hugging robes. open (Hardness 14, HP 56 [BT 28], DC 15 Athletics opens).
Ceiling: The worked stone ceilings are roughly 8 ft. high.
Sarcophagus (External): This stone sarcophagus (Hardness 14,
Dust: Thick dust covers the floor. No tracks are evident.
HP 56 [BT 28]) has a rough finish—as if the stonemason didn’t
F1: E N T R A N C E
A heavy capstone wards access to the tomb.
F2: H A L LWAY
This hallway is unoccupied.
F3: S L E E P L E S S M I N I O N S (M O D E R AT E 1)
Denizens: Three tomb guards—undisturbed for centuries—lie here.
They only animate when intruders reach F2.
23
F4: E M P T Y C H A M B E R Natural Steps: Treat a square containing natural stone steps
Intended as a burial chamber, this room was never finished. as greater difficult terrain. (It costs an additional 10 feet of
movement to enter such areas.)
The walls of this chamber have been hewn from the rock but not Remains: The remains of dozens of creatures—wolves, deer,
whitewashed like the others. foxes and so on—cover the floor. Some are little more than
Carven Walls: The walls are of undecorated worked stone. skeletons while others yet rot. A DC 10 Perception check reveals
all were killed by something clawed and immensely strong.
F5: S H I E L D S OF THE FALLEN Stench: The smell of wet fur, rotting flesh and faeces pervades
This room displays battle trophies taken by Craz and Drezna. this cave complex. The scent ability is useless in the caves.
Dusty shields and timeworn banners hang from the walls, here. G1: E N T R A N C E
Faded Murals: Murals of battle cover the walls. Each of the Beyond, lies the owlbears’ domain.
banners and shields hanging here are cleverly woven into the The stench of carrion, wet fur and other unwholesome smells
scenes—in which hobgoblins are winning every encounter. emanate from this narrow cave mouth. Bones and chunks of
Banners: The banners are ancient tribal devices; none of the unidentifiable meat lie just beyond the entrance.
tribes survive to the present day. However, a sage interested in
such matters (or a nobleman trying to increase his house’s Illumination: Dim light. Light from outside pervades the first 30 ft.
standing) might pay 5 gp for the collection. or so of the cave. Beyond, darkness reigns.
Shields: A dozen dusty shields hang on the walls. One— Fur & Feathers: The adult owlbear must squeeze through this
emblazoned with a dripping axe—is a low-grade cold iron buckler narrow entrance to enter its domain. Consequently, clumps of fur
(worth 30 gp). and feathers are stuck to the walls. A DC 12 Nature check
identifies these as coming from an owlbear.
F6: L A I R OF THE F A L L E N (S E V E R E 1)
G2: H A L L OF RUIN
Denizens: Herein dwell Craz and Drezna. Lovers in life they rest
together eternally. Horrifyingly, Drezna—depraved in life—rose as a This corridor comprises the “spine” of the complex.
ghoul and was so hungry she gnawed the flesh from her lover’s The passageway widens out to perhaps 20-foot in places. To your
bones. A single tomb guard attends Craz and Drezna. All three are right a set of natural steps disappears down to a lower level.
ready for combat. Craz and Drezna view the tomb guard as Further on an escarpment drops away to another area.
expendable, but aid each other in battle.
Escarpment: A 20 ft. high escarpment provides access (DC 10
A wide stone bier stands in the centre of this chamber. Faded Athletics scales) to area G5. The smell of excrements wafts up from
murals cover the whitewashed walls. the bottom of the escarpment.
Stone Bier: A three-foot high stone bier stands in the centre of G3: N U R S E RY (M O D E R AT E 1)
the chamber.
Faded Murals: Murals cover the walls of the chamber. One DC 5 Perception: The character hears crunching bones and
depicts two hobgoblins during an act of love, another shows them tearing flesh coming from the cave.
using skulls as drinking cups and a third shows them surrounded
by slain enemies.
Treasure: The two champions carry the only treasure here.
Refer to their stat blocks for more information.
G E N E R I C C AV E F E AT U R E S
Illumination: Darkness.
Floor: Covered in rubble and the leavings of the owlbears’
hunts the floor is difficult terrain. (It costs an additional 5 feet of
movement to enter such areas.)
Walls: The cave walls are easy (DC 10 Athletics) to scale. In
several places, the owlbears have sharpened their claws on the
walls leaving deep scraps and grooves in the rock.
Ceiling: Small stalactites hang down from the ceiling. The
ceiling varies in height between 5 ft. and 10 ft.
24
Denizen: A young owlbear lurks in the nursery noisily which is engraved with lightning symbols. He also possessed two
consuming a wolf’s corpse. Luckily for the characters, it is small yellow transparent gemstones (jaspers each worth 5 gp)
distracted by its feast (-5 to Perception checks) and may not notice along with 14 sp and, 13 cp.
their approach. When it notices intruders, the young owlbear
hoots loudly and attacks. It fights savagely, and to the death. C O N C LU S I O N & F U RT H E R A D V E N T U R E S
Hunched in one corner, lurks a bizarre half-bear, half-owl The Shunned Valley is an open-ended adventure site. The party
monstrosity the size of a grown man. It greedily tears at a dripping can leave the valley, whenever they please. Once they have
chunk of flesh it holds in its claws. completed their investigations, they’ll likely return to Dulwich to
sell their loot and to meet their employer (if they used the Missing
Nest: A pile of broken tree branches, rotting flesh and cracked
Woodsman or Rival Sages hooks).
bones in one corner is the young owlbear’s nest.
Missing Woodsman: Assuming they found his father’s
Shattered Egg: The shards of two large shattered eggs lie
remains, Jani tearfully thanks the party and offers them the agreed
about the cave. Mixed in with the detritus of the nest are the
reward. It should be blindingly obvious, however, to even the
skeletal remains of a tiny owlbear.
dimmest adventurer that if Jani pays them he’ll end up virtually
G4: N E S T destitute. If they refuse payment, award them 50 XP each. In this
instance, Jani begs them to let him come with them; he can’t
Herein, lairs the adult owlbear.
adventure but he can tend their fire at night, cook, clean and so
The stench in this chamber is almost overpowering. A large pile of on. He forms a particularly strong bond with whichever character
tree branches forms a noisome nest while the remains of various argued most strongly to refuse his payment.
animals are scattered about. Rival Sages: Ilari Sianio pays the party the agreed 10 gp, if
they provide credibly information regards the origins of the tombs
Large Nest: A pile of broken tree branches, rotting flesh and
in the valley. If they have done a particularly comprehensive job,
cracked bones serves as the owlbear’s nest. Mixed in with the
he mentions the ruin of Valentin’s Folly lies in the woods to the
detritus, are the remains of an unfortunate traveller.
southwest and that such a place might be of interest to
Dead Traveller: These are Taisto Ahokas’ remains (see
adventurers such as themselves. He adds that, if the party
“Hooks” for more information). Wearing a tattered cloak and
discovers items on interest in the ruins, he might be interested in
hunter’s clothes this human male has been partially eaten. He has
purchasing them.
15 cp and 3 sp along with a small potion vial containing
effervescent blue liquid (a minor healing potion) in a blood- F U RT H E R A D V E N T U R E S
stained pouch. He also has a dagger hidden in his boot (DC 20
While the party may have exhausted the possibilities for
Perception spots) and a tattered map depicting the location of
adventure in the Shunned Valley, other adventure sites lie nearby.
Gloamhold’s doom-drenched halls. See page 26 for a picture of
In particularly, the ruined Valentin’s Folly—otherwise known as the
the map.
Shadowed Keep on the Borderlands—lies nearby. (The party may
G5: C AV E OF B AT S (T R I V I A L 1) already be aware of the keep because of Random Event #5:
Corpse in the Water).
Denizens: Hundreds of bats live among the stalactites, here. The
About the Shadowed Keep: A ruined monument to folly and
bats slumber among the stalactites. If they are attacked, or a
ego, the Shadowed Keep (Valentin’s Folly [on the map on page
bright light is brought into the cave, they swarm and attack.
14) stands atop an isolated bluff deep in a mist-wreathed forest.
DC 5 Perception: The terrible smell emanating from this
Sacked by marauding goblins decades ago the place was thought
chamber is different too that found elsewhere in the caves.
abandoned, but shadows now creep among the forest's great
DC 10 Perception: Scores, if not hundreds, of bats hang
boles and footprints have appeared on the single, overgrown
upside down among the stalactites.
track leading to the keep. Travellers have begun to disappear with
Stalactites grow thickly on the roof of this high chamber. Piles of alarming regularity from the nearby road and the local folk fear
rank-smelling guano cover the floor some slumbering evil has claimed the ruin as its own. Shadowed
Keep on the Borderlands is designed for 1st-3rd level characters.
Stench: The smell of excrement fills this chamber.
Other Adventures: Far to the north (if the GM has set this
Ceiling: The ceiling is 30 ft. high and festooned with
adventure in the Duchy of Ashlar) lies the benighted, cursed halls
stalactites. Creatures among the stalactites gain cover.
of Gloamhold. For more information on Gloamhold and its
Guano: Piles of guano cover the floor to a depth of about one-
environs, visit ragingswan.com/gloamhold.
foot. A character searching the guano making a DC 10 Perception
check discovers some skeletal remains. Such characters must also
make a DC 12 Fortitude save or contract filth fever.
Skeletal Remains: Buried beneath the guano lies the broken
body of a dwarf killed by a falling stalactite. Much of his
equipment is ruined, but he still wears his battered splint mail.
Characters searching the remains find a warhammer the head of
25
26
APPENDIX A: MONSTER CODEX
27
R I VA L A D V E N T U R E R S H ELMI O JANEN C REATURE 1
UNIQUE NE MEDIUM HUMAN HUMANOID
A ELLIAH U THLIAVAR C REATURE 1 Female human rogue (thief) 1
UNIQUE NE MEDIUM ELF HUMANOID Perception +5
Female seer elf sorcerer (demonic) 1 Languages Common, Goblin
Perception +6, low-light vision Skills Acrobatics +6, Athletics +5, Alcohol Lore +4, Deception +4,
Languages Abyssal, Common, Elven Diplomacy (Hobnobber) +4, Dulwich Lore +4, Performance
Skills Arcana +4 (51 Identify Magic and Decipher Writing), +4, Society +4, Stealth +6 (Experienced Smuggler), Temys
Deception +7, Intimidation +7, Religion +4, Scribing Lore +4, Lore +4, Thievery (Assurance) +6, Survival +3
Stealth +5 Str +2, Dex +3, Con +2, Int +1, Wis +0, Cha +1
Str +0, Dex +2, Con +1, Int +1, Wis +2, Cha +4 Items studded leather, rapier, dagger, short bow, 10 arrows,
Gear dagger 3, sorcerer’s gear, 3 gp, 9 sp rogue’s kit, 1 gp, 3 sp, 9 cp
AC 14; Fort +4, Ref +5, Will +7 AC 16; Fort +5, Ref +8, Will +5
HP 13 HP 18
Speed 35 feet Nimble Dodge
Melee dagger +5 (agile, finesse, versatile S) Damage 1d4 Speed 25 feet
piercing Melee rapier +6 (disarm, finesse) Damage 1d6+3 piercing
Melee glutton’s jaws +5 (forceful) Damage 1d8 piercing and Melee dagger +6 (agile, finesse, versatile S) Damage 1d4+3
Aelliah gains 1d6 temporary Hit Points piercing
Ranged dagger +5 (agile, thrown 10 feet, versatile S) Damage Ranged shortbow +6 (deadly 1d10, range increment 60 feet,
1d4 piercing reload 0) Damage 1d6 piercing
Divine Prepared Spells DC 17, attack +7; 1st (3) fear, harm, ray Sneak Attack Helmi deals 1d6 extra damage to flat-footed
of enfeeblement Cantrips acid splash, daze, detect magic, creatures.
message, read aura, shield Surprise Attack If Helmi used Deception or Stealth for initiative,
creatures that haven’t acted are flat-footed to her during the
E LIR G ARSTEN C REATURE 1 first round of combat.
UNIQUE N MEDIUM DWARF HUMANOID
Male dwarf fighter 1 V ESA T AKALA C REATURE 1
Perception +7, darkvision, stonecunning UNIQUE NE MEDIUM HUMAN HUMANOID
Languages Common, Dwarven Male human cleric (cloistered cleric, Morden) 1
Skills Acrobatics +4, Athletics +7, Dwarf Lore +3, Intimidation +3, Perception +6
Mining Lore +3, Survival +5 Languages Common, Dwarven, Elven
Str +4, Dex +1, Con +3, Int +0, Wis +2, Cha +0 Skills Arcana +5, Fortune-Telling Lore +5, Deception +6, Medicine
Items scale mail, steel shield, battle axe, fighter’s kit, 2 gp, 8 sp +6, Occultism (Oddity Identification) +5, Religion +6, Society
AC 17; Fort +8, Ref +6, Will +5 +5, Thievery +3
HP 23 Str +0, Dex +0, Con +1, Int +2, Wis +3, Cha +3
Attack of Opportunity Items dagger, cleric kit, 4 gp, 3 sp
Shield Block AC 11; Fort +4, Ref +3, Will +8
Speed 20 feet HP 17
Melee battle axe +9 (sweep S) Damage 1d8+4 Speed 25 feet
Ranged spear +6 (thrown P) Damage 1d6+4 Melee dagger +3 (agile, finesse, versatile S) Damage 1d4+3
Power Attack piercing
Divine Prepared Spells DC 16, attack +6; 1st bless, heal (x4),
magic missile Cantrips chill touch, detect magic, light,
prestidigitation, stabilise
Trick Magic Item
28
E: T H E T O M B OF THE S TO N E W O M A N Consume Flesh (manipulate) Requirements The ghoul is
adjacent to the corpse of a creature that died within the last
T HE S TONE W IZARD C REATURE 3 hour. Effect The ghoul devours a chunk of the corpse and
N MEDIUM CONSTRUCT EARTH MINDLESS regains 1d6 Hit Points plus 1d6 for every 2 levels it has. It can
Perception +9; darkvision regain Hit Points from any given corpse only once.
Skills Athletics +11 Ghoul Fever (disease) Saving Throw DC 15 Fortitude; Stage 1
Str +4, Dex -2, Con +5, Int -5, Wis +0, Cha -5 carrier with no ill effects (1 day); Stage 2 2d6 negative
AC 19 (15 when broken); construct armour; Fort +12, Ref +5, Will damage and regains half as many Hit Points from all healing (1
+5 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative
HP 35; Hardness 6; Immunities bleed, death effects, disease, damage and gains no benefit from healing (1 day); Stage 5 as
doomed, drained, fatigued, healing, mental, necromancy, stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next
nonlethal attacks, paralysed, poison, sickened, unconscious midnight.
Construct Armour Like normal objects, an animated statue has Paralysis (incapacitation, occult, necromancy) Any living, non-elf
Hardness. This Hardness reduces any damage it takes by an creatures hit by a ghoul’s attack must succeed at a DC 15
amount equal to the Hardness. Once an animated statue is Fortitude save or become paralysed. It can attempt a new save
reduced to less than half its Hit Points, or immediately upon at the end of each of its turns, and the DC cumulatively
being damaged by a critical hit, its construct armour breaks decreases by 1 on each such save.
and its Armour Class is reduced to 15. Swift Leap (move) The ghoul jumps up to half its Speed. This
Speed 20 feet movement doesn’t trigger reactions.
Melee fist +11 (magical), Damage 1d8+6 bludgeoning plus
Grab T OMB G UARD C REATURE -1
NE MEDIUM MINDLESS SKELETON UNDEAD
F: C H A M P I O N S ’ R E S T Perception +2, darkvision
C RAZ C REATURE 2 Skills Acrobatics +6, Athletics +3
Str +2, Dex +4, Con +0, Int -5, Wis +0, Cha +0
NE MEDIUM SKELETON UNDEAD
Items scimitar
Perception +8, darkvision
Languages Common, Goblin AC 16; Fort +2, Ref +8, Will +2
Skills Acrobatics +8, Athletics +8, Intimidation +7 HP 4, negative healing; Immunities death effects, disease, mental,
Str +4, Dex +4, Con +1, Int -1, Wis +2, Cha +1 paralysed, poison, unconscious; Resistances cold 5, electricity
Items chain mail, steel shield (hardness 5, HP 20, BT 10), 5, fire 5, piercing 5, slashing 5
longsword Speed 25 feet
AC 19 (21 with shield raised); Fort +7, Ref +10, Will +6 Melee scimitar +6 (forceful, sweep),
HP 25, negative healing; Immunities death effects, disease, Damage 1d6+2 slashing
paralysed, poison, unconscious; Resistances cold 5, electricity Melee claw +6 (agile,
5, fire 5, piercing 5, slashing 5 fi n e s s e ) ,
Attack of Opportunity D a m a g e
Shield Block 1d4+2
slashing
Speed 25 feet
Melee longsword +10 (versatile P), Damage 1d8+4 slashing
Melee claw +10 (agile), Damage 1d6+4 slashing
D REZNA C REATURE 1
CE MEDIUM GHOUL UNDEAD
Perception +7; darkvision
Languages Common, Goblin
Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5
Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2
AC 16; Fort +4, Ref +9, Will +5
HP 20; negative healing; Immunities death effects, disease,
paralysed, poison, unconscious
Speed 30 feet, burrow 5 feet
Melee jaws +9 (finesse), Damage 1d6+1 piercing plus ghoul
fever and paralysis
Melee claw +9 (agile, finesse), Damage 1d4+1 slashing plus
paralysis
29
G: LAIR OF THE FEROCIOUS HUNTERS Y OUNG O WLBEAR C REATURE 3
N LARGE ANIMAL
V AMPIRE B AT S WARM C REATURE 1 Perception +13, low-light vision, scent (imprecise) 30 feet
N LARGE ANIMAL SWARM Skills Acrobatics +5, Athletics +12, Intimidation +8
Perception +10; echolocation (precise) 20 feet, low-light vision Str +6, Dex +1, Con +5, Int -4, Wis +3, Cha +0
Skills Acrobatics +7, Athletics +4 (+7 to Climb), Stealth +7
AC 19; Fort +11, Ref +5, Will +9
Str +1, Dex +4, Con +1, Int -4, Wis +3, Cha -3
HP 55
Echolocation A bat swarm can use its hearing as a precise sense
Speed 25 feet
at the listed range.
Melee talon +12 (agile), Damage 1d10+4 piercing plus Grab
AC 15; Fort +6, Ref +9, Will +6 Melee beak +12, Damage 1d12+4 piercing
HP 11; Immunities precision, swarm mind; Weaknesses area Bloodcurdling Screech (auditory, emotion, fear, mental) The
damage 3, splash damage 3; Resistances bludgeoning 6, owlbear unleashes a loud screech that terrifies its prey. Each
piercing 6, slashing 3 creature in an 80-foot emanation must attempt a DC 18 Will
Speed 5 feet, fly 30 feet save. Regardless of the result, creatures are temporarily
Blood Feast Each enemy in the bat swarm’s space takes 1d4 immune for 1 minute.
piercing damage (DC 16 basic Reflex save). Creatures that fail Critical Success The creature in unaffected.
this save also take 1 persistent bleed damage. Success The creature is frightened 1.
Failure The creature I frightened 2.
Critical Failure The creature is fleeing for 1 round and
frightened 3.
Gnaw Requirements The owlbear has a creature
grabbed with its talons. Effect The owlbear
attempts to disembowel the creature with a
beak Strike. If the Strike hits, the target
must attempt a DC 20 Will save.
Critical Success The target is
unaffected.
Success The target is sickened 1.
Failure The target is sickened 1 and
slowed 1 as long as it remains
sickened.
Screeching Advance (auditory,
emotion, fear, mental) The owlbear makes
a Bloodcurdling Screech and Strides twice.
All creatures within 80 feet of the owlbear at any
point during this movement are subjected to the
effects of Bloodcurdling Screech.
30
OGL V1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
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15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc.
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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.
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31
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