AD Mystic Ruins
AD Mystic Ruins
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A LTE R N ATE D UNGEON S : M YSTIC R UIN S
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.
This
instalment
of
Alternate
Dungeons
presents
loads
of
great
details,
hints
and
tips
for
a
GM
designing
an
adventure
set
in
a
mystic
ruin.
Designed
to
save
a
GM’s
time
while
adding
flavoursome
details
to
bring
the
locale
alive
in
the
player’s
minds,
Alternate
Dungeons:
Mystic
Ruins
is
an
essential
tool
in
any
GM’s
arsenal.
Design:
Alexander
Augunas
Product
Identity:
All
trademarks,
registered
trademarks,
proper
Development:
Creighton
Broadhurst
names
(characters,
deities,
artefacts,
places
and
so
on),
dialogue,
Editing:
Creighton
Broadhurst
plots,
storylines,
language,
incidents,
locations,
characters,
Cover
Design:
Creighton
Broadhurst
artwork
and
trade
dress
are
product
identity
as
defined
in
the
Layout:
Creighton
Broadhurst
Open
Game
License
version
1.0a,
Section
1(e)
and
are
not
Open
Interior
Art:
Paul
Daly,
Malcolm
McClinton
and
William
Content.
McAusland.
Some
artwork
copyright
Paul
Daly,
used
with
permission.
Some
artwork
copyright
William
McAusland,
Open
Content:
Except
material
designated
as
Product
Identity,
used
with
permission.
the
contents
of
Alternate
Dungeons:
Mystic
Ruins
are
Open
Game
Content
as
defined
in
the
Open
Gaming
License
version
Thank
you
for
purchasing
Alternate
Dungeons:
Mystic
Ruins;
we
1.0a
Section
1(d).
No
portion
of
this
work
other
than
the
hope
you
enjoy
it
and
that
you
check
out
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Open
Game
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products.
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form
without
written
permission.
The
moral
right
of
Alexander
Augunas
to
be
identified
as
the
author
of
this
work
Published
by
Raging
Swan
Press
has
been
asserted
in
accordance
with
the
Copyright
Designs
and
January
2015
Patents
Act
1988.
©Raging
Swan
Press
2014.
ragingswan.com
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is
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of
Paizo
Inc.,
and
the
[email protected]
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Game
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Compatibility
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of
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and
are
CONTENTS used
under
the
Pathfinder
Roleplaying
Game
Compatibility
License.
See
http://paizo.com/pathfinderRPG/compatibility
for
Mystic
Ruins:
An
Alternate
Dungeon
...........................................
2
more
information
on
the
compatibility
license.
Mystic
Ruins:
Dressing
.................................................................
4
Mystic
Ruins:
Denizens
................................................................
6
Compatibility
with
the
Pathfinder
Roleplaying
Game
requires
the
Mystic
Ruins:
Traps
&
Hazards
.....................................................
7
Pathfinder
Roleplaying
Game
from
Paizo
Inc..
See
Mystic
Ruins:
Adventure
Hooks
...................................................
8
http://paizo.com/pathfinderRPG
for
more
information
on
the
Did
you
Know?
.............................................................................
9
Pathfinder
Roleplaying
Game.
Paizo
Inc.
does
not
guarantee
compatibility,
and
does
not
endorse
this
product.
To
learn
more
about
the
Open
Game
License,
visit
wizards.com/d20.
MYSTIC RUINS: AN ALTERNATE DUNGEON
Covered
in
foliage
and
lost
to
the
sands
of
time,
mystic
ruins
are
Below
are
some
features
a
GM
could
use
when
designing
a
cesspools
of
eldritch
energies
and
forgotten
artefacts.
They
are
mystic
ruin
dungeon.
reminders
of
powers
long
since
disappeared
from
the
world
and
Grasping
Vines:
Generations
of
being
bathed
in
eldritch
the
dangers
born
from
eldritch
tampering.
Those
who
would
risk
power
often
gives
mundane
foliage
a
life
of
its
own,
and
it
clings
their
lives
by
delving
into
a
mystic
ruin
are
confronted
by
the
to
any
living
creature
disturbing
it.
Grasping
vines
are
considered
horrors
of
past
experiments
and
ideas
gone
awry,
from
terrible
difficult
terrain.
When
encountered
on
walls,
they
reduce
a
abominations
to
slithering
ooze
creatures
that
care
little
for
creature’s
climb
speed
by
half.
their
own,
wretched
existence.
To
them,
explorers,
heroes
and
Hypnotic
Sounds:
The
haze
of
magic
permeating
a
mystic
ruin
sustenance
are
one
and
the
same.
can
transform
even
the
most
mundane
of
sounds
into
a
hypnotic
Despite
their
inherent
danger,
mystic
ruins
are
excellent
melody.
Any
object
that
makes
a
consistent
sound,
such
as
places
to
adventure
because
of
the
perfect
combination
of
rushing
water
from
a
waterfall
or
dripping
water
from
a
cave
undisturbed
treasure,
forgotten
lore
and
terrifying
creatures
ceiling,
can
fascinate
a
creature
(DC
10
+
the
party’s
APL).
A
found
within.
Although
subterranean
ruins
have
most
of
the
creature
that
succeeds
on
its
saving
throw
is
immune
to
this
makings
of
typical
dungeons,
mystic
ruins
are
just
as
likely
to
effect
for
24
hours.
sprawl
across
the
surface
world,
and
this
free-‐air
environment
Locomotive
Mishaps:
The
eldritch
anomalies
within
a
mystic
can
make
them
difficult
to
conceive
as
dungeons.
This
section
ruin
make
transportation
magic
(such
as
fly,
meld
with
stone
or
provides
GMs
with
advice
for
transforming
the
ruins
of
eldritch
teleportation
effects)
dangerous.
Such
spells
have
a
25%
chance
powers
long
since
gone
into
an
unforgettable
dungeon.
of
dealing
1d6
damage
per
spell
level
to
any
creature
targeted
by
them.
DEFINING THE DUNGEON
Magic
Planar
Traits:
As
their
name
implies,
planar
traits
are
Mystic
ruins
typically
appear
close
to
powerful
sources
of
raw
typically
applied
to
entire
planes
of
existence.
In
the
case
of
magical
energy.
They
can
be
found
within
wild
magic
areas,
mystic
ruins,
however,
untold
centuries
of
unchecked
magical
sitting
upon
converging
ley
lines
or
bordering
places
where
the
influence
can
radically
alter
the
environment
around
the
mystic
planar
divide
is
thin
or
non-‐existent.
Mystic
ruins
are
typically
ruin,
granting
one
or
more
special
planar
traits
to
the
area.
found
in
secluded
areas
and
they
usually
comprise
only
a
few
Consider
giving
your
mystic
ruin
one
or
more
of
the
following
buildings.
Many
were
the
private
homes
of
powerful
arcane
magic-‐based
planar
traits:
spellcasters
in
a
time
long-‐since
past,
and
they
often
contain
the
§ Dead
Magic:
In
a
dead
magic
mystic
ruin,
the
entire
ruin
is
remains
of
their
owner’s
living
quarters.
Depending
upon
the
considered
an
antimagic
field.
This
planar
trait
is
best
used
nature
of
the
mystic
ruins,
the
power
and
wealth
of
its
original
sparingly
on
a
room-‐by-‐room
basis
as
it
renders
entire
classes
builder,
and
its
age,
mystic
ruins
can
vary
greatly
in
size,
ranging
useless
and
removes
much
of
the
ruin’s
mysticism.
from
several
above-‐ground
rooms
to
a
labyrinth
of
sprawling
§ Enhanced
Magic:
In
an
enhanced
magic
mystic
ruin,
all
chambers
beneath
the
surface.
creatures
within
increase
their
caster
level
by
+2.
This
planar
trait
works
best
when
combined
with
many
spellcasting
denizens,
such
as
using
the
sorcerer
creature
template.
DESIGNING THE DUNGEON
§ Impeded
Magic:
In
an
impeded
magic
mystic
ruin,
spellcasters
When
designing
a
mystic
ruin
as
a
dungeon,
a
GM
must
decide
must
succeed
at
a
concentration
check
to
cast
spells
(DC
20
+
how
to
spatially
organize
the
mystic
ruin
for
the
purpose
of
the
spell’s
level).
Failure
wastes
the
prepared
spell
or
spell
slot.
acting
as
an
adventuring
site.
For
entirely
subterranean
ruins,
§ Limited
Magic:
In
a
limited
magic
mystic
ruin,
spells
that
do
this
is
seldom
difficult;
ruins
are
already
a
popular
choice
for
not
meet
a
specific
requirement
(such
as
spell
level,
school
or
dungeon
delving.
But
in
order
to
be
truly
complete,
a
mystic
ruin
minimum
caster
level)
do
not
work.
As
with
a
dead
magic
requires
an
access
point
from
the
surface,
and
while
many
GMs
mystic
ruin,
this
planar
trait
is
best
used
sparingly.
are
tempted
to
skip
this
part
of
the
ruins
to
move
straight
into
§ Wild
Magic:
In
a
wild
magic
mystic
ruin,
a
spellcaster
must
the
dungeon,
it
is
this
above-‐land
section
of
the
ruins
that
is
by
make
a
caster
level
check
(DC
15
+
the
spell’s
level)
when
far
the
most
interesting
location,
as
wild
plants
and
animals
casting
a
spell.
Failure
indicates
something
bizarre
happens
as
often
settle
in
the
ruin’s
topmost
reaches.
In
time,
the
lingering
noted
on
Table:
Wild
Magic
Effects
in
the
Pathfinder
eldritch
energies
at
play
within
the
ruin
transform
these
Roleplaying
Game
GameMastery
Guide.
creatures
into
powerful,
eldritch
beings
capable
of
challenging
any
adventurer.
2
RUNNING THE DUNGEON SACKING THE DUNGEON
Running
a
mystic
ruin
as
an
adventure
site
is
little
different
to
a
Like
any
adventuring
site,
a
mystic
ruin
has
its
share
of
valuable
traditional
dungeon.
Below
are
some
considerations
GMs
should
treasures
and
ancient
magical
artefacts.
Listed
below
are
keep
in
mind
when
using
a
mystic
ruin
as
an
adventure
site.
inspirational
ideas
for
unique,
thematic
treasures
to
award
PCs
Cover:
The
shattered
pillars
and
broken
walls
comprising
a
adventuring
in
a
mystic
ruin.
mystic
ruin
are
often
used
to
provide
cover
to
canny
Alchemical
Ingredients:
Many
rare
types
of
mould
and
fungus
combatants.
As
a
general
rule,
any
stone
structure
large
enough
grow
in
mystic
ruins
thanks
to
its
high
concentration
of
arcane
to
be
considered
impassable
terrain
or
tall
enough
to
provide
a
energy.
These
regents
are
somewhat
rare
and
esoteric,
and
as
a
higher
ground
bonus
can
provide
cover.
Fallen
pillars,
holes
in
result
they
require
a
DC
15
Craft
(alchemy)
or
Knowledge
the
walls
and
floors
and
large
chunks
of
debris
are
common
(nature)
check
to
identify
(instead
of
the
usual
DC
10).
Such
rare
sources
of
cover.
substances
are
typically
worth
2
gp
to
10
gp.
Darkened
Corridors:
As
one
plunges
deeper
into
a
mystic
ruin,
Arcane
Regents:
Many
regents
needed
to
cast
spells
can
be
natural
light
becomes
impossible
to
find
and
adventurers
must
found
in
abundance
within
a
mystic
ruin.
It
is
relatively
easy
for
rely
on
torches
and
other
sources
of
light
to
see
in
the
dark.
spellcasters
to
find
the
basic
components
needed
to
fill
a
spell
Sometimes
the
magical
energy
surrounding
a
mystic
ruin
components
pouch
by
searching
throughout
a
mystic
ruin
(DC
10
enhances
the
darkness
itself,
improving
certain
shadowy
areas
Knowledge
[arcana]),
but
more
obscure
regents
may
not
be
to
that
of
deeper
darkness.
available.
Additionally,
item
crafters
can
sometimes
find
rare
Dizzying
Haze:
The
high
concentration
of
magic
emited
from
a
items
suitable
to
create
magical
items,
such
as
magic-‐infused
mystic
ruin
wrecks
havoc
on
an
adventure’s
senses,
causes
gloves,
belts
and
so
on.
These
items
aren’t
worth
any
extra
gp
on
irritations
such
as
itches
and
nosebleeds,
and
makes
it
difficult
their
own,
but
they
reduce
the
amount
of
time
needed
to
craft
to
concentrate.
After
being
exposed
to
a
dizzying
haze,
a
an
item
of
that
kind
(such
as
“gloves”
with
magic-‐infused
gloves)
creature
suffers
a
–2
penalty
on
Perception
checks
and
by
one
day.
concentration
checks
unless
it
makes
a
DC
15
Fortitude
save.
Living
Steel:
Trees
sufficiently
warped
by
magical
energies
Multi-‐Level
Design:
Because
of
the
numerous
holes
in
a
sometimes
create
living
steel,
a
special
metal
able
to
repair
itself
mystic
ruin,
it
is
very
possible
enemies
on
lower-‐levels
might
be
by
absorbing
nutrients
from
the
ground.
Living
steel
is
extremely
able
to
see
and
hear
trespassers
many
floors
above
(or
below)
valuable
and
is
typically
worth
250
gp
per
pound,
although
some
them.
When
large
enough
view
points
are
available
(such
as
objects
cost
different
amounts
to
craft
with
living
steel.
large
holes
in
the
floor
or
ceiling),
spellcasters
may
cast
spells
on
Power
Components:
Although
worthless
normally,
sometimes
opponents
on
different
floors
while
other
intelligent
characters
a
spellcaster
can
harvest
strange
minerals
or
plants
that
can
stage
ambushes
or
alert
others
throughout
the
ruins.
Crumbling
enhance
his
magic.
Typically,
a
power
component
requires
a
DC
pillars
or
floors
can
provide
the
ruin’s
inhabitants
the
perfect
15
Knowledge
(arcana)
check
to
harvest
and
is
worth
5
gp.
When
method
of
setting
up
an
ambush
–
by
knocking
the
floor
out
a
power
component
is
expended
as
a
material
component
for
a
from
under
the
PCs
or
by
pushing
PCs
into
large
pits,
effectively
spell,
the
component
provides
a
+1
bonus
to
the
spell’s
caster
neutralizing
them
for
several
minutes.
level
or
save
DC
or
a
+2
bonus
on
caster
level
checks
to
Mutagens:
The
latent
spell
energy
surrounding
a
mystic
ruin
overcome
spell
resistance.
The
GM
randomly
often
makes
creatures
dwelling
within
somewhat
resistant
to
determines
which
of
these
three
properties
a
magic,
but
those
who
are
visiting
for
the
first
time
are
component
possesses
bombarded
by
magic,
making
them
less
resilient
to
spells.
As
a
when
it
is
result,
PCs
adventuring
in
a
mystic
ruin
take
a
–1
penalty
on
harvested.
saving
throws
against
spells
and
spell-‐like
abilities.
Natural
Hazards:
In
addition
to
the
plethora
of
supernatural
traps
lurking
within
a
mystic
ruin,
plenty
of
natural
hazards
such
as
poison
ivy
and
poison
oak,
hidden
pits
and
deadly
poisons
can
challenge
experienced
adventurers.
Oftentimes
these
hazards
are
magically
augmented;
poisons
have
high
save
DCs,
pits
are
hidden
by
illusion
magic
and
poisonous
plants
disguise
themselves
as
fruit-‐bearing
vines
(as
silent
illusion).
3
MYSTIC RUINS: DRESSING
The
appearance
and
characteristics
of
a
mystic
ruin
are
vital
to
Willing
Mutants:
Although
the
ideas
of
allowing
one’s
self
to
highlighting
the
site
as
a
unique,
exciting
place
to
adventure.
become
mutated
seems
horrifying
to
most,
some
creatures
Whether
the
mystic
ruin
is
the
remains
of
an
ancient
wizard’s
relish
the
“gifts”
bestowed
upon
themselves
and
their
young
by
laboratory,
the
site
of
a
horrible
magical
catastrophe
or
a
mystic
ruin’s
unchecked
arcane
powers.
Troglodytes,
goblins,
inhabited
by
eldritch
beings
whose
very
presence
warps
and
lizardfolk,
boggards
and
other
primitive
creatures
often
use
a
changes
reality
itself,
choosing
appropriate
dressings
for
the
mystic
ruin
as
a
holy
ground
and
a
spawning
ground
so
their
mystic
ruin
helps
to
establish
the
tone
of
the
adventure
and
young
(and
hopefully
their
old)
will
become
bigger
and
stronger
player
expectations
for
what
terrible
secrets
might
lurk
in
the
as
a
result
of
the
mystic
ruin’s
influence.
ruin’s
depths.
DRESSINGS
FUNCTION Use
the
table
on
the
following
page
to
generate
interesting
Most
mystic
ruins
have
been
partially
reclaimed
by
nature
and
characteristics
for
your
mystic
ruin.
Some
of
the
features
listed
serve
as
homes
for
aberrations,
animals,
oozes,
undead
and
below
may
be
inappropriate
for
your
mystic
ruin
based
upon
its
vermin.
Because
of
their
strange,
eldritch
powers,
unique
setup
–
ignore
or
modify
such
entries
as
appropriate.
locations
and
the
potential
for
amazing
treasures
and
Expensive
Materials:
Some
of
the
dressings
described
on
the
discoveries,
adventurers
and
scholars
often
seek
out
mystic
following
table
include
descriptions
of
eldritch
regents
and
ruins.
In
some
cases,
these
trespassers
are
radically
warped
by
strange
mutations
that
can
be
valuable
to
arcane
schools
and
the
strange
powers
at
play
within
the
mystic
ruin
and
go
mad,
curious
minds.
Typically
the
dressings
below
have
a
maximum
gp
becoming
too
addled
to
leave.
Below
are
some
common
value
equal
to
the
party’s
APL
–2,
although
the
exact
value
for
examples
of
how
a
mystic
ruin’s
inhabitants
utilize
their
home.
such
items
is
subject
to
GM
approval.
Field
Work:
Mystic
ruins
present
a
unique
opportunity
for
Harvesting
Dressings:
While
most
of
the
dressings
on
the
those
interested
in
the
affects
of
arcane
magic
on
the
natural
following
table
are
part
of
the
terrain
or
located
on
living
world
to
see
first
hand
the
wonders
(and
horrors)
befalling
a
creatures,
most
can
be
harvested
by
canny
PCs.
In
order
to
location
if
magic
is
left
unchecked.
Although
goodly
wizards
harvest
a
dressing
from
a
mystic
ruin,
a
PC
must
make
a
skill
sometimes
set
up
shop
to
study
the
consequences
of
the
mystic
check
with
a
DC
equal
to
15
+
the
average
CR
of
an
encounter
ruin’s
presence,
many
use
their
study
selfishly
to
develop
new
set
within
the
mystic
ruin.
The
skill
check
used
should
be
spells
for
their
personal
use.
In
their
arrogance,
however,
many
appropriate
for
the
object
being
harvested
and
failing
by
5
or
learned
spellcasters
accidentally
accelerate
the
mystic
ruin’s
more
ruins
the
dressing.
degenerative
properties
on
themselves
with
their
Modifying
Statistics:
Some
of
the
dressings
described
on
the
experimentation
and
become
reduced
to
gibbering,
broken
souls
following
table
provide
bonuses
to
creatures
encountered
there.
who
lose
all
intention
of
ever
returning
to
their
former
lives.
Generally
speaking,
a
creature
must
spend
a
minimum
of
one
Forgotten
Guardians:
Many
mystic
ruins
are
inhabited
by
uninterrupted
month
living
in
a
mystic
ruin,
eating
food
grown
timeless
beings
created
to
protect
the
mystic
ruin
before
it
was
or
hunted
in
or
around
the
ruin,
bathing
within
its
water
and
so
ruined.
Constructs
and
oozes
are
especially
well-‐suited
to
this
on.
Even
then,
it
is
far
more
common
for
these
dressing
bonuses
task,
but
occasionally
undead
are
left
behind
as
tomb
guardians
to
be
imparted
to
creatures
conceived,
born
and
raised
within
or
vestigial
remains
of
whatever
souls
dwelled
in
the
mystic
the
mystic
ruin.
At
the
GM’s
decision,
some
of
these
bonuses
ruins
before
it
fell
into
disarray.
may
fade
away
if
a
creature
spends
too
much
time
outside
of
Survival:
The
majority
of
a
mystic
ruin’s
inhabitants
are
the
mystic
ruin
or
is
not
exposed
to
an
adequate
enough
of
raw
animalistic
creatures
dwelling
there
for
no
other
reason
than
to
eldritch
energy.
find
food
and
shelter.
Despite
the
dangers,
a
mystic
ruin
attracts
Multiple
Dressings:
Although
most
mystic
ruins
only
possess
a
large
number
of
fauna
and
possesses
prebuilt
structures
one
of
the
characteristics
noted
on
the
following
table,
at
the
suitable
for
animal
dens.
Animals
dwelling
around
a
mystic
ruin
GM’s
decision
each
result
on
the
table
might
correspond
to
a
are
forever
changed
from
the
exposure,
growing
to
impossible
single
area
within
the
mystic
ruin
(such
as
one
encounter
sizes
or
becoming
supernaturally
strong
from
arcane
energy.
In
location).
Instead
of
rolling
on
the
table,
a
GM
may
choose
to
time,
many
such
animals
and
vermin
become
transformed
into
simply
pick
appropriate
dressings
to
implement.
horrifying
aberrations
or
terrifying
magical
beasts
from
the
ruin’s
influence.
4
D%
MYSTIC
RUIN
DRESSINGS
The
skin
of
all
creatures
encountered
in
the
61–63
The
ruin’s
denizens
are
hardier
than
most,
mystic
ruin
is
translucent.
granting
creatures
living
there
a
+2
enhancement
All
water
within
the
mystic
ruin
is
over
90
01
64–66
bonus
to
Strength,
Dexterity
and
Constitution
degrees
in
temperature,
including
rainfall.
while
within
the
ruins.
The
terrain
within
the
mystic
ruin
bears
signs
of
67–70
The
ruin’s
denizens
are
smarter
than
most,
acid
damage.
granting
creatures
living
there
a
+2
enhancement
All
magic
auras
within
the
mystic
ruin
are
visible,
02
71–73
as
if
all
creatures
possess
a
constant
arcane
sight
bonus
to
Intelligence,
Wisdom
and
Charisma
while
within
the
ruins.
effect.
All
creatures
living
in
the
ruin
have
vibrant
Creatures
conceived
within
the
mystic
ruin
03–05
74–76
possess
a
mutation,
granting
them
one
ability
colourations
and
unusual
markings.
While
PCs
are
within
the
mystic
ruin,
it
feels
as
from
among
those
granted
by
beast
shape
II.
06–08
though
something
is
tickling
every
inch
of
their
Unattended
wood
within
the
mystic
ruin
77–70
exposed
skin.
immediately
bursts
into
flames.
The
mystic
ruin
is
filled
with
cracked
and
Gases
with
an
otherworldly
colour
billow
up
09–10
71
shattered
objects.
from
every
crack
in
the
mystic
ruin’s
floor.
All
of
the
surfaces
within
the
mystic
ruin
are
Pungent
air
within
the
mystic
ruin
disorients
11–13
creatures,
bestowing
a
–2
penalty
on
all
Will
made
from
flawlessly
cut
stone
bricks.
All
plantlife
within
the
mystic
ruin
possesses
72–75
saves
the
creature
makes.
A
creature
becomes
14–16
bioluminescence
that
glows
as
brightly
as
a
immune
to
this
penalty
after
spending
1
week
torch.
within
the
mystic
ruins.
Sunlight
within
the
mystic
ruin
is
dispersed
into
Vines
have
completely
naturalized
one
or
more
17–20
76–80
the
colours
of
a
rainbow.
sections
of
the
mystic
ruins.
Ancient,
timeworn
books
litter
the
floor
in
the
The
mystic
ruin’s
floor
is
coated
with
a
thin
layer
21–23
81–83
mystic
ruin,
their
pages
long
since
rotted.
of
slime.
All
mould
within
the
mystic
ruin
is
uncomfortably
Creatures
encountered
within
the
mystic
ruin
24–26
84–86
have
one
fewer
(or
one
more)
digit
on
each
sticky
and
is
considered
difficult
terrain.
A
coloured
haze
fills
the
mystic
ruin.
This
haze
appendage
than
is
normal
for
their
kind.
27–28
does
not
impair
vision,
but
it
burns
unprotected
Every
manufactured
object
found
within
the
eyes
slightly.
mystic
ruins
possesses
a
faint
magical
aura
87–89
1d4
of
the
PCs’
names
are
scrawled
in
grime
on
(determine
the
school
randomly).
The
aura
fades
29–30
1d4
hours
after
it
is
removed
from
the
ruins.
every
wall
within
the
mystic
ruin.
Each
day,
any
creatures
resting
for
8
hours
The
blood
of
any
living
creature
conceived
within
31
within
the
ruin
gain
a
random
minor
spellblight
90
the
mystic
ruins
is
infused
with
magic,
granting
(DC
16
Will
negates).
them
the
sorcerer
creature
template.
An
enchanting
melody
endlessly
haunts
the
Each
hour
a
creature
spends
within
the
mystic
34–36
ruin,
it
becomes
1
inch
shorter.
This
cannot
make
mystic
ruin’s
halls.
91–93
The
mystic
ruin’s
walls
are
covered
in
strangely
a
creature
small
enough
to
reduce
its
size
37–38
category.
coloured
grime.
Creatures
encountered
within
the
mystic
ruin
are
The
PCs’
shadows
do
not
cast
on
any
surface
94–95
39–40
covered
in
oddly
shaped
scars
and
possess
puss-‐ within
the
mystic
ruin.
filled
growths.
When
a
creature
dies
within
the
mystic
ruins,
a
Glowing
runes
emanating
an
abjuration
aura
line
96–97
mindless
ooze
with
a
CR
equal
to
(or
lower
than)
41–45
the
slain
creature’s
CR
emerges
from
its
corpse.
the
walls.
A
stream
of
sunlight
enters
a
crack
in
the
roof
of
98–99
Roll
twice
and
apply
all
results.
46–50
100
Roll
three
times
and
apply
all
results.
nearly
every
room
within
the
mystic
ruins.
Creatures
encountered
within
the
mystic
ruin
are
51–54
semi-‐resistant
to
magic
and
have
spell
resistance
equal
to
13
+
their
Hit
Dice.
Water
endlessly
drips
into
a
small
puddle
or
pool
55–59
within
the
mystic
ruins
with
an
audible
plop.
Creatures
encountered
within
the
mystic
ruin
60
gain
a
+4
circumstance
bonus
on
attack
rolls
against
creatures
benefiting
from
a
spell
effect.
5
MYSTIC RUINS: DENIZENS
From
snarling
mutants
to
menacing
outsiders,
the
very
nature
of
Goblins
(CR
1/3):
These
surprisingly
hardy
creatures
live
just
a
mystic
ruin
tends
to
attract
horrifying
creatures
that
vigorously
about
anywhere
and
their
magicians
often
weaken
the
planar
defend
a
mystic
ruin
from
all
interlopers.
This
section
includes
divides
around
a
mystic
ruin,
further
expediting
the
mutative
sample
creatures
often
found
within
mystic
ruins;
each
creature
properties
of
the
site.
Mutant
goblins
are
common
in
tribes
includes
its
CR
for
reference
when
possible.
dwelling
in
and
around
a
mystic
ruin.
Animals
(CR
Varies):
Animal
fauna
are
especially
common
Gray
Ooze
(CR
4):
Although
virtually
any
ooze
can
appear
around
a
mystic
ruin
as
they
inherently
sense
the
ruin’s
presence
within
a
mystic
ruin,
gray
oozes
are
by
far
the
most
common.
causes
them
to
become
more
powerful.
In
some
rare
cases,
Some
wizards
theorize
gray
oozes
spontaneously
grow
in
areas
animals
dwelling
within
a
mystic
ruin
become
awakened
(as
the
rich
in
eldritch
power,
causing
both
wizards
and
alchemists
spell)
by
their
proximity
to
the
site.
seeking
to
study
oozes
to
explore
mystic
ruins.
Bodak
(CR
8):
When
an
eldritch
catastrophe
creates
a
mystic
Mutant
Creatures
(CR
Varies):
Warped
by
the
magical
powers
ruin,
those
trapped
within
are
often
ravaged
beyond
salvation,
wracking
the
land
surrounding
a
mystic
ruin,
most
mutants
their
souls
charred
and
flesh
wrecked.
These
creatures
arise
inhabiting
a
mystic
ruin
are
animals
and
vermin,
although
from
the
dead
as
bodaks,
a
process
that
drives
the
soul
mad
and
sometimes
humanoids
living
too
close
to
a
mystic
ruin
are
also
condemns
it
to
an
evil
existence.
warped
into
maddened
mutants
by
its
presence.
Proteans
(CR
Varies):
Chaotic
outsiders
known
as
proteans
are
often
attracted
to
mystic
ruins
because
of
the
chaos
created
by
the
raw,
primal
magic
permeating
the
area.
They
see
such
locations
as
havens
in
the
Material
Plane
and
use
them
as
staging
grounds
to
dissolve
the
Material
Plane
into
chaos.
Sorcerer
Creatures
(CR
Varies):
The
raw
power
of
a
mystic
ruin
causes
creatures
unlikely
to
possess
magical
power
to
manifest
it
regardless.
Aberrant
bloodlines
are
common
among
these
sorcerer
creatures,
and
they
generally
possess
evocation
and
transmutation
magic.
Yaoguai
(CR
7):
Perhaps
the
most
terrible
of
mutations
occurring
within
a
mystic
ruin,
a
yaoguai
is
a
monstrosity
born
of
unnatural
magic.
This
mismatched,
deformed
monster
is
violently
insane
and
tends
to
help
accelerate
a
mystic
ruin’s
naturalization
by
crushing
its
walls
and
smashing
apart
its
apertures.
6
MYSTIC RUINS: TRAPS & HAZARDS
Inhabited
by
forgotten
constructs
and
horribly
mutated
its
holding
chambers,
it
rapidly
savages
the
land
surrounding
the
creatures,
mystic
ruins
are
never
safe.
Both
natural
and
mystic
ruin,
digesting
animal
and
plant
alike
with
its
acidic
manually
constructed
traps
litter
most
mystic
ruins.
secretions.
Thirsting
Brambles
(CR
5):
This
ravenous,
semi-‐sentient
plant
MUNDANE TRAPS & HAZARDS uses
its
wicked
thistles
to
draw
moisture
from
living
creatures.
The
following
traps
and
hazards
are
non-‐magical
in
nature
and
Although
airtight
armour
and
thick
skin
can
prevent
a
thirsting
many
of
them
are
formed
without
the
need
for
construction.
bramble
from
infecting
a
creature,
most
attempts
to
remove
The
natural
traps
detailed
here
do
not
have
a
reset
mechanic.
thirsting
brambles
are
reactionary,
and
if
left
untreated
the
Cave-‐In/Collapse
(CR
8):
A
mystic
ruin’s
antiquity
often
leaves
brambles
remove
all
moisture
from
the
victim,
leaving
them
a
it
structurally
unsound
and
prone
to
collapse.
Typically,
this
dried
husk.
occurs
when
a
ruin’s
ceiling
has
been
weathered
away
for
so
long
that
the
slightest
movement
can
send
the
entire
structure
PLANNAR THINNING (LIMBO)
crumbling
down.
The
following
new
magical
hazard
(CR
15th;
XP
51,200)
often
Falling
Block
Trap
(CR
5):
Often
built
from
falling
debris
this
is
manifests
within
mystic
ruins
that
are
located
where
the
planar
a
common
danger
in
a
mystic
ruin.
Especially
large
fragments
of
boundaries
between
the
Material
Plane
and
Limbo
are
weakest.
stone
may
deal
3d6
damage.
Planar
thinning
occurs
when
unchecked
magic
slowly
begins
to
Green
Slime
(CR
4):
This
deadly
ooze-‐like
slime
rapidly
dissolve
the
boundaries
between
one
plane
and
Limbo.
If
a
spell
devours
any
organic
material
it
touches.
This
slime
is
often
is
cast
within
an
area
of
planar
thinning,
its
caster
must
make
a
created
as
a
by-‐product
of
arcane
experimentation
stagnated
DC
30
caster
level
check.
If
the
caster
fails
its
check,
all
creatures
from
years
of
neglect.
As
arcane
energy
further
enhances
the
within
the
area
are
afflicted
by
planar
backlash
unless
each
speed
at
which
the
slime
multiplies,
it
is
not
uncommon
for
creature
makes
a
DC
25
Fortitude
save.
Creatures
native
to
entire
levels
of
mystic
ruins
to
be
coated
in
green
slime.
Limbo
receive
a
+4
bonus
on
their
saving
throw
against
this
effect.
See
the
table
below
for
a
list
of
possible
affects
caused
by
MAGICAL TRAPS & HAZARDS planar
blacklash.
This
hazard
(and
its
effects)
can
only
be
Even
when
naturally
occurring,
the
traps
and
hazards
listed
in
destroyed
by
a
targeted
dispel
from
greater
dispel
magic
(DC
this
section
are
the
result
of
powerful
magical
energies.
25).
Accursed
Pool
(CR
3):
Turbulent
magical
energies
sometimes
coalesce
into
a
dangerous
hazard
known
as
an
accursed
pool.
D%
PLANAR
BACKLASH
EFFECT
This
insidious
conglomeration
attempts
to
use
illusions
to
lure
Drawbacks
as
if
the
target
had
donned
a
cursed
item.
passerbyers
into
its
depths
to
drown
them.
Although
it
isn’t
01-‐25
The
curse
is
permanent
unless
removed
by
remove
understood
how
or
why
these
pools
are
created,
some
believe
curse
(CL
equals
the
hazard’s
CR).
they
represent
lingering,
sinful
desires
that
wish
to
inflict
harm
Wondrous
effects
as
if
the
target
had
been
subjected
to
26-‐50
a
rod
of
wonder.
on
whomever
passes
near
them.
Warpwave
effect
as
if
the
target
has
been
subjected
to
Dweomersink
(CR
8):
These
strange
bubbles
of
antimagic
51-‐75
a
protean’s
warpwave
attack.
The
effect’s
CL
is
equal
to
aren’t
strong
enough
to
completely
fizzle
spells.
Instead,
they
the
hazard’s
CR.
make
counterspelling
attempts
against
any
spells
cast
within
Target
is
teleported
(as
greater
teleport)
1d10
miles
in
a
76-‐80
them.
Dweomersinks
typically
appear
in
mystic
ruins
where
random
direction.
great
expenditures
of
magical
energy
occurred.
Target’s
age
is
doubled.
Adjust
its
physical
ability
scores
Glyph
of
Warding
(CR
7):
Although
the
structure
fails,
the
92-‐93
(but
not
its
mental
ability
scores)
appropriately.
This
glyphs
left
behind
by
a
mystic
ruin’s
owner
often
last
much
effect
is
instantaneous.
Target’s
age
is
reduced
by
half.
Adjust
its
physical
ability
longer.
Sometimes
these
glyphs
malfunction
and
cause
localized
94-‐95
scores
(but
not
its
mental
ability
scores)
appropriately.
wild
magic
events
instead
(treat
as
though
all
targets
within
a
This
effect
is
instantaneous.
30-‐ft.
burst
of
the
glyph
were
affected
by
a
rod
of
wonder).
Target
is
transformed
into
a
different
creature
of
its
96-‐97
Ravenous
Mould
(CR
4):
It
is
believed
this
dangerous
mould
type,
as
if
it
had
died
and
was
raised
by
reincarnate.
was
created
by
a
wizard
who
sought
to
use
it
as
a
living
weapon.
98-‐99
Roll
twice
and
apply
all
results
to
the
target.
When
ravenous
mould
left
behind
by
careless
wizards
escapes
100
Roll
three
times
and
apply
all
results
to
the
target.
7
MYSTIC RUINS: ADVENTURE HOOKS
8
DID YOU KNOW?
If
you
enjoyed
this
product,
please
consider
leaving
a
review.
If
you
didn’t
enjoy
this
product,
did
you
know
Raging
Swan
Press
offers
a
money
back
guarantee?
distribute
any
Open
Game
Content
originally
distributed
under
any
version
of
this
License.
10
Copy
of
this
License:
You
MUST
include
a
copy
of
this
License
with
every
copy
of
the
OPEN GAME LICENSE VERSION 1.0A Open
Game
Content
Y ou
Distribute.
11.
Use
of
Contributor
Credits:
You
may
not
market
or
advertise
the
Open
Game
Content
The
following
text
is
the
property
of
W izards
of
the
Coast,
Inc.
and
is
Copyright
2000
Wizards
of
using
the
name
of
any
Contributor
unless
You
have
written
permission
from
the
Contributor
to
the
Coast,
Inc
("Wizards").
All
Rights
Reserved.
do
so.
1.
Definitions:
(a)"Contributors"
means
the
copyright
and/or
trademark
owners
who
have
12
Inability
to
Comply:
If
it
is
impossible
for
You
to
comply
with
any
of
the
terms
of
this
contributed
Open
Game
Content;
(b)"Derivative
Material"
means
copyrighted
material
including
License
with
respect
to
some
or
all
of
the
Open
Game
Content
d ue
to
statute,
judicial
order,
o r
derivative
works
and
translations
(including
into
other
computer
languages),
potation,
governmental
regulation
then
Y ou
may
n ot
Use
any
Open
Game
Material
so
affected.
modification,
correction,
addition,
extension,
upgrade,
improvement,
compilation,
abridgment
13
Termination:
This
License
will
terminate
automatically
if
You
fail
to
comply
with
all
or
other
form
in
which
an
existing
work
may
be
recast,
transformed
or
adapted;
(c)
"Distribute"
terms
herein
and
fail
to
cure
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breach
within
30
days
of
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breach.
All
means
to
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license,
rent,
lease,
sell,
broadcast,
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display,
transmit
or
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sublicenses
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termination
of
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License.
distribute;
(d)"Open
Game
Content"
means
the
game
mechanic
and
includes
the
methods,
14
Reformation:
If
any
provision
of
this
License
is
held
to
be
unenforceable,
such
procedures,
processes
and
routines
to
the
extent
such
content
does
not
embody
the
Product
provision
shall
be
reformed
only
to
the
extent
necessary
to
make
it
enforceable.
Identity
and
is
an
enhancement
over
the
prior
art
and
any
additional
content
clearly
identified
15
COPYRIGHT
NOTICE:
Open
Game
License
v
1.0
©2000,
Wizards
of
the
Coast,
Inc.
as
Open
Game
Content
by
the
Contributor,
and
means
any
work
covered
by
this
License,
Open
Game
License
v1.0a.
Copyright
2000,
Wizards
of
the
Coast
Inc.
including
translations
and
derivative
works
under
copyright
law,
but
specifically
excludes
System
Reference
Document:
©2000,
Wizards
of
the
Coast,
Inc.
Authors:
Jonathan
Product
Identity.
(e)
"Product
Identity"
means
product
and
product
line
names,
logos
and
Tweet,
Monte
Cook,
Skip
Williams,
b ased
on
material
by
E.
Gary
Gygax
and
Dave
Arneson.
identifying
marks
including
trade
d ress;
artifacts;
creatures
characters;
stories,
storylines,
p lots,
Pathfinder
Roleplaying
Game.
©2008,
2009,
Paizo
Publishing,
LLC;
Author:
Jason
thematic
elements,
dialogue,
incidents,
language,
artwork,
symbols,
designs,
depictions,
Bulmahn.
likenesses,
formats,
poses,
concepts,
themes
and
graphic,
photographic
and
other
visual
or
Pathfinder
RPG
Bestiary.
©2009
Paizo
Publishing
LC;
Author
Jason
Bulmahn,
based
on
audio
representations;
names
and
descriptions
of
characters,
spells,
enchantments,
material
by
Jonathan
Tweet,
Monte
Cook
and
Sip
Williams.
personalities,
teams,
personas,
likenesses
and
special
abilities;
places,
locations,
environments,
The
Book
of
Experimental
Might.
©2008,
Malhavoc
Press;
Author:
Monte
Cook.
creatures,
equipment,
magical
or
supernatural
abilities
or
effects,
logos,
symbols,
or
graphic
Tomb
of
Horrors.
©2002,
Necromancer
Games,
Inc.;
Authors:
Scott
Greene,
with
Clark
designs;
and
any
other
trademark
o r
registered
trademark
clearly
identified
as
Product
identity
Peterson,
Erica
Balsley,
Kevin
Baase,
Casey
Christofferson,
Lance
Hawvermale,
Travis
by
the
owner
of
the
Product
Identity,
and
which
specifically
excludes
the
Open
Game
Content;
Hawvermale,
Patrick
Lawinger,
and
Bill
Webb;
Based
on
original
content
by
TSR.
(f)
"Trademark"
means
the
logos,
names,
mark,
sign,
motto,
designs
that
are
used
by
a
Pathfinder
Roleplaying
Game
Bestiary
2.
©
2010,
Paizo
Publishing,
LLC;
Authors
Wolfgang
Contributor
to
identify
itself
or
its
products
or
the
associated
products
contributed
to
the
Open
Baur,
Jason
Bulmahn,
Adam
Daigle,
Graeme
Davis,
Crystal
Frasier,
Joshua
J.
Frost,
Tim
Game
License
by
the
Contributor
(g)
"Use",
"Used"
or
"Using"
means
to
use,
Distribute,
copy,
Hitchcock,
Brandon
Hodge,
James
Jacobs,
Steve
Kenson,
Hal
MacLean,
Martin
Mason,
Rob
edit,
format,
modify,
translate
and
otherwise
create
Derivative
Material
of
Open
Game
Content.
McCreary,
Erik
Mona,
Jason
Nelson,
Patrick
Renie,
Sean
K
Reynolds,
F.
Wesley
Schneider,
Owen
(h)
"You"
or
"Your"
means
the
licensee
in
terms
of
this
agreement.
K.C.
Stephens,
James
L.
Sutter,
Russ
Taylor,
and
Greg
A.
Vaughan,
based
on
material
by
2.
The
License:
This
License
applies
to
any
Open
Game
Content
that
contains
a
notice
Jonathan
Tweet,
Monte
Cook,
and
Skip
Williams.
indicating
that
the
Open
Game
Content
may
only
be
Used
under
and
in
terms
of
this
License.
Pathfinder
Roleplaying
Game
Bestiary
3.
©
2011,
Paizo
Publishing,
LLC;
Authors:
Jesse
You
must
affix
such
a
notice
to
any
Open
Game
Content
that
you
Use.
No
terms
may
be
added
Benner,
Jason
Bulmahn,
Adam
Daigle,
James
Jacobs,
Michael
Kenway,
Rob
McCreary,
Patrick
to
or
subtracted
from
this
License
except
as
described
by
the
License
itself.
No
other
terms
or
Renie,
Chris
Sims,
F.
Wesley
Schneider,
James
L.
Sutter,
and
Russ
Taylor,
based
on
material
by
conditions
may
be
applied
to
any
Open
Game
Content
distributed
using
this
License.
Jonathan
Tweet,
Monte
Cook,
and
Skip
Williams.
3.
Offer
and
Acceptance:
By
Using
the
Open
Game
Content
You
indicate
Your
acceptance
Pathfinder
Roleplaying
Game
Bestiary
4.
©
2012,
Paizo
Publishing,
LLC;
Authors:
Jason
of
the
terms
of
this
License.
Bulmahn.
Dennis
Baker,
.Jesse
Benner,
Savannah
Broadway,
Ross
Byers,
Adam
Daigle,
Tim
4.
Grant
and
Consideration:
In
consideration
for
agreeing
to
use
this
License,
the
Hitchcock,
Tracy
Hurley,
James
Jacobs,
Matt
James,
Rob
McCreary,
Jason
Nelson,
Tom
Phillips,
Contributors
grant
You
a
perpetual,
worldwide,
royalty-‐free,
non-‐exclusive
license
with
the
Stephen
Radney-‐MacFarland,
Sean
K.
Reynolds,
F.
Wesley
Schneider,
Tork
Shaw
and
Russ
exact
terms
of
this
License
to
Use,
the
Open
Game
Content.
Taylor.
5.
Representation
of
Authority
to
Contribute:
If
You
are
contributing
original
material
as
Pathfinder
Roleplaying
Game
GameMastery
Guide.
©
2010,
Paizo
Publishing,
LLC;
Open
Game
Content,
You
represent
that
Your
Contributions
are
Your
original
creation
and/or
Author:
Cam
Banks,
Wolfgang
Buar,
Jason
Bulmahn,
Jim
Butler,
E ric
Cagle,
Graeme
Davis,
Adam
You
have
sufficient
rights
to
grant
the
rights
conveyed
b y
this
License.
Daigle,
Joshua
J.
Frost,
James
Jacobs,
Kenneth
Hite,
Steven
Kenson,
Robin
Laws,
Tito
Leati,
Rob
6.
Notice
of
License
Copyright:
You
must
update
the
COPYRIGHT
NOTICE
portion
of
this
McCreary,
Hal
Maclean,
Colin
McComb,
Jason
Nelson,
David
Noonan,
Richard
Pett,
Rich
License
to
include
the
exact
text
of
the
COPYRIGHT
N OTICE
of
any
Open
Game
Content
You
are
Redman,
Sean
K
reynolds,
F.
Wesley
Schneider,
Amber
Scorr,
Doug
Seacat,
Mike
Selinker,
Lisa
copying,
modifying
or
distributing,
and
You
must
add
the
title,
the
copyright
date,
and
the
Stevens,
James
L.
Sutter,
Russ
T aylor,
Penny
Williams,
Skip
Williams,
Teeuwynn
Woodruff.
copyright
holder's
name
to
the
COPYRIGHT
NOTICE
of
any
original
Open
Game
Content
you
Pathfinder
Roleplaying
Game
Advanced
Player's
Guide.
©
2010,
Paizo
Publishing,
LLC;
Author:
Distribute.
Jason
Bulmahn.
7.
Use
of
Product
Identity:
You
agree
not
to
Use
any
Product
Identity,
including
as
an
Pathfinder
Roleplaying
Game
Ultimate
Magic.
©
2011,
Paizo
Publishing,
LLC;
Authors:
indication
as
to
compatibility,
except
as
expressly
licensed
in
another,
independent
Agreement
Jason
Bulmahn,
Tim
Hitchcock,
Colin
McComb,
Rob
McCreary,
Jason
Nelson,
Stephen
Radney-‐
with
the
owner
of
each
element
of
that
Product
Identity.
You
agree
n ot
to
indicate
compatibility
MacFarland,
Sean
K
Reynolds,
Owen
K.C.
Stephens,
and
Russ
Taylor.
or
co-‐adaptability
with
any
Trademark
or
Registered
Trademark
in
conjunction
with
a
work
Pathfinder
Roleplaying
Game
Monster
Codex.
©
2014,
Paizo
Inc.;
Authors:
Dennis
Baker,
containing
Open
Game
Content
except
as
expressly
licensed
in
another,
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Jesse
Benner,
Logan
Bonner,
Jason
Bulmahn,
Ross
Byers,
John
Compton,
Robert
N.
Emerson,
Agreement
with
the
owner
of
such
Trademark
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Registered
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The
use
o f
any
Product
Jonathan
H.
Keith,
Dale
C.
McCoy,
Jr.,
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Moreland,
Tom
Phillips,
Stephen
Radney-‐
Identity
in
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constitute
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challenge
to
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ownership
of
that
MacFarland,
Sean
K
Reynolds,
Thomas M.
Reid,
Patrick
Renie,
Mark
Seifter,
Tork
Shaw,
Neil
Product
Identity.
T he
owner
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any
Product
Identity
used
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Open
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Content
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retain
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Spicer,
Owen
K.C.
Stephens,
and
Russ
Taylor.
rights,
title
and
interest
in
and
to
that
Product
Identity.
Pathfinder
C ampaign
Setting:
Numeria,
Land
of
Fallen
Stars.
©
2014,
Paizo
Inc,;
Authors:
8.
Identification:
If
you
distribute
Open
Game
Content
You
must
clearly
indicate
which
Jim
Groves
and
Russ
Taylor.
portions
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work
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distributing
are
Open
Game
Content.
Alternate
Dungeons:
Mystic
Ruins.
©Raging
Swan
Press
2014;
Author:
Alexander
9.
Updating
the
License:
Wizards
or
its
designated
Agents
may
publish
updated
versions
Augunas.
of
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License.
You
may
use
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authorized
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License
to
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modify
and
9
T ITLE
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