GM’s Miscellany: Places of Power is a role playing game supplement published by Raging Swan Press for use with the Pathfinder Roleplaying Game. As such, it is covered by the Open Game License and some parts are considered to be Open Game Content as a result. This book compiles the first twelve Places of Power that were originally published separately.
The supplement is available as a PDF from DriveThruRPG for $11.99, as a softcover print on demand book for $10 or as both PDF and softcover for $11.99. The PDF is the version reviewed although it was purchased at a reduced price as part of a special bundle. The PDF has 87 pages with two being the front and rear covers, two the front matter, one the Contents and Stat Blocks by CR, one About the Designers, one the Open Game License and one an ad.
The Foreword explains that Places of Power are a companion to the Village Backdrops but took longer to release enough to make a compilation. It explains that Places of Power present a single locale described in detail.
The different locations follow. Each follows a standard format, though there may be individual differences. There’s a stat block similar to that of a settlement, a description of the place, lore, a brief list of notable NPCs and broad details of standard inhabitants, brief descriptions of notable locations, a map, the marketplace, the notable locations described in detail, a sidebar on using the location in the reader’s campaign, a d6 table of whispers and rumours, some false and a d6 table of random events.
Dragonmarch Keep is a fortification built where three kingdoms intersect, built as part of a treaty between the kingdoms to counter marauding creatures from the wilderlands. The keep is secure; the farms around it, not so much.
Godswatch is a tower built at one of the few safe crossing points for a river. It is consecrated to the local river spirit, described in a sidebar, and hundreds of other deities of all types. A sidebar describes daily life and four NPCs are described in greater detail, though not statted.
The Monastery of the Marble Palm is only inhabited by three monks and has no marketplace. There is a new monk archetype, the Way of the Marble Palm (which may have some problems) and all three NPC are given fuller descriptions, with the leader statted.
Penitent’s Rest was established as a shrine to a paladin who was seduced by a fiend into a murderous act and fled in search of atonement. As well as the permanent NPCs, several penitents are also described, and a sidebar covers daily life. There are also stats for the paladin’s ghost and details of how she fell.
The Fragrant Tower is a wizard’s tower with a fragrant rooftop garden. A sidebar describes how to visit the tower, there are three new magic items, related to fragrance, and stats for the wizard.
The Midnight Market stands over an entrance to the Ebon Realm (Raging Swan’s Underdark); as it is a market, the marketplace has a lot for sale. There are details of daily life and stats for the person who runs the market.
The Mistfall Refuge is a cluster of buildings on a cliff face where runes protect the inhabitants. There are details on visiting the refuge and on daily life.
The Mudded Manse is a place built in a swamp where the mud has healing properties. Daily life is covered and there are details on the individual running the place, including stats, and stats for another important NPC.
The Prismatic Tower was once the fortress and laboratory of a solitary wizard studying light and light-based magic, it was later taken over by a small colour-based magic guild. It stands where the Prime Material and Prismatic Planes touch. Daily life is described and two NPCs are statted, and there is a new colour-based monster and a new colour-based spell.
The Tumblestone Inn is neutral ground in a wilderness region where mercenaries and prospective employees can meet. There is a d10 table of sample merchants and a d8 table of sample patrons.
The Valley of the Rocks is a place of elven power now inhabited only by four ghosts; there is no marketplace. Features of the valley are given, along with a d12 table of dressing and a sidebar on danger in the area. All four of the ghosts are statted.
Visionary’s Perch is a tower inhabited by a seer. Daily life is described as is the seer, though they are not statted.
GM’s Miscellany: Places of Power in Review
The PDF is bookmarked but the majority of them link to the wrong pages, making them useless. The Contents is to a similar level of depth. Navigation is not as good as it should have been, and would never have been as good as it needed to be. The text follows a two-column format and appeared to be free of errors. There are black and white maps of every location, plus black and white images up to full page in size, which appear to be a mix of stock and custom. Presentation is decent.
The supplement is the twelve original supplements put together in one, though seemingly without any tweaking other than the Contents; errors may well have carried over. As such, if the original twelve PDFs are owned, this only has value in the printed form; there doesn’t appear to be anything new otherwise.
The Places of Power themselves are an interesting collection. None, being small locations, have that many inhabitants, and many less than a handful. What they are is well-described single locations, none of which would be found in a town, that can easily be dropped into a campaign setting. There are a host of potential adventure hooks and each location has something different to offer. GM’s Miscellany: Places of Power is a nice collection of unusual locations and it can be found by clicking here.
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