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Fall of House Flaengin - DmsGuild
Fall of House Flaengin - DmsGuild
1.4 Scene 1. The village of Ush Background images by Colleen ODell & OpenClipart-
1.5 Scene 2. House Flaengin Manor Vectors & CreatureSH & Clker-Free-Vector-Images from
1.6 Conclusion Pixabay
2.6 Legal Information This work contains material that is copyright Wizards of the
Coast and/or other authors. Such material is used with
permission under the
Community Content Agreement for
Dungeon Masters Guild.
2
Fall of House Flaengin
O
nce a respected noble family, House Flaengin
has fallen into ill repute. Their once proud Summary
name uttered only in hushed tones by fearful The characters arrive in the village of Ush as it is being
villagers living in the shadow of the family’s attacked by shadows. After defeating the shadows they meet
undead-infested ancestral manor. With that Havar Flaengin, last surviving member of House Flaengin.
evil now beginning to venture beyond the The patriarch requests the characters’ help in defeating the
manor’s decrepit walls, brave adventurers are demon Zarrauth, and in rescuing his son. After arriving at the
called upon to end House Flaengin’s perverted legacy. This Flaengin manor, the characters encounter former family
horror dungeon-crawl adventure is designed for 4-6 players of members and servants of the noble house who’ve been
APL 8. turned into undead. The characters must either survive the
night or summon the demon from a tome hidden somewhere
Background in the manor and confront Zarrauth in a final clash before
dawn.
House Flaengin’s members have always taken pride in their
illustrious past. Stories of ancient glory foremost in their
minds even as the family frittered away its wealth and land in Adventure Hooks
petty excesses and pettier conflicts, until only the manor Fall of House Flaengin can be inserted into any setting as
house and the nearby village of Ush were left to them. In a part of a larger campaign. If playing as a standalone
desperate attempt to revive the family fortune, the current adventure, use the hooks listed below for why the characters
heir, Johan Flaengin III, used a tome of terrible power to might choose to travel to the village of Ush:
summon demonic aid from the glabrezu Zarrauth. The deal
with the wily demon initially seemed straightforward. In Concerned nobles. A rival/allied noble family of house
exchange for wealth and power, every full moon a living Flaengin has hired the characters to venture to Flaengin
sacrifice was to be provided to Zarrauth, if the deal was manor and verify the wild stories from refugees fleeing
breached, Zarrauth would take Johan instead. Zarrauth help Flaengin lands.
up his end of the bargain for years while rival nobles died Vengeful father. An elven lord has hired the party to
mysteriously, their wealth and lands somehow ending up in uncover the reason why his daughter Sariel, wife of Johan
Flaengin hands. Flaengin, suddenly broke off all contact six months ago.
Characters can purchase adventuring gear and other goods Should the characters choose to head to the tavern or head to
from the village vendors worth up to 25 sp market value. the manor, read or paraphrase the following description:
Rolls: A scream breaks the uneasy quiet. Villagers flee from the town
Characters who succeed on a DC 13 Intelligence (History) square where shadows grab petrified villagers, draining them
check can discern the village square saw more activity and of energy.
prosperity in its past.
Characters who succeed on a DC 15 Wisdom (Insight) Four shadows attack three Ush villagers (N human
check realize that the damage to Ush was not recent but commoners). The shadows ignore the characters unless they
fear or apathy among the villagers is preventing the are attacked, and fight until destroyed.
Ush Chapel As the characters defeat the last shadow, the clanking of
poorly-fitted armor accompanies the arrival of three guards.
The guards keep their distance from the characters, eyeing
This stone chapel is noticeably bare with most of the pews
them warily. Following behind them, using a scabbarded
smashed into kindling and stacked along the walls. A wooden sword as a cane is Havar Flaengin (LN male human noble).
altar sits at the far end of the space. Havar sighs as he leans on his sword before addressing the
characters:
The chapel priest Clodius (NE male human priest) can be
found here walking in circles and muttering to himself. If the Visitors to Ush I would give you all the welcome you deserve
characters choose to talk to him he explains that House for aiding us, but you have arrived at distressing times. Do you
Flaengin was once blessed by Arawn with lands and wealth have business here? Perhaps we can discuss at my current
before they turned their backs on the deity who brought the abode for a hot meal for your belly and ale for your throat.
dead back to life and are now cursed. Should the characters
persist in talking with him, Clodius leaves the chapel publicly
and loudly denouncing House Flaengin in the village square.
Should the characters decline, Havar will offer them 10 gp
Rolls: each as a “reward” for saving Ush. But Havar will refuse to
answer any of the character’s questions unless they join him
Characters who succeed on a DC 11 Intelligence at the Maced Bear tavern.
(Religion) check to examine the chapel realize the chapel
is dedicated to Arawn, god of life and the dead.
Characters who succeed on a DC 14 Wisdom (Insight) Roleplaying Havar Flaengin
check when examining Clodius realize he has been Havar Flaengin is the elderly the patriarch of House
traumatized and is losing his mind. Flaengin. Burdened by the deaths of his family at
the hands of Zarrauth, he nevertheless remains
Gathering information within Ush composed as befits a noble of his station, his
Characters who chat with the villagers or guards and succeed composure undercut slightly by the haunted look
on a DC 15 Charisma (Persuasion) check (a 10 sp bribe in his eyes. This stoic front comes from
grants advantage or a 1 gp grants automatic success) learn maintaining what little goodwill he has with the
the following information: villagers of Ush. Havar clings only to a fading hope
that Johan may still be alive.
House Flaengin was recently prospering, acquiring land
and titles. Since the slaughter of most of the family and
the loss of their ancestral seat, the family has lost
everything except nominal rule over Ush.
Recently, the only scandal within the family was the death
of Lady Sariel, wife of Johan, and Dominique Flaengin,
younger son and cleric in service to the family’s patron
deity.
Fall of House Flaengin
4
The Maced Bear Tavern If the characters do not immediately head for the manor,
son and destroy this demon. Doors. Doors are made of wood with iron bands and are
unlocked unless otherwise noted.
At this point the characters can ask Havar any questions:
half his hit points he ceases attacking the characters until If Helverz is still alive, he arrives to aid Zarrauth a round
Zarrauth appears, at which point he joins with Zarrauth. If later, attacking any spellcasters. Should Zarrauth be reduced
Zarrauth is defeated, Helverz flees. to half his hit points, he will fly out to command any surviving
monsters to aid him in battle.
Zarrauth
Summoning Zarrauth 1. Courtyard
Johan Flaengin uncovered the practice of summoning
demons through a codex called the tome of the abyss. It was Desiccated humanoid corpses lie scattered about this muddy
lost after Zarrauth’s slaughtering of the manor. Before the courtyard of dank puddles and tufts of dead grass. Surrounding
characters enter the manor, roll a 1d4 to determine the the courtyard are the manor buildings whose shadowed
tome’s location. doorways and windows offer nothing except a distant wailing
d4 Location that comes from deeper within the manor. Carved into the
1 Within one of the floor tombs in the chapel (area 7) stonework above the main gate of the large hall is the symbol
of a bear wielding a mace.
2 Within a bookshelf in the library (area 9)
3 Within the desk in the guard commander quarters
(area 16) Many of House Flaengin’s servants and guards, attempting to
flee the manor, were slaughtered here by Zarrauth.
As the party enters the courtyard, the gates slam shut and
lock as if under the effects of arcane lock. Characters who
With the tome of the abyss, the characters can choose where touch the gates must succeed on a DC 13 Wisdom saving
to summon Zarrauth. Due to a large number of edits, notes, throw or take 7 (2d6) psychic damage.
This gatehouse was left abandoned after Zarrauth’s initial Hunched around the room, feasting on what little marrow is
rampage.
left from the bones are five ghasts. Desperate for fresh meat,
weakened with age. If a character lingers too long either Due to the amount of debris, the floor counts as difficult
choosing to rest or failing a check, every creature within this terrain. Among the debris is the handout, New servant
area must succeed at a DC 18 Dexterity saving throw, taking letter.
9 (3d6) bludgeoning damage on a failed save, or half as much
Treasure
Rolls: Characters who search the room find a set of brewer’s
supplies, cook’s utensils, a herbalism kit, a bucket, three iron
Characters who succeed on a DC 13 Wisdom pots, and five tankards.
(Perception) check notice a twenty-foot circle of ash and
dried blood in the center of the room. 7. Chapel
Characters who succeed on a DC 15 Intelligence (Arcana)
check realize it was used to summon extraplanar beings. Several pews have been cracked, broken, and thrown about
On a success of five or more they understand it was used this small chapel. In the far end is an altar atop which sits a
to summon a powerful demon.
Characters who succeed on a DC 11 Intelligence (History) headless statue of a robed man with a skeletal arm holding up
check realize that the crest of a bear wielding a mace is a set of scales. The floor is tiled with tombs, the epitaphs
the family crest of House Flaengin. faded and nearly worn away by a multitude of footprints.
Characters who succeed on a DC 17 Wisdom
(Perception) check find the hidden treasure. Found in this chapel is a keen (see Stat Blocks) and a
Characters who succeed on a DC 15 Intelligence desecrated draug (see Stat Blocks), who stand together in
(Investigation) check see the secret door on the east-south front of the altar. Starting at the end of the second round of
wall. combat and every subsequent round, a skeleton bursts forth
Development from one of the floor tombs for a total of eight skeletons. If
The great hall is one of the four areas in which Zarrauth can the desecrated draug is destroyed the remaining skeletons
appear when arriving under his own power by light of the full immediately collapse into a pile of bones.
moon, or he can be summoned here once more by the
players. For each tomb that is opened, every creature that moves over
an open tomb must make a DC 13 Dexterity saving throw. On
Treasure a failure, the character falls prone within the tomb and any
Underneath the central chair is a sack containing 500 gp and attack made against them has advantage. A standard action is
a silver medallion of a bear wielding a mace (5 gp). required to climb out of a tomb.
following spells:
Characters who succeed on a DC 14 Intelligence 4th level: dimension door, arcane eye, confusion
(Religion) check to examine the chapel realize the chapel 10. Waiting Room
is dedicated to Arawn, god of life and the dead.
Characters who succeed on a DC 15 Strength check can
break through an enclosed tomb. An embroidered carpet depicting the Flaengin crest is laid
over the wooden floor with a settee on one end and a mirror
Treasure on the other. Two suits of armor stand between two doors on
If the tome of the abyss is located here, it is found in one of the north and south walls, respectively.
the tombs. Within one of the tombs is a long-dead cleric
wearing cloth-of-gold vestment (25 gp), a silver bracelet with a Two animated armours have been placed here to prevent
jade stone (100 gp), and mithral (chain shirt) armor. anyone from entering the office (area 11) or the back room
8. Barracks (area 12.a). If a character attempts to enter either guarded
door, the animated armor attacks until destroyed. If the crest
Several large cabinets and tables have been thrown about this
of Flaengin is shown to the animated armors, the constructs
let the bearers pass.
9. Library
Rolls:
Surrounding the walls are several shelves full of books. A spiral
Characters who succeed on a DC 16 Wisdom
staircase leads up to a second floor.
(Perception) check notice the false paneling on the walls
are secret doors on the north and east walls.
Three wights patrol this area. Once the personal bodyguards Characters who make a DC 12 Intelligence (History)
for Velthor, they were eventually sacrificed and raised up as check understand that the tapestries reveal the heroic
wights. They fight until destroyed.
hallway.
lights. They attack if the party interacts with them or attempts Rolls:
to take a short or long rest. When the party leaves this area, Characters who roll a DC 16 Wisdom (Perception) check
they will turn invisible and attempt to follow the party, find the treasure hidden among the barrels.
attacking them in their next combat encounter.
Treasure
Rolls: Hidden behind a barrel is a large sack of 250 sp, 391 cp, and
Characters who succeed on a DC 16 Intelligence (Nature) a large piece of amber (30 gp).
check realize the light sources are will-o’-wisps. 18. Walkway
Characters who succeed on a DC 14 Intelligence (History)
check realize that the map shows the region around the
Flaengin manor with markings indicating Flaengin’s plan This narrow wooden walkway with a waist-high guardrail
for expansion. connects two parts of the upper floor overlooking the great
Characters who succeed on a DC 13 Wisdom hall.
(Perception) check notice a twenty-foot circle of ash and
dried blood in the center of the room. If the characters have not yet explored the great hall (area 5)
Characters who succeed on a DC 15 Intelligence (Arcana) two shadows can be found here. Characters who fall from
check realize it was used to summon extraplanar beings. the walkway take 3d6 points of bludgeoning damage.
On a success of five or more they understand it was used
to summon a powerful demon. Development
Development
If combat breaks out here, the monsters in the great hall
Zarrauth will appear in the middle of the room when arriving (area 5) become aware of the party’s presence.
under his own power by the light of the full moon, or if 19. Drawing Room
summoned here once more by the players.
This room had once been set up with smooth walls, luxurious
16. Guard Commander Quarters carpets, plush settees, and beautiful tapestries depicting the
The door is locked. Flaengin crest. Now everything is covered in dried blood with
a desiccated corpse stretched over an ornate wood table.
This room possesses only a bed, a dressing wardrobe, and a
There are doors on the southern and northern walls, and
desk and chair in the corner. A decaying body hangs from one
wretched crying can be heard from behind the southern wall.
of the wooden beams around the ceiling. The only entrance is
the doorway on the northern wall.
Sitting in the chair is a ghost along with three zombies
sprawled on the chairs. The ghost is the spirit of Morgan
The body is Shevite’s aide who hung himself during the Flaengin, mother of Johan and wife of Havar. Morgan will let
attack. the party know about her family, how Johan is working so
hard for the family glory, or how Havar has been distracted
Rolls: lately. She also explains how the babe, Evar Flaengin, the
Characters who roll a DC 15 Dexterity check with a set of “future” of Flaengin is just crying for a toy. Unless the players
thieves’ tools can unlock the door. offer a toy – one can be found in the servant quarters (area 4)
– Morgan will not allow the characters to enter the bedroom
Treasure hallway (area 20). Should the party attempt to open the door
If the tome of the abyss is located here, it is found within the or attack, the zombies and Morgan fight until destroyed.
Treasure
Should Zarrauth be defeated the portal is destroyed, leaving
Within the cabinet are six sets of fine noble clothes. Within behind a mewling mane, strangled by a golden chain with the
the drawer is a jewelry box containing three jade bracelets pendant of House Flaengin (40 gp). This sodden mane is all
(50 gp each), a gold ring (20 gp), and a silver and diamond that is left of the once-proud noble heir Johan Flaengin. It is
necklace (200 gp). up to characters to decide what to do with his remains
though nothing short of a wish spell could bring him back to
his former self. Regardless of how they deal with him, the
21b. Privy Chamber effects around the manor melt away like dew as a new sun
rises. When the characters arrive back at the Maced Bear
The sharp stench of an unclean toilet and a washbasin can be
only one of the few remaining guards left greets them,
found here. informing them that Havar does not wish to be disturbed
before handing them 10 gp each, all that remains of House
Flaengin’s wealth. Should the characters barge in the Maced
Bear tavern they find Havar having hung himself, along with a
suicide note explaining he could not bear living with the guilt
and loss of his family’s stature, thus ending House Flaengin.
Fall of House Flaengin
12
As part of casting the spell, you can form a circle on the
Appendix ground with the blood and ashes used as material
components. The circle is large enough to encompass your
Magic Spells space or the demon’s space. While the spell lasts, the
Enslave Demon summoned demon must succeed on a DC 18 Strength check
4th-level conjuration to cross the circle or harm it, and it can’t target anyone
outside the circle barrier. Using the material component in
Casting Time: 1 hour this manner consumes it when the spell ends.
Range: 60 ft
Components: V,S, M (a vial of blood and the ashes from a Every time the same demon is summoned the DC of the
humanoid killed within the past 24 hours) saving throw increases by 1.
Duration: Concentration, up to 3 hours
You utter foul words, summoning one demon from the Magic Items
chaos of the Abyss. You choose the demon’s type. If you know
the demon’s name you can summon the specific demon. The Book of Caught Thieves
demon appears in an unoccupied space you can see within Wondrous item, rare
range, and the demon disappears when it drops to 0 hit Characters who attempt to read this book find that it lectures
points or when it is dismissed. the characters on the folly of stealing, and have to make a DC
15 Wisdom saving throw. On a failure the character is
Demon Summoned DC Charisma saving throw blinded for 24 hours. This effect counts as a curse and can be
Dretch DC 5 removed with a greater restoration. The book can be read
3/day.
Quasit DC 10
Vrock DC 15 Tome of the Abyss
Hezrou DC 20 Wondrous item, very rare (requires attunement by a wizard,
warlock)
Glabrezu DC 25 The path to summoning the denizens of the Abyss is not easy,
Marilith DC 27 but possible with a copy of this foul text that circulates more
Balor DC 30
frequently than more renowned tomes. Some wonder how
many of these simplified tomes were created. Some guess
free action, telling it what it must do on its next turn. If you This slim tome bound in human skin contains scribbled notes
issue no command, it spends its turn attacking any creature and edits over its abyssal script. The text provides a cursory
within reach that has attacked it. overview of the variety of demons of the Abyss, as well as the
the DM’s discretion). It disappears if it no longer has hit Whenever an evil character reads through the tome, that
points, is unable to carry out the pact, or is dismissed as creature must make a DC 8 Wisdom saving throw. On a
stated under the terms of the pact. A requested boon could failed save the creature’s alignment shifts one step closer to
retrieve an artifact from the abyss or slay the king in another chaotic evil. The DC increases by +1 every time the same
kingdom. A demon may make a request in exchange for creature reads through the tome. If a character spends 48
carrying out the requested boon, such as the sacrifice of a hours over a period of no more than 6 days studying the
maiden. Alternatively, you can make another successful book’s contents, that creature gains an advantage on all
Charisma saving throw with disadvantage to compel the Intelligence (Arcana) checks related to the Abyssal plane and
summoned demon to carry out the pact.
enslave demon with a 10% failure rate. The spell can only be
At the end of 3 hours, or at the completion of a pact, or on a cast 1/day. On a failure, a demon does not show up and the
failed Charisma saving throw your control of the demon ends. caster takes 10 (3d6) psychic damage.
If you stop concentrating on the spell before it reaches its full
duration, an uncontrolled demon doesn’t disappear if it still
has hit points.
Nimble Escape. The slaymate can take the Cantrips (at will): chill touch, thaumaturgy
Disengage or Hide action as a bonus action on 1st level (3 slots): false life, ray of sickness
each of its turns.
Undead Fortitude. If damage reduces the draug to 0
Freedom of Movement. The slaymate ignores hit points, it must make a Constitution saving
difficult terrain, and magical effects can't reduce its throw with a DC of 5 + the damage taken, unless
speed or cause it to be restrained. It can spend 5 the damage is radiant or from a critical hit. On a
feet of movement to escape from nonmagical success, the draug drops to 1 hit point instead.
restraints or being grappled.
Ambusher. The slaymate has advantage on attack Actions
rolls against any creature it has surprised. Multiattack. The draug makes two mace attacks.
Actions Mace. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Diseased Bite. Melee Weapon Attack: +5 to hit, one target. Hit: 7 (1d6 + 4) bludgeoning damage
reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing plus 3 (1d6) necrotic damage.
damage. The target must succeed on a DC 13 Polluted Essence (2/day). Every non-undead, non-
Constitution saving throw or their Strength and construct, non-fiend creature within 15 feat of the
Constitution score is reduced by 1d4. After 24 draug must make a wisdom saving throw. On a
hours the target can make another saving throw to failure, a target takes 3(1d6) necrotic damage and
end this effect. This disease can be cured by magic is vulnerable to necrotic damage. The target can
such as lesser restoration or heal. repeat the saving throw at the end of each of its
turn, with disadvantage if it is within 30 feet of the
Bolstering Touch (3/Turn). A slaymate can touch an draug. On a failure, the target takes an additional
undead creature to grant it a +1 to attack and 3(1d6) necrotic damage. The target ends the
damage rolls and advantage on wisdom saving polluted condition on itself on a success.
throws for 1 minute.
Fiend Skull
A skull wrapped in a bluish flame, Fiend Skulls are wizards
slain and corrupted to serve the dark powers that raised
them.
Fiend Skull
Tiny undead, neutral evil
Armor Class 13
Hit Points 40 (9d4 + 18)
Speed 0 ft., fly 40 ft. (hover) Helverz
Medium fiend (demon), chaotic evil
STR DEX CON INT WIS CHA Armor Class 15
1 (-5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0) Hit Points 66 (12d8 + 12)
Speed 40 ft., fly 40 ft.
Skills Arcana +7, Perception +2
Damage Resistances lightning, necrotic, piercing; STR DEX CON INT WIS CHA
bludgeoning, piercing, and slashing from
nonmagical attacks 1 (-5) 17 (+3) 12 (+1) 14 (+2) 13 (+1) 14 (+2)
Damage Immunities cold, fire, poison
Condition Immunities charmed, frightened, Saving Throws Dex +6, Cha +5
paralyzed, poisoned, prone Skills Perception +4, Stealth +9
Senses darkvision 120 ft., passive Perception 12 Damage Vulnerabilities radiant
Languages Abyssal, Common Damage Resistances acid, fire, necrotic, thunder;
Challenge 4 (1,100 XP) bludgeoning, piercing, and slashing from
nonmagical weapons
False Appearance. When the fiend skull is not Damage Immunities cold, lightning, poison
shedding light and is motionless, it is Condition Immunities exhaustion, frightened,
indistinguishable from a humanoid skull. grappled, paralyzed, petrified, poisoned, prone,
restrained
Magic Resistance. The skull has advantage on saving Senses darkvision 120 ft., passive Perception 14
throws against spells and other magical effects. Languages Abyssal, Common, telepathy 120 ft.
Illumination. The skull sheds dim light in a 30-foot Challenge 5 (1,800 XP)
radius. It can alter the radius as a bonus action.
Shadow Stealth. While in dim light or darkness,
Regeneration. The skull regains 2d4 hit points at the Helverz can take the Hide action as a bonus action.
start of its turn if it has at least 1 hit point.
Spellcasting. The skull is a 5th-level spellcaster. Its Sunlight Weakness. While in sunlight, the shadow
spellcasting ability is Intelligence (spell save DC 13, has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
+5 to hit with spell attacks). The skull has the
following wizard spells prepared:
Incorporeal Movement. The Helverz can move
through other creatures and objects as if they were
Cantrips (at will): mage hand
difficult terrain. It takes 55 (1d10) force damage if
1st level (3 slots): magic missile, shield
it ends its turn inside an object.
2nd level (2 slots): misty step, flaming sphere
Armor Class 12 Swarm. The swarm can occupy another creature's space
Hit Points 36 (8d8) and vice versa, and the swarm can move through any
Speed 30 ft., climb 30 ft. opening large enough for a ???. The swarm can't regain
hit points or gain temporary hit points.
STR DEX CON INT WIS CHA Turn Immunity. The claws have advantage on saving
throws against any effect that turns undead.
15 (+2) 14 (+2) 11 (+0) 5 (-3) 10 (+0) 4 (-3)
Actions
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities poison Claw. Melee Weapon Attack: +3 to hit, reach 0 ft., one
Condition Immunities charmed, frightened, grappled, target in the swarm's space. Hit: 7 (2d4+1)
paralyzed, petrified, poisoned, prone, restrained, bludgeoning or slashing damage, or 3 (1d4+1)
stunned bludgeoning or slashing damage if the swarm has half
Senses blindsight 30 ft. (blind beyond this radius), of its hit points or fewer.
passive Perception 10
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and product line names, logos and identifying marks including trade dress; enforceable.
dialogue, incidents, language, artwork, symbols, designs, depictions, 15. COPYRIGHT NOTICE
likenesses, formats, poses, concepts, themes and graphic, photographic and Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
designs that are used by a Contributor to identify itself or its products or the
associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.