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The Nightshine Mausoleum

No eternal rest for the wicked...


A
A short
short side
side adventure
adventure for
for 4-5
4-5 characters
characters of
of 3rd
3rd to
to 4th
4th level
level

designer:
designer: PJ
PJ Pirrello
Pirrello
editor:
editor: Zac
Zac Jennings
Jennings
cover
cover art:
art: Krystal
Krystal Mossbarger
Mossbarger

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The Nightshine Mausoleum

T Adventure Summary
he Nightshine Mausoleum is a Fifth Edition

adventure for four to five characters of 3rd to

4th level. It is optimized for a party of four


The party discovers the mausoleum and sees mysterious
characters with an average party level of 4.
figures near it. As they investigate, they encounter hostile
This adventure is intended as a short
wildlife and an unusually large number of undead for such a
encounter that can be dropped into an existing
small location.
campaign, or run as a one-shot with some

Adventure Hook
additional setup.

Table of Contents Ghouls have been attacking folks traveling through or near

the swamp. The leader of a local village asks the players for

2 Adventure Background, Summary, and Hook help. Alternatively, the party could just stumble upon the

mausoleum as they are traveling.


2 The Mausoleum General Features
3 The Mausoleum Map
The Mausoleum
4 The Mausoleum Keyed Location
7 Conclusion
General Features
Unless otherwise noted, all areas of the mausoleum share the
8 Appendix A: Bestiary following characteristics.

11 Appendix B: Magic Items


Ceilings, Floors, and Walls
The mausoleum is made of large, smooth-cut stone blocks,

Background tightly fitted together and mortared in place. All the surfaces

are wet and slick. This doesn’t cause difficulty for anyone
Thevalur Nightshine was an elven noble that lived in a long
walking, but scaling walls is more difficult. Climbing walls,
forgotten elvish civilization. There is little left of the ancient
either inside or outside the mausoleum, requires a successful
society, but this ancient mausoleum of the Nightshine family
DC 15 Strength (Athletics) check. Any creature with a
has yet to be claimed by the swamp. Thevalur Nightshine was
climbing speed makes the check with advantage. The ceilings
a respected noble, but he was secretly a cultist who
throughout are 20 feet high.
worshiped Orcus. Roused from the dead by recent activity in

the area, he has risen as a ghastly devotee of Orcus. Using


Illumination
dark rituals granted him in visions from the demon lord,
There are no light sources inside the mausoleum, but there
Thevalur has set about raising the others interred in this
are windows set high above the ground that let in ample
mausoleum with him as ghouls
natural light. During the daytime, it is brightly lit. At night, it

is dimly lit.

Credits Windows
Story and Design: PJ Pirrello
There are several windows set high on the walls of the
Editing: Zac Jennings
mausoleum. The windows have no glass, but decorative stone
Cover Image Krystal Mossbarger
mullions prevent a medium or larger creature from squeezing

through. A small creature could squeeze through, however.

That Sinking Feeling


The mausoleum tilts noticeably. Its eastern half has slowly

been sinking into the swamp. While the western end of the

building is still dry and on solid ground, the east is under as

much as 6 feet of water. Overall the floor drops by 1 foot over

every 10 feet from west to east.

Goblin Scrawl Games

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The Nightshine Mausoleum

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Keyed Locations
1. The Approach
The last large bit of solid ground, giving way to waters of the

surrounding swamp to the west. From the west bank, the

mausoleum is easily visible. The structure is extensive, with

its roof at least 20 feet above the ground. The eastern wing of

the mausoleum has slowly sunk into the surrounding swamp,

murky water reaching nearly halfway up the easternmost

wall. Climbing vines, with large, tough-looking blue and

purple flowers, cover much of the outside of the east side of

the building. The flowers are simple swamp leather flowers.

They are poisonous, and anyone that consumes any must

make a DC 13 Constitution saving throw or be poisoned for

1d4 hours.

2. Constrictor Lair
This small island has several large cypress trees that provide

plenty of shade. Fallen branches silently bob in the murky

water, and reeds near the shoreline quietly sway in the wind.

Encounter. A giant constrictor snake hides in the reeds

along the southern shore. Because of the cover provided by

the vegetation and the dirty water, the snake has advantage

on its Dexterity (Stealth) check, and, if undetected, will attack

anyone approaching the shore.

3. Respite
This island is slightly larger than the previous one, but is

otherwise very similar. Large cypress trees and other 5. Sunken Entrance
vegetation grow all over the island, and reeds poke up
Beautifully crafted stone steps once led to an impressive
through the water near the shoreline. Nothing inhabits this
entrance with metal gates standing before carved stone
small island, as most creatures have learned to give the snake doors. The stairs are now almost completely submerged, and
and crocodile on the neighboring islands a wide berth. muck has gathered in the corners of the structure where the

water has stagnated. Reeds grow up near the walls, and two
4. Murder Log putrefying corpses float in the still water nearby. The stench
This tiny speck of land is devoid of large trees, the one that
of death and decay is heavy here. A pair of life-sized statues
had grown here having toppled some time ago. Small bushes
stand watch on either side of the double doors. These statues
and reeds cling to the land and grow near the shoreline and
were once resplendent elvish angels, but something has
fallen tree. From here, characters can get a good view of the
twisted them into mockeries of their once-divine form, and
western end of the mausoleum. While the base of the
they are now squat, ugly figures with bat-like wings.
mausoleum is mostly concealed by large bushes and other
The gates are made of cast iron, very rusty from years in
growth, from this angle a character succeeding on a DC 15
this humid environment. A heavy iron chain secured with a
Wisdom (Perception) check will notice what appears to be a
bulky lock holds the gates closed. The lock and chain are both
large opening in the western wall, where something has
also extremely rusty, making the lock hard to pick. It can be
broken through the stone.
opened with a successful DC 20 Dexterity check using
Encounter. A giant crocodile lives here, spending its time
thieves’ tools. It’s actually much easier to just break the rusty
sunning on the shore or floating in the water mostly
chain, requiring a successful DC 13 Strength (Athletics)
concealed by the fallen tree.
check. Using a crowbar provides advantage on the attempt.

Encounter. The statues are gargoyles. They sit completely

motionless until a character within 5 feet turns their back on

one of them, when they will attack without mercy.

6. Breach
There is a hole in the wall here, but the opening is partially

concealed by the bushes to the south. Stones from the

broken wall are piled haphazardly on either side of the

breach. A character succeeding on a DC 10 Intelligence

(Investigation) check will discern that the break came from

the inside.

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7. Flooded Foyer
This large, open foyer has narrow, branching corridors to the

east and west. These corridors are lined on both the north

and south walls with the doors of interment vaults. There are

five columns of seven vaults on each wall, for a total of one

hundred and forty vaults.

The first 30 feet of the west corridor is dry. Over the next

70 feet, the slanting corridor drops below the water level, the

water level getting deeper until it’s over 6 feet deep at the

eastern end.

A small altar in the center of the northern wall of the foyer sits
before a beautifully carved relief that covers the entire 20-
foot-wide wall from floor to ceiling. The relief depicts three
elves.

The leftmost elf is dressed in robes and holding a staff in his


left hand. The staff is pointing to the east, and the hand
holding it has its three middle fingers pointed in that
direction.

The center elf is holding a sword and shield. The shield is


decorated with a stylized depiction of an open door, and the
figure holds his sword over his shoulder. Through an
impressive use of forced perspective, the sword appears to be
pointing north.

The rightmost elf is holding a bow. He has three arrows


nocked, and the bow is pointed straight up.

The figures are clues to the location of a secret door, leading

back into the noble crypt on the other side of the wall the

relief is carved upon.

The secret door is on the north wall (indicated by the

sword elf pointing north), in the third column of vaults to the

east (indicated by the elf with the staff pointing three fingers),

and in the third row from the bottom (indicated by the elf

pointing three arrows upward). The water in the corridor at

the secret door is about 3 feet deep, just below the bottom

edge of the secret door vault.

Opening the correct vault door reveals area 14. If any other

vault door is opened, roll on the following table to determine

its contents.

Vault Contents

d8 Contents
Elvish corpse, dressed in common clothes but
1-3
with nothing of value
A single ghoul that bursts from the vault.
1d4 additional vaults burst open at the same time,
4-5 and ghouls from each join the fight.
After triggering this twice, treat additional rolls of
4 or 5 as empty as well.
6-7 Empty
Elvish corpse dressed in fine clothes wearing
8
a gold signet ring worth 50 gp

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8. Dry Empty Crypt
Situated in the relatively dry western end of the mausoleum,

this crypt holds two large, marble sarcophagi. The elves

interred here were devout followers of Corellon Larethian,

and their god has protected them from Thevalur Nightshine’s

attempts to raise them as ghouls. The more strength he

gathers, and the more he defiles this place by turning the

other elves laid to rest here, the closer he comes to being

capable of claiming these once proud and holy warriors as

thralls of Orcus.

Treasure. If the party opens and inspects the bodies in the

sarcophagi, they find them remarkably well preserved. They

are both dressed in the holy garments of Corellon Larethian,

and each has the weapon they used in life to destroy the

undead in their god’s name.

A male elf is laid to rest in the western-most coffin, and

holds a longsword close to his chest with a quarter moon-

shaped pommel and crescent moon-shaped crossguard. This

is a longsword +1, +2 vs. undead.

A female elf slumbers eternally in the eastern coffin. She

holds tight to a warhammer with a starburst engraved on

either side of its head. This is a warhammer of the devout.

9. Dry Occupied Crypt


This room looks identical to the other private crypts within

the mausoleum, save that one sarcophagus sits open, its

stone lid on the ground leaning against the eastern wall.

Anyone with a passive perception of 15 or higher will notice

some movement from the open coffin.

Thevalur has raised the former occupant of this

sarcophagus, leaving it empty. A small family of raccoons has

since moved in. They aren’t aggressive and pose no threat to

the party. There are one adult raccoon and four kits living

here.

10. Submerged Crypt


This is another private crypt, its floor entirely submerged: 4

feet deep to the west and 6 to the east. The lid on the eastern-

most sarcophagus has been shattered into pieces, possibly by

some long-forgotten grave robber. The body interred within

the broken coffin is now floating in the water, drifting face

down in the north-east corner of the room. The second coffin

has remained closed, but has filled with swampy water. If the

lid of the coffin is removed, the body inside will float freely to

the surface. Neither the body nor the coffin contain anything

of value.

11. Submerged Crypt Lair


The final private crypt is nearly identical to Area 10 and

contains two more marble sarcophagi. The room is

completely flooded with nearly 6 feet of stagnant, swampy

water.

Encounter. Two will-o'-wisps hover just inside the room

above the door. They will attack the first creature to enter the

room. Anyone inspecting the entrance before entering and

succeeding on a DC 15 Wisdom (Perception) check will

realize that the room is brighter than it should be. If it is

nighttime, no check is needed.

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12. Offerings 15. Noble Crypt
This small alcove has nothing but a low, stone altar atop This large burial chamber contains four impressive stone

which sits a shallow golden bowl. There are a couple inches sarcophagi, all of which are partially open. An oversized

of standing water in here, but overall this area appears in stone throne sits in the middle of the northern wall. There are

mostly good condition - undisturbed by looters or the undead. no windows in this room, and it is dark whether day or night.

Treasure. The bowl itself is not solid gold, but merely A repulsive creature sits upon the throne, playing with a foot-

plated and is worth 5 gp. Inside the bowl are 35 cp and 6 sp. long centipede that skitters from one of the creature’s cruelly

clawed hands to the other. Two more of these horrible

13. Trapped Offerings abominations crouch atop the coffins nearest the entrance.

This small alcove mirrors the one in Area 12. The water here Encounter. The creature on the throne is Thevalur

is 2 to 3 feet deep. The bowl upon the altar here contains a Nightshine, a ghastly warlock of the fiend, and the

few coins and a large glass gem skillfully made to look like a centipede is actually his quasit familiar. The remaining two

diamond. creatures are ghouls. If the characters don’t immediately

Treasure. A gold-plated bowl holding 5 cp. The bowl is attack, Thevalur will speak with them while the remaining

worth 5 gp. two ghouls shift about in their places, menacingly licking

Trap. The diamond is actually just a piece of cut glass. It’s their lips and claws. Thevalur simply enjoys playing with his

coated with a contact poison. Anyone touching the gem must food and, when he gets bored with the conversation, he and

succeed on a DC 13 Constitution saving throw or be the ghouls will attack.

paralyzed for 1 minute. Treasure. If all the sarcophagi are searched, the party will

find 1700 cp, 600 sp, and 30 gp and a potion of healing.

14. Vault Passage


This passage is only 3 feet wide and a little over 2 feet high. Conclusion
Medium or larger creatures have to squeeze to make it With Thevalur Nightshine destroyed, the remaining corpses

through in either direction. in the mausoleum will be allowed to rest quietly. Undead

attacks on the people of the surrounding area will stop.

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Appendix A - Monsters
Gargoyle Ghastly Warlock of
Medium elemental, chaotic evil
the Fiend
Armor Class 15 (natural armor) Medium humanoid, chaotic evil
Hit Points 52 (7d8 + 21)
Speed 30 ft., fly 60 ft. Armor Class 13
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) STR DEX CON INT WIS CHA

Damage Resistances bludgeoning, piercing, and 16 (+3) 17 (+3) 15 (+2) 11 (+0) 10 (+0) 18 (+4)
slashing from nonmagical attacks that aren’t
adamantine Damage Resistances necrotic
Damage Immunities poison Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned Condition Immunities charmed, exhaustion,
Senses darkvision 60 ft., passive Perception 10 poisoned
Languages Terran Senses darkvision 60ft., passive Perception 10
Challenge 2 (450 XP) Languages Common, Elvish
Challenge 3 (700 XP)
False Appearance. While the gargoyle remains
motionless, it is indistinguishable from an inanimate Stench. Any creature that starts its turn within 5 feet
statue. of the ghastly warlock must succeed on a DC 10
Constitution saving throw or be poisoned until the
Actions start of its next turn. On a successful saving throw,
the creature is immune to the ghastly warlock’s
Multiattack. The gargoyle makes two attacks: one stench for 24 hours.
with its bite and one with its claws.
Turning Defiance. the ghastly warlock and any ghouls
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
within 30 feet of it have advantage on saving throws
one target. Hit: 5 (1d6 + 2) piercing damage. against effects that turn undead.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) slashing damage. Actions
Multiattack. The ghastly warlock makes one claw and
one bite attack or two ghastly blast attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 12 (2d8 + 3) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the
target is a creature other than an undead, it must
succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Ghastly Blast. Ranged Spell Attack: +5 to hit, range
120 ft., one target. Hit: 8 (1d10 + 3) force damage.

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Ghoul Languages Common
Challenge 1 (200 XP)
Medium undead, chaotic evil

Armor Class 12 Actions


Hit Points 22 (5d8) Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Speed 30 ft. creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 7 (2d4 + 2) slashing damage. If the target is
a creature other than an elf or undead, it must succeed
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2) on a DC 10 Constitution saving throw or be paralyzed
for 1 minute. The target can repeat the saving throw at
Damage Immunities poison the end of each of its turns, ending the effect on itself
Condition Immunities charmed, exhaustion, poisoned on a success.
Senses darkvision 60 ft., passive Perception 10

Giant Constrictor Giant Crocodile


Huge beast, unaligned
Snake
Huge beast, unaligned Armor Class 14 (natural armor)
Hit Points 85 (9d12 + 27)
Armor Class 12 Speed 30 ft., swim 50 ft.
Hit Points 60 (8d12 + 8)
Speed 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA

STR DEX CON INT WIS CHA 21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2)

19 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4) Senses passive Perception 10


Languages —
Skills Stealth +5 Challenge 5 (1,800 XP)
Skills Perception +2
Senses blindsight 10 ft., passive Perception 12 Hold Breath. The crocodile can hold its breath for 30
Languages — minutes.
Challenge 2 (450 XP)
Actions
Actions Multiattack. The crocodile makes two attacks: one
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., with its bite and one with its tail.
one creature. Hit: 11 (2d6 + 4) piercing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Constrict. Melee Weapon Attack: +6 to hit, reach 5 one target. Hit: 21 (3d10 + 5) piercing damage, and
ft., one creature. Hit: 13 (2d8 + 4) bludgeoning the target is grappled (escape DC 16). Until this
damage, and the target is grappled (escape DC 16). grapple ends, the target is restrained, and the
Until this grapple ends, the creature is restrained, crocodile can’t bite another target.
and the snake can’t constrict another target. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target not grappled by the crocodile. Hit: 14
(2d8 + 5) bludgeoning damage. If the target is a
creature, it must succeed on a DC 16 Strength
saving throw or be knocked prone.

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Quasit Will-o’-Wisp
Tiny fiend (demon, shapechanger), chaotic evil Tiny undead, chaotic evil

Armor Class 13 Armor Class 19


Hit Points 7 (3d4) Hit Points 22 (9d4)
Speed 40 ft. Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0) 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)

Skills Stealth +5 Damage Immunities lightning, poison


Damage Resistances cold, fire, lightning; Damage Resistances acid, cold, fire, necrotic,
bludgeoning, piercing, and slashing from thunder; bludgeoning, piercing, and slashing from
nonmagical attacks nonmagical attacks
Damage Immunities poison Condition Immunities exhaustion, grappled,
Condition Immunities poisoned paralyzed, poisoned, prone, restrained,
Senses darkvision 120 ft., passive Perception 10 unconscious
Languages Abyssal, Common Senses darkvision 120 ft., passive Perception 12
Challenge 1 (200 XP) Languages the languages it knew in life
Challenge 2 (450 XP)
Shapechanger. The quasit can use its action to
polymorph into a beast form that resembles a bat Consume Life. As a bonus action, the will-o’-wisp can
(speed 10 ft., fly 40 ft.), a centipede (40 ft., climb target one creature it can see within 5 feet of it that
40 ft.), or a toad (40 ft., swim 40 ft.), or back into its has 0 hit points and is still alive. The target must
true form. Its statistics are the same in each form, succeed on a DC 10 Constitution saving throw
except for the speed changes noted. Any equipment against this magic or die. If the target dies, the will-
it is wearing or carrying isn’t transformed. It reverts o’-wisp regains 10 (3d6) hit points.
to its true form if it dies.
Ephemeral. The will-o’-wisp can’t wear or carry
Magic Resistance. The quasit has advantage on anything.
saving throws against spells and other magical
Incorporeal Movement. The will-o’-wisp can move
effects.
through other creatures and objects as if they were
Actions difficult terrain. It takes 5 (1d10) force damage if it
ends its turn inside an object.
Claws (Bite in Beast Form). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Variable Illumination. The will-o’-wisp sheds bright
piercing damage, and the target must succeed on a light in a 5- to 20-foot radius and dim light for an
DC 10 Constitution saving throw or take 5 (2d4) additional number of feet equal to the chosen
poison damage and become poisoned for 1 minute. radius. The will-o’-wisp can alter the radius as a
The target can repeat the saving throw at the end of bonus action.
each of its turns, ending the effect on itself on a
success.
Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
Scare (1/Day). One creature of the quasit’s choice creature. Hit: 9 (2d8) lightning damage.
within 20 feet of it must succeed on a DC 10
Wisdom saving throw or be frightened for 1 minute. Invisibility. The will-o’-wisp and its light magically
The target can repeat the saving throw at the end of become invisible until it attacks or uses its
each of its turns, with disadvantage if the quasit is Consume Life, or until its concentration ends (as if
within line of sight, ending the effect on itself on a concentrating on a spell).
success.
Invisibility. The quasit magically turns invisible until it
attacks or uses Scare, or until its concentration ends
(as if concentrating on a spell). Any equipment the
quasit wears or carries is invisible with it.

10

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Appendix B - Magic Items
Longsword +1, +2 vs. undead

Weapon, longsword, rare

A thin and elegant longsword made from a blue


tinted metal with a quarter moon shaped pommel
and crescent moon shaped crossguard.
You have a +1 bonus to attack and damage rolls
made with this magic weapon. This bonus
increases to +2 when used to attack an undead.

Warhammer of the Devout

Weapon, warhammer, uncommon, requires


attunement by a paladin
You have a +1 bonus to attack and damage rolls
made with this magic weapon. The weapon does
an additional +1 if the bearer also uses a divine
smite with the attack.

11

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Enjoyed this Adventure?

W
e certainly hope you did. If so, please check out some of our other 5e adventures, like the Into the Underdark

adventure series available now on the DMsGuild, or the first of our dragon series, Bronze, available on

DriveThruRPG.

12

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as described by the License itself. No other terms or conditions

may be applied to any Open Game Content distributed using 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright

this License. 2000, Wizards of the Coast, LLC. System Reference Document

5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike


3. Offer and Acceptance: By Using the Open Game Content You
Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
indicate Your acceptance of the terms of this License.
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,

Chris Sims, and Steve Townshend, based on original material


4. Grant and Consideration: In consideration for agreeing to use
by E. Gary Gygax and Dave Arneson.
this License, the Contributors grant You a perpetual,

worldwide, royalty-free, non-exclusive license with the exact


END OF LICENSE
terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are

contributing original material as Open Game Content, You

represent that Your Contributions are Your original creation

and/or You have sufficient rights to grant the rights conveyed by

this License.

eddie konstantinidis (Order #42836519)

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