AL 2 Watchers in The Dark V2

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WATCHERS IN THE DARK

Watchers in the Dark is a single-session adventure for four or 1ive players of 4th-level
characters using the 1ifth edition of the world’s greatest roleplaying game.

BY KELSEY DIONNE

WATCHERS IN THE DARK 1


TABLE OF CONTENTS
Section Page
Synopsis and Background 3
A Savage Attack 4
It Fell From The Sky 5
North Warrens 6
South Warrens 7
Sub Crater 8
Aftermath 9
Appendix A: Maps 10
The Warrens 10
Sub Crater 11
Appendix B: New Monsters 12
Ankheg Tunneler 12
Ankheg Warren Drone 12
Mind-Shard 13
Appendix C: New Magic Items 14
Mindsplinter 14
Hidden Lore 15
Acknowledgements and Credits 16

WATCHERS IN THE DARK 2


SYNOPSIS A WORD TO THE GM
• The adventure begins in the days after a This adventure is meant to be run at a glance
meteor crash shakes the surrounding with minimal preparation and a natural
countryside. The characters encounter delivery. This required re-thinking the normal
crazed wild boars attacking a wizard. Hooks adventure presentation a bit. Here’s what you’ll
and clues from the encounter lead the 1ind included:
characters to the meteor’s crater.
• The characters enter the warrens below the • Each encounter contained on one page.
crater and 1ind it overrun with ankhegs who • Bulleted lists. Bolded keywords.
are behaving like the crazed boars. The group • Hyperlinks to monsters and rules online for
discovers crystalline splinters lodged in the quick reference.
ankhegs, which were also in the boars. • Printable cards for each monster and PC so
• The characters 1ind their way to the lower you can run encounters using a card stack. A
chambers of the crater. There, they confront short video walkthrough of this method can
the remaining ankhegs and attempt to be found here.
destroy an alien mind-shard controlling • Printable cards for special treasure handouts.
creatures infected with the crystalline • Short room and area descriptions. No
shards. paragraphs of droning 1lavor text — set the
scene naturally and embellish as desired.
BACKGROUND • Brie1ly explained non-encounter rooms.
Again, embellish as desired!
• A few days before the adventure begins, a 40-
• GM maps and player-safe digital maps for use
foot long meteor crashed into a forest near
with virtual tabletops.
where the characters are located.
• A short video walkthrough of the adventure
• The meteor housed an invasive alien species
that can be found here.
called a mind-shard. When the meteor struck
the earth, the impact scattered yellow crystal
PACING/TRANSITIONS
splinters around the crash site. If these
splinters becomes embedded in a living A dramatic question is presented with most
being, they allow the mind-shard to take scenes. Once that question has been answered,
control of that creature. the tension of the scene is resolved. That’s your
• The mind-shard’s meteor crashed into an cue to work toward the transition provided at
underground ankheg warren, providing the the end the scene — even if that means
mind-shard an easy army of ankheg slaves. summarizing the end of a clearly decided
The ankhegs now guard the mind-shard and combat, or in the case of clever players,
search for new victims to infect with its skipping combat altogether. Keep the game
crystal splinters. moving toward the next challenge!
• Wild animals that were hit with crystal Room descriptions that are usually long
splinters in the initial impact have also fallen blocks of literary read-aloud text have been left
under the mind-shard’s control. They attack short and informational in this adventure.
other beings and try to bring new victims to Many Game Masters prefer to paraphrase read-
the warrens to be infected with crystal aloud text and set the scene based on what
splinters. tone and level of detail his or her group 1inds
engaging. Anything listed before a
Development section is safe to share however
you prefer to do so.

WATCHERS IN THE DARK 3


Sidebar: Crystal Splinters
A SAVAGE ATTACK • The mind-shard can telepathically control a
The adventure begins while the characters are creature that has a crystal splinter from the
traveling through a wilderness environment. mind-shard’s meteor piercing its body.
Two days prior, the shockwave from a nearby
• Treat crystal splinters as daggers.
meteor crash caused quakes and knocked
• At the end of each hour a creature has a
down vast circles of trees. A cloud of dust still
splinter in its body, it must make a DC 14
hangs in the air, creating a constant fog effect. Charisma save. On a failure, the mind-shard
controls its actions for the next 24 hours.
THE CRAZED BOARS • Removing the splinter ends these effects.
• Hazy dust in the air provides all creatures
with half-cover and limits visibility to 60 feet. WHAT TORVAINE KNOWS
• The enraged bellowing of wild animals • Torvaine is traveling from his wizard's tower
erupts out of the dust cloud about 80 feet to seek help 1inding his partner, Iskavol, who
away, followed by a horri1ied scream. has been missing since the meteor impact.
• Packs of crazed wild animals have been
DEVELOPMENT roaming the countryside attacking travelers.
• PCs who pass a DC 12 Intelligence (Nature) • Torvaine believes the meteor site holds the
check know the animals are two giant boars. secret to these recent disasters. He shares
• The screaming man is Torvaine Yaru. the below adventure hooks with the group.
• Torvaine’s diary also contains notes on the
above details and following adventure hooks.
Torvaine Yaru, LN human mage
“There’s always something trying to kill me!”
APPEAL TO REWARD
• Appearance. Bald. White robes with gold Torvaine will create one custom magic item of
trim. Wears a gold ring that says “Iskavol.” Uncommon rarity for the group if they return
• Does. Scrawls real-time notes in his diary. Iskavol to him. If Torvaine is dead, his diary
• Secret. Has a glabrezu bound in his tower says Iskavol will create the item instead, if
that his missing partner, Iskavol, controls. rescued.

APPEAL TO HEROISM
DRAMATIC QUESTION The wild animal attacks have been growing
vicious and frequent. Several people have gone
Can the characters stop the boar attack and
missing. The local baroness has proclaimed she
learn about the meteor?
will award a manor home and 1ive loyal guards
to anyone who stops the attacks.
COMBAT
• Torvaine has 20 HP and only 2nd-level and APPEAL TO DISCOVERY
lower spell slots remaining. Nobody has yet explored the meteor crash site.
• The mind-shard controls the giant boars. It may hold valuable treasure, otherworldly
PCs can notice their unnatural intelligence by secrets, or relics of power.
passing a DC 15 Intelligence (Insight) check.
• The boars have yellow shards of crystal TRANSITION
lodged in their hide. Characters can remove
them with a DC 15 Strength check. Without When the group approaches the meteor site, go
the shards, the boars become non-hostile. to It Fell From The Sky.

WATCHERS IN THE DARK 4


COMBAT
IT FELL FROM THE SKY
• The ankhegs use their 60-foot tremorsense
to attack the PCs with Acid Spray from
THE CRATER outside the characters’ range of vision.
• The meteor crater is in a forest two miles • Ankhegs stay in combat for 1d4 rounds
from the nearest town. before retreating to the warrens via the
• Thick dust and smoke grant all creatures north or south tunnels.
half-cover and limit visibility to 30 feet.
• The muddy crater is dusted in smoking, grey DRAMATIC QUESTION
ash from burned trees.
Can the characters enter the warrens
beneath the crater?
DEVELOPMENT
• The crater is 100 feet across and has a steep
decline to its 40-foot deep center. Sidebar: Creatures In The Crater
• In the crater’s center, a 15-foot tall, mottled • All creatures residing near the meteor crater
tail of an iron meteor juts from the mud. It's are infected with crystal splinters. They are
hot to the touch and covered in thin splinters under the control of the mind-shard unless
of amber crystal. otherwise noted.
• PCs who pass a DC 13 Wisdom (Survival) • The splinters inside these creatures are
check 1ind the tracks of many creatures in deeply embedded. To remove one, a
the mud. Characters who pass by 5 or more character must pass a DC 15 Intelligence
notice tracks from large insect-like animals (Medicine) check while the target creature is
and wolves, as well as drag marks. grappled, incapacitated, or restrained.
• There are two tunnels at the extreme north
and south of the crater that lead into the TRANSITION
ankheg warrens below.
• Each round the characters spend exploring The narrow tunnel in the north of the crater
the crater, there is a cumulative 10% chance leads to Area 1 in North Warrens. The winding
three ankheg tunnelers burrow from the tunnel in the south of the crater leads to Area 6
mud to attack them (these tunnels collapse). in South Warrens.

WATCHERS IN THE DARK 5


NORTH WARRENS WHAT ROSLIN KNOWS
•Wolves attacked her outside of town two
nights ago and dragged her down into the
AREA 1: THE METEOR warrens.
• The lightless tunnel opens up to a 30-foot •The hideous bugs stabbed a shard of
tall cavern. The stone walls drip and yellow glass into her arm. Then a cold,
1low as if they had once been liquid. mental voice demanded she obey it.
• The body of the iron meteor thrusts She resisted the voice, so the
through the ceiling and into the earth bugs imprisoned her here.
below. Every few minutes, a yellow
crystal splinter writhes out of its Treasure
surface and clatters to the ground. If the characters rescue
Roslin, she gives them a bone-
DEVELOPMENT and-tooth necklace worth 30
• Creatures with a crystal splinter embedded gp. It grants advantage on
in their bodies can pass through the meteor Charisma checks to in1luence
as though it were water. Creatures have 60 the local rangers.
feet of blindsight while inside the meteor.
• Creatures that can’t breathe underwater AREA 4: EGG HATCHERY
must hold their breath inside the meteor.
•Twisted stalactites dot the
ceiling. Two dozen ostrich-sized
AREA 2: COLLAPSED TUNNELS eggs nestle in a honeycomb of brown gel at
• These thin burrows end in collapses. the back of the cavern.

Treasure DEVELOPMENT
In one tunnel, a gold ring carved with the name • The six stalactites are motionless ankheg
Torvaine lies on the ground. It’s worth 50 gp. warren drones. They wait until the group is
close before scuttling down to attack.
AREA 3: PRISONERS
DRAMATIC QUESTION
• A delirious half-elf woman, a deer, and a dead
ankheg are bound to the wall in yellow webs. Can the PCs survive the ankheg attack?

DEVELOPMENT COMBAT
• The half-elf, Roslin, has a crystal shard in her • The ankheg warren drones each spit acid
arm but isn’t under the mind-shard’s control. before moving in to bite and grapple.
• They focus on any PCs holding an egg.
• Each ankheg Zlees into the meteor in Area 1
Roslin Boggs, LG half-elf commoner
once below 15 HP. Characters can observe
“An unnatural evil was driving those wolves…”
this from any point in the room.

• Appearance. Freckles. Raven hair. Wolf bites


TRANSITION
on her arms and legs.
• Does. Begs to get the voice out of her head. If the group goes to Areas 5 - 7, go to South
• Secret. Wants to become a ranger after her Warrens. Moving through the meteor allows
elven father. Her mother disapproves. passage to the surface or Area 8 in Sub Crater.

WATCHERS IN THE DARK 6


• He is not under the mind-shard's control but
SOUTH WARRENS must make a Charisma saving throw against
it 1d4 rounds after the PCs enter Area 7. If he
AREA 5: ACID POOL fails, the mind-shard forces him to attack.
• He resists attempts to remove the crystal
• A hissing pool of green acid boils in the stone
shard in his back unless a PC passes a DC 15
1loor. It’s eight feet deep and smells of bile.
Charisma (Persuasion) check to calm him.
• If a character harms Iskavol, he casts magic
DEVELOPMENT
missile against the offender.
• Creatures and objects take 7 (2d6)
acid damage each round of
contact with the acid. Glass and Iskavol Hattori, LE tie1ling mage
crystalline objects are immune “This is my mind. I am my own master. Get out!”
to the damage.
• Appearance. Blue skin and horns. White,
Treasure sharp teeth and black tongue.
Characters who pass a DC •Does. Calls out deliriously for Torvaine.
18 Wisdom (Perception) •Secret. His mother, an oni, is
check spot a glass impersonating a top of1icial in the
bottle on the bottom of nearest large city.
the pool. It’s a Potion of
Hill Giant Strength.
DRAMATIC QUESTION
AREA 6: MEMBRANES Can the characters save Iskavol from
• Eight bulging, yellow membranes hang from the mind-shard’s control?
the ceiling. The cave smells wet and acrid.
TALKING TO ISKAVOL
DEVELOPMENT • If the characters save Iskavol, he tells them
• The 1limsy membranes are full of acid. PCs an invasive, alien intelligence arrived inside
moving beneath must pass a DC 15 Dexterity the meteor. Its minions have been capturing
(Stealth) check or 1d4 membranes fall. creatures near the crater for it to enslave.
• Each PC within 10 feet of a falling membrane • Iskavol says there is some way to pass
must pass a DC 15 Dexterity save or take 7 through the meteor to an underground cave.
(2d6) acid damage (half on a success). • If the characters give Iskavol the ring from
Area 2, this sel1less act changes his alignment
AREA 7: HUSK CAVERN to lawful neutral. He will ful1ill a boon or
deed to help the group in the future.
• This winding cavern is 1illed with cast-off
ankheg husks. A soft, disembodied voice Treasure
mutters, “Get out of my mind! Get out!” Iskavol carries spell components worth 300 gp.

DEVELOPMENT TRANSITION
• Iskavol is hiding in the ankheg husks and has
cast greater invisibility on himself. If the group goes to Areas 1 - 4, go to North
• He is at 20 HP and only has 3rd-level and Warrens. Moving through the meteor allows
lower spell slots remaining. passage to the surface or Area 8 in Sub Crater.

WATCHERS IN THE DARK 7


SUB CRATER
AREA 8: MIND-SHARD’S HIVE
• The interior of the meteor is dark, silent, and
tastes like blood. Its narrow point comes to
rest against the 1loor of a 30-foot tall,
lightless cavern.
• A 1ive-foot tall amber crystal
stands buried in the ground at
the side of the meteor. A low
hum emanates from it.
• Two ankhegs and three
smaller ankheg warren
drones 1lank the crystal.
An ankheg tunneler skitters in
the shadows at the edge of the
cave.
• Two steaming pools of acid burble on
opposite sides of the meteor. They’re 10 feet
• The ankhegs defend the mind-shard and
deep. grapple enemies away from it. The ankheg
tunneler stays back and focuses Acid Sprays
DEVELOPMENT on enemy spellcasters or ranged combatants.
• The crystal is the mind-shard. It blasts the • Every 1d4 rounds, the mind-shard summons
characters’ psyches with feelings of two new ankheg warren drones from
hopelessness and fear and commands its patrols aboveground (maximum six). They
minions to attack. appear in any square adjacent to the meteor.
• Creatures and objects take 7 (2d6) acid
damage each round of contact with the pools.
DEFEATING THE MIND-SHARD
Glass and crystalline objects are immune to
• Destroying the mind-shard instantly ends its
the damage.
control over any creatures.
• The ankhegs revert to an animalistic
DRAMATIC QUESTION intelligence and are indifferent toward the
Can the group defeat the mind-shard? characters, only attacking if provoked.

Treasure
COMBAT
A diamond-hard piece of the mind-shard’s core
• The mind-shard tries to knock the
serves as a +1 short sword called Mindsplinter
characters unconscious rather than kill them.
(see Appendix C: New Magic Items).
• It uses gust of wind to push PCs away or into
the acid pools. It uses hold person and levitate
to disable strong melee 1ighters. It waits for
an advantageous moment to use a legendary TRANSITION
action for reverse gravity or compulsion. On
After the battle with the mind-shard is over, go
its turn, it takes the Dodge action.
to Aftermath.

WATCHERS IN THE DARK 8


TORVAINE AND ISKAVOL
AFTERMATH
• If either Torvaine or Iskavol survive, they
CAPTURED make good on their promise to create an
Uncommon magic item for the group.
• If the mind-shard and its minions defeat the • If both wizards survive, they view the
characters, the mind-shard enslaves them characters as trusted allies and will help
rather than kill them. The characters wake up them in the future.
in Area 3 without any equipment (it’s all held
in Area 8). FUTURE ADVENTURE HOOKS
• The characters are infected with crystal
splinters and are restrained by a sticky web. • Iskavol may decide it is too dangerous to
It requires a DC 12 Strength check to burst. A keep a bound glabrezu in his and Torvaine's
patrol of four ankheg warren drones checks wizard tower. Simply releasing it is not an
on the characters every 1d4 hours. option; he hires the characters to help him
"dispose" of it.
THE METEOR AND CRATER • Iskavol’s mother may summon the
characters for a sensitive task she needs
• Without the presence of the mind-shard, the completed as discreetly as possible.
meteor stops producing crystal splinters. • The rangers who patrol the forest near the
• There is enough quality star metal at the meteor site might recruit the characters for a
meteor’s core to be worth 500 gp. matter relating to pesky albino goblins…
• If any ankhegs survive, they re-build their • Further meteors carrying mind-shards
warren and continue life as if nothing had might land in other places. How many of
happened. They are indifferent to all them are there? Is this the 1irst stage of a
creatures unless attacked. larger invasion?

WATCHERS IN THE DARK 9


APPENDIX A: MAPS

WATCHERS IN THE DARK 10


WATCHERS IN THE DARK 11
APPENDIX B: NEW MONSTERS ANKHEG WARREN DRONE
Medium monstrosity, unaligned

Ankhegs Armor Class 13 (natural armor), 11 while prone


Hit Points 27 (6d8)
Acid drips from high above in the dim cavern,
Speed 30 ft., climb 10 ft., burrow 10 ft.
burning hissing holes in the ground at your feet.
The false stalactites move, revealing ankhegs who
skitter across the ceiling. Larger ankhegs erupt from STR DEX CON INT WIS CHA
the earth in a shower of dirt, shooting gouts of acid
from their chittering mandibles. 15 (+2) 14 (+2) 11 (+0) 1 (-5) 12 (+1) 6 (-2)
Colonizers. Ankhegs transform into new shapes
to 1ill different roles as needed by their colony. Some
molt into smaller, lithe workers who scavenge Skills Perception +4, Stealth +4
resources and tend to the broods of eggs. Others Senses darkvision 60 ft., tremorsense 60 ft., passive
begin producing more acid to become tunnelers Perception 13
who expand the warrens. Some ankhegs remain in Languages —
their original form, serving as the colony’s Challenge 1/4 (50 XP)
protectors and hunters.
False Appearance. While the ankheg warren drone
ANKHEG TUNNELER remains motionless, it is indistinguishable from a cave
Large monstrosity, unaligned formation such as a stalactite or stalagmite.
Armor Class 14 (natural armor), 11 while prone ACTIONS
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage plus 2 (1d4) acid
damage. If the target is a Medium or smaller creature, it is
STR DEX CON INT WIS CHA grappled (escape DC 12). Until this grapple ends, the
ankheg can bite only the grappled creature and has
11 (+0) 16 (+3) 13 (+1) 1 (-5) 13 (+1) 6 (-2) advantage on attack rolls to do so.
Acid Spray (Recharge 6). The ankheg spits acid in a line
that is 30 feet long and 5 feet wide, provided that it has no
Senses darkvision 60 ft., tremorsense 60 ft., passive creature grappled. Each creature in that line must make a
Perception 11 DC 12 Dexterity saving throw, taking 7 (2d6) acid damage
Languages — on a failed save, or half as much damage on a successful
Challenge 1 (200 XP) one.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 7 (2d6) slashing damage plus 3 (1d6) acid
damage. If the target is a Large or smaller creature, it is
grappled (escape DC 13). Until this grapple ends, the
ankheg can bite only the grappled creature and has
advantage on attack rolls to do so.
Acid Spray (Recharge 4-6). The ankheg spits acid in a
line that is 60 feet long and 5 feet wide, provided that it
has no creature grappled. Each creature in that line must
make a DC 13 Dexterity saving throw, taking 10 (3d6)
acid damage on a failed save, or half as much damage on a
successful one.

REACTIONS
Acid Burst. A creature that hits the ankheg tunneler with
a melee weapon attack takes 7 (2d6) acid damage.

WATCHERS IN THE DARK 12


Mind-Shard LEGENDARY ACTIONS
An amber, jagged shard of crystal juts from the The mind-shard can take 3 legendary actions, choosing
point of an iron meteor buried deep in the earth. from the options below. Only one legendary action option
The crystal strobes with internal light, and the can be used at a time and only at the end of another
compulsion to lay down your weapons and draw creature's turn. The mind-shard regains spent legendary
closer to it batters your mind in relentless waves. actions at the start of its turn.
Invasive Species. Mind-shards arrive on new Minor Flux. The mind-shard casts an at-will spell.
planets via meteors, the impact scattering their Flux Wave (Costs 2 Actions). The mind-shard casts a 3/
infective crystal shards over a large area. They day each spell.
enslave nearby creatures hit by their shards,
Flux Storm (Costs 3 Actions). The mind-shard casts a 1/
controlling them telepathically from the safety of day each spell.
the meteor’s smoking crater.
Purpose. Mind-shards’ alien intelligence serves
only one cause; to dominate other creatures’ minds.
Whether they work only to ensure their own
survival, or for some larger purpose, is unknowable
even to those infected by their crystalline splinters.
Inscrutable. Mind-shards are sentient, living
beings whose bodies are made of a brittle, gem-like
substance. They communicate in wordless,
telepathic feelings devoid of emotion or humanity.

MIND-SHARD
Large construct, neutral evil

Armor Class 13 (natural armor)


Hit Points 38 (7d10)
Speed 0 ft.

STR DEX CON INT WIS CHA

1 (-5) 1 (-5) 10 (+0) 16 (+3) 14 (+2) 18 (+4)

Damage Immunities poison


Condition Immunities blinded, deafened, grappled,
exhaustion, paralyzed, petri1ied, poisoned, prone,
restrained
Senses blindsight 60 ft., passive Perception 12
Languages telepathy 2 miles
Challenge 1 (200 XP)

Innate Spellcasting. The mind-shard’s innate spellcasting


ability is Charisma (spell save DC 14, +6 to hit with spell
attacks). It can innately cast the following spells,
requiring no components of any kind:
At will: darkness, detect thoughts, gust of wind, levitate,
light, ray of enfeeblement
3/day each: hideous laughter, silence
1/day each: compulsion, hold person, reverse gravity

WATCHERS IN THE DARK 13


APPENDIX C: NEW MAGIC ITEMS

MINDSPLINTER
Weapon (shortsword), uncommon (requires
attunement)

This crystalline, amber-colored shortsword


radiates a silent hum into the hand of its
wielder.

You have a +1 bonus to attack and damage rolls


made with this magic weapon. You have
blindsight out to 10 feet while you hold
Mindsplinter.

Once per day, you can cast detect thoughts.

WATCHERS IN THE DARK 14


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WATCHERS IN THE DARK 15


Acknowledgements
Special thanks to John from www.5thsrd.org for permission to link to his site. Thank you to
Johnn Four for brilliant advice on one-shot and horror writing. Major appreciation to Hank
at Runehammer for being a tremendous creative inspiration. Very many thanks to The
Angry GM for wisdom, especially about pacing and structure. Finally, my most heartfelt
gratitude to Jessee Egan for phenomenal art direction and design.

This adventure is dedicated to my dear sisters, Meg and Katie, who each make up one third
of our Triforce.

Art Credits
Logos, trade dress, and art direction: Jessee Egan / jesseeegan.com
Cartography: Jake Martin / bewarethewizard.com
Cover: Firstear, Marko Aliaksandr / shutterstock.com
Citrine: Alena Solonshchikova / shutterstock.com
Misty Night: Laura Crazy / shutterstock.com
Tooth Necklace, Bottle, Ankheg, Sword: Publisher’s Choice Quality Stock Art © Rick
Hershey / Fat Goblin Games
Meteor Strike: Tithi Luadthong / shutterstock.com

WATCHERS IN THE DARK 16


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Material" means copyrighted material including derivative works and originally distributed under any version of this License.
translations (including into other computer languages), potation, 10. Copy of this License: You MUST include a copy of this License with
modi1ication, correction, addition, extension, upgrade, improvement, every copy of the Open Game Content You Distribute.
compilation, abridgment or other form in which an existing work may be 11. Use of Contributor Credits: You may not market or advertise the
recast, transformed or adapted; (c) "Distribute" means to reproduce, Open Game Content using the name of any Contributor unless You have
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise written permission from the Contributor to do so.
distribute; (d)"Open Game Content" means the game mechanic and 12. Inability to Comply: If it is impossible for You to comply with any of
includes the methods, procedures, processes and routines to the extent the terms of this License with respect to some or all of the Open Game
such content does not embody the Product Identity and is an Content due to statute, judicial order, or governmental regulation then You
enhancement over the prior art and any additional content clearly may not Use any Open Game Material so affected.
identi1ied as Open Game Content by the Contributor, and means any work 13. Termination: This License will terminate automatically if You fail to
covered by this License, including translations and derivative works under comply with all terms herein and fail to cure such breach within 30 days of
copyright law, but speci1ically excludes Product Identity. (e) "Product becoming aware of the breach. All sublicenses shall survive the
Identity" means product and product line names, logos and identifying termination of this License.
marks including trade dress; artifacts; creatures characters; stories, 14. Reformation: If any provision of this License is held to be
storylines, plots, thematic elements, dialogue, incidents, language, unenforceable, such provision shall be reformed only to the extent
artwork, symbols, designs, depictions, likenesses, formats, poses, necessary to make it enforceable.
concepts, themes and graphic, photographic and other visual or audio 15. COPYRIGHT NOTICE
representations; names and descriptions of characters, spells, Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
enchantments, personalities, teams, personas, likenesses and special System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
abilities; places, locations, environments, creatures, equipment, magical or Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
supernatural abilities or effects, logos, symbols, or graphic designs; and Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims,
any other trademark or registered trademark clearly identi1ied as Product and Steve Townshend, based on original material by E. Gary Gygax and
identity by the owner of the Product Identity, and which speci1ically Dave Arneson.
excludes the Open Game Content; (f) "Trademark" means the logos, Watchers in the Dark © 2019 The Arcane Library, LLC.
names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to the END LICENSE
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.

WATCHERS IN THE DARK 17

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