The Lethal Compound - A Blaine Simple Adventure

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THE LETHAL COMPOUND

A Blaine Simple Adventure


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Credits
Design: Blaine Simple
Illustration: Beebros Team
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, charac-
ters, illustrations, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not
included in this declaration.)
Open Content
Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined
in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may
be reproduced in any form without written permission.
Content Held Within
Any reproduction or unauthorized use of the writings contained herein is prohibited without prior permission by Blaine Simple. Reference to
other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material.
ONE SHOT
THE LETHAL COMPOUND
An organization has called upon your group for help in investigat- You can make this easier by forcing the party to borrow the ship
ing a compound on an island three days out at sea. As the original they’ll be using to sail from the organization, or some other useful
operators have failed to timely respond to the organizations item that they’d want back pronto.
communications, your group has been called to bring the head Once the party is motivated, the stakes are set, and preparations
researcher ‘Sigmund’ back to the mainland alive or dead. Any are made, you can skip through sailing travel and present the
valuable items inside have been marked for repossession, and location to the party. Read the following excerpt:
are at your group’s leisure to take as repayment for the mission.
You’re told the compound was primarily used to test on dangerous
monsters, and to keep yours wits in encounters against powerful “Traveling three days across calm waters, fog begins to roll
or intelligent mutants. in and cloud the horizon as you approach the island com-
pound. A massive stone cube of a structure stands precar-
You can come up with an organization that could have power iously by the water’s edge, with a clear beach side greeting
over others to represent this quest-giving group. Contacting the your boat by the dock. Any existing path to the compound is
party to accept this job through the use of an already established now seemingly overgrown with a jungle of vegetation.”
character can further entice the group into accepting the mission.
They could threaten the party in the hope of clearing their name, GENERAL FEATURES
allow them to keep an item they find inside as a reward, or offer The compound is composed of stone and steal, designed to con-
them external rewards such as plot hooks regarding another tain and study various mutated creatures.
adventure. Perhaps a culmination of all three! An important detail Ceilings. The fortified stone ceiling rises 13 feet above the floor.
is to ensure the party knows they cannot afford to waste even a Doors. Unless stated otherwise, all doors are made of metal
single day on this mission, or they’ll be considered deserters. and possess small glass windows near their upper centers.

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Airlocks. Airlocks are pressurized doors with steam flowing Characters can identify the outfits’ origins with a DC 12 intelli-
through thin exposed metal pipes jutting out from the nearby gence (Investigation) check, locating an obvious badge or other
ceiling and floor. Airlocks can be opened using the knock spell, symbol they can recall as part of the organization that hired them.
or briefly forced open with a DC 22 strength (Athletics) check.
A steam pipe bursts if it takes more than 15 damage in a single 2. MAIN ENTRANCE EXTERIOR
turn, and is vulnerable to acid damage. Breaking a pipe causes a A large weathered sign is plastered onto the stone walls by the
10-foot-radius around it to become heavily obscured with steam, compounds heavy metal doors. It reads the following:
but opens the airlock adjacent to itself. A character possessing • WARNING! Heavy levels of radiation present within com-
metalworking tools can repair the pipe with a DC 10 intelligence pound.
(Tools) check. Once repaired, the airlock door will slowly begin to • Wear a protective suit at all times while inside.
shut over the course of a minute. • Do not remain inside the compound for longer than 8 hours
Light. Vein-like streaks of dim yellow light flow through the on any given work day.
ceilings of every room while the compound’s power core in room • Do not come into contact with any water flowing under the
(TBD) is attached to the wall, and breaker switches in the same compound.
room are flicked on. • Automated weaponry is active within the compound. Tres-
Radiation. Creatures not wearing hazmat suits have their lifes- passers will be shot on sight.
pans reduced by 10% for every hour they spend in the compound.
Even while wearing a hazmat suit, creatures will be affected by 3. VENTILATION HALLWAY
the radiation if they spend longer than 8 hours inside on any given This room contains multiple orange hazmat suits loosely hung
day. Monstrosities are immune to the compound’s radiation. on alternate walls. A large fan spins under the metal floor grates,
Pits. Pits are surrounded by metal railings and lead down to blowing upwards through the second ceiling fan above. This is
30 foot drops into highly irradiated water. A creature’s lifespan is the only room of the compound that receives natural lighting.
reduced by 10% for every turn it ends in contact with the water. A
creature dies in one week if any is ingested as their body mutates 4. BUSTED CAGES
into an unnatural form. Various sized and shaped metal cages have been broken through.
Hazmat Suits. Wearing undamaged hazmat suits allow charac- An airlock door is closed on the northern end. Each cage has
ters to temporarily explore the compound at no risk of radiation four gyro-wheels on their undercarriages, allowing for them to be
exposure. Hazmat suits will tear and become useless if their dragged. Characters can attempt to identify what was trapped in
wearer takes any amount of slashing, piercing, or force damage. the cages with a DC 15 intelligence (Investigation) check. The
waste products in the room are months old, but characters that
1. PATH TO THE COMPOUND succeed note the following:
To head towards the compound, characters will need to travel a
brisk 300 feet across the beach and through an unkempt path
through the jungle. While walking through the jungle, any char-
acter inspecting the trail can make a DC 13 wisdom (Survival)
check to notice an off-beat trail leading to three wooden dog-
houses. Fractured and crushed bones litter the area that can be
identified as humanoid with a DC 14 wisdom (Medicine)
check. Broken rusted spears, tattered clothing, and
shredded leather armors are also scattered around
this area.
• Three medium-sized creatures were omnivores through their Loot.
diet of banana and beetles. Characters that spend at least 10 minutes searching shelves or
• One large-sized creature was a carnivore through its diet of crates in this room find a rare consumable magic item. Raw mate-
fish and humanoid. rials such as metal sheets, faded parchment, glass vials, and glass
• One tall medium-sized creature supposedly subsisted off shards are abundantly scattered throughout the room.
foliage, but entire leaves remain unaltered near its cage.
7. AIRLOCKS
5. COLLAPSED HALLWAY Two steel airlock doors allow characters to enter room 8 from
The metal bridge in this room has collapsed and fallen into the either side. The northern airlock is already opened, but a pipe is
water below. Creatures can jump 15 feet and attempt to land on spewing a blinding steam that heavily obscures it.
a metal beam, or jump the full 20 feet to land safely on the other On the wall between the two airlocks is a poster plastered to the
side of the bridge. Landing on the beam requires a DC 14 dexter- wall, detailing the purpose of the room beyond them:
ity (Acrobatics) check. Any character with a strength score too • WARNING: If airlocks are closed, testing is occurring.
low to jump the gap without needing to roll may need to make a
strength (Athletics) check to cover additional ground. 8. TESTING ROOM
Putting more than 300 pounds of weight directly on the beam Caged monsters were once carted from room 4 into this room to
causes it to break from the bridge. A creature standing on it when take part in a variety of tests. Many tests were in regards to each
this occurs can make a DC 14 dexterity saving throw to grab creatures senses, durability, and movement patterns.
onto the bridge as this occurs. A sharkfinned horror trudges through this maze-like cham-
ber, making a loud audible thumping sound that can be heard
6. STORAGE ROOM all throughout rooms 9, 8, 7, and 6. It primarily crawls along the
Metal shelves stand across both sides of this long room between a western walls, and violently prioritizes attacking creatures it sees
watery pit. Staircases lead up to a heightened metal platform and that are wearing hazmat suits. If too much noise is made in the
provide a safe way to travel across the room. Dusty wooden crates compound, the horror will also temporarily leave this room to
of various sizes remain nailed shut, and faded research notes sit hunt it down.
scattered across the floor. On the northernmost end of the room The airlock located on the westernmost wall has the word
is an airlock used by researchers in the compound to transport EXIT painted across it in red paint. Energy from the core in room
their monstrous test subjects to room 8. (TBD) has also faded and no longer reaches this far into the com-
Characters searching the shelves can make a DC 15 intelli- plex, leaving the testing room shrouded in darkness.
gence (Investigation) check, noticing that one bookshelf has fall-
en over, and another had been pushed out of the way. Something
large must have clumsily pushed itself through this area. Charac-
ters searching inside of crates can attempt the same check DC to
notice that the metal railing of the staircases have been bent out
of shape, as if a heavy weight had been pressed into them.
Loot. The sharkfinned horror had half-eaten the lead professor, 12. MAP ROOM
Sigmund, leaving his upper-half to rot in the center of the testing Upon the stone table in this poorly ventilated room sits a glitch-
room. Around his neck is a complex blue key, two of which are ing glowing yellow map carved into the table’s face. A character
needed to enter and extract the expensive battery in room 13. can attempt a DC 17 intelligence (Arcana) check to restore the
map, and can roll the check with advantage if they can guess that
9. RAMP divination was the school of magic used to create it. Once activat-
This room is a ramp that descends downwards into room 8. ed, the map shows the current location of airlocks and specific
When monsters are being transported, they’re wheeled across entities within the compound. Monstrosities are represented as
rooms 8 and 4 using ramps. squares, blue keys are circles, and hazmat suits are triangles.
Characters can also see the locations of every airlock and can use
10. LOOT BUG NEST an action tapping the map to open or close one.
This storage room has been taken over by a trio of loot bugs; Although the party might not be immediately aware of what
monstrous creatures that escaped confinement from room 4. these shapes reference, a shadow stalker approaches to make
Over time they’ve scoured the compound and built a nest using the square symbol apparent. Moments after characters enter
documents from room 6, corpses of researchers, and twigs from room 12, the shadow stalker casts the darkness spell to obscure
the island. room 11’s turret, and peers from behind a wall to stalk nearby
Although curious of party, they’re highly defensive of the objects characters. The shadow stalker can be seen as a square on the
scattered around their nest and will initially use their Snatch map, and characters can catch a glimpse in person before it
action to reclaim objects stolen by characters. If the object doesn’t retreats from sight. Have this event with the shadow stalker occur
return to the loot bugs’ possession by the end of a round, they either here, or the first time a character attempts
become hostile and attack to pressure characters out of the room. to backtrack; whichever comes first.
If provoked further, or if a loot bug is ever injured by a party mem-
ber, they will go as far as to leave their nesting room to hunt down
and kill the party.
Characters can gain permission from the loot bugs to take an
object from the room if they offer an item of equal size to trade.
If loot bugs have threatened the party out of the room, they can
regain their favor with a unique gift. A loot bug will grab this item
and add it to their hoard before the party can request
something to trade, indicating it was the price for their
continued business.
Loot. Within the loot bugs nest are the following objects:
• Instructional Paperwork. Used to help activate the
stone map in room 12. It explains what symbols
on the map reference, and hint that the map is
powered with divination magic.
• Blue Key. This key is used in combination with
another found in room 8 to unlock the battery in
room 13.
• Three Hazmat Suited Corpses. Removing the
hazmat suit and performing a DC 10 wisdom
(Medicine) check can reveal that these
humanoids
were strangled to death.
• A random uncommon magic item.

11. TURRET HALLWAY


A medium-sized standing mechanical turret watches
the length of the hallways to the south and west. It has
40 hit points, 14 AC, and immunity to poison and psychic
damage. The turret also has a darkvision range of 120
feet, and is blind beyond this range. The turret activates
on an initiative count of 20, and is powered by the battery
in room 13.
The turret scans for targets with a +5 to its Perception,
and attacks by spraying a 120 foot long, 5 feet wide line of
irradiated magic missiles. Creatures in the area must
succeed on a DC 16 dexterity saving throw or take
3d8+3 force damage. Damage dealt also reduces a
creatures maximum hit points the same amount. The
turret continues assaulting creatures that move into or end
their turns in the crossfire until the start of its next turn.
The shadow stalker is non-confrontational in this first encounter, 14. BREAK ROOM
but may choose to attack the next time a character willingly puts Researchers used to place personal belongings into the combina-
themselves in a vulnerable position such as distancing themselves tion lockers found in this break room. A short wooden table sits
from the party, entering a fight, or wandering in darkness. paired by shorter wooden stools, and a muffled humming noise
Using an action, a character can use the stone map to open or can be heard through the northern wall. Four lockers are open
close an airlock, or discern the shadow stalker’s newest location. and empty, while the other four have metal combination locks
The monstrosity despises being tracked, and angrily attacks keeping them tightly shut, requiring a prying item like a crowbar
characters that linger too long by the map room. Characters who and a DC 12 strength (Athletics) check to open. Vent slits at the
vocally taunt the shadow stalker must make a DC 14 charisma top of each locker are an inch tall each.
(Intimidation) check or cause the monstrosity to abandon its Loot. One locker has a moldy ham sandwich in a paper bag. An-
covert plans to instead immediately attack them. other has salted potato wedges, another has a bag of mixed nuts,
and the last locker opened has a 50gp bottle of cherry wine.
13. NUCLEAR BATTERY
Two locked doors prevent access into this warmly lit humming 15. SIMPLE HALLWAY.
room. A blue key found elsewhere in the compound can be used A hastily crafted metal bridge extends itself across this room
to unlock either door. and over a watery pit. Weighing more than 300 pounds near the
The large cylindrical generator in this room is powered by a bridge’s center causes it to completely collapse.
glowing yellow nuclear battery hooked into the wall. The glowing
yellow veins lighting most of the compound originate from this LEAVING THE COMPOUND
power source, and extracting it would disable the lights, automat- As players leave the compound and begin to head back through
ed weaponry, and depressurize all steam-powered doorways. To the island jungle, the noises they make are tracked by a blind
unlock the battery from the wall, two blue keys must be twisted hound, being closely followed by three young blind hounds.
into locks on the back wall at the same time. Characters can Characters are quick to note that the eyes and nostrils of the
replicate the usage of a blue key with a DC 17 dexterity (Thieves’ hounds have been mutated shut. The monsters growl as they
Tools) check. clumsily bump into foliage, eagerly awaiting a foreign noise to
A bookshelf contains a single thin portfolio which offers info hastily chase down.
regarding the value of the battery. It’s noted as highly radioactive, Party members moving together must make a group DC 16
regularly hunted by pirates during its shipment to the island, and dexterity (Stealth) check to make any progress through the
requires replacement once a year. Manufacturers on the main- island without alerting the hounds. If at least half the traveling
land have also begun to take part in outrageous bidding wars for group succeeds, they can evade a fight. Characters can attempt to
the battery, with the newest instillation costing the compound distract the hounds if they can create a consistent noisy distrac-
1,000gp to secure. This price is only expected to rise in the com- tion at least 60 feet away from their current location. If success-
ing years. ful, characters can gain advantage on their Stealth checks.
The battery weighs 80 pounds and requires two hands to hold.
It sheds dim light in a 10-foot-radius sphere around it.
Creatures without proficiency in Constitution saving
throws that hold the battery are Poisoned until they
spend a full turn of theirs no longer in contact with it.
Monstrosities are immune to this poison.
SHARKFINNED HORROR
A researcher once enjoyed spending her days after work
swimming in the waters beside the research complex. Over a
month, she began to notice worrying disfigurements with her
back and mouth, prompting an investigation into the water's
contamination. Nuclear waste had irradiated the nearby sea
water, warping the woman's body in the coming weeks. Eventu-
ally her mind was lost in the disfigurements, and researchers
LOOT BUG
Medium monstrosity, lawful neutral found it morally acceptable to begin performing more intrusive
tests to understand the transformation.
Armor class 13 (natural armor)
Hit points 33 (6d8+6)
Speed 25 ft. fly 30ft.
STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 13 (+1) 8 (-1) 12 (+1) 11 (+1)
Skills Insight +3,
Senses Darkvision 60 ft.
Languages Understands basic words in common for conducting
trade, but cannot speak
Challenge 2 (450 XP)
Proficiency Bonus +2

Buzz. The loot bug produces a horrid buzzing sound that can
SHARKFINNED
Large monstrosity, neutral
HORROR
be heard as far as 100 feet away to which other loot bugs
are immune. Any other creature that starts its turn within Armor class 15 (natural armor)
10 feet of the loot bug must succeed on a DC 14 Consti- Hit points 136
136 (16d10+48)
tution saving throw or become frightened for 1 minute. A Speed 60 ft.
creature that can’t hear the buzz automatically succeeds
on the save. The effect on the creature ends if it takes STR DEX CON INT WIS CHA
damage, or can no longer hear the buzzing. If a creature’s 18 (+4) 14 (+2) 16 (+3) 2 (-4) 13 (+1) 2 (-4)
saving throw is successful or the effect ends for it,
Skills Perception +4, Stealth +5
they’re immune to the buzz for the next 24 hours.
Senses Darkvision 120 ft.
ACTIONS Languages --
Disarming Attacks. The loot bug uses Snatch, and then makes Challenge 6 (2300 XP)
an attack with Swipe. Proficiency Bonus +3

Snatch. The loot bug makes a dexterity (Slight of hand) Pounce. If the horror moves at least 10 feet straight
check contested by an adjacent creature’s dexterity saving toward a target and then hits it with a slam attack on the
throw roll. On a success, the Loot bug gains possession of same turn, that target must succeed on a DC 15 Strength
an object being loosely worn or carried by the creature. saving throw or be knocked prone. If the target is prone,
the horror can make one bite attack against it as a bonus
Swipe. Melee Weapon Attack: +4 to hit, reach 5 ft., one action.
target. Hit: 13 (1d12 + 2) slashing damage
Crash. The horror can choose one direction to move towards
on each of its turns. If the horror wishes to change direc-
tion, it must be adjacent with a wall and spend half its
maximum movement bouncing off it.

Blinding Light. Once every hour, the horror has disadvan-


tage on an attack roll or dexterity saving throw made while
occupying a square filled with bright light.
ACTIONS
Multiattack. The horror makes two bite attacks.
LOOT BUG Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one tar-
Once simple praying mantises, exposure to the nuclear waste get. Hit: 18 (2d12 + 5) bludgeoning damage.
used to power the compound had spared the insects and Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
transformed them into more advanced organisms. Research- creature. Hit: 18 (2d12 + 5) piercing damage.
ers had focused on studying the bugs ability to differentiate
objects, and to place them in different locations around the
building. These loot bugs would stay curious of the researchers
and of the odd items always found in their possessions. Whenev-
er a loot bug would get a hold of an item it was never meant
to have, it would become aggressive against anyone attempting
to take it back.
SHADOW STALKER
The existence of the shadow stalker on the island prompted
a research base and ravenous hunt for its capture. Hounds
would prowl the island forest, giving endless chase and stress-
ing the stalker profusely. Eventually, running proved exhaust-
ing, and the stalker willingly trapped itself for capture. The
stalker, however, possessed an ability to teleport through
shadows, and would bide its time before eventually escaping its
SHADOW STALKER
Medium monstrosity, chaotic evil confides, freeing the other caged monstrosities, and killing every
researcher on the island before the day's end. The shadow
Armor class 13
Hit points 39 (6d8+12) stalker's revenge towards its confinement still festers as it
Speed 35 ft. continues to hunt any foreign entity that visits the compound.
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 10 (+0) 13 (+2) 6 (-2)
Saving Throws DEX +6, WIS +4
Skills Athletics +6, Perception +5, Stealth +6
Damage Vulnerabilities Fire, Radiant
Senses Darkvision 120 ft.
Languages --
Challenge 6 (2300 XP)
Proficiency Bonus +3

Assassinate. During its first turn, the stalker has advan-


tage on attack rolls against any creature that hasn’t taken
a turn. Any hit the stalker scores against a surprised
creature is a critical hit.

Shadow Stealth. While in dim light or darkness, the stalker


can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the stalker has


disadvantage on attack rolls, ability checks, and saving
throws.

Easily Provoked. The stalker will hastily attempt to begin


combat against any creature that succeeds on a DC 14 cha-
risma (Intimidation) check towards it.

Tactful Retreat. At the start of each of the stalker’s


turns, if a creature is aware of its location, the stalker
attempts to fully retreat. If Easily Provoked is the reason
for the stalker’s initial engagement, it continues fighting
for an additional round.
ACTIONS
Strangle. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 3) bludgeoning damage, and the tar-
get must make a DC 15 Constitution saving throw or lose the
ability to speak until the end of their next turn.

Spellcasting. The shadow stalker casts one of the following


spells, requiring no components:

At will: Jump
1/day each: darkness
2/day each: misty step, scrying
3/day each: pass without trace
BLIND HOUND
Persistent hunting dogs, these hounds once scoured the com-
pound island in search for the illusive shadow stalker. Eventually
the compound would be internally breached, and the stalker would
return to enact revenge against the hounds. Plunging them into
BLIND HOUND
Large monstrosity, neutral
contaminated waters eventually deformed the animals; molding
flesh over their eyes, growing out their fur, and enlarging
Armor class 14 (natural armor)
their forms. Without owners, these dogs have become wild and
Hit points 52 (6d10+18) lunge at the slightest hint of noise for a chance to gorge
Speed 40 ft. their starvation.
STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 4 (-3) 12 (+1) 7 (-2)
Skills Perception +3
Senses Darkvision 60 ft.
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2

Mutant Senses. The hound is completely blind, but has ad-


vantage on wisdom (Perception) checks that rely on hearing.

Hunt. If the hound makes a wisdom (Perception) check, it


can also dash as a bonus action.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
get. Hit: 16 (2d12 + 3) piercing damage. If the target is
a Large or smaller creature, it is grappled (escape DC 13).
Until this grapple ends, the creature is also restrained,
the hound can bite only the grappled creature, and has
advantage on attack rolls to do so.

YOUNG BLIND HOUND


Medium monstrosity, neutral
Armor class 11 (natural armor) Mutant Senses. The hound is completely blind, but has ad-
Hit points 37 (5d8+15) vantage on wisdom (Perception) checks that rely on hearing.
Speed 40 ft.
Hunt. If the hound makes a wisdom (Perception) check, it
STR DEX CON INT WIS CHA can also dash as a bonus action.
14 (+2) 12 (+1) 16 (+3) 2 (-4) 10 (0) 7 (-2)
ACTIONS
Skills Perception +2 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one tar-
Senses Darkvision 60 ft. get. Hit: 10 (1d12 + 2) piercing damage. If the target is a
Languages -- Medium or smaller creature, it is grappled (escape DC 12).
Challenge 1 (200 XP) Until this grapple ends, the hound can bite only the grap-
Proficiency Bonus +2 pled creature and has advantage on attack rolls to do so.
OPEN GAME LICENSE Version 1.0a The following text is the 6. Notice of License Copyright: You must update the COPY-
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Content may only be Used under and in terms of this License. 14. Reformation: If any provision of this License is held to be
You must affix such a notice to any Open Game Content that unenforceable, such provision shall be reformed only to the
you Use. No terms may be added to or subtracted from this extent necessary to make it enforceable.
License except as described by the License itself. No other 15. COPYRIGHT NOTICE Open Game License v 1.0a
terms or conditions may be applied to any Open Game Content Copyright 2000, Wizards of the Coast, LLC. System Reference
distributed using this License. Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
3. Offer and Acceptance: By Using the Open Game Content Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
You indicate Your acceptance of the terms of this License. Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
4. Grant and Consideration: In consideration for agreeing to R. Cordell, Chris Sims, and Steve Townshend, based on origi-
use this License, the Contributors grant You a perpetual, world- nal material by E. Gary Gygax and Dave Arneson.
wide, royalty-free, nonexclusive license with the exact 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.

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