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Mini-Dungeon Monthly 6

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435 views20 pages

Mini-Dungeon Monthly 6

Uploaded by

Dom
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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AAW Games Presents

July '19

(Order #19675999)
July '19

Product Identity: The following


items are hereby identified as
Product Identity, as defined in
Contents
the Open Game License version Pillars of the Planes  3
1.0a, Section 1(e), and are not
Open Content: All trademarks, An adventure for four to six characters of
registered trademarks, proper 2nd-3rd level by Jonathan G. Nelson
names (characters, deities,
etc.), dialogue, plots, storylines, The Beldam of Stygian Glade  5
locations, characters, artwork,
and trade dress. (Elements that An adventure for four to six characters of
have previously been designated 4th-6th level by Jonathan G. Nelson
as Open Game Content or are
in the public domain are not Umbravania: The Queen of Nevermore  9
included in this declaration.) An adventure for three to four characters of
Open Content: Except for 8th-10th level by Justin Andrew Mason
material designated as Product
Identity (see above), the game To Wield an Iron Fist  11
mechanics of this AAW Games
LLC game product are Open An adventure for three to four characters
Game Content, as defined of 8th level by Justin Andrew Mason
in the Open Game License
version 1.0a Section 1(d). No The Dead of the Night Garden  15
portion of this work other
than the material designated An adventure for four to five characters of
as Open Game Content may 14th-15th level by Stephen Yeardley
be reproduced in any form
without written permission.

Credits
Publisher Layout
Jonathan G. Nelson Thomas Baumbach

Cartography Editing
AAW GAMES LLC
Jonathan G Nelson Justin Andrew Mason Jonathan G. Nelson
PO Box #92 | Snoqualmie, WA 98065 and Thilo Graf
Art
© 2019 AAW Games
5Ezine.com Mates Laurentiu

(Order #19675999)
(Order2#19675999)
• Mini-Dungeon Monthly #6
PILLARS OF THE PLANES
An adventure for four to six characters of 2nd-3rd level by Jonathan G. Nelson

L ong ago, a devil-worshipping


cult practiced ancient, infernal
magic here. Recently, the remnants
(CG), the Seven Heavens (LG),
Elysium (NG), and Nirvana (LN).
If anyone engraves the opposing
of a vanquished army took refuge planar rune on a pillar, that
within these walls and some of pillar explodes, causing 14 (4d6)
the survivors were possessed bludgeoning damage in a 5- foot
by infernal malevolence. They radius and crumbles to a pile of
conceal their true nature until rubble. A character touching a
they venture out to sacrifice pillar opposing their alignment
all who cross their path. suffers 7 (2d4+2) force damage
and is knocked prone (no saving
Character States throw). A character touching a
(L) signifies a lawful character who pillar matching their alignment
is unaware of the possession effect. grants them a boon for the rest of
(L) characters become (S) when the adventure (GM’s discretion).
faced with evidence, or on a DC 2d4+8 guards are on duty
12 Charisma (Persuasion) check. here at any time of day. 80%
(S) signifies a suspicious (L), 10% (S), 10% (P)
character that has encountered
strange occurrences. 2. Blessed by the Divine
(P) signifies a possessed character This room is the temporary
who acts convincingly to (L) or home of numerous healers, all
(S) characters, but displays their blessed by the deities to provide
true nature and intent once alone healing for the troops, and to any
or with other (P) characters. commoners seeking refuge here.
They will heal anyone requiring
Interaction with the party assistance, regardless of alignment
or affiliation. Six 3rd level clerics
(S) who become aware of (P)
(life domain). 4 (L), 1 (S), 1 (P)
and are convinced of their evil
intentions, will assist the party if
combat breaks out; (L) characters 3. Barracks of the Forgotten
will not and may even oppose the Once great warriors and veterans
party. Roleplay the interaction, of long forgotten wars, the old
changing states accordingly. swordsmen sleep a deep slumber
steeped in depression and recurring
1. Pillars of the Earth nightmares of horrific wars long
since ended. Twelve 6th level
Each of these pillars is engraved
fighters (+2 weapons/armor)
with a runic depiction of a plane.
rest here. 9 (L), 2 (S), 1 (P)
The first four are Hell (LE), Hades
(NE), the Abyss (CE), and Limbo
(CN). The second four are Olympus

(Order #19675999) Pillars of the Planes • 3


4. Four Pyramid Puzzles (and any items) within the trapped
area. Those trapped make all rolls
There are four puzzles here which
at disadvantage and if remaining
need to be assembled in order to
in the pools of acid for more
open the door leading to area 5. The
than 6 rounds will automatically
players may assemble their dice (or
dissolve and die. This trap can be
other available objects) in whatever
disarmed with a successful DC 19
fashion they wish in an attempt to
Dexterity (thieves’ tools) check.
construct four, stable pyramids.
Chest content: An ancient tome
Grant inspiration or experience
which contains antediluvian lore
to those who think outside the
(leading to future adventures).
box. Once four, stable pyramids
have been constructed in real life, Devil Statue: Must be destroyed
the door to area 5, will open. (damage threshold 5, 25 hit points)
in order to free the possessed
5. Pillars of the Planes / survivors from possession
effects, but any attempts to do
Toll the Tormented so unleash Xaxaxar, a cambion,
These twelve pillars each hold a servant to the devil overlord
planar, runic depiction (analogue to (devil type up to GM) who is
area 1), but include four additional still sealed within the statue.
planes (GM’s choice). A treasure
chest sits, covered in dust, upon
a trapped dais, in the
center of the room,
underneath a looming
devil statue. It takes
a DC 15 Intelligence
(Investigation) or
DC 19 Wisdom
(Perception) check
to notice the trap. If
touched, the dais begins to
descend into the earth at a
rate of 5 feet per round for
4 rounds. Those standing
on the dais will descend
with it. As soon as the dais
begins to descend, acid will
spray from the devil statue’s
mouth, into the hole, covering
all those within in acid spray
for 3 (1d6) acid damage. By the
time the trap reaches the lowest
point (20 feet down) the hole will
be completely filled with slow-
acting acid, causing 7 (2d6) acid
damage per round to anyone

(Order4#19675999)
• Mini-Dungeon Monthly #6
THE BELDAM OF STYGIAN GLADE
An adventure for four to six characters of 4th-6th level by Jonathan G. Nelson

N ayowayown, a green hag,


lives deep in the forest. In the
early days, when war came to the
Beneath the Hut
A rickety old ladder made from
the gnarled fallen limbs of old
forest, the woman’s husband and
trees descends into dark caverns
his forces repelled a great enemy
below the hut and forest.
in a pyrrhic victory, slain on the
battlefield. In this glade, the woman
lamented her lover, perpetually
1. A Crossing of Traps
cradling his corpse, building a hut Sixteen skeletons, seemingly in
made from his comrades’ bones. unending procession, spring, from
the earth walls of this grotto.
As the years crept on, she found a
way to commune with the spirits At this crossroads are four
of the slain and bring them back as symbols: Knight (S), King
floating apparitions to guard her (N), Queen (W), Joker (E).
hut, the glade, and surrounding A successful DC 15 Wisdom
forest. She cursed the bones of (Perception) check locates a trap,
the enemy and disposed of them which covers the next 3 squares
in the caves beneath her hut. (15 feet) in every direction,
Forest within 1 mile of hut: including the south, which was
four specters and two ghosts. activated after reaching this point.
The trap can’t be disarmed, but
Upon approaching the hut: three bypassed by creative solutions.
specters, two poltergeists, and a
ghost. Naywayown (green hag) Knight (physical) = The three
will confront the party, yelling squares to the south (two wide)
“You have killed my husband, are each hidden locking pits,
invaded our forest, and destroyed if a character falls into one, it
our village; now you will pay!” locks for 1d4 rounds. A ghostly
she uses a wand of paralysis (as warrior (ghost) appears in the
a bonus action once per round) same 5-foot square and attacks.
and attacks. 1d2+1 rounds after King (physical) = The three
combat begins, the bones of her squares to the north are each
enemies begin to shuffle through collapsing roof traps.
the caves and enter the hut
from below. A DC 18 Charisma Queen (magical) = A sphere
(Persuasion) check convinces of annihilation-like effect is
Naywayown to cease her assault. triggered here. Only the party
member on point will be affected
by this, and on a successful DC 14
Dexterity saving throw, only 22
(4d10) force damage is taken.

(Order #19675999) The Beldam of Stygian Glade • 5


(Order6#19675999)
• Mini-Dungeon Monthly #6
Joker (magical) = As soon as 4. Death from Above
the eastern passage reaches the
A cloaker hides in this
point where it crosses over the
cavern, waiting for prey.
other passage, half the party
(spellcasters) will fall through the
floor into the passage below while 5. Army Awakening
the other half (non-spellcasters), Either upon triggering the joker
will remain above, instantly trap in area 1 or reaching area 5,
triggering the encounter in area 5. every single square from area 5 to
area 1 (sans the party member’s
2. Riddle locations) are filled with skeletons
who get one surprise round.
A strange riddle is etched into
the wall, seemingly by fingernails, If Nayowayown is still alive and
leaving a dried, bloody trail on all undead have been cleared
the cave wall. “A precious gift, from the caves, she will give the
this treasure, yet it has no end party a treasure map as a gesture
or beginning, and in the middle, of goodwill. This map leads to
there is nothing.” Answer: Ring a location in the forest where
she buried all the valuables
If answered correctly, a mallqui
scavenged from the great battle.
with torn fingertips dripping
She asks the party to never, ever
black blood, wearing a ruined
return under penalty of death.
ring, emerges from the wall and
attacks. Any LN or diplomatic
character who succeeds on a DC
18 (Charisma) Persuasion check
may stop the attack and convince
the undead to return to her
slumber. She will relinquish this
cursed ring first. It is identical to
a ring of the ram, save that the
damage is applied to oneself; each
day the ring is worn, the wearer
permanently loses 1 hit point.

3. Earth’s Wrath
An earthquake makes rubble fall
as the ground opens up! Each
character must succeed on a DC
16 Dexterity saving throw or take
16 (1d20+5) bludgeoning damage,
or half as much on a successful
one. A deep rift appears in the
center of this room and leads into
the Underworld where ahooling,
dweorg, and vestraadi roam.

(Order #19675999) The Beldam of Stygian Glade • 7


(Order8#19675999)
• Mini-Dungeon Monthly #6
UMBRAVANIA: THE QUEEN OF NEVERMORE
An adventure for three to four characters of 8th-10th level by Justin Andrew Mason

Introduction 1B. Occult Library


The west tower of Calimont Keep has Dust gathered upon the shelves
been dubbed by local denizens as the suggests this library was a
Tower of Nevermore. Therein resides part of the tower long before
Ehlowynn, the queen’s mistress Ehlowynn’s arrival. If perused (a
and concubine. A dark and sadistic DC 18 Intelligence (Investigation)
woman of mysterious origin, she was check), a spellbook containing 3d6
gifted the tower by the smitten queen. spells (GM’s choice) is found.
Ehlowynn is the daughter of a
powerful vampire lord named 1C. Shifting Shadows
Count Tolwynn. Her ultimate goal As the door to this room is opened,
is to indoctrinate her lover (the shifting shadows are seen, but
queen) into her cult of human thrall the adventurers will find the
servants and take complete rulership room to be empty. A staircase
over Calimont and its lands. leads to the second floor.
Her task all but complete, an
underground resistance has formed Second Floor
in Calimont and the adventurers
have been recruited to assist and 2A. A Colony of Bats
stop the darksome beauty. Resistance Sunlight streams through the barred
foot-soldiers start riots in the keep windows. The crepuscular contrast
at high noon, distracting the queen’s of light and dark casts the ceiling in
guards. The adventurers must total obscurity. When the characters
raid the tower and slay the queen’s have traversed halfway through the
concubine, preferably before the room, they hear a squeaking sound. A
queen’s forces crush the resistance. successful DC 15 Dexterity (Stealth)
check will allow the adventurers to
Ground Floor pass unnoticed by the colony of bats
hanging from the ceiling above. A DC
1A. The Queen’s Guard 15 Wisdom (Animal Handling) check
Five human knights guard this can calm them; otherwise they attack.
room, standing at attention along
the eastern wall. These knights 2B. Devoted Cultists
are part of the queen’s personal The stairs leading to the next floor are
guard, but have been commanded guarded by six of Ehlowynn’s human
to guard the tower and protect thrall cultists. Each of them has the
Ehlowynn at all costs. It takes a DC letter “E” carved into their foreheads.
16 Charisma (Deception) or DC
20 Charisma (Persuasion) check Third Floor
to convince them to join the riot-
suppression or to stand down. 3A. A Sickening Stench
The stench of rotting meat in this
room is nearly overwhelming.

(Order #19675999) Umbravania: The Queen of Nevermore • 9


3B. A Bloody Mess 4B. A Blood - soaked Bath
This makeshift kitchen is covered Ehlowynn reclines in a large
in blood. Tables with deep gashes circular pool filled with blood. To
boast severed limbs, and ceiling the adventurer’s surprise, they see
hooks suspend severed heads. Three the queen herself, unconscious and
dripping torsos hang above open obviously intoxicated, reclining
barrels, which collect draining blood. naked next to her mistress, a freshly
carved “E” upon her forehead.
3C. Ehlowynn’s Quarters As the adventurers enter, Ehlowynn
In stark contrast of the hideous lovingly strokes the queen’s face
odor filling the rest of this floor, before rising and allowing crimson
passing into this elegantly-decorated droplets of blood to trickle down her
chamber presents the unmistakable nude body. With a quick gesture,
scent of roses. There is an empty, the door slams shut behind the
silk-lined coffin in place of a bed, adventurers and she attacks.
and the windows have been securely
The window on the north wall is
shuttered. A desk offers an array
shuttered by bolted iron, but if
of exotic perfumes and makeup.
forced open (a DC 20 Strength
check) it casts a 5-foot-wide beam
3D. Return of the Shadows of sunshine across the room.
When the door to this room is
opened, the shifting shadows seen on If Ehlowynn suspects she will
the ground floor reappear, but this be defeated and realizing there’s
time step forward. The chamber is nowhere for her to flee during
guarded by two wraiths in service the day, she attempts to use the
to Ehlowynn – a gift from her unconscious queen as a hostage to
father, Tolwynn, the vampire lord. bide her time until nightfall. The
queen has 10 hit points left.
Fourth Floor
4A. Ehlowynn’s
Handmaiden
Aymith, Ehlowynn’s
most loyal servant,
stands ready in
this room. She gazes
out the window at
the riots raging
below. Suspecting
an attack, she has
readied herself for
potential combat.

(Order10 • Mini-Dungeon Monthly #6


#19675999)
TO WIELD AN IRON FIST
An adventure for three to four characters of 8th level by Justin Andrew Mason

T he Forge of Kywon is an ancient


locale where the legendary
metalsmith, Kywon Shimmersteel,
The forge is guarded by four
suits of solid-silver animated
armors. When destroyed, each
crafted some of the most powerful oddly collapses into a pile of
artifacts known to history. Many 25,000 silver coins bearing the
pieces of his work reside in the face of a dwarven maiden.
collections of great wizards or the
treasuries of kings. The location 2. The Shrine
of his forge has long been a topic This room contains a 20-foot-tall
of great debate among scholars; statue of an unknown dwarven
legend refers to it as the hiding maiden holding a massive empty
place of the smith’s final creation, brazier. When anything is put into
the Iron Fist, which is said to be the vessel, it bursts into flames,
a gauntlet of mysterious power. dealing 42 (12d6) fire damage
Whether by chance or by extensive per round to anyone within 10
research, the adventurers have feet, until the contents are either
come across knowledge of the removed or vaporized. On a
forge’s location as well as the Riddle successful DC 16 Constitution
of the Forge, and seek the master saving throw, a creature only
smith’s famous final artifact. takes half damage. The base of
the statue is etched in dwarven
The Forge of K ywon script: “Prove Your Worth”.
The walls of the complex are
hewn of solid granite supported 3 & 4. The Challenge of Flame
by marble columns. The complex Both of these rooms are occupied by
sports 15-feet-high ceilings, six humanoid figures made entirely
except for the massive heart of molten magma (fire elementals).
of the forge in area 1, which is When destroyed, each becomes
50-feet-high dome. The floors a lump of lifeless, molten iron.
are solid stone, but grooved to
appear like intricate cobblestone. 5. The Arcane Antechamber
This chamber boasts a large well
1. The Forge filled with tempering oil that seems
In the center of this massive to sparkle like a cosmos of stars.
chamber is the heart of a forge. Any non-instantaneous, non-
The flame within is magical concentration spell cast within this
and cannot be extinguished chamber has its duration doubled.
as long as it remains here. If
removed from its confines, the 6. The Mechanism
flame, and anything set ablaze
This room is seamlessly hidden
by it, instantly extinguishes.
(impossible to detect) and only
revealed once the puzzle of the

(Order #19675999) To Wield an Iron Fist • 11


(Order12 • Mini-Dungeon Monthly #6
#19675999)
forge is solved. Inside is a strange Medium-sized creature. The wearer
one-time-use mechanism that of the magically-linked gauntlet
forges and assembles the Iron may control the golem via simple
Fist of Kywon (see below). commands. A creature riding
within the golem is protected from
The Riddle of the Forge direct attack, but takes 2 (1d4)
“Taketh wealth from the hollow points of psychic damage that
soul and giveth to the lady’s bypasses damage resistance and
bowl. Next pass the test of the immunity anytime the construct is
forge’s glow and quench its thirst damaged. This psychic damage may
in stars below. Then take the only be healed through resting, not
sleeping corpse to endless flame, by magic. If the golem is destroyed,
and bring it back to life again.” the gauntlet becomes useless.

The riddles instructions Special: If ALL of the silver from


describe the following steps: the animated armor is sacrificed
in the shrine, the golem is also
1. Destroy the silver from covered in silver runes. It gains the
the animated armor via ability to fire magic missile (using
the shrine’s brazier. a 3rd-level spellslot) twice, once
2. Defeat the magma-men and put from each of its hands. This feature
their iron in the tempering oil. recharges upon the gauntlet-
wearer finishing a long rest.
3. Put the quenched iron in the
flame of the forge’s heart.
When all steps are completed, the
iron becomes molten and pours
through the grooves in the floor to
the secret tunnel leading to
the mechanism, which, with
the sounds of a hundred
forging hammers clanging,
forges the Iron Fist of Kywon.
The hidden passage opens wide,
an iron golem steps out, kneels,
and presents a gauntlet suitable
for a Medium-sized wearer.

The Iron Fist of K ywon


This golem is the Iron Fist of
Kywon, a twelve-foot-tall iron
golem crafted of dark, black iron.
Its torso is hollow, and within,
behind a mechanically sealed
hatch, is a single seat for a

(Order #19675999) To Wield an Iron Fist • 13


(Order14 • Mini-Dungeon Monthly #6
#19675999)
THE DEAD OF THE NIGHT GARDEN
An adventure for four to five characters of 14th-15th level by Stephen Yeardley

A vine lord, corrupted by a


mummy lord, grows animated
plants for undead clients that desire
the first letter of the direction
from which one enters on the left
squares’ mosaic grid. The right
protection while resting. Needing square’s grid does nothing. A wall
fertilizer, it lures adventurers to of force spell manifests across every
its garden with tales of treasure. arch one minute after the party
enters, blocking all escape routes
The vine lord tends its plants
if this precaution is not taken. The
when “fertilizer” isn’t there to
walls are deactivated in area 3.
be hunted. It isn’t encountered
in the first area, but afterwards 1A: Trace “S” for South
there is 15% cumulative chance
1B: Trace “W” for West
per area that it is encountered.
If the party reaches area 5 1C: Trace “N” for North
without meeting it, it is there.
1D: Trace “E” for East
1. Mosaic Path Entrances and Walkway The wooden tiles are in excellent
(1A, 1B, 1C, 1D) condition. Anyone who makes a
DC 27 Intelligence (Investigation)
The walkways enter the or Wisdom (Perception) check
arboretum through 15-foot- notices slight wear on the tiles
tall archways that reveal the most frequently walked on.
ceiling 30-foot-high ceiling.
The gray dots are trees being
Each 15-foot-wide path has a prepared for animation. The
central section of two mosaicked four in the corners are already
5-foot squares set into the floor. awakened trees with 5-foot-
These hold 25 1-foot-square, plain diameter trunks but huge canopies
wooden tiles, aligned in a 5 x 5 covering 15 feet of corridor in
square pattern. When entering
the complex, one has to trace

d20 CR Creature
1-4 - Non-aggressive beetles, bugs, and insects
5-9 0 A crawling claw tends the trees around it
10-13 1/8 A twig blight looking like living
branches, not a dead shrub
14-16 1/4 A needle blight listens to adventurers
and attacks from behind
17-18 1/2 A swarm of insects attacks the least-covered enemy
19-20 1/2 A vine blight hangs 10 feet up a tree. Its
entangling vines fill the corridor

(Order #19675999) The Dead of the Night Garden • 15


both directions, reaching the three mummies that stare out of
ceiling. Others are 15-20 feet tall the water, lying in wait. The water
and hold one of the following: is foul, and contact requires a DC
16 Constitution saving throw to
2. Fungarium avoid contracting mummy rot as
Eight violet fungi grow in the if hit by a mummy lord’s Rotting
central garden. A 5-foot-high wall Fist. Every creeper has what looks
of force surrounds them, preventing like a bee flying around it. These
them from escaping, but not are bee-shaped ioun stones; the
from attacking. The moat holds respective creeper gains its benefit.
eight yellow musk zombies that The four are: absorption (8 levels
attempt to drown intruders. Visibly of spellslots already absorbed),
scattered amongst the fungi are four awareness, protection, reserve
rucksacks; a bag of beans, a bag of (3 x guiding bolt, placed by the
tricks, a bag of holding and, more mummy lord, cast by the creeper
dangerously, a bag of devouring. swaying and the ioun bee buzzing).

3. Lock Release Room 5. The Pond


Here are four 5-foot mosaic squares Under the water’s surface are two
at the far end of the room’s wall, shambling mounds, looking like
each consisting of 25 1-foot-square vast lily pads. Each has a will-o'-
tiles. These squares are used to wisp beneath it to cure it. In the
clear the walls of force across the middle of the surface leaves is a
entrances, representing (in order, folding boat, 2 rings of swimming
left to right): West, North, South, and 2 rings of water walking.
East. Tracing the first letter of the The rings are visible on the prow
respective direction’s name on and stern. As previously stated,
the correct square deactivates the if the party hasn’t encountered
walls of force on the corresponding the vine lord, it is here, lounging
entrance. The wooden tiles are in in the northwest corner.
excellent condition. It takes a DC
30 Intelligence (Investigation)
or Wisdom (Perception) check
to spot any wear on the tiles
relevant to clearing the walls.
Anyone who realized the wear
on tiles at an entrance has
advantage on this check.

4. Orchard
Four yellow musk creepers and
five awakened shrubs (looking like
creepers) grow in the garden. A
5-foot-high wall of force surrounds
them, slowing, but not necessarily
stopping them. The moat holds

(Order16 • Mini-Dungeon Monthly #6


#19675999)
OPEN GAME LICENSE 6. Notice of License Copyright: You must update the COPYRIGHT
NOTICE portion of this License to include the exact text of the
The following text is the property of Wizards of the Coast, Inc. and
COPYRIGHT NOTICE of any Open Game Content You are copying,
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and the © holder name to the COPYRIGHT NOTICE of any original
1. Definitions: (a) “Contributors” means the © and/or trademark Open Game Content you Distribute.
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7. Use of Product Identity: You agree not to Use any Product
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and translations (including into other computer languages), potation,
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excludes the Open Game Content; (f) “Trademark” means the logos, have written permission from the Contributor to do so.
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identify itself or its products or the associated products contributed 12. Inability to Comply: If it is impossible for You to comply with
to the Open Game License by the Contributor (g) “Use”, “Used” or any of the terms of this License with respect to some or all of the
“Using” means to use, Distribute, copy, edit, format, modify, translate Open Game Content due to statute, judicial order, or governmental
and otherwise create Derivative Material of Open Game Content. (h) regulation then You may not Use any Open Game Material so
“You” or “Your” means the licensee in terms of this agreement. affected.
2. The License: This License applies to any Open Game Content that 13. Termination: This License will terminate automatically if You fail
contains a notice indicating that the Open Game Content may only be to comply with all terms herein and fail to cure such breach within 30
Used under and in terms of this License. You must affix such a notice days of becoming aware of the breach. All sublicenses shall survive the
to any Open Game Content that you Use. No terms may be added to termination of this License.
or subtracted from this License except as described by the License 14. Reformation: If any provision of this License is held to be
itself. No other terms or conditions may be applied to any Open Game unenforceable, such provision shall be reformed only to the extent
Content distributed using this License. necessary to make it enforceable.
3. Offer and Acceptance: By Using the Open Game Content You 15. COPYRIGHT NOTICE
indicate Your acceptance of the terms of this License.
Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.; .
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty- System Reference Document 5.1 Copyright 2016, Wizards of the
free, non-exclusive license with the exact terms of this License to Use, Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
the Open Game Content. Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce
R. Cordell, Chris Sims, and Steve Townshend, based on original
5. Representation of Authority to Contribute: If You are contributing material by E. Gary Gygax and Dave Arneson.
original material as Open Game Content, You represent that Your
Contributions are Your original creation and/or You have sufficient Mini-Dungeon Monthly ©2019, AAW Games.
rights to grant the rights conveyed by this License. End of License

(Order #19675999)
(Order #19675999)
(Order #19675999)

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