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Credits

Lead Designer. Robert Marriner-Dodds

Article Author. Darren Pearce

Character Illustrator. Cassandra Dodds www.dragonturtlegames.com


Cover Illustrators. Alex Tooth and Cassandra Copyright © 2019 Dragon Turtle Games Ltd. All
Dodds rights reserved.

Dungeon Map. Robert Marriner-Dodds Dragon Turtle Games, the Dragon Turtle Games
Producers. Brandon Wright, Chris, Christos, logo, Dragon Drop Monthly, the Dragon Drop
Courtney Kim, J Wall, Mark W Wyrick, MRC, Scott Monthly logo, Dragon Drop Adventures, the
Dragon Drop Adventures logo, and all content
Jernigan herein are trademarks of Dragon Turtle Games
Ltd.
Any reproduction or unathorized use of the martial
Special Thanks. Thank you to all of our
Patreon supporters that made this magazine or artwork contain herein is prohibited without the
possible. express written permission of Dragon Turtle
Games Ltd.

Funded By
OUR PATREON SUPPORTERS
1
Contents
Credits 1
Foreword 1 Foreword
About Dragon Drop Adventures 1
Welcome to the very first issue of Dragon Drop
Contents 1
Monthly!
Thank you very much for supporting us on
The Black Tar Goblins 3
Patreon and directly supporting the creation
Adventure Background 4
Customising the Adventure 4 of this monthly adventure magazine. We’ve
The Black Tar Goblins 5 wanted to do a 5e magazine like this for a while
The Burial Mound 6 now, and we’re glad there is so much interest
The Hillside 6 and support from the community.
Within The Sinkhole 6 Each month we’ll be releasing a new one shot
Wide Corridor 6 adventure that is both self contained, and easy
The Burial Mound Map 7 to adjust to any campaign setting or world, and
Chamber of Fire 8 an article on running fantasy tabletop games.
Faux Final Chamber 8 With the continued support of you; our patrons
Laboratory 8 we’ll be able to unlock upgrades to these
The Source 9 adventures and increase the number of articles
Seya’s Study 9 in each issue!
Seya’s Quarters 10 For now, let’s get into it!
What Next? 10 Robert Marriner-Dodds

How To Make Combat Interesting 11


License 15
About Dragon Drop Adventures
Dragon Drop Adventures are simple to run
one-shot adventures that have self contained
stories and adventure locations. Aside from
reading the adventure, no other prep work is
needed to run one of these in your campaign
seamlessly.
Ever had a party wander off and completely
ignore their plot hooks, leaving you scrambling
for ideas? Simply grab one of these adventures
to entertain your players while you work out a
way to get them back on track!

2
The Black Tar Goblins
Level 1

3
Black Tar Goblins is designed for a party of four uncovered, the concerned locals have turned to a
1st-level characters. group of unlikely heroes to investigate the sightings
If your party has more or fewer characters, you and missing sheep.
can appropriately adjust the number of monsters
present in each encounter using the official
guidelines for the 5th edition of the world’s most
Customising the Adventure
popular roleplaying game. By design, any part of the adventure can be
customised to rather easily to fit your setting and
This adventure has enough encounters to advance campaign.
the a party of four or less playing through to the We’ve included a few examples to show you how
next level. we might adapt certain things.

Adventure Background Locations. The location of West Wratting and


the daggertooth tribe’s territory and cave are never
The people of West Wratting have always coexisted explicitly mentioned, but are implied to be rather
peacefully with the daggertooth tribe of Goblins close together.
nearby. Neither the Goblins, nor the farmers are This close proximity and vague location means
particularly fond of each other, but they stay out of that the sleepy village and minor tribe could fit just
each other’s way. about anywhere in a setting, provided they are a
Recently the shepherd Eimhir who herds her reasonable distance from any large towns or cities.
sheep near the daggertooth territory has been
reported missing sheep, and disturbing sightings of NPCs. The shepherd Eimhir as well as the cor-
Goblins wandering around late at night, covered in rupted druid Wosk can be replaced with characters
thick black tar. that may already reoccur in your campaign, or ones
Minor investigations by the locals have turned up that you may wish to have some connection to an
patches of withered plants and desiccated animal important NPC or character in your world. For
carcasses near the reported locations of these example, the shepherd Eimhir may be the cousin
Black Tar Goblins. or sister of a party member.
Unable to mount a defensive force capable of
dealing with a Goblin tribe, or whatever may be
4
The Black Tar Goblins What the Shepherd Eimhir Knows
For the past tenday sheep have been going
The adventure begins after the party has accepted
missing every evening from Eimhir’s flock.
the job of investigating the peculiar goblin
The usually astute shepherd has no idea how her
sightings.
sheep are disappearing while under her watch.
A recent clue came three nights ago when late in
“The peaceful farming village of West Wrat- the evening, she saw what appeared to be a
ting is home to less than 50 families. Idyllic goblin covered completely in black thick tar
thatched roofed cottages are scattered loosely sulcking around near her pasture.
around a cobbled town square. Wisely deciding to keep her distance until the
The atmosphere in the town is unusually tense, goblin left, Eimhir investigated the area the goblin
and sitting across from in the village hall, the was seen the following day with her guard dog
town elders seem even grumpier than usual.” Rebus.
They found several mutilated, but not eaten, animal
The town elders are a group of four elderly corpses, and varies wilted and withered plants.
townsfolk. They have hired the party to investigate She doesn’t know any more than this, but suggests
Eimhir’s claims of tar covered goblins. investigation the hillside where she normally herds
her sheep.

“‘Let’s talk gold’ Elder Rolan firmly barks at you


‘We know you aren’t going to do this for free,
but as you know we are not a wealthy town.
How much do you want?’.”

Elder Rolan is not lying when he says West Wrat-


ting is not a wealthy village. The combined hold-
ings of the elder council is 19 gold pieces. They
are unwilling to pay any more than 9gp to the
party, but will attempt to haggle as low as possi-
ble.

Once the party and the elders have settled on


payment, Eimhir will make herself known to the
group.

“Hearing you agree to terms, a young thin


woman sat by the fire speaks up
‘I’m Eimhir. I was the one who saw that disgust-
ing thing. Occasionally I see the daggertooth
goblins in the distance, but they always keep
their distance. This was different. This thing
was almost like a wild animal caked in tar.’”

5
Grazing Spot If approached or touched, the goblins wakes up
The hillside where Einhir grazes her sheep is not and attack the party.
actually a natural hillside at all, but rather is the
side of a large burial mound of the long dead Treasure
corrupted druid and necromancer Wosk. Each of these goblins has a potion of healing on
Something has recently reawakened Wosk from them, caked in the thick black liquid.
her slumber, and is surely behind the peculiar
goblin sighting and missing sheep. XP
Evenly distribute 100xp among the party if they
The Burial Mound Features defeat or otherwise bypass the black tar goblins.

Within the hillside, the areas have the following 1. Within The Sinkhole
features, unless otherwise noted in the description
for that area. The sinkhole is actually the roof of a collapsed
Ceilings. The Ceilings are 9 feet high in chamber within the burial mound. Natural light fills
tunnels and 15 feet high in the chambers. this area.
Doors. The doors are made of heavy stone
and require either two people, or three goblins to “The chamber below the sinkhole appears to
push them open. be not very much larger than the sinkhole itself.
Floors. The floors are smooth natural stone It’s hard to judge what the original purpose
tiles. Some are cracked and loose with age, but this of this room was as it is now covered in large
does not make them any harder to walk on. amounts of dirt from the collapse of the roof. A
Lighting. There are no light sources within singular heavy stone door leads north.”
the burial mound, unless characters have brought
them here. Above the door, on part of what remains of the 30ft.
Sound. Faint gurgling and bubbling noises high ceiling is a singular piercer that will drop
can be found throughout the tunnels and caves, onto and attack any creature that approaches the
originating in area 6. door.
The Hillside It was in here that the sheep fell to their deaths
As the party approaches the hillside, they and were consumed by the many piercers that in-
immediately realise that a sinkhole has opened up habited this chamber. As a result of the collapsing
while they were in town. roof, only the one piercer remains.

“Approaching the hillside, you see a large XP


sinkhole in the place Eimhir usually herds her Evenly distribute 100xp among the party if they
sheep. defeat or otherwise bypass the piercer.
What appears to be two small corpses covered 2. Wide Corridor
in a thick black liquid laying next to the
sinkhole, facedown in the dirt.”
“The heavy stone door opens onto a wide corri-
Since Eimhir was here last, a large sinkhole 15ft. dor that extends into darkness. Rows of ancient
across has opened up under where she usually has skeletons clutching rusted longswords and cov-
her flock. This sinkhole opened up a full tenday ered in a black tar-like substance are propped
ago, but was only 2ft. wide and in dense under- against either wall, facing inwards.”
growth.
This is where the sheep were disappearing. These skeletons were once the minions of the
The sinkhole is 30ft. deep and 15ft. in diameter. necromancer Wosk. The majority of these
The goblin corpses at the edge are undead black skeletons are inanimate, however about halfway
tar goblin (appendix) under the control of Wosk. down the corridor, two skeletons on either side
6
Wosk’s Burial Mound Map - Patreon Exclusive Version by Robert Marriner-Dodds 2019

7
will animate when approached, and attack the XP
party. Divide 150xp evenly among the players if they de-
feat the goblins, and a further 200xp if they survive
At the northernmost end of the corridor is a large the trapped floor.
set of double stone doors.
4. Faux Final Chamber
XP
Evenly distribute 200xp among the party if they “This stone burial room is brightly illuminated
defeat or otherwise bypass the four animated by the five giant fire beetles surrounding the
skeletons. large stone sarcophagus in the middle of this
room. The lid of the sarcophagus is ajar.”
3. Chamber of Fire
There are no light sources in this room at all. This was supposed to be Wosk’s final resting place.
Assuming the party has some way of illuminating He has since reawoken and gone to his hidden
the room, read the following; laboratory in area 5. Inside the coffin is actually
a black tar goblin (appendix) that will rise and
“The northwestern corner of this otherwise with help from the five giant fire beetles attack any
rectangular room has crumbled away. It ap- creature that enters the room.
pears as if a very small tunnel from elsewhere
has been dug into this room. Part of this room “From within the sarcophages, a singular black
has a checkerboard pattern of black and grey tar goblin rises, crossbow in hand!”
stone tiles. Beyond the checkered floor is what
appears to be a chest, and another door. ” When killed, the giant fire beetles explode into the
same black tar-like substance found throughout the
This is where the goblins accidently awakened burial mound.
the tomb. Tunnelling goblins from the daggertooth
tribe looking to expand their home accidently dug Hidden Door. It is a DC 15 Perception (Wisdom)
into these chambers. The tunnel is just 2ft. by 2ft. check to find the hidden door that leads to area 5.
and carries on for half a mile before reaching the If characters follow the sounds of gurgling, they do
now deserted home of the daggertooth goblins. not need to make a check to find the door.
The black tar like substances covers every surface
in the tunnel. XP
Divide 50xp evenly among the players if they defeat
“Three black tar goblins emerge from the the goblin, and a further 50xp if they defeat or
tunnel as you enter the room.” otherwise bypass the giant fire beetles.

5. Laboratory
Whether or not they witness it, the three black
tar goblins (appendix) emerge from the tunnel Regardless of whether or not the players enter this
and attack the party. room from area 2 or 4, Wosk is surprised that
people are here so soon after her awakening.
Trapped Floor. The checkerboard pattern on the
floor is a flame trap. Each time a creature steps “This dark natural cavern is lit only by the
on a light grey tile that is adjacent to a black tile, it green flames flickering around the almost skel-
triggers the entire area of checkerboarded floor to etal black robed figure.
become engulfed in bright blue flames. Creatures ‘I thought I’d have more time than this before
within the area must make a DC 10 Dexterity anyone found me!’ the figure proclaims.
saving throw to avoid being burned. ‘I am the legendary Wosk, and you are about to
Those that fail take 2d6 fire damage, or half that on join my undead army!’”
a success.
8
Wosk (appendix) will attack any creature that This part of the adventure expands upon the story
enters her laboratory, eager to turn them into a found within, and is Patreon exclusive content that
black tar version of themselves. If Wosk is killed, will never be available elsewhere.
she explodes into black tar much like the beatles in
area 4. P1. Seyas’ Study
This room is filled with all kinds of magical tomes “An extremely old elf woman sits hunched
and equipment, all of which turns to tar after over a desk in this room. As you enter she says
Wosk’s death. ‘Close the door! You’ll let the breeze in!’.”

A heavy curtain leads south into area 6, the source The old woodelf woman here is a corrupted druid
of the gurgling noises heard throughout the dun- called Seyas. She is the former apprentice of Wosk
geon. who has been guarding the tomb for centuries. She
regrets that the goblins reawakened Wosk via their
Treasure tunneling.
Not everything in this room turns to tar upon
Wosk’s death. There are five shaped red opals in
“Aside from the elderly elf and writing desk,
this room worth 40gp each, as well as a wand of
every surface of the room is covered with
magic missiles that Wosk does not use.
charcoal drawings of plants, trees, and animals.
Some you recognise, some you do not.”
XP
Evenly distribute 200xp among the party if they
defeat, or survive their encounter with Wosk. If they try, the players may be able to talk Seya
into switching to their side. She has grown tired
6. The Source of guarding the tomb, and may be willing to betray
her old master in exchange for the chance to see
“The bubbling and gurgling heard throughout the outside world again.
this tomb is louder here than anywhere else. Even if she switches sides, Seyas will not attack
As you pull back the heavy curtain, a fountain her master, but will stay out of the party’s way.
bubbling with a black tar-like substance sits in
the ground. A great sense of unease overcomes If attacked, or if the party do not attempt to per-
you as you look at the fountain.” suade her to switch sides, Seyas will attack the par-
ty fiercely, viscously and with great energy, showing
Creatures who look at the fountain must make a absolutely no mercy.
DC15 Wisdom saving throw, or be compelled to
either cover their eyes, look away, or otherwise What Seyas Knows. Everything. Seyas knows
block the fountain from their site. everything that has happened, and the reasons for
Anyone who views this fountain knows that its it all. She will happily reveal this information, as
power is well beyond their abilities, and they feel she is happy for the company.
an urge to warn people about it.
XP
Place Of Great Evil. Creatures who touch the tar Evenly distribute 450xp among the party if they de-
within the fountain are instantly reduced to 0 hit feat Seyas or convince her to stay out of their way.
points and knocked unconscious, but are otherwise
stable.

9
P1. Seyas’ Quarters What Next?
This is where Seya spends most of her time in Once Wosk is defeated, any remaining black tar
meditation. The room is trapped to kill anyone who goblins simply die.
enters through the door except Seyas.
If you intend on using this adventure as a seed for
Trap. If a creature enters the room without first future adventures, you could use the following plot
saying ‘friend’ spikes will shoot from both walls, hooks, or add your own:
attempting to impale any creature that enters. It is
a DC 12 Perception (Wisdom) check to spot the The Daggertooth Tribe
trap. A few members of the daggertooth tribe survived
Creatures who spring the trap must make a DC 10 the initial infiltration and infection, and will return
Dexterity saving throw or take 2d6 piercing to their home to attempt to rebuild.
damage, taking no damage on a successful save. They will request assistance from the people of
West Wratting to rebuild their former tribe.
“The heavy door slides open to reveal a room
almost entirely empty. Peering in, the only
The People of West Wratting
The people of West Wratting will be very thankful
noteworthy thing is that it appears that the floor
to the party for saving the town from a the future
is slightly worn in the center of the room, with
danger Wosk would have posed if left unchecked.
odd imprints worn into the stone.”
They are rewarded with a small abandoned saw
mill outside of town.
The indents in the middle of the room is where
Seyas mediates. The stone has worn away Eimhir
underneath where she sits over hundreds of Eimhir is distraught to learn that her favourite
thousands of hours of meditation. grazing spot was so corrupted, and decides to take
Those who look closely can clearly see this. her flock elsewhere.

Treasure
The Evil Fountain
Hidden behind a loose brick (DC 15 Perception to
The evil fountain cannot be contained by anybody
spot) in this room is a Decanter of Endless Water.
in the party, nor anybody in town. Somebody must
travel to a city and retrieve a powerful cleric to
cleanse the area. The elders may ask the party to
do this task.

10
How To Make Combat
Interesting By Darren Pearce
When I hit up the UK Games Expo every year, I’m over-enthusiastic fellow adventurer works wonders.
usually asked to join panels or run my Adversity brings out the heroic side of characters,
workshop/seminar which focuses on adventure so you could have someone who is belligerent to
design. It’s a two hour informal affair which lets another player, or an NPC.
the people who attend get to grips with thinking
outside the box of adventure design, which isn’t an Just as they are about to do their thing, there’s a
easy thing to do. sound, an ear-shattering explosion that shakes
One thing I get asked a lot is how to make encoun- the air. Describing this as vividly as possible, then
ters more interesting, now this doesn’t just cover deliver the news that the coach they’re travelling
combat or dramatic encounters per-se, but that’s in rocks violently and in best movie/Hollywood/TV
part and parcel of it. So when I was asked to write style careens until it crashes to a halt.
this little article for the magazine I wanted to share
some of my experiences, tricks, tips, and ideas I’ve You can throw down various skill or attribute
had or used over the years. checks here if you feel like it, or just let the whole
thing play out in a narrative fashion.
It’s the hook which pulls your players in.
Fancy starts, and other things
We’ve all been there, eager to start a roleplaying
What are they going to do?
session with the GM and ready for what the world
Is anyone injured?
might throw at us. The GM delivers the preamble,
What’s the state of the coach?
there’s a cool backstory, and we’re in a tavern or inn
– perhaps there’s a storm – but we’re in a tavern.
What happened? Well, that’s a good question, the
Or a cantina, you know, with music and dancing
coach was struck by a cannonball fired by an
aliens.
opposing faction as the coach happens to cross the
It’s still a tavern…
path of a very sudden skirmish between heroes and
villains, monsters, or in the case of my own use of
We’re going to talk fantasy for the most part, but
this trick – the Empire in the Old World and the
you could adapt a lot of these ideas into sci-fi or any
forces of Khorne the Blood God.
other genre you’re looking to run. But we’re assum-
ing you’re here for the fantastic, the dragons, the
Players will ask a lot of questions, but remember
elves and the shady hooded figure in the corner
there’s a small war going on, so feel free to
who wants you to find their long lost artifact.
embellish other explosions and the sounds of battle
There’s nothing wrong with tavern starts, but you’re
going on around them. They might want to help the
here for something more fun.
folks on the coach, unless they’re the only passen-
gers, so again – feel free to let them do just that
So how about this:
and don’t rush them.
Pick a stretch of road on your world map, a good
place where a coach might be trundling from A
Unless the coach is on fire and there’s a horde of
to B and have the player characters on that at the
monsters bearing down on them, feel free to do
start. From here you can narrate a bit of the jour-
that too if they’re high enough level to handle the
ney and use the interior of the coach as a way to
heat.
gauge the player characters, and even the players.
Let them talk, let them converse and see what they
You can use the coach in another way; you can
do. If they’re shy or quiet about coming forward,
start in-media-res and have the villains getting
have an NPC get in their face. A nosy cleric or an
11
away on one coach, the heroes in another and run Observing and so on until eventually he sort of did
a start as a good old fashioned Saturday Morning his own thing. So I asked him if he’d mind if we did
Swashbuckling TV chase. Nothing clears the cob- something different to start with, his eyes lit up.
webs away, makes a player feel like a hero, or kicks
an adventure off than chasing someone down for This time he was on the run from an Imperial Offic-
some reason. er, with Storm Troopers in hot pursuit and he had a
blast (literally) involving the PCs in his opening run
Villainous landlord making off with a tenants by moment.
prized possessions, and that tenant just happens
to be friends with the PCs. Evil tax collector, you The bottom line: unless you want the Hobbit, think
name it. Put someone bad on that coach and let of a different way to start things rolling and build
the heroes chase after them. from that. You’ll find the players will have a lot of
fun, and you might even get some cool scenario
Always remember too, this is the kick-off, and even ideas out of their reactions too.
if PCs fail as they might do, let them fail forward
and achieve something if their dice rolls go badly.
No one wants the whole scenario to come crashing
Getting Fighty
Sooner or later, no matter how much your player
to a halt in a few scant seconds because the PC
characters try and avoid it (or rush headlong in)
driving the coach failed to avoid a cow on the road.
there’s going to be a fight in your scenario or one-
shot adventure. Swords are drawn, spells sizzle
If you are doing some kind of tavern/inn/cantina
ready to fly, and then the GM puts down 1d4
start, you can still make that interesting by picking
goblins and everyone sort of going:
a player character and telling them they’re being
Oh, goblins… well … I suppose we’d best stab them
pursued by thugs or some kind of villains. The pur-
and get onto the more interesting things.
suit takes them through the location the other PCs
are at and all sorts of hi-jinks can ensue.
This part of the article discusses how to make
combat encounters a little more interesting. For a
For example, a player in my old Star Wars RPG
start, the whole idea of combat is to frame some
sessions was always fond of sitting at cantina
exciting moment to moment action and build a
tables and waiting for other people to join in.
12
narrative battle story for the players – isn’t it? Things can be thrown around the deck during that
kind of battle, barrels of fruit, gunpowder, and other
I mean, it should be. This is why I encourage a things can careen about and even become
couple of tricks from Feng Shui (no, this isn’t narrative tools for taking villains out of the scene.
arranging the combat environment for the most Sure, Throngar the Barbarian might cleave the
optimal energy flow and fortune – this is the RPG), goblin in two with his sword, but how about the
which is a brilliant RPG for handling combat goblin ducking backwards and being punted off the
which takes place outside the regular hack and side of the ship by a rolling barrel of tar which
slash of: roll to hit. narrowly misses the player character in question.

Within reason, unless you’re dead against it, the See if you can encourage, and reward players who
players should be able to embellish the fight envi- narrate cool things like that. Give them combat
ronment themselves. By letting players add small bonuses, a leg up, an advantage, anything which
interesting narrative elements you give them gives them a cool thing for doing a cool thing.
agency, and have a lot more fun with a battle as a Cool for cool!
GM as well.
TV and movies do it all the time, so it’s fine for you
Celebrate their inventive nature, reward it, and to borrow from these media and use them to em-
don’t think of this as a: ‘I must win at all costs’ bellish the combat scenes.
situation.
Take our coach scene, the villain being chased, the
Imagine a battle took place on the deck of a heroes chasing them down at breakneck speed.
moving ship, now if the sea’s calm; the fight will be Video games get away with this as well, so it’s OK
fairly simple and fun. There are a lot of things on to draw from them if you want to frame exciting
the deck of a ship you can play with as a narrator; action scenes.
you can have the swarthy sea-goblin throw
cannonballs at the player characters for instance. The coach is just one part of the environment to
Or try to entrap them in a net or you can even think about, and really, this is what the purpose
swing a pulley attached to a long rope at someone. of the article is for – illustrate how you can alter
your scene to change things up and provide a fun
Maybe the main villain goes for a cannon and tries and hopefully exciting encounter for the players to
to use it on the players, can they stop him in time. remember.
Or does he take to the upper rigging and engage
in a swashbuckling duet of blades with the heroes
from his lofty vantage.
What happens if the ship is in a storm?

13
Our coach can try and smash into the heroes’ • The collateral damage: The fire destroys parts
coach, or take a different route. Combat can of the lord’s manor, these debris are a hin-
transpire between henchmen and the heroes atop drance to the PCs and perhaps even cut them
one coach, or between both, jumping back and off from enemies. Use the change in environ-
forth as the coach rattles on. Is this an urban chase ment to frame some interesting encounters.
scene? If so, then there are streets and other ele-
ments which can provide fun moments and haz- • Servants: So you’re fighting the bad folks, now,
ards for both villains and PCs to encounter. what happens if a servant is trapped in a burn-
ing room at the same time? What do the heroes
Is it rural? Then there are also wild animals, sud- do? Do they fight the henchmen, or do they split
den treacherous drops, bridges out or low-hanging up and try to hold back the swords of their en-
branches to contend with. All these elements can emies whilst going to save the trapped person.
combine to change the way a simple coach chase
combat might play out. • A henchman is trapped by the burning debris,
what do the heroes do?
Examine your environment and pick two or three
elements to change things up. These are just some of the questions you can ask,
A sword fight with villainous henchmen of the or ideas you can draw from to change a fight in a
wicked lord becomes even more interesting, when burning building to something a bit more
it takes place in the lord’s burning manor after an interesting.
angry servant sets fire to it during the PCs visit.
Whilst the lord attempts to escape he sends his There’s probably a lot more that I could say on this
thugs after the heroes. subject, but these ideas should give you a solid
foundation or spark some concepts of your own for
So what elements can we pick here? when you run intros and battle scenes in D&D 5E
• The fire: The fire is a great device to add a as well as other RPGs.
doom clock to the scenario. The fire spreads, I hope you found it useful and you have some great
and you can track where it is at any given encounters to share with your players and friends.
point. There’s a great moment in one of the
Uncharted games where this happens and it By Darren Pearce
really changes the whole scenario.
14
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cast, publicly display, transmit or otherwise distribute; any Product Identity in Open Game Content does not constitute a
(d) “Open Game Content” means the game mechanic and includes challenge to the ownership of that Product Identity. The owner of
the methods, procedures, processes and routines to the extent such any Product Identity used in Open Game Content shall retain all
content does not embody the Product Identity and is an enhance- rights, title and interest in and to that Product Identity.
ment over the prior art and any additional content clearly identified
as Open Game Content by the Contributor, and means any work 8. Identification: If you distribute Open Game Content You must
covered by this License, including translations and derivative works clearly indicate which portions of the work that you are distributing
under copyright law, but specifically excludes Product Identity. are Open Game Content.
(e) “Product Identity” means product and product line names, logos
and identifying marks including trade dress; artifacts; creatures 9. Updating the License: Wizards or its designated Agents may
characters; stories, storylines, plots, thematic elements, dialogue, publish updated versions of this License. You may use any author-
incidents, language, artwork, symbols, designs, depictions, like- ized version of this License to copy, modify and distribute any
nesses, formats, poses, concepts, themes and graphic, photographic Open Game Content originally distributed under any version of this
and other visual or audio representations; names and descriptions License.
of characters, spells, enchantments, personalities, teams, personas,
likenesses and special abilities; places, locations, environments, 10. Copy of this License: You MUST include a copy of this License
creatures, equipment, magical or supernatural abilities or effects, with every copy of the Open Game Content You Distribute.
logos, symbols, or graphic designs; and any other trademark or reg-
istered trademark clearly identified as Product identity by the owner 11. Use of Contributor Credits: You may not market or advertise the
of the Product Identity, and which specifically excludes the Open Open Game Content using the name of any Contributor unless You
Game Content; have written permission from the Contributor to do so.
(f) “Trademark” means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its products or the 12. Inability to Comply: If it is impossible for You to comply with any
associated products contributed to the Open Game License by the of the terms of this License with respect to some or all of the Open
Contributor Game Content due to statute, judicial order, or governmental regula-
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, tion then You may not Use any Open Game Material so affected.
format, modify, translate and otherwise create Derivative Material of
Open Game Content. 13. Termination: This License will terminate automatically if You fail
(h) “You” or “Your” means the licensee in terms of this agreement. to comply with all terms herein and fail to cure such breach within
30 days of becoming aware of the breach. All sublicenses shall
2. The License: This License applies to any Open Game Content survive the termination of this License.
that contains a notice indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such 14. Reformation: If any provision of this License is held to be
a notice to any Open Game Content that you Use. No terms may be unenforceable, such provision shall be reformed only to the extent
added to or subtracted from this License except as described by the necessary to make it enforceable.
License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License. 15. COPYRIGHT NOTICE

3. Offer and Acceptance: By Using the Open Game Content You Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
indicate Your acceptance of the terms of this License. Inc.
System Reference Document Copyright 2000-2003, Wizards of the
4. Grant and Consideration: In consideration for agreeing to use this Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams,
License, the Contributors grant You a perpetual, worldwide, royalty- Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
free, non-exclusive license with the exact terms of this License to Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on origi-
Use, the Open Game Content. nal material by E. Gary Gygax and Dave Arneson.

5. Representation of Authority to Contribute: If You are contributing Dragon Drop Adventures © 2019, Robert Marriner-Dodds, Dragon
original material as Open Game Content, You represent that Your Turtle Games Ltd.
Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.

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