7 Fiftheditionfantasy Issue23 Thesunlessgarden
7 Fiftheditionfantasy Issue23 Thesunlessgarden
By brendan Lasalle
5e conversion by Mihailo Tešić
Cover Artist: David Griffith • Editor: David Michael Williams • Cartographer: Aaron Kreader
Interior Artists: Joe Abboreno, Tom Galambos, Aaron Kreader, Will McAusland,
Brad McDevitt, Jesse Mohn, Stefan Poag, Del Teigler, Mez Toons, and Chuck Whelon
Developer: Chris Doyle • Art Direction & Layout: Matt Hildebrand
Publisher & Dark Gardener: Joseph Goodman
Playtesters: Mihajlo Veličković, Igor Vojnović, Kosta Todosijević, Stefan Ristić, Vladimir Perišić, Dimitrije Krnjajski
“Fifth Edition Fantasy” and “Original Adventures Reincarnated” are
registered trademarks of Goodman Games LLC. All rights reserved.
T
he Sunless Garden is a 5th edition adventure designed
for four to six 7th- or 8th-level characters. Although a
suitable mixture of character classes is recommended,
parties will benefit greatly from the inclusion of a rogue and
cleric. In addition, a ranger or a druid will find their skills
in demand in the treant Nockmort’s evil acres.
BACKGROUND
One night in an ancient and dark part of a great forest, a
bright streak of light appeared in the heavens and fell to
earth. Nockmort, an ancient and wise treant, saw the light
emerge from the heavens and land in a great fury of fire and
upturned earth. Fearing an attack against the untamed for-
est he called home, he investigated and found a crater near-
ly a half-mile across, where a strange meteorite had landed.
The meteorite had an enticing purple glow that made the
ancient treant feel strong and vigorous. He decided that the
meteorite was a significant and singular natural phenome-
na, one worthy of study and consideration. Nockmort took
a sliver of the great rock and wore it as a pendant.
Within days, the baleful effect of the meteorite’s strange
Here in his deep grove, the insane treant experimented
glow manifested in the unwitting treant. He grew hateful
with the unique mutant plants, creating many different
and angry and found himself seething with rage at human-
compounds to further his goal of mankind’s extinction.
ity and the other “despoiler” races. Even more curiously, he
The worst of these is a terrible concoction made from the
found himself at odds with sunlight; he craved the dark and
altered black moss that grows on the cavern walls— a toxin
sought it out whenever the sun was high.
that slowly turns its victims into plants. Nockmort recently
In time, the meteorite completely warped Nockmort until snuck into the tiny crossroads stop of Garland’s Fork and
not a shred of his original personality remained. He became tested his poison by introducing it to the town’s well. Three
a blackened and evil thing, bent on the destruction of all days later the entire village was turned to blackened plant
sentient life on earth, but he also found he possessed mysti- life. The twisted treant returned to his cavern, bent on cre-
cal powers over plants and creatures he had not believed ating a huge batch of the black moss powder—enough to
possible or moral before. First, he installed himself as the petrify the entire region.
ruler of a tribe of bugbears that plagued his forest. Then,
Then the characters arrived...
he found a deep, dark hole to hide in, the lair of a group
of smugglers. He destroyed some, enslaved the others, and
in their cave, he hid the bulk of the meteorite. Noting the ENCOUNTER TABLE
effect of the meteorite on mundane plant life, he grew him- To help the GM prepare, we have included a quick refer-
self a twisted, unnatural garden in his cave. The purple glow ence table showing all encounters at a glance. The location
of the meteorite fragments grew normal plants into unrec- number is keyed to the map for the encounter, listed by
ognizable monstrosities that could exist deep underground area and room number. Encounter types are abbreviated C
with no sunlight. for combat or T for trap).
The process that makes black moss poison creates its As you travel down the cart trail, you spot a weather-beaten
own antidote. When the final powder is dug up from wooden sign reading, “Garland’s Fork.” It points down the
road in the direction you have been traveling. You continue
the ground, the soil around the remaining cavity turns
onward and are met with a strange sight as you clear the bend:
white and chalky. Just a pinch of this soil sprinkled on
a small strapping oak sits improbably in the center of the wheel
victims will restore them to their natural state in 1d4
ruts that define this road. It looks as if the tree grew up over-
+ 1 hours. The de-petrification process is painful and
night in the middle of the well-worn track.
debilitating. This takes 11 (2d10) days, during which
time, all Dexterity and Constitution saving throws are Hanging in the branches of the tree are a few articles of cloth-
at disadvantage. ing, including a green traveling cloak. A basket hangs over one
broad branch—you don’t see how it got over the tree limb’s
Carrying a pinch of this whitened earth on one’s per-
wide-spreading branches, unless someone intentionally wove it
son makes the carrier immune to the effects of the
into the tree.
refined black moss powder. Even the tiniest amount,
such as residue on one’s boots or garments, is enough This “tree” is actually Yonnith Olem, a young man from
to prevent petrifaction. Garland’s Fork who tried to escape in order to find help. If
the characters search the basket, they find a week’s worth of
dried rations, a waterskin, and a letter written in Common.
slashing that is nonmagical; one additional attack; and
The handwriting is stiff and forced, as if the writer were in
the spell conjure woodland beings (1/day, cast using a 6th-
pain, and gets more and more illegible as it goes. The letter
level spell slot), which summons two sea hags.
is depicted in player handout 1 (see appendix C).
• Add two more bugbears to every bugbear encounter, and
Read the following as characters make their way into the
give all bugbears 1d3 exploding apples.
trading outpost:
• Add one more attack to Kolaracht and Shuderief.
Garland’s Fork is almost too small to be called a village. It
• Give the ettin and the hill giant identical companions. seems to consist of two farm houses, a blacksmith’s shop, and
• Replace the sea hag in area 3-17 with a more dangerous a small inn. The inn is a two-story square building with a
hag, such as a green hag or night hag. thatched roof and what appears to be a small stable tucked
around back. There is a thick oak door, and hanging over it a
• Increase all DCs in the adventure by 2. sign reading, “Fork’s Rest.”
Garland’s Fork is a small trading village whose inhabitants
have been petrified. There are no wandering monster en-
counters, though characters who make a lot of noise may
draw the attention of Kuga (see area G-4).
Skills: Perception +3
Condition Immunities: frightened
MAP 1 Senses: darkvision 60 ft., passive Perception 13
Languages: Common, Giant
AREA G-4 – BLACKSMITH’S SHOP Challenge: 6 (2,300 XP)
This one-room building is apparently a tiny blacksmith shop, Ferocious: If Kuga takes acid or fire damage, he falls into a
but it has been thoroughly gutted. The shop with only one win- frenzy. Until the end of his next turn, he deals an additional
dow and one other door leading to its back yard. The only +3 damage for all melee attacks; gains resistance to blud-
remnants are a large anvil, the fire pit, and an iron rack that geoning, piercing and slashing damage; and has advantage
once likely held tools. A hammock, cut in half, hangs from two on all Strength, Dexterity, and Constitution ability checks
beams in the back of the shop. and saving throws.
At the same time the characters enter the front door, a for- Keen Smell: Kuga has advantage on Wisdom (Perception)
est-dwelling troll walks in through the back door, attracted checks that rely on smell.
to the smell of rotting meat. If the characters explore the Regeneration: Kuga regains 10 hit points at the start of
grounds of the blacksmith’s shop before entering, they spot his turn. If Kuga takes acid or fire damage, this trait doesn’t
the troll making his way through the yard. function at the start of his next turn. Kuga dies only if he
There are two bodies on the floor—one is a burly human; starts his turn with 0 hit points and doesn’t regenerate.
the other, a bugbear. Stout Hargar Freash, the blacksmith,
was the only inhabitant of Garland’s Fork to resist the black ACTIONS
moss toxin. He died defending his shop from the maraud-
Multiattack: Kuga makes three attacks, one with his bite,
ing bugbears just moments before he meant to go and find
one with his claw, and one with his skinning blade.
help. The shop has been picked clean by the bugbears.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
If the characters have not yet encountered the troll, read or Hit: 8 (1d6 + 5) piercing damage.
paraphrase the following:
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one tar-
Suddenly, the back door is thrown open. You see the silhouette get. Hit: 12 (2d6 + 5) slashing damage.
of some great creature behind it, blocking out the sun. “Well, Skinning Blade: Melee Weapon Attack: +8 to hit, reach 5
well, well,” a strange, snarling voice says. “What have we here?” ft., one target. Hit: 9 (1d8 + 5) slashing damage. If the
The blankets of Kelly Evan, which might have led Violet Armor Class: 17 (natural armor)
the dog to the hidden entrance, have been stacked in a pile Hit Points: 136 (16d10 + 48)
under the roots like a doormat. They are filthy and worth- Speed: 30 ft., swim 30 ft.
less at this point.
STR DEX CON INT WIS CHR
GM Note. Encounter areas 1-2 through 1-7 are landscaped
and sculpted plots of mutated vegetation. The dense vegeta- 18 (+4) 12 (+1) 16 (+3) 7 (-2) 10 (+0) 5 (-3)
tion in these areas counts as difficult terrain. Each area is a
Skills: Stealth +3
landscaped plateau raised 3 feet off the ground. The walls
of the plateau are made of decayed branches and roots held Damage Resistance: cold, fire
together by hardened mud. Characters who make a suc- Damage Immunities: lightning
cessful DC 10 Wisdom (Survival) check note that someone Condition Immunities: blinded, deafened, exhaustion
has been tending the garden with exacting care. The soil
Senses: darkvision 60 ft. (blind beyond this radius), passive
is moist and aerated, and there are very few weeds. Some
Perception 10
plants are individually staked up.
Languages: —
MUTATED VINE
Large plant, unaligned
Armor Class: 14
Hit Points: 72 (8d10 + 32)
Speed: 5 ft.
space within 10 feet of it. If the tendriculous dies, a swal-
lowed creature is no longer restrained by it and can escape STR DEX CON INT WIS CHR
the corpse by using 15 feet of movement, exiting prone. 20 (+5) 10 (+0) 18 (+4) 1 (-5) 10 (+0) 3 (-4)
A hulking mound of lush vegetation looms ahead. Gnarled
branches and twisted vines stretch forth in every direction, Condition Immunities: blinded, deafened, frightened,
making it impossible to discern whether this is a solitary speci- prone
men or a mass of many interwoven plants. Senses: blindsight 30 ft. (blind beyond this radius), passive
Perception 10
AREA 1-7 – WESTERN PATCH Challenge: 3 (700 XP)
This patch of greenery has many amazing sights—a stand of
pine trees that seems to be growing red crystals, a swath of False Appearance: While the mutated vine remains mo-
acorn squash each nearly as large as a man, and a shrub of tionless, it is indistinguishable from an ordinary vine.
orange flowers that seems to dance to unheard music. You hear Rising Roots: The mutated vine can animate normal vines
the splash of water coming from somewhere within the patch. and roots on the ground in a 15-foot-radius within 30 feet
The entire area smells strongly of cinnamon and rich earth. of it. These plants in that space turn the ground into dif-
ficult terrain. A creature in that area when the effect be-
This patch is elevated three feet off the ground like the oth-
gins must succeed on a DC 15 Strength saving throw or
ers. The pine trees (marked A on the map) grow sugar crys-
tals. The crystals are safe to eat and taste extremely sweet. be restrained by entangling vines and roots. A creature re-
The acorn squash plants (B) grow vegetables weighing near- strained by the plants can use its action to make a DC 12
ly 100 lbs. each. These gargantuan veggies have become the Strength (Athletics) check, freeing itself on a success. The
main food source for the bugbears and their slaves alike. effect ends when the mutated vine dies or uses the ability
on a different area.
Characters investigating the smaller broken trees discover If characters make their way to the center of this fern,
that they are actually lifeless treants. Each one was de- which they can do with little or no trouble, they find a
stroyed by Nockmort and planted here in an attempt to 15-foot-radius circle of sandy ground. Characters who walk
create more deadwood treants. If the characters do not de- across the space are in for a surprise— overwatering has
stroy the carcasses of these treants, they will eventually rise, turned this bare patch to quicksand. The quicksand can be
infused with the awful power of the purple meteorite. This noticed with a successful DC 14 Wisdom (Survival) check.
entire grove is unhallowed, and the air seems colder here The quicksand is 15 feet deep.
than in any other part of the cavern. If blundered into, a creature sinks 1d4 + 1 feet and becomes
The two hanging victims were the smuggler leaders, hanged restrained. At the start of each of its turns, the creature
here as an example to their crew. Their bodies have been sinks another 1d4 feet. As long as the creature is not com-
stripped of all possessions save clothing. The towering oak pletely submerged, it can escape with a successful Strength
has been fully mutated by the power of the meteorite. It check. The DC is 10 plus the number of feet the creature
has the ability to draw water directly from its surround- has sunk into the quicksand. A creature that is completely
ings, dehydrating living beings through its bark and leaves. submerged can’t breathe and must hold its breath or begin
Any creature who makes unprotected contact with the tree to suffocate. Another creature can pull a trapped creature
must succeed on a DC 15 Constitution save or suffer level to safety by succeeding on a Strength check with a DC 5 +
2 exhaustion from dehydration. If the characters attack, the the number of feet the target has sunk into the quicksand.
tree, treat it as a treant with speed 0 feet, and no actions.
AREA 1-11 – GARDENER’S SHACK This 10-foot-by-20-foot side room is attached to the gar-
dener’s shack. It can be entered from the shed’s main room
This 40-foot-by-30- foot shack was once a lookout post
(area 1-11).
and storage area for the smugglers who resided in this cave.
The exterior of the building is simple and utilitarian, with The men are former smugglers, now slaves of Nockmort.
no windows and only a front and back door. Nockmort The evil treant has an ingenious way of keeping them in
has converted it into an oversized shed to house the garden line: every night, he poisons them with black moss powder,
tools his slaves use. Both doors are secured with padlocks and every morning he feeds them the antidote with their
that can be picked with thieves’ tools and a successful DC rations. If they run away, they will wind up turning into
15 Dexterity check. An alarm in the form of a tiny bell black trees in some random location, never to receive aid.
GENERAL FEATURES
Ceilings. Unless otherwise noted, the ceilings in this sec-
tion are 8 feet tall and raftered with old timber. The place
is generally dry but has that hard-to-ignore bugbear funk
permeating every square inch.
Doors. All doors are stone, as are walls (behind the timber
rafters).
AREA C-8 – SECRET WEAPON mirror in area C-9 reflects is seen in its companion in area
The secret door can be opened only from area C-7. This C-10. The bugbear guards watch this mirror and will see in-
room is a rotted, debris-strewn cesspool. The mummy truders as they make their way past it unless they take some
inside was discovered wandering around the lower level. precaution. The mirror cannot detect invisible objects, nor
Nockmort forced it into this secret chamber. The bugbears does it have any special power to work in the dark— like a
in area C-7 will free it if they feel they are in a losing battle. normal mirror, it needs light to function.
The mummy attacks indiscriminately, targeting the clos- Medium and smaller creatures may be able to crawl along
est living creature each round. The bugbears are aware of the corner of the corridor to avoid being seen in the mir-
this tendency and will clear out as fast as possible once it ror. Make a contested Dexterity (Stealth) against the passive
is loose. Perception of the observer at another mirror. If the mirror
Treasure. The mummy is adorned with a pair of gold ear- is smashed, its companion is destroyed as well.
rings dotted with amethyst (worth 200 gp). These mirrors could be taken down and moved, but they
are extremely delicate. Removing them and carrying them
AREA C-9 – MAGIC MIRROR any significant distance without destroying them requires a
The stairs in this hallway go down 20 feet to a landing successful DC 15 Dexterity (Sleight of Hand) check. The
around the bend from area C-10. mirrors are AC 10 and have 5 hit points.
Built into the north wall of this landing is a magnificent mir- Once the guards in area C-10 have spotted intruders, they
ror. The mirror is 8 feet long and 4 feet high and set into a warn Kolaracht and prepare for the intruders.
wrought-iron frame.
AREA C-10 – KOLARACHT’S CHAMBER
The mirror is flanked by two continual flame torches, iden-
tical to the ones in area C-5. The mirror is part of a set of Read or paraphrase the following if the characters’ approach
magical artifacts, a prized possession of the smuggler chief. was detected by the mirror at area C-9.
The mirror’s twin hangs inside area C-10. Whatever the Like much of the bugbears’ caverns, this room must have been
The creatures here are Kolaracht (see below), two of his Skills: Intimidation +3, Stealth +6, Survival +4
mates, and four bodyguards. All of the bugbears here are Senses: darkvision 60 ft., passive Perception 12
willing to fight to the death. The mates are armed with
Languages: Common, Goblin
chair legs (treat as clubs), and the bodyguards have STR
16 and CON 14 for 5 more maximum hit points and a +1 Challenge: 4 (1,100 XP)
bonus to hit and damage. Brute: A melee weapon deals one extra die of its damage
The bed is covered in now-worthless furs and silks, and when Kolaracht hits with it (included in the attack).
underneath it are two spare shields, four javelins, and two Heart of the Brute: Kolaracht has advantage on saving
morningstars. The chest of drawers contains tattered clothes throws against being charmed, frightened, paralyzed, poi-
and bits of unidentifiable boiled meat. soned, stunned, or put to sleep.
Treasure. Kolaracht carries two potions of greater healing, a Surprise Attack: If Kolaracht surprises a creature and hits
+1 morningstar, a +2 handaxe, and wears a +1 chain shirt. it with an attack during the first round of combat, the tar-
There is a secret cubbyhole built into the wall behind the get takes an extra 7 (2d6) damage from the attack.
chest of drawers that can be discovered with a successful
DC 16 Intelligence (Investigation) check. The compart- ACTIONS
ment is locked, but can be picked with a successful DC Multiattack: Kolaracht makes three melee attacks, two
21 Dexterity check and thieves’ tools. Anyone opening the with his morningstar and one with his handaxe.
compartment without first disarming the trigger mecha-
nism of lock’s trap with a successful DC 20 Intelligence +1 Morningstar: Melee Weapon Attack: +7 to hit, reach 5
(Investigation) check will be pricked in the hand by a hid- ft., one creature. Hit: 14 (2d8 + 5) piercing damage.
den poisoned needle. This causes 1 piercing damage and +2 Handaxe: Melee Weapon Attack: +8 to hit, reach 5 ft.,
the target must make a successful DC 15 Constitution one creature. Hit: 13 (2d6 + 6) slashing damage.
saving throw or take 10 (3d6) poison damage and become Javelin: Melee or Ranged Weapon Attack: +6 to hit, reach 5
poisoned for 1 hour. Inside the cubbyhole is 2,356 gp and ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing
4,788 sp in a huge leather backpack, a set of high-quality damage in melee or 7 (1d6 + 4) piercing damage at range.
thieves’ tools (worth 50 gp), a potion of superior healing, a A warrior bedecked in fine armor and wielding a masterful-
potion of gaseous form, and oil of sharpness. ly crafted morning star takes an aggressive stance. This is no
Development. If the characters have managed to avoid knight, however, as the face taking measure of his opponents is
being detected by the magic mirror, the bugbears will be clearly goblinoid.
milling about and won’t be prepared for a fight. Each will
require 1 round to find their weapons and prepare for com- AREA D – NOCKMORT’S WORKROOMS
bat. If the characters have been noticed, Kolaracht will lay Nockmort has claimed this area as his personal workspace.
down his morningstar, greet them with a grin, and ask if Here he experiments with plants he has grown in the Sun-
they have come to rid him of that stark-raving-mad treant. less Garden, trying to find new exotic properties to further
If the characters begin to parlay, he strikes with his hidden his diabolical plans. Ironically, his search for new and dead-
handaxe at the least-armored character in reach. Roll initia- ly compounds has led him to the discovery of penicillin,
tive, but all characters are surprised the first round. toothpaste, and peanut butter, but he has discarded each of
these innovations, lest they accidentally improve the world
for mankind.
Treasure. Nockmort carries a +2 giant sickle on his person NOCKMORT, THE DARK TREANT
and wears the original meteorite fragment around his neck Huge plant, chaotic evil
on a thick leather cord. A leather messenger bag around his
neck containing two potions of flying and two potions of supe- Armor Class: 19 (natural armor)
rior healing. He also has a well-rendered topographical map Hit Points: 162 (12d12 + 84)
of the surrounding territories, with marks indicating the lo- Speed: 30 ft.
cation of the garden and the area where the meteorite fell.
STR DEX CON INT WIS CHR
The bubbling mixture Nockmort is currently experiment-
24 (+7) 10 (+0) 24 (+7) 15 (+2) 17 (+3) 14 (+2)
ing with is a reduction of several types of plants from the
garden. He uses beakers full of this concoction as bombs in Saving Throws: Int +7, Wis +8
combat. Drinking the foul mixture causes 21 (6d6) poison
Damage Resistances: acid, cold, lightning, thunder;
damage, but if the character succeeds at a DC 20 Consti-
bludgeoning and piercing
tution save, they gain immunity to poison damage for 22
(4d10) hours. Senses: darkvision 60 ft., passive Perception 13
The glassware in this chamber could be sold to a big-city al- Languages: Common, Druidic, Elvish, Sylvan
chemist for 4,000 gp. However, the equipment is extremely Challenge: 11 (7,200 XP)
fragile and difficult to transport.
Siege Monster: Nockmort deals double damage to objects
and structures.
ACTIONS
Meteorite Effects Multiattack: Nockmort makes two melee attacks with his
Meteorite mutations have given Nockmort not only giant sickle or throws two beakers. Alternatively, he can
a tougher bark and increased ability scores, but also make one melee and one ranged attack.
power over plant and animal life as well as resistance +2 Giant Sickle: Melee Weapon Attack: +13 to hit, reach 10
to damage of several elemental types, including fire. ft., one creature. Hit: 19 (3d6 + 9) slashing damage.
Being a treant, which are naturally vulnerable to fire, Beaker: Ranged Weapon Attack: +11 to hit, reach 60/180
Nockmort therefore takes normal fire damage. ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 21
(6d6) poison damage
This room is filled with tall wooden wine racks, creating a se- Treasure. All of the bugbears in this room have 3d10 gp.
ries of extremely narrow aisles. The racks are about one-quarter Shuderief himself carries 390 gp, wears a belt of stone giant
full with dusty green bottles. Cobwebs cover every corner, and strength, and carries a +1 shield.
every space between the racks is strewn with dusty webs.
SHUDERIEF, BUGBEAR SUBCHIEF
Some of the webs in this room are the work of mundane
Medium humanoid (goblinoid), chaotic evil
spiders that infest this quarter of the lower level. The wine
bottles are all illegal imports from an unfriendly kingdom— Armor Class: 18 (chain shirt and +1 shield)
the local magistrate has banned their sale or consumption Hit Points: 65 (10d8 + 20)
under pain of imprisonment. Speed: 30 ft.
Treasure. There are 124 bottles left, and they could fetch
up to 25 gp each on the black market, provided the charac- STR DEX CON INT WIS CHR
ters can transport them and find a buyer. 23 (+6) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)
PLAYERS’ HANDOUT 1
This printing of Fifth Edition Fantasy #23: The OPEN GAME LICENSE Version 1.0a ments, creatures, equipment, magical or or You have sufficient rights to grant the rights distributed under any version of this License.
Sunless Garden is done under version 1.0 of the The following text is the property of Wizards of supernatural abilities or effects, logos, symbols, conveyed by this License. 10 Copy of this License: You MUST include a
Open Gaming License, and the System Refer- the Coast, Inc. and is Copyright 2000 Wizards of or graphic designs; and any other trademark 6.Notice of License Copyright: You must update copy of this License with every copy of the Open
ence Document by permission from Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. or registered trademark clearly identified as the COPYRIGHT NOTICE portion of this License Game Content You Distribute.
the Coast, Inc.Designation of Product Identity: 1. Definitions: (a)”Contributors” means the Product identity by the owner of the Product to include the exact text of the COPYRIGHT 11. Use of Contributor Credits: You may not
The following items are hereby designated as copyright and/or trademark owners who have Identity, and which specifically excludes the NOTICE of any Open Game Content You are market or advertise the Open Game Content
Product Identity in accordance with Section 1(e) contributed Open Game Content; (b)”Derivative Open Game Content; (f) “Trademark” means copying, modifying or distributing, and You using the name of any Contributor unless You
of the Open Game License, version 1.0: Fifth Edi- Material” means copyrighted material includ- the logos, names, mark, sign, motto, designs must add the title, the copyright date, and the have written permission from the Contributor
tion Fantasy #19: Denizens of the Reed Maze, ing derivative works and translations (including that are used by a Contributor to identify itself copyright holder’s name to the COPYRIGHT to do so.
all proper nouns, capitalized terms, italicized into other computer languages), potation, or its products or the associated products NOTICE of any original Open Game Content 12 Inability to Comply: If it is impossible for
terms, artwork, maps, symbols, depictions, and modification, correction, addition, extension, contributed to the Open Game License by the you Distribute. You to comply with any of the terms of this
illustrations, except such elements that already upgrade, improvement, compilation, abridg- Contributor (g) “Use”, “Used” or “Using” means to 7. Use of Product Identity: You agree not to Use License with respect to some or all of the Open
appear in the System Reference Document or ment or other form in which an existing work use, Distribute, copy, edit, format, modify, trans- any Product Identity, including as an indication Game Content due to statute, judicial order, or
have been released as Open Content. may be recast, transformed or adapted; (c) “Dis- late and otherwise create Derivative Material of as to compatibility, except as expressly licensed governmental regulation then You may not Use
Designation of Open Content: Subject to the tribute” means to reproduce, license, rent, lease, Open Game Content. (h) “You” or “Your” means in another, independent Agreement with any Open Game Material so affected.
Product Identity designation above, such sell, broadcast, publicly display, transmit or the licensee in terms of this agreement. the owner of each element of that Product 13 Termination: This License will terminate
sections of creature and NPC statistics as derive otherwise distribute; (d)”Open Game Content” 2. The License: This License applies to any Open Identity. You agree not to indicate compatibility automatically if You fail to comply with all
from the SRD are designated as Open Gaming means the game mechanic and includes the Game Content that contains a notice indicating or co-adaptability with any Trademark or terms herein and fail to cure such breach within
Content. methods, procedures, processes and routines that the Open Game Content may only be Used Registered Trademark in conjunction with a 30 days of becoming aware of the breach. All
Some of the portions of this book which are to the extent such content does not embody under and in terms of this License. You must work containing Open Game Content except sublicenses shall survive the termination of
delineated OGC originate from the System the Product Identity and is an enhancement affix such a notice to any Open Game Content as expressly licensed in another, independent this License.
Reference Document and are copyright © 1999, over the prior art and any additional content that you Use. No terms may be added to or sub- Agreement with the owner of such Trademark 14 Reformation: If any provision of this License
2000 Wizards of the Coast, Inc. The remainder clearly identified as Open Game Content by the tracted from this License except as described by or Registered Trademark. The use of any is held to be unenforceable, such provision shall
of these OGC portions of these book are hereby Contributor, and means any work covered by the License itself. No other terms or conditions Product Identity in Open Game Content does be reformed only to the extent necessary to
added to Open Game Content and, if so used, this License, including translations and deriva- may be applied to any Open Game Content not constitute a challenge to the ownership of make it enforceable.
should bear the COPYRIGHT NOTICE “Fifth Edi- tive works under copyright law, but specifically distributed using this License. that Product Identity. The owner of any Product 15 COPYRIGHT NOTICE
tion Fantasy #23: The Sunless Garden, copyright excludes Product Identity. (e) “Product Identity” 3.Offer and Acceptance: By Using the Open Identity used in Open Game Content shall Open Game License v 1.0 Copyright 2000,
© 2022 Goodman Games, all rights reserved, means product and product line names, logos Game Content You indicate Your acceptance of retain all rights, title and interest in and to that Wizards of the Coast, Inc.
visit www.goodman-games.com or contact and identifying marks including trade dress; the terms of this License. Product Identity. System Rules Document Copyright 2000 Wiz-
info@goodman-games.com” artifacts; creatures characters; stories, 4. Grant and Consideration: In consideration for 8. Identification: If you distribute Open Game ards of the Coast, Inc.; Authors Jonathan Tweet,
Fifth Edition Fantasy #23: The Sunless Garden is storylines, plots, thematic elements, dialogue, agreeing to use this License, the Contributors Content You must clearly indicate which por- Monte Cook, Skip Williams, based on original
copyright © 2022 Goodman Games LLC. Open incidents, language, artwork, symbols, designs, grant You a perpetual, worldwide, royalty-free, tions of the work that you are distributing are material by E. Gary Gygax and Dave Arneson.
game content may only be used under and in depictions, likenesses, formats, poses, concepts, non-exclusive license with the exact terms of Open Game Content. Fifth Edition Fantasy #23: The Sunless Garden,
the terms of the Open Game License. themes and graphic, photographic and other this License to Use, the Open Game Content. 9. Updating the License: Wizards or its desig- copyright © 2022 Goodman Games LLC, all
Goodman Games LLC is not affiliated with visual or audio representations; names and de- 5.Representation of Authority to Contribute: nated Agents may publish updated versions rights reserved, visit www.goodman-games.
Wizards of the CoastTM. Goodman Games LLC scriptions of characters, spells, enchantments, If You are contributing original material as of this License. You may use any authorized com or contact info@goodman-games.com
makes no claim to or challenge to any trade- personalities, teams, personas, likenesses and Open Game Content, You represent that Your version of this License to copy, modify and
marks held by Wizards of the CoastTM. special abilities; places, locations, environ- Contributions are Your original creation and/ distribute any Open Game Content originally
Saturday
I fear this might be my last entry, dearest friend journal,
as I plan to hide myself away to the highest cliff I can
find and throw myself off. I would rather die than live with
whatever curse has been inflicted upon me. This morning
I awoke to find my hair had turned to leaves. I look like
some mad oak tree! Oh, to find whatever witch hexed me
thus! I am certain it is Quella, the barmaid – she is jealous
of the bond that she sees growing between Yonneth and
myself. Aye me, what shall I do?
Sunday
Oh Yonneth – what has become of all of us? I see that now
my fate is the fate of everyone in the Fork – we are a vic-
tim of the same terrible curse. I can take no food or drink,
and not even water comforts me – the water from the well
tastes strange. Will I die? Will I dream? Oh Yonneth –
PLAYERS’ HANDOUT 2
The Last Three Days of the Journal of Caralee Wakes