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HW FreeRPG Booklet

The document outlines an adventure module titled 'Humblewood: The Wakewyrm's Fury,' set in the magical forest of Humblewood, where players embark on a quest to rescue a young wakewyrm from poachers led by the pirate Skopps the Beast-Breaker. The adventure is designed for a party of 5th level characters and includes various locations, NPCs, and combat scenarios, as well as hooks to engage players. It provides detailed descriptions of settings such as Saltar's Port and Tideswell Cave, along with gameplay mechanics and treasure information.

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Patricia Arenas
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
109 views22 pages

HW FreeRPG Booklet

The document outlines an adventure module titled 'Humblewood: The Wakewyrm's Fury,' set in the magical forest of Humblewood, where players embark on a quest to rescue a young wakewyrm from poachers led by the pirate Skopps the Beast-Breaker. The adventure is designed for a party of 5th level characters and includes various locations, NPCs, and combat scenarios, as well as hooks to engage players. It provides detailed descriptions of settings such as Saltar's Port and Tideswell Cave, along with gameplay mechanics and treasure information.

Uploaded by

Patricia Arenas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Deck of Many Presents

THE WAKEWYRM'S FURY


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Credits
Writing and Game Design: Art Director:
Christopher Pinch, Jordan Richer, Leesha Hannigan
Andrea Bruce, TR Rowe Front Cover Illustrator:
Story Concept: Daarken
Christopher Pinch Cartography:
Editors: Ricardo Evangelho
Andrea Bruce, TR Rowe, Illustrators: 
Ricardo Evangelho Leesha Hannigan, Christina Kraus
Graphic Designers: Veronika Federova, Paul Scott Canavan,
Ricardo Evangelho, Anna Christenson, Christina Bindon,
Rajaa Al-Subairi Crystal Sully, Jessica Nguyen

Paul Scott Canavan

TM
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Humblewood: The Wakewyrm's Fury is Copyright © 2020 Hit Point Press Inc., 1175 Brookfield Rd East,
Ottawa, Ontario, K1V0C3, Canada. All rights reserved. All characters and their distinctive likenesses are
property of Hit Point Press Inc. in Canada, US and other countries. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express permission of Hit Point Press
Inc. Reference to other copyrighted material in no way constitutes a challenge to the respective copyright
holders of that material. Hit Point Press, The Deck of Many, Humblewood and its associated logos are
trademarks of Hit Point Press Inc. First Printing. Printed in Canada.
Welcome to Humblewood
home to adventure
In the far away world of Everden, on the ADVENTURE BACKGROUND
eastern coast of a great continent, lies a vast forest After capturing a young wakewyrm, sea-faring
nestled between the mountains and the sea. This poachers led by the notorious pirate Skopps the
is the Humblewood, an ancient and magical place. Beast-Breaker have moved into an abandoned
This region is inhabited by two groups of animal- hideout in the Tideswell Cave. The poachers are
like humanoids, the birdfolk and the humblefolk, holding the creature captive with ambitions of
who share its bountiful resources. The southern raising it to become a powerful weapon. Once the
shore of Humblewood features a rocky coastline, wakewrym is trained, the poachers plan to use it
known as the Talongrip Coast, where hardy locals as a tool to help them capture other sea creatures
eke out a living next to the great sea. Strange and and assault enemy ships. If unsuccessful, given the
wondrous creatures lurk in the waves attracting price wakewyrm parts fetch on the black market,
those who seek out adventure. they plan to auction the beast off in pieces. Its
This module will take a party of 5th level mother, looking for her offspring, has been
characters through an exciting Humblewood lurking around the shore of the Talongrip Coast.
adventure that can be played in the span of a While the fully grown wakewyrm hasn’t caused
few hours. Additional Humblewood adventures, any problems yet, locals who have spotted the
fantastical campaign setting details, and free print- creature are growing increasingly nervous.
able resources are availabe at: The poachers are a tight-knit group who profit
HUMBLEWOOD.COM/RESOURCES off of pirating and extortion, and are known for
hunting rare and protected beasts. Their leader,
HOW TO USE Skopps, possesses a supernatural ability to influ-
THIS ADVENTURE ence even the fiercest beasts. They prowl the seas
What you need to run this game is this book- on their ship, the Grim Huntress, evading arrest
let, the included reference cards, the provided by a feather’s breadth. This has led to a bounty of
character sheets, and access to the 5th Edition five hundred gold coins for Skopps the Beast-
Core Rules. Breaker, wanted dead or alive.

Saltar’s Port
Information formatted in a box like Saltar’s Port is a birdfolk city built into the
this should be read out loud for players. rocky face of a large sandstone cliff. It serves as the
This information is to be read when the only access for ships coming to or leaving from
party arrives at that point in the adventure. Humblewood, and has sparked a vibrant trade
business which offers the riches of the Wood to
Any monster or non-player character far-off cities and kingdoms. Travelers get around
(NPC) stat block printed on the refer- the city by roads carved out of the cliffside and
ence cards included with this booklet rope ladders recycled from ship’s rigging. The
is identified by bold blue text. ground level boasts a dockside area with piers
Magic items are presented in often occupied by ships. Order is maintained by
italics, and can be found either the Perch Guard, which serves as the City Watch.
on a reference card or in the A specialized Coast Guard force protects the ports
5th Edition Core Rules. and combats piracy.
Bold red text references Inside the city, rowboats can be rented from
Ver

other sections within the dock for 5 gold pieces per day, or purchased
onik

this booklet. outright for 50 gold pieces. There is a temple here


a

as well. The temple’s priests can cast cure wounds


Fed
or
ova

Humblewood: The Wakewyrm’s Fury 3


as a first level spell using a +2 Wisdom modifier. the Coast Guard believes criminals no longer
They charge a fee of 5 gold pieces per healing. gather here.
In and around Saltar’s Port, characters can Unless otherwise specified:
find anything that might be found in a large city. l Ceilings in the cave are 15 feet high and
There are a variety of vendors, including a unique covered in thin stalactites,
local shop known as the Marguerite Rose. The l The cave’s tunnels are 20 feet wide.
Rose, built out of a wrecked ship, is located on the
beach just outside of Saltar’s Port. It sells tools for ADVENTURE HOOKS
naval travel, trade goods from far-off lands, and Consider using the following adventure hooks
well-forged weapons. to set up this adventure. Each hook presented here
The proprietor of the Marguerite Rose is an is aimed at one of the three pillars of play (Social
elderly maran raptor named Petra Cloudburst, Interaction, Combat, and Exploration). Use
also known as “the Captain”. She is missing the whichever best suits the playgroup, or create an
feathers from her left arm—a battle scar from original hook!
her time in the Coast Guard. The Captain wears Help the Druids. Druids from a nearby
her officer’s uniform despite her retirement, and conclave claim to have received a vision! Seers say
manages her shop like a tightly run ship. Many of that a baby wakewyrm is trapped in the Tideswell
her staff are former members of her crew, and they Cave, but their visions aren’t enough for the Coast
have a bond akin to family. The Captain is well Guard. The druids are desperate for the party to
respected in Saltar’s Port, though she is considered investigate, and aid the poor creature.
more a figure of the past. As a well-established Claim the Bounty. Recently, Captain Petra
local she is a font of information, and could prove Cloudburst of the Marguerite Rose has seen ships
a useful ally for a curious party. flying the flag of Skopps the Beast-Breaker, the
notorious pirate poacher. She informs the party
The Tideswell Cave that there’s a hefty bounty for his arrest. She’ll bet
A half-day’s trek southwest from Saltar’s Port her good wing that the pirates are hiding out in
lies the Tideswell Cave, a sea cave that is home to a Tideswell Cave.
secret hideout built by bootleggers and freebooters. A Haunting Mystery. Mournful cries can
At one point the Tideswell Cave was a bustling be heard from the Tideswell Cave at night.
secret port of call for pirates along the Talongrip Folks say it’s haunted, and the party is tasked
Coast. These days, it doesn’t see much use, and with investigating.

Veronika Federova

4 Humblewood: The Wakewyrm’s Fury


Paul Scott Canavan

Setting Sail for Adventure


somtething,s in the water
1. CAVE ENTRANCE from a crack in the cave wall. The crack is
30 feet above the ground, and is partially
concealed by a stone formation that provides
Sun shines bright on the beach outside three-quarters cover. The lookout point links
of Tideswell Cave. Surrounded by water,
to the Connecting Chamber via a tunnel.
the mouth of the sea cave stands firm
The lookouts can be snuck past with a
against the breakers that crash against it.
The noise of the waves drowns out anything successful DC 16 group Dexterity (Stealth)
quieter than a yell, and the air tastes of check, or seen with a DC 19 Wisdom
sea salt. (Perception) check. If a player character is a
raptor—such as the pre-generated character
Ewan Kreer—the lookouts can be seen with
The cave’s entrance is situated in the water,
a DC 16 Wisdom (Perception) check. If a
150 feet from the shore. The water between the
character reaches the entrance without spot-
mainland and the cave is 20 feet deep. Decide
whether the party arrives at low tide (Low Tide ting the hidden lookouts, the lookouts sneak
Landings) or high tide (High Tide Landings). away and warn the poachers in the connect-
The tide turns every six hours. ing chamber.

Low Tide Landings High Tide Landings

Between the waves a narrow strip of The surf pounds against the sandy
rocky seabed lies exposed by the tide. It shore, and the sea churns. Occasionally,
stretches from the shore to the cave’s shadows move in the water, attracting
entrance. Swells of seawater batter loudly curious seabirds to circle above.
against the rocky terrain, covering sections
of it in a curtain of foam.
The entrance can be reached in five rounds
by swimming or boating. Characters swimming
Should the characters approach the cave or steering a boat must make a DC 10 Strength
during low tide, they’ll find exposed rocky (Athletics) check each round to make progress
against the currents. Three hunter sharks are
terrain which runs from the shore to the
patrolling 50 feet from the cave mouth, and are
mouth of the cave. Two of Skopps’ look- alert to sounds of struggle in the water.
outs (raptor deckhands) watch this path
Humblewood: The Wakewyrm’s Fury 5
2. CONNECTING CHAMBER
A winding pathway leads from the cave’s
entrance to the connecting chamber.

This damp chamber smells of sulfur


and is filled with mineral columns. The
faint sound of the sea echoes between
the stalactites that hang from the ceiling.
The walls are rough and porous to the
touch. Atop a rocky shelf at the end of the
chamber, two large net guns are manned by

Christina Bindon
pirate poachers.

This chamber is 60 feet wide by 80 feet


long and has naturally occurring columns that
provide half cover. The ceilings are 25 feet high. A voice echoes from the rock shelf,
If the party arrived during a high tide or “You came to the wrong cave, lubbers!” A
alerted the lookouts watching the cave entrance fierce looking jerbeen steps forward, chuck-
during a low tide, two lookouts (raptor deck- ling with authority. She looks down at you
hands) are hidden behind the pillars on the lower and signals to her crew. “Fire at will!”
level and attack when able. These are the same
lookouts that are responsible for watching the
cave entrance during low tides. The jerbeen giving the orders is the hideout’s
If the party arrived at the cave during a low “welcome party" leader and Skopp’s first mate,
tide and successfully snuck past the lookouts Raleigh Burrowbright (jerbeen swashbuckler).
watching the cave entrance, the lookouts remain She starts combat between the two net guns.
stationed at the cave entrance. Combat in the
connecting chamber does not alert the lookouts. Net Gun
Across from the chamber’s entrance and The net guns use the following statistics:
on the left side is a 15-foot tall rock shelf. The Net Gun. Ranged Weapon Attack: +4 to hit,
raised area atop the shelf is 25 feet wide and is range 80 ft., one target. Hit: A character
10 feet below the ceiling. Two raptor deckhands hit by a net attack takes no damage, but is
are stationed at two large net guns, which are restrained. A restrained creature can free
mounted up on the shelf. If warned by the itself by using an action to make a DC 13
lookouts from the Cave Entrance (pg.5), the Strength check. Dealing 5 slashing damage
deckhands with the net guns have readied to the net (AC 13) also frees the creature
actions to fire upon any intruders. without harm, ending the effect and destroy-
The deckhands have six special nets at their ing the net.
disposal that function as ammunition. Each
net can be thrown as an action, but the iron Raleigh Burrowbright retreats as soon as she
hooks used to fire and anchor them also make has lost half of her hit points, trusting the remain-
the nets unwieldy, so these attacks are made ing crew to cover her escape.
with disadvantage.
A tunnel on the left of the shelf leads to the TREASURE
hollow used by the cave entrance lookouts. One of the deckhands has a string of pearls
A hidden opening on the left of the chamber
worth 50 gp.
leads from the lower chamber level to the shelf. A
If Raleigh is defeated. She carries a potion of
character within 10 feet of the opening can notice
it with a DC 16 Wisdom (Perception) check, greater healing. Raleigh also carries a poem
though the shelf can be easily climbed with a DC written on a folded piece of parchment (see
10 Strength (Athletics) check. the sidebar A Round of Rhymes).

6 Humblewood: The Wakewyrm’s Fury


A Round of Rhymes
First mate Raleigh Burrowbright carries a folded piece of parchment that contains a clue for
The Wheel Puzzle (pg.9). On it is scribbled a poem that reads:

*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.

3. PERILOUS PASSAGE If a creature comes within 10 feet of an open-


On the other side of the connecting chamber’s ing, the wakewyrm attacks through that opening
rocky shelf, a rope ladder hangs down 40 feet to a with its bite. It does not use its grapple ability.
tunnel flooded with 5 feet of water. It leads to the Each time the wakewyrm attacks, it must succeed
Wakewyrm’s Pool (pg.8). on a DC 18 Strength check or become stuck in
If Raleigh Burrowbright was defeated, at the the opening. If the wakewyrm gets stuck, it must
bottom of the ladder, a rowboat is anchored by a spend an action to pull itself free. A character that
rope and can be used to travel deeper into the cave. gets within 5 feet of the wakewyrm can attempt to
If Raleigh Burrowbright escaped from calm it with a DC 16 Wisdom (Animal Handling)
combat, she’ll recover 14 (4d4 + 4) hit points with check. Upon success, the creature recognizes that
a potion of greater healing, then use the rowboat character as friendly. If the wakewyrm has been
that is tied to the ladder to travel through the calmed, or has taken 20 points of damage, it no
flooded tunnel. She will alert Skopps in the longer attacks the party but continues to swim
Ship’s Bay (pg.10) before falling back to guard outside the cave.
the treasure being kept in The Brig (pg.9). The end of the tunnel is marked by boulders
The water in the tunnel can be traversed with- preventing the water in the tunnel from spilling
out a boat by Medium sized characters, though into the next room. If Raleigh Burrowbright
at half speed. Small sized characters must swim or escaped from the connecting chamber, the
be carried. party will find a rowboat she used moored to a
The tunnel’s west wall has a series of irregular wooden pole.
5-foot wide openings that lead to the sea. Outside,
the mother wakewyrm can be seen swimming
frantically back and forth.

Humblewood: The Wakewyrm’s Fury 7


4. WAKEWYRM’S POOL Mother and Child
The mother wakewyrm has followed the
party here from the passageway, and is
Flickering torches light the room, outside the cave walls when the party arrives.
casting moving shadows on the cave It has been trying to guide its child toward
walls. The room holds a crude oblong pool. the gate in the Ship’s Bay (pg.10) but
The sound of running water can be heard doesn’t realize that the young wakewyrm is
through a steel portcullis that gates off a trapped in its pool. Whenever appropriate,
partially submerged tunnel. Something describe the mother wakewyrm calling to
is swimming in the pool. its child in anguished bellows. Its calls
reverberate throughout the cavern, shaking
dust loose from the ceiling. The young
The approximately 60-foot square room holds
wakewyrm responds with plaintive wails,
a pool that is 30 feet long, 20 feet wide, and 20
unsure of what to do. Characters who don’t
feet deep. The pool is located opposite to the
understand what is happening can intuit the
entrance and off to the left. It contains a young
meaning of these calls with a successful DC
wakewyrm, which swims just below the water’s
10 Intelligence check.
surface. A 15-foot wide steel portcullis separates
the pool from a passage that leads to the
Ship’s Bay (pg.10). The passage beyond the The young wakewyrm becomes agitated when
portcullis is 15 feet wide, and the water within strangers approach. If not calmed with a DC 16
is 10 feet deep. The tunnel to the right leads to Wisdom (Animal Handling) check, it launches
The Brig (pg.9). attacks at creatures within range of its bite. If
On the wall next to the portcullis is a circular attacked, the young wakewyrm dives down into
mechanism with 6 stone buttons. Upon investi- the pool and hides to protect itself.
gation it is apparent the mechanism is a Wheel If the party is successful in lifting the portcul-
Puzzle (pg.9) holding the portcullis in place. lis, the young wakewyrm swims towards the Ship’s
Bay. The young wakewyrm appears to be following
the calls of the larger wakewyrm.

Crystal Sully

8 Humblewood: The Wakewyrm’s Fury


Wheel Puzzle 12 Dexterity (Thieves’ Tools) check or forced open
The pool’s portcullis is controlled by a stone with a DC 13 Strength check. The chest can be
mechanism on the cave wall. The mecha- unlocked with a DC 15 Dexterity (Thieves’ Tools)
nism has 6 wedge-shapped buttons, each check, or with the key recovered from Skopps.
adorned with the image of an animal: a wolf, If Raleigh Burrowbright was defeated, three
a crab, a shark, a goat, a rat, and a snake. bored vulpin buccaneers sit at the wooden table.
They have orders to attack intruders on sight.
If the correct button (the rat) is pressed,
If Raleigh Burrowbright escaped from
the portcullis opens.
combat, she and the three vulpins await the
party’s arrival.

The jerbeen first mate adopts a fencing


stance, her dark eyes full of determination.
“I’ve come too far to lose to the likes of
you!” She sneers. “For the Beast-Breaker!”

Raleigh won’t flee from this fight. This is her


last stand, and she’ll fight until she is defeated.

The first time an incorrect button is


TREASURE
13 gp worth of coins can be found on the
pressed, a brass ship’s bell rigged to the
gaming table.
wheel sounds. The sound of the ship’s
Raleigh’s loot can be found in the connecting
bell draws two vulpin buccaneers from
chamber’s treasure section (pg. 7).
The Brig (pg.9).
The locked wood and brass chest contains:
The second time an incorrect button is l 100 gp worth of coins
pressed, the button jams and the wheel can l 2 amethysts worth 100 gp each
no longer be used to open the portcullis.
l A silver chalice worth 15 gp
The poem found on Raleigh Burrowbright is l A kraken’s tooth, carved with scenes of
a clue to opening the portcullis (the poem pastoral life, worth 300 gp
can be found in the A Round of Rhymes l A whistle of freedom
sidebar on pg.7).

5. THE BRIG

This sparse chamber accommodates five Leesha Hannigan


prison cells divided by weathered iron bars.
One cell contains a large wood and brass
chest with a heavy lock. Empty bottles,
some smashed, lay on the floor around a
battered wooden table strewn with coins
and playing cards.

This roughly square chamber is 50 feet by 50


feet, with a passage at one end which leads to
the Ship’s Bay (pg.10). The prison cells are
each 10 feet by 10 feet. The doors to each
cell can be unlocked with a DC

Humblewood: The Wakewyrm’s Fury 9


6. SHIP’S BAY Seawater stretches 120 feet across the bay.
A 15-foot wide embankment surrounds the
bay. On the right, steps lead up to a wooden
The passage opens up to a hidden platform where the poacher’s ship, the Grim
bay illuminated by dim light filtering in Huntress, is docked. This platform is 20 feet
from outside the cave. A ship is docked above the embankment.
at a rough pier built into the rocky shore. The left embankment slopes down 10 feet
A massive gate, covered in rigging and toward a large crank mounted beside the gate.
seaweed, blocks a ship-sized hole that leads The crank, when turned, will open the large
out into the sea. The water’s movement gate. The mother wakewyrm’s roars can be heard
around the gate suggests the presence of emanating from the other side.
something large outside. On an embank- Skopps the Beast-Breaker is here, accompa-
ment several wooden dummies, some nied by four raptor deckhands. Skopps is fearless,
splintered or missing their heads, stand in and overconfident from years of being admired by
a row. Large nets and coils of rope attached his crew. He would rather die than admit defeat.
to metal hooks lie beside them.

An imposing strig with haggard


feathers stands proudly, unmoved by the
powerful roars coming from the bay’s exit.
“Well, she sounds plenty mad, doesn’t she?”
He guffaws, his beak twisting into a sinister
grin. “You should meet her child. It’s plenty

Jessica Nguyen
hungry, and you lot look like an easy meal!”

At the start of combat, if the young


wakewyrm is not already in the bay, Skopps
orders its release. A deckhand pulls a lever
on the cave wall and a clank can be heard
from the flooded passage.

10 Humblewood: The Wakewyrm’s Fury


The young wakewyrm arrives on initiative Beginning with Skopps, the mother
count 20 of the first round, and immediately falls wakewyrm will attack mercilessly, moving from
under Skopps’ control. Skopps will control the the pirate to his crew once he’s down. Skopps’
creature each turn using his Beast Command crew will attack the mother wakewyrm, though
action. Breaking Skopps’ control will cause the if Skopps is defeated, their morale will be broken
young wakewyrm to lash out with its bite, using and they will abandon the cause. The wakewyrms
its reaction to make opportunity attacks against will not leave the bay to pursue the poachers.
any creatures it can reach. Commotion in the bay
draws enemies from The Brig (pg.9), who TREASURE
arrive after two rounds of combat, unless they’ve Skopps has a key on his belt that opens the
previously been defeated. chest in The Brig (pg.9).
Sensing its offspring inside, the mother Skopps also has a pouch containing a cut
wakewyrm attacks the large gate in an effort to chrysoberyl gem worth 100 gp, a polished
enter the bay. A character can attempt to open
bloodstone worth 50 gp, and 10 gp
the gate by turning the large crank and using their
worth of coins.
action to make a DC 12 Strength check. Three
successful checks are enough to raise the gate,
allowing the mother wakewyrm to enter the bay.
CONCLUSION
These checks are made with disadvantage
As long as both wakewyrms are alive at
while the mother wakewyrm attacks the large
the end of the adventure, they will share a
gate, though a character can calm the mother
touching reunion:
wakewyrm with a DC 16 Wisdom (Animal
Handling) check. Should a character near the gate
have calmed the mother wakewyrm during the The massive head of the great sea
encounter in Perilous Passage (pg.7), the serpent caresses its child in a way that is
wakewyrm recognizes them, and ceases its assault surprisingly gentle. The pair glide close
on the gate. together, cooing tenderly as they leave the
Once the mother wakewyrm enters the bay, cave. The mother’s joyful trills can be heard
the poachers quickly lose control of the situation. as the two creatures submerge, disappear-
Depending on the state of Skopps’ forces, you can ing into the waves.
choose to have combat end here, as the mother
wakewyrm remembers the poachers that took
her child. As long as the party doesn’t attack the The party can claim the 500 gold piece bounty
mother wakewyrm or her child after she arrives, from the Coast Guard for turning in Skopps or
the poachers are the sole focus of her fury. While offering convincing proof of his demise. The local
both wakewyrms are in the bay, the mother conclave of coastal druids will applaud them if
remains within reach of its child and the young they freed the trapped wakewyrm, and react with
wakewyrm makes saving throws against Skopps’ sorrow if one has died.
Beast Command ability with advantage.

THANK YOU!
We hope you enjoyed this little adventure. If you’d like to
continue questing in the world of Everden, visit our site

to find out more about the campaign setting book,


reference cards, miniatures and more!

Humblewood: The Wakewyrm’s Fury 11


Fen Freefield
Class/Level 16 (+3) SAVING THROWS
Strength
Fighter/Level 5 +6 Strength
14 (+2) +6 Constitution
Background Dexterity
Bandit Defector SKILLS
16 (+3) +6 Athletics
Race Constitution
+5 Stealth
Jerbeen
11 (+0) +3 Survival
Alignment
Intelligence +2 Deception
(+6 in combat)
18 (Breastplate, Shield) +2 Chaotic Good 10 (+0)
Wisdom +2 Intimidation
Armor Class Initiative
Size (+6 in combat)
47 30 ft. 10 Small 9Hit(-1)
Dice
Hit Points Speed Passive Perception Charisma

FEATURES AND TRAITS ATTACK & SPELLCASTING


Standing Leap. Your base long jump is 30 feet and your base Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one
high jump is 15 feet, with or without a running start. target. Hit: 7 (1d8 + 3) slashing damage
Nimbleness. You can move through the space of any creature Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft.
that is of a size larger than you. or range 20/60 ft., one target. Hit: 5 (1d4 +3) piercing damage.
Take Heart. You have advantage on Strength saving throws Bottle. Melee or Ranged Weapon Attack: +6 to hit, reach 5
and saving throws against being frightened as long as you are ft. or range 20/60 ft., one target. Hit: 5 (1d4 +3) bludgeon-
within 5 feet of an ally you can both see and hear, and who isn’t ing damage.
fightened or incapacitated.
OTHER PROFICIENCIES & LANGUAGES
Team Tactics. You can use the Help action as a bonus action.
Fighting Style: Protection. When a creature you can see l Birdfolk
attacks a target other than you that is within 5 feet of you, you l Jerbeen
can use your reaction to impose disadvantage on the attacker’s l Disguise Kit
attack roll. You must be wielding a shield. l Dice Set
Second Wind (1/Rest). On your turn, you can use a bonus EQUIPMENT
action to regain hit points equal to 1d10 + your fighter level.
l 10 GP
Action Surge (1/Rest). On your turn, you can take one l Shield
additional action. l Breastplate
Extra Attack. You can attack twice, instead of once, whenever l Longsword
you take the Attack action on your turn. l Commoner’s Clothes
Intimidating Banter. So long as you are in combat, you l Disguise Kit
may choose to use Strength or Dexterity to make Charisma l Dice Set
ability checks. l Bottle of Elderberry Wine
Brutal Brawler. You have proficiency in improvised weapons, l Dagger
and treat all improvised weapons as if they had the Finesse l Mess Kit
quality. When you hit with an improvised weapon, you may l Cooking Pot
spend a bonus action to destroy the weapon, dealing the maxi- l Winter Blanket
mum damage that weapon could deal. l Whetstone
l Waterskin
l 2 days Trail Rations
l Bullseye Lantern and 3 Pints of Oil

12 Humblewood: The Wakewyrm’s Fury


CHARACTER BACKSTORY
Fen was once a member of the Bandit Coalition, a criminal organization seen as freedom fighters
by the poor folk of the Wood. Born into poverty in the Roots of the Great Tree City of Alderheart, Fen
was an idealist who joined to fight against the oppressive Perch Guard. Though, as she gained rank, Fen
came to see the Coalition’s darker side. After refusing an order to rob a family of impoverished farmers,
Fen cut ties with the organization and fled. Now she lives by a simple moral code to do what she
believes is right, defying both Alderheart and the Coalition to forge her own path.

FEATURE: BANDIT ROUTES


As someone who once assisted in countless highway robberies, you are familiar with the roads of
the Wood and escape paths used by bandits. When you are not in combat, you and any companions
you guide can travel between locations by cutting through forested areas twice as fast as your speed
would normally allow.
Personality Traits: I’m plucky and confident in my abilities, at least that’s what I want others to
think. You mess with my friends, you mess with me.
Ideals: Repentance. I’ve done terrible things in the past and I want to try and make up for them.
Bonds: I want to be a hero that others can look up to.
Flaws: It’s hard for me to trust people, I’ve been burned before.

Christina Kraus

*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.

Humblewood: The Wakewyrm’s Fury 13


Ewan Kreer
Class/Level 9 (-1) SAVING THROWS
Strength
Druid/Level 5 +4 Intelligence
14 (+2) +7 Wisdom
Background Dexterity
Grounded SKILLS
14 (+2) +5 Acrobatics
Race Constitution
+7 Animal Handling
Mistral Raptor
12 (+1) +2 Athletics
Alignment
Intelligence +10 Insight
+7 Medicine
14 (Hide Armor) +2 Neutral Good 18 (+4)
Wisdom +7 Nature
Armor Class Initiative
Size +7 Perception
36 25 ft. 17 Small 10
Hit(+0)
Dice +7 Survival
Hit Points Speed Passive Perception Charisma

FEATURES AND TRAITS feet worth of adjacent spaces from the affected area dealing
persistent elemental damage. If the effect is not caused by a
Glide. When falling, you can spend your reaction to spread
spell, for each 5-foot space of the affected area removed in this
your feathered arms and slow your descent. When you do so,
way, you take 1d6 points of damage of the same damage type
you descend gently at a speed of 60 feet per round, taking no
the effect would deal. If the effect is caused by a spell, you
fall damage when you land. If you fall at least 10 feet in this
instead take 1d6 points of damage per the spell’s level for each
way, you may fly up to your speed in one direction, landing
5-foot space you removed. Any damage you take while reduc-
where you end your movement. You can’t glide while carrying
ing area effects is halved. If, after the use of this ability, there are
heavy weapons or shields, though you can drop any held items
no affected spaces remaining, the effect is removed.
as part of your reaction to glide. You cannot glide while wearing
heavy armor or while encumbered. ATTACK & SPELLCASTING
Talons. You have advantage on Strength (Athletics) checks
Talons. Melee Weapon Attack: +2 to hit, reach 5ft.,
made to climb any surface your talons could reasonably grip.
one target. Hit: 1 (1d4 -1) piercing damage.
Woodland Hunter. You treat three-quarters cover as half cover,
Produce Flame. Ranged Spell Attack: +7 to hit,
and half cover as no cover.
range 30 ft., one target. Hit: 9 (2d8) fire damage.
Aerial Defense. Creatures attack you with disadvantage while
you are falling, jumping, or gliding. OTHER PROFICIENCIES & LANGUAGES
Wild Shape (2/Rest). You can use Wild Shape to assume one l Birdfolk
of the following forms for up to 2 hours: l Druidic
l Boar l Jerbeen
l Weasel l Can understand Auran
Heartbeat of the Land. By spending 10 minutes communing l Cook’s Utensils
with nature, you can glean the following information about the l Herbalism Kit
area within 3 miles of you:
EQUIPMENT
l  ou learn the general location and severity of any imme-
Y
diate threats to the environment in the region (forest fires, l 5 gp
flooding, blights, etc.). l Quarterstaff
l You learn if any aberrations, beasts, elementals, fey, l Cook’s utensils
or undead are present within range, but not their l Herbalism Kit
specific locations. l Tender’s Vestments
l You learn the general direction of the nearest portal to l A Sprig of Mistletoe (Druidic Focus)
an elemental plane. l A small wooden carving of a jerbeen wearing wings made
Shared Burden. When a creature within 30 feet of you is out of leaves
targeted with an effect that would cause cold, fire, lightning, l A Healer’s Kit
or thunder damage, you can use your reaction to grant that l Bedroll
creature resistance against the effect’s damage. You take damage l Mess Kit
equal to the amount of damage taken by the target creature. l A warm blanket
l 5 days trail rations
 ou may spend an action to reduce the area of an effect which
Y
l 2 potions of healing
deals persistent cold, fire, or lightning damage within 30
l A well-worn journal and inkpen
feet of you. Per use of this feature, you may remove up to 20
l Waterskin

14 Humblewood: The Wakewyrm’s Fury


CHARACTER BACKSTORY
Ewan was born to wealthy aristocrats from the perch of Winnowing Reach. Unlike his parents,
who preferred their high society life, Ewan often ventured into the nearby marshes and caves, where
he befriended the native slimes. He baffled his parents by hiding and protecting his slime friends from
hunters. For most of his formative years, Ewan felt lost. This all changed when his perch was visited by
an elder member of the Tenders. The Tenders, a druidic order sworn to protect nature’s balance, were
founded on principles that spoke to Ewan. His parents, frustrated with their son, called him a fool for
trusting birdfolk with their feet planted too firmly in the soil, and forbade him to go. But Ewan left
all the same, vowing to himself that he would one day return when he found the courage to face the
family he left behind.

FEATURE: FIND ANOTHER PATH


Since you have lived your life close to the ground, you are as familiar with Humblewood’s under-
growth in the same way other birdfolk are familiar with its canopy. You can always recall the general
layout of the forest floor around you. If your path is ever blocked by an obstacle that requires you to
climb or otherwise gain height to circumvent it, you can find another way around, so long as such a
path exists. Additionally, you are adept at finding shelter while traveling and can usually locate a suit-
able safe shelter (a cave, a tree hollow, or bramble thicket) for you and up to five other creatures.
Odd Bird: I am considered weak and unskilled, and many treat me like a fledgling.
Personality Traits: I get embarrassed easily, even when someone tries to compliment me.
If I see someone in trouble, it’s my duty to help.
Ideals: Compromise. The best way to respect each other's differences is to find a solution that
doesn’t exclude anyone.
Bonds: I can’t return to my parent’s perch until I have proven myself.
Flaws: I’m easily frightened, and often hesitate under pressure.

PREPARED SPELLS
Cantrips: druidcraft, mending, produce flame
1st level (4 slots): animal friendship, cure wounds, healing word, veil of dusk
2nd level (3 slots): barkskin, lesser restoration, spike growth

Christina Kraus
3rd level (2 slots): dispel magic, wind wall

*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.

Humblewood: The Wakewyrm’s Fury 15


Shay Ambrell
Class/Level 8 (-1) SAVING THROWS
Strength
Wizard/Level 5 +7 Intelligence
12 (+1) +5 Wisdom
Background Dexterity
Acolyte SKILLS
14 (+2) +7 Arcana
Race Constitution
+7 History
Vulpin
18 (+4) +5 Insight
Alignment
Intelligence +7 Religion

11(14 with Mage Armor) +1 Neutral 14 (+2)


Wisdom
Armor Class Initiative
Size
30 30 ft. 12 Medium 11
Hit(+0)
Dice
Hit Points Speed Passive Perception Charisma

FEATURES AND TRAITS OTHER PROFICIENCIES & LANGUAGES


Darkvision. You have darkvision out to 60 feet. l Birdfolk
Evasive. You add your Intelligence modifier as a bonus on all l Jerbeen
Dexterity saving throws. l Mapach
l Vulpin
Bewitching Guile. You can cast charm person (save DC 15) as
a 1st level spell once per long rest. You can cast ambush prey as EQUIPMENT
a 2nd level spell once per long rest. You can cast fear (save DC
l 15 gp
15) once per long rest. Intelligence is your spellcasting ability
l Spellbook
for these spells.
l Wand (Arcane Focus)
Natural Attunement. You have attuned yourself to a coastal l Scholar’s Robes
leyline, granting you access to the leyline spells provided on the l Bedroll
back of this sheet. For as long as you are attuned to this leyline, l Mess Kit
you always have these spells prepared and they don’t count l Holy Symbol of Tyton
against the number of spells you can prepare each day. Leyline l A book of prayers
spells are not copied into your spellbook. l Priestly Vestments
Thrum of the Land. Whenever you are in a coastal environ- l 5 sticks of incense
ment, you can apply one of the following benefits to any leyline
spell you cast (chosen when you cast the spell):
l You gain a +2 bonus to attack rolls made with this spell,
l You gain a +1 bonus to your spell save DC for
this spell, or
l You have advantage on Constitution saving throws you
make to maintain concentration on this spell, and you
can concentrate on this spell for up to twice as long as it
would normally allow.

ATTACK & SPELLCASTING


Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing damage.
Chill Touch. +7 to hit, range 120 ft., one target. Hit: 9 (2d8)
necrotic damage, and the target can't regain hit points until the
start of your next turn.
Shocking Grasp. +7 to hit, reach 5 ft., one target. Hit: 9 (2d8)
lightning damage, and the target can’t take reactions until the
start of your next turn.

16 Humblewood: The Wakewyrm’s Fury


CHARACTER BACKSTORY:
Orphaned at a young age, Shay was taken in by a kindly priest who raised them in the seafar-
ing perch of Saltar’s Port. As a child, Shay was captivated by tales of the Amaranthine—the gods of
Everden. As time passed, Shay became interested in the study of arcane magic and was eventually
accepted into the Avium, the prestigious Humblewood academy. Years later Shay received a vision from
the owl Amaranthine of the night domain, Tyton. Shay had a special destiny, Tyton revealed, but they
would only find their purpose if they sought adversity. That day, Shay set their studies aside to seek out
their destiny on the roads of Humblewood.

FEATURE: SHELTER OF THE FAITHFUL


As an acolyte, you command the respect of those who share your faith, and you can perform
the religious ceremonies of Tyton, the Amaranthine of night and death. You and your adventuring
companions can expect to receive free healing and care at a temple or shrine, though you must provide
any material components needed for the spell. Those who share your religion will support you (but
only you) at a modest lifestyle.
You have ties to a temple in Saltar’s Port, where your mother still serves as a priest of Tyton. You
also have a residence there. You can call upon the priests of this temple for assistance, provided the
assistance you ask for is not hazardous and you remain in good standing with your temple.
Personality Traits: I am calm and composed, even in the face of adversity. I see omens in every
event and action. The Amaranthine try to speak to us, we just need to listen.
Ideals: Aspiration. I seek to prove myself worthy of Nightfather Tyton’s favor by matching my
actions against his teachings.
Bonds: I want to find my destiny and discover the purpose set for me by the Amaranthine.
Flaws: I judge others harshly, and myself even more severely.

PREPARED SPELLS
Cantrips: chill touch, message, minor illusion, shocking grasp
1st level (4 slots): create or destroy water*, mage armor, magic
missile, spiny shield, sleep, thunderwave*
2nd level (3 slots): enlarge/reduce, mirror image*, misty step*,
scorching ray, spider climb
3rd level (2 slots): fireball, haste, water breathing*(r),
water walk*(r)

(r)- This spell can be cast as a ritual.


*- This is a leyline spell.

Christina Kraus

*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.

Humblewood: The Wakewyrm’s Fury 17


Kalina Quill
Class/Level 12 (+1) SAVING THROWS
Strength
Bard/Level 5 +6 Dexterity
16 (+3) +5 Charisma
Background Dexterity
Wind-Touched SKILLS
12 (+1) +6 Acrobatics
Constitution
Race +8 Deception
Kindled Corvum 13 (+1) +5 Intimidation
Intelligence
Alignment +5 Performance
12 (+1) +8 Persuasion
15 (Studded Leather) +3 Chaotic Neutral
Armor Class Initiative
Wisdom +4 Religion
Size +6 Sleight of Hand
31 30 ft. 12 14
Hit(+2)
Dice
Hit Points Speed Passive Perception
Medium Charisma +6 Stealth

FEATURES AND TRAITS  ore Hit Dice to regain hit points at the end of the short rest,
m
each of those creatures regains an extra 1d6 hit points.
Glide. When falling, you can spend your reaction to spread
your feathered arms and slow your descent. When you do so, Wanderer’s Lore. While a creature has possession of a Bardic
you descend gently at a speed of 60 feet per round, taking no Inspiration die gifted from you may choose to roll a single
fall damage when you land. If you fall at least 10 feet in this Arcana, History, Nature, or Religion check with advantage.
way, you may fly up to your speed in one direction, landing Acrobatics Lessons. When you or an ally within 60 feet of you
where you end your movement. You can’t glide while carrying makes a Dexterity saving throw, you may expend a use of your
heavy weapons or shields, though you can drop any held items Bardic Inspiration to roll your Bardic Inspiration die and add
as part of your reaction to glide. You cannot glide while wear- the result to the saving throw. An ally must be able to see and
ing heavy armor or while encumbered. hear you to benefit from this effect.
Talons. You have advantage on Strength (Athletics) checks Hunting Lessons. You can expend one use of your Bardic
made to climb any surface your talons could reasonably grip. Inspiration to mark one creature you can see within 90 feet of
Appraising Eye (1/Rest). By spending an action examining an you as your quarry. Up to one hour, for as long as you concen-
object, you can determine any magical properties the item has, trate on this ability, all weapon attacks you make against the
how they can be used or activated, and a fair estimation of its target deal an additional die of damage, equal to your Bardic
market value. Inspiration die.
Convincing (Religion). You have advantage on all Charisma ATTACK & SPELLCASTING
checks made to convince someone of your knowledge on any
topic related to the Religion skill. Talons. +4 to hit, reach 5 ft., one target.
Hit: 3 (1d4 +1) piercing damage.
Sharp Mind. You are able to perfectly and clearly recall
anything you have seen or heard within the last month. Rapier. +6 to hit, reach 5 ft., one target.
Hit: 7 (1d8 +3) piercing damage.
Bardic Inspiration (2/Rest). You can to inspire others with
stirring words or music. To do so, you use a bonus action on Shortbow. +6 to hit, range 80/320 ft., one target.
your turn to choose one creature other than yourself within 60 Hit: 6 (1d6 +3) piercing damage.
feet of you who can hear you. That creature gains one Bardic
OTHER PROFICIENCIES & LANGUAGES
Inspiration die, a d8.
 nce within the next 10 minutes, the creature can roll the
O l Auran, Birdfolk, Mapach
Bardic Inspiration die and add the number rolled to one ability l Drum, Flute, Harp, Lute
check, attack roll, or saving throw it makes. The creature can l Forgery Kit, Thieves’ Tools
wait until after it rolls the d20 before deciding to use the Bardic EQUIPMENT
Inspiration die, but must decide before the GM says whether
the roll succeeds or fails. Once the Bardic Inspiration die is l 10 gp
rolled, it is lost. A creature can have only one Bardic Inspiration l Rapier
die at a time. l Shortbow
l Thieves’ Tools
Jack of All Trades. You add half your proficiency bonus,
l Forgery Kit
rounded down, to all skills in which you are not proficient.
l Fine Clothes
Song of Rest. You can use soothing music or oration to help l An Ornate Cloak
revitalize your wounded allies during a short rest. If you or any l A small silver feather that symbolizes the wind
friendly creatures who can hear your performance spend one or l Wooden Flute

18 Humblewood: The Wakewyrm’s Fury


CHARACTER BACKSTORY
Born to humble farmers in the perch of Brackenmill, Kalina’s mother always claimed Kalina’s
unique birthmarks meant she was “wind-touched”: destined for greatness. Yet, Kalina lacked confi-
dence in herself. This was until her family played host to a traveling bard. The bard took a shine to
Kalina, and mentored the young corvum, teaching Kalina music, dance, and a bit of magic. Before the
bard left, the bard shared with Kalina her dream of obtaining fame and fortune. Kalina, inspired, made
the bard’s dream her own. Kalina has since traveled across Humblewood, dazzling crowds with her
acrobatic dances and using magic to convince audiences to tip a little extra. After all, it’s not everyday
folks get to see a dancing, wind-touched birdfolk perform!

FEATURE: SUPERNATURAL PRESENCE


Folks from all across Humblewood believe you have been divinely blessed by the power of the wind.
If you make a show of your power or skill that can be attributed to your mystical connection with the
wind, your believer’s faith in you will be bolstered. They will support you, and, depending on how well
you convinced them of your powers, treat you with reverence, or possibly even worship.
Title and Blessing: I accept this honor but I have my doubts.
Personality Traits: I’m confident in my abilities. My mood can be as unpredictable as the weather,
and change just as quickly.
Ideals: Cynicism. What matters isn’t whether or not my powers are genuine, but what advantages
I can reap because of that belief.
Bonds: I want to become rich and famous.
Flaws: I can’t resist a chance to perform for my adoring public.

SPELLS KNOWN
Cantrips: mage hand, prestidigitation, vicious mockery
1st level (4 slots): detect magic (r), healing word, heroism, hideous laughter
2nd level (3 slots): invisibility, shatter, suggestion
3rd level (2 slots): hypnotic pattern

(r)- This spell can be cast as a ritual.

Christina Kraus

*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.

Humblewood: The Wakewyrm’s Fury 19


Tideswell Cave
tideswell cave

*Go to HUMBLEWOOD.COM/RESOURCES
for a printable version.
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