The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by StegosaurusPickles, 2022-06-27 01:22:54

GFG22_GH_FB001_E6

GFG22_GH_FB001_E6

The Lich’s Riddle

The lich reminds the characters that he has been
watching their every move thus far. He is so utterly
confident that he has nothing to fear from their futile
intrusion that he offers them a mocking riddle should
they wish to confront him personally:

“Hear me, intruders,” the lich smirks, “If you seek me,
I offer this advice:
“What you’ve shed and spilt will bind your wounds,
though death has soured the fruits of warm winters.
“The envious heart is made of stone, and fools are
garbed in the robes of royalty.
“Those who walk like ghosts may do so under the
light of the evening sky, but don’t become lost at sea.
“If you cannot follow my wisdom, you may begin
again at the dawn of a blazing sun!”

As Kasimir speaks, his words appear in glowing sigils Kasimir Sundrinker
upon the north wall and remain there for 24 hours.
After delivering the riddle, the lich vanishes with a P3. Soul Syphon
cackle. Kasimir’s cryptic words offer insight into the
function of the buttons in this chamber. This massive circular chamber has a 20-foot-wide
A character who ponders Kasimir’s words or walkway along the perimeter of the room. The middle
studies the writing on the wall can make a DC 15 of the room features a tremendous swirling vortex of
Wisdom (Insight) or Intelligence (Investigation) check. souls, slowly drifting toward the middle as if they being
With a successful check, the character determines that drawn down a drain. Thousands of screaming faces and
Kasimir’s words obliquely describe seven different grasping ghostly arms emerge from the greenish-yellow
effects that correspond to the seven buttons on the ectoplasmic pool begging to be set free.
pedestal in the middle of the chamber. Above, a steady flow of fresh souls pours from
Each time a button is pushed, the light of the a swirling portal in the domed ceiling, spilling into
cylinder shifts to the corresponding color and causes the vortex.
an effect on each creature standing within the 10-foot Extending from the walls, long spindly mechanical
radius cylinder of light surrounding the pedestal. arms fitted with strange claws and tubes sift and pick
Red. The heal spell is cast upon each creature within through the collected souls, snatching up choice spirits
the cylinder. After receiving this benefit, a creature through the nozzles upon each fingertip.
must finish a long rest before it can do so again. Along the north end of the room a large alcove
Orange. Each creature within the cylinder is houses a conduit core, with a great orb of light floating
targeted by the finger of death spell (save DC 15). above it. A pair of bone-white creatures with long,
Yellow. Each creature within the cylinder is stinger-tipped tails supervise the goings-on in this
teleported along with everything they are wearing room, unaware of your presence.
or carrying to the Throat of Darkness, just within the
Prismatic Gate (area A2).
Green. Each creature within the cylinder is
targeted by the flesh to stone spell (save DC 15)
Blue. Each creature within the cylinder is targeted
by the maze spell.
Indigo. The etherealness spell is cast on each
character within the cylinder. Characters can use this
button to walk through walls and traverse the rest of
the Sepulcher of Souls.
Purple. Each creature within the cylinder is
targeted by the feeblemind spell (save DC 15).

49

6.2: Citadel of the Unseen Sun

Two bone devils are bound to this chamber. They chamber. The ghosts remain hidden on the Ethereal
carry magical quarterstaffs that they use to prod Plane unless combat breaks out. Their voices can be
rowdy souls that try to escape back into the pool. heard on the Material Plane when they speak; their
They immediately attack any living creature that skeletons are mindless automata that work the arcane
enters the room. extraction device.

Soul Vortex Conduit Core

Any creature that isn’t an undead or construct that The central machine is one of the conduit cores,
starts its turn in the pool of souls takes 14 (4d6) powering the extraction chairs in the nearby rooms.
necrotic damage. In addition, creatures in the vortex
can’t regain hit points. The soul of a humanoid Extraction Chair
creature that dies in the vortex is drawn into it.
The hallways from the main chamber each lead to a
Conduit Core small room that contains the devices used to remove a
spark of sunlight.
The conduit core in this chamber powers the soul
vortex. A special panel controls it. Inside this room, an eight-foot diameter ring
of otherworldly metal is set with shackles for a
A stone slab set with a dial and a glowing glass orb humanoid’s head, torso, and feet. Arcane levers and
rests before the conduit core. Its four settings read dials are fixed into its perimeter.
“Ossuary,” “Sun,” “Kasimir,” and “Release.”
Each chair has the following components.
A creature that places its hands on the orb and Locking Switch. This switch causes the shackles
concentrates can control the mechanical arms that sift to close via arcane lock (requiring a successful DC 28
through the soul vortex, allowing them to pull souls Dexterity check with thieves’ tools to pick) or releases
out of the syphon. Once a soul is extracted, it is sent to the locks to allow a victim to go free. A trapped
the location designated by the dial. creature is restrained and incapacitated.
Ossuary. The soul is sent to the application tanks Setting Dials. Each extraction chair can be set to
in the Halls of Metal (area M7) where it is used to remove spark of sunlight from a character, remove
create a new bone mason sentinel. their soul, or both. The sparks are sent directly to the
Sun. The soul is rejected and annihilated by being Unseen Sun, while the souls are deposited in the Soul
shot into the Unseen Sun. Syphon (area P3).
Kasimir. The soul is pulled through the tubes and Extraction Lever. The extraction lever activates the
sent to feed Kasimir’s phylactery (area P5). chair, causing an effect on the restrained creature based
Release. The soul is pulled out of the vortex on the dial’s setting. A creature stripped of its soul
and transformed into a wraith that appears in an dies, but a creature stripped of its spark of sunlight
unoccupied space adjacent to the vortex. This wraith instead takes 35 (10d6) psychic damage and gains
howls and wildly attacks the closest creature it can 1d4 levels of exhaustion. If this lever is pulled while a
see. At the end of each round, this unstable spirit humanoid creature is restrained in the chair, read:
must succeed on a DC 13 Constitution saving throw
or be torn apart and vanish. The ring lights with radiant energy that jolts through
the shackled victim, who emits a tortured scream as
P4. Extractor Chamber the spark of sunlight is visibly ripped from their body
and pulled into the ring. The victim’s scream fades as
Set within the center of this circular stone chamber is their body falls limp.
a conduit core with a large glowing glass orb hovering
above it. Five short halls branch away from the main Disposal Lever. After the victim is stripped of its
room, a sun-bleached skeleton standing before each. spark or soul, pulling this level deals 140 (40d6) force
damage to the restrained creature. If this damage
Kasimir Sundrinker uses these dread chambers to reduces the creature to 0 hit points, it dies and its
draw the sparks of sunlight from mortal captives. flesh is stripped from its skeleton. The bones are then
Five ghosts and their own skeletons—ancient teleported to the iron ossuary in the Halls of Metal
apprentices of the lich—serve as the attendants in this (area M6).

50

Fables: Citadel of the Unseen Sun

The Lich’s Offer Kasimir’s Phylactery

When the characters enter this chamber, Kasimir “The molten core of the earth, the hottest volcano,
Sundrinker appears via project image to speak with dragonfire, and the flames of the Elemental Plane of Fire are
them. This time, Kasimir is candid about his desire not sufficient to unbind the inscrutable alloy!”
to take their sparks of sunlight. He remarks that this
is what he wanted all along: to bring them here to —Urgnat Spinehammer
extract their sparks.
This glowing crown of solid sunlight has six points,
“So, despite it all, you have come to this chamber,” the each set with a shimmering, sublimely cut yellow
lich’s image muses. “It is the very place where I wished crystal of inscrutable type. Visible within each
to bring you myself. It is not too late: submit to me, seat gemstone are wailing visages of tormented souls
yourself within this throne, and relinquish your spark. shifting within the gemstone. Kasimir Sundrinker
Your sparks…they shall make the Unseen Sun complete commissioned the crown to serve as his phylactery,
and bring to fruition a plan centuries in the making: the gifting it to the monarch of the old empire so that his
utter annihilation of the vampires that have taken over eternal life and undeath and the eternal rule of the
your kingdom, and destroyed my realm of old.” empire would be forever entwined.
Forged by the fire giant Urgnat Spinehammer
Kasimir even offers to overlook the adventurers' and enchanted with paradoxes of the sphinx Phyrra
trespass and ransack of his citadel, and promises no (see area L2), the phylactery may only be destroyed
harm will come to them. He adds that he’d allow by throwing it into a star. Though only 6 inches on
the characters to live out their days in peace, as the each side, it is surprisingly heavy and weighs nearly
lich’s future conquests will occur long after their 500 pounds.
natural deaths. Mounting a voyage to the Astral Plane is not
Kasimir is being honest, as a successful DC 13 necessary to destroy this crown, since the Unseen
Wisdom (Insight) check reveals. His goals aren’t Sun is a miniature star. The phylactery is destroyed
altruistic—he absolutely wishes to rule like an if it is flung into the Unseen Sun. However, Kasimir
immortal necromancer-king over all Etharis—but his believes that his destruction is truly impossible while
goals will help the people of Ostoya in the short term. he draws power from the Unseen Sun. He believes
He blithely allows the characters to leave if they step that he might be defeated in battle only if the Unseen
into the extraction chairs and allow the lich to harness Sun was destroyed first—and since the Unseen Sun
their sparks. is also the only force in the world powerful enough
If the characters refuse, Kasimir groans and wearily to destroy his phylactery, the lich sees his eventual
commands the ghosts to attempt to possess the return as inevitable.
characters. If successful, the ghosts force the characters Characters who gain the trust of Phyrra the Sphinx
into the extraction chairs, then Kasimir mentally (in area L2 of the Chambers of Light) or Urgnat
commands the skeletons to activate the machines. Spinehammer (in area M3 of the Halls of Metal) can
learn the means to destroy the phylactery from them.
P5. Phylactery Vault
Chambers of Light
Suspended in a beam of light in this hexagonal
chamber is a crown of solid starlight: Kasimir’s The Chambers of Light are used by Kasimir
phylactery. Sundrinker and the bone mason architects to study
Light Beam. Any creature or unattended object the magical properties of light. In addition, this wing
that starts its turn in the beam or enters it for the first houses important rooms used to collect arcane lore,
time on its turn takes 70 (20d6) radiant damage plus create new bone mason architects, and store collected
70 (20d6) fire damage. A creature reduced to 0 hit light in liquid form for other esoteric applications.
points by this damage is wholly disintegrated along The Chambers of Light contain an alternative
with everything they are wearing or carrying, and means of accessing the complex: a permanent
their soul is absorbed into Kasimir’s phylactery. teleportation circle used by Kasimir Sundrinker and
The energy of the light beam fails if both the his light hunters to travel to other hidden circles
conduit cores in areas P3 and P4 are disabled, but across Etharis.
clever characters may use spells or magic items to Characters entering the Chambers of Light from
push the phylactery out of the beam. the balcony in the sun cavern arrive in the brilliant
corridor (area L1). The conduit cores in this wing are
found in the conduit core chamber (area L10) and the
lightwell (area L14).

51

6.2: Citadel of the Unseen Sun

L3 L2
L4

to the L1 CHAMBER
BRILLIANT of LIGHT

BALCONY LEVEL 1

Overwhelming Illumination This effect ends if the conduit core in area L14
is destroyed. After this happens, the halls become
Areas L1, L2, L3, and L4 are filled with pitch dark.
overwhelmingly bright light. Creatures with truesight
can see normally, and those with blindsense or Sunshackle Statues
tremorsense can use these senses to navigate normally
as well. Areas of magical darkness are so thoroughly The hall features several statues of Kasimir
overwhelmed by the intense light that they become Sundrinker striking a stoic pose in tattered robes. The
areas of dim light instead. statues magically animate with a hiss if touched by a
All other creatures have disadvantage on Wisdom humanoid creature. The skeletal hands of the statue
(Perception) checks, attack rolls, and all other checks reach to grab the target and overwhelm its mind with
that rely on sight. Creatures with the Sunlight a blast of psychic energy. The statue makes a melee
Sensitivity trait are blinded while in these areas. A spell attack against the triggering creature:
creature that spends an action searching by touch can
determine its approximate position relative to where Mind Crush. Melee Spell Attack: +8 to hit., reach 5
they have already traveled by succeeding on a DC ft. Hit: 14 (4d6) psychic damage, and the target must
15 Intelligence (Investigation) check. Lacking means succeed on a DC 18 Wisdom saving throw or become
of seeing in these chambers, characters may need to incapacitated and have its speed reduced to 0 for 1
grope about to find their way through. minute or until it takes any damage. The creature can
repeat the saving throw at the end of each of its turns,
ending the effect on a success.

52

Fables: Citadel of the Unseen Sun

The statutes can be damaged and destroyed. Each
has AC 20 and 50 hit points. They are immune to fire,
poison, and psychic damage, as well as bludgeoning,
piercing, and slashing damage from nonmagical
weapons. The hissing statues alert Phyrra, the
sphinx in area L2, who arrives within 1d4 rounds to
investigate.

L1. Brilliant Corridor

This area is filled with blinding light. When characters
enter from the balcony, read:

The hall becomes a white void of light. There is no
perceptible floor, ceiling, walls, or object beyond. A low
sonorous hum fills the stale-smelling air.

These circular hallways are meant to confuse Phyrra
intruders who stumble around in the light while the Solipsist
providing easy entrance for the bone mason
architects. Those who can see normally in these • “How do you know you exist?”
areas see unadorned sandstone walls with floors of • “How do you determine something is true?”
white marble. • “How do you know what you perceive through

L2. Luminous Atrium your senses is not merely illusion or clever
deception?”
This room is filled with blinding light. Creatures who • “How do you know that other beings truly exist?”
can perceive this chamber see the following: • “How do you define reality?”

This domed chamber contains a circular marble Phyrra cannot stand being interrupted, and she
platform sumptuously appointed with a rich upholstered loathes when one of her questions is answered with
settee, tables of petrified wood, embroidered rugs, and a question in return. She doesn’t hold herself to the
plush pillows with golden tracery. An exquisitely woven same standard; Phyrra follows up any answer to
carpet lies draped across the settee. her questions with another question, and ultimately
demands the subject justify how it can know anything.
The gynosphinx Phyrra the Solipsist dwells here, The only being who ever provided her with a
bound by Kasimir Sundrinker to serve as the guardian satisfying answer to these questions was Kasimir
of this luminous atrium. She is a remnant of Kasimir’s Sundrinker, after a lengthy philosophical repartee that
old realm, ancient even before the lich rose to power. lasted nearly 100 years. As such, Phyrra is reasonably
certain the lich also exists, and thus entered his service.
Phyrra the Solipsist Phyrra’s enigmatic paradoxes were used by
Kasimir Sundrinker to construct his phylactery,
Phyrra has well-maintained golden fur with white binding them with protective forces that render it
tufts around her paws and on the tips of her wings. impervious to almost all damage. She tells characters
She shimmers with unnaturally radiant majesty. Gold who intrigue her the following:
and gem jewelry hangs from her neck and wrists. Her
wide blue eyes and flowing white hair compliment
her precise facial features. Atop her head is a circlet of
gold set with twelve sapphires and worth 5,000 gp.
Phyrra asks impossible questions about the
nature of knowledge, perception, identity, and
existence, such as:

53

6.2: Citadel of the Unseen Sun

L13

L8 L7 L10
L8 L12
L8 L9

L8
L5

L6

CHAMBER L11
of LIGHT
Personality Traits. “I delight in confusing
LEVEL 2 philosophy and enjoy instilling existential and
solipsistic dread in others, whom I regard as figments
“The sun is the source of all life and the herald of of my imagination.”
death and the ultimate destroyer. Kasimir Sundrinker Ideal. “One must question everything if they are to
may be eternal upon the earth, but he must accept the understand anything.”
supremacy of the sun. Just as the sun brings forth the Bond. “I believe I am the only creature who
energy for life, that energy will one day be returned truly exists, and that all others around me are
to it. Sundrinker’s soul is sealed upon the surface manifestations of my subconscious Kasimir has given
of the sun.” sufficient evidence that he, too, exists.”
Flaw. “When I am speaking, others should listen.
Phyrra has little interest in combat, but if necessary When I question, they should answer. Those who do
she incapacitates her “roguish flights of fancy” so not possess good etiquette and manners are unworthy
Kasimir or the light hunters can collect them. of my attention.”

54 Fables: Citadel of the Unseen Sun

Treasure. Phyrra affords herself some comfort. L5. Prism Lab Foyer
The exquisite carpet is an intelligent carpet of flying
with Intelligence, Wisdom, and Charisma scores of 10. The spiral staircase leads down from the Reception
Phyrra acquired it long ago and uses it as a blanket. Chamber (area L4) and continues down to the
Unfortunately, the carpet is deathly afraid of Lightwell (area L14).
heights. At the start of any turn when its rider is This area of the Chambers of Light is known as the
flying at a height above 10 feet, the carpet initiates a Prism Labs. Here, the bone mason architects meditate,
Charisma contest against its rider for control. If the study, and are created. When the characters enter the
carpet wins the contest, it forces its rider to either foyer, read:
land immediately or fly directly toward the nearest
solid ground. Orbs of white light shine against sandstone walls,
Though afraid, the carpet is also lonely and yearns casting a dizzying and clinical pallor in the chamber.
to see how the world has changed rather than being Several halls extend off this room.
used as a throw blanket. Characters who befriend the
carpet, instill it with confidence, and promise to show L6. Preparation Chamber
it the world can help the carpet overcome its fear
of heights. The stone shelves here are laden with arcane
The style of the furnishings is unlike anything seen implements and delicate tools fashioned from glass
in contemporary cultures and indicative of the ancient and metal.
designs of the old empire. If removed, they are worth
2,500 gp to the right buyer. Here, four bone mason architects (see appendix A)
preparing to enter the accelerator tunnel (area L11)
L3. Teleportation Circle ready themselves and keep their needed tools.
The equipment in this chamber includes an array
This room is filled with blinding light. Characters who of tools, enough to assemble one set of alchemist’s
perceive this room see the following: tools, tinker’s tools, mason’s tools, smith’s tools,
and thieves’ tools each. Their exceptional quality
An elaborate magic circle etched with silver-inlaid allows a character proficient with the tools to double
runes sits in the center of this chamber. their proficiency bonus for any ability check made
using them.
This large alcove contains a permanent teleportation
circle used by Kasimir Sundrinker and his light L7. Control Room
hunters to travel to the far-flung lands of Etharis to
seek wayward sparks of sunlight. A mirror-like plane of glass hovers above a marble
A creature with truesight can spend 1 hour to slab in this strange chamber. It shows a cylindrical
study the sigil sequence, after which they may use tunnel in which beams of light pass through a system
this circle as a destination for teleportation circle and of crystals and lenses. A slab of marble rests before the
teleport spells. pane, arrays of arcane runes hovering in the air in a
matrix pattern.
L4. Reception Chamber Dials, switches, and buttons marked with sigils are
set into the slab. Tomes with metallic pages rest open
This room is filled with blinding light. Read the upon a nearby set of stone tables. Glass tanks, metal
following for those who can see within: containers, whirring arcane devices, crystals, and
prisms hum with energy.
The marble steps descend into an ascetic domed
chamber with a spiral staircase cut into the floor off the This chamber is used by the architects to control and
center of the room. Pillars along the walls and coffers monitor the accelerator tunnel (area L11) and the
in the ceiling resemble spines and ribcages. lightwell (area L14).

The spiral staircase descends downward to the prism
lab foyer.

55

6.2: Citadel of the Unseen Sun

A character can use the glass mirror to cast scrying Kasimir Sundrinker gifted this library to the bone
but may only target creatures and locations within mason architects. It contains inscrutable and esoteric
the Chambers of Light. While observing an area reading material on cosmological phenomena,
in this manner, the character sees runes showing mathematical formulae concerning celestial forces,
the mathematical formulas and measurements of and spellbooks. At any given time, 1d4 bone mason
movement and energy. architects (see appendix A) study here.
In addition, several switches here control the The tomes contain unique arcane versions of the
barriers elsewhere in the complex: guiding bolt, spirit guardians, and flame strike spells.
First Switch. Lowers the force barrier between the At the GM’s discretion, a bard, sorcerer, warlock,
or wizard who studies these tomes during their
Preparation Chamber (area L6) and the Accelerator downtime may add these spells to their spell list or
Tunnel (area L11). spellbooks or cast them as if they were on their class
Second Button. Lowers the force barrier between spell list.
the Conduit Core Chamber (area L10) and the
Accelerator Tunnel. L10. Conduit Core Chamber
Third Lever. Lowers the force barrier between the
Illuminated Archive (area L9) and the Conduit This room holds a conduit core. However, unlike the
Core Chamber (area L10). other conduit cores, it is surrounded by force barriers
Fourth Dial. Raises the stone slab between the and the room is protected by a private sanctum spell.
Accelerator Tunnel (area L11) and the Experimental To enter the chamber and destroy the core, characters
Chamber (area L13). This dial also presses must first disable these effects from the control room
inward; doing so activates and deactivate the (area L7).
transformation process in area L13.
L11. Accelerator Tunnel
L8. Meditation Chambers
The bone masons use this tunnel to conduct
Four stone doors, some open and some closed, line experiments and investigations into the nature of
this hallway. light, energy, and magic. They monitor and study
the energies from the runes on the marble slab in the
The bone mason architects use these solitary chambers control room.
to meditate, as instructed by Kasimir. At any given Each node in the accelerator tunnel features a
time, 1d4 cells are each occupied by a single bone stone pillar upon which a crystal lens or prism is
mason architect (see appendix A). When the door set within a delicate metal array. The bone mason
to a chamber is closed and the rune is pressed on the architects conduct tests using this tunnel to study
inside, it seals via arcane lock (requiring a successful the frequency and purity of light as they pass
DC 28 Dexterity check with thieves’ tools to pick) and through the crystals. They exhaustively record their
the chamber is warded by a permanent silence and results, which are kept in the Illuminated Archive
private sanctum spell. (area L9). They do not entirely understand the exact
If the characters peer into an open chamber, read or nature or purpose of this research, but they are
paraphrase the following: certain it is important for the next phase of Kasimir
Sundrinker’s plans.
This dusty circular chamber holds a simple horizontal Each round on initiative count 20, a pulse of energy
stone slab. To the interior side of the doorway, the wall jumps 1d6 nodes forward through the nodes in the
is engraved with a rune. tunnel, moving clockwise. If a creature that is not
undead is in the area between the two nodes, it is
L9. Illuminated Archive struck as if by a chain lightning spell (save DC 15). If
more than one creature is in the area, the one closest
Rows of stone shelves filled with ancient scrolls, to the first node is the initial target for the spell.
manuscripts, books of metal plates, canopic jars, and Ten will-o’-wisps flutter between the nodes in
glass canisters fill this elongated hallway. the tunnel. They consume the living with hungry
desperation.

56

Fables: Citadel of the Unseen Sun

L12. Chief Architect’s Office • How to operate the light bridges
• Kasimir’s phylactery is hidden somewhere in the
This room holds tools and equipment scattered among
the tables and bookshelves. A long desk at the back Sepulcher of Souls
holds stacks of documents.
Grindlebone does not give this information up
This chamber is the personal office for Chief Architect readily, but he is not loyal to Kasimir. If the characters
Grindlebone (a bone mason architect with 100 hit represent a plausible opportunity to destroy Kasimir,
points; see appendix A). Grindlebone oversees repair he may aid them. He values his cursed existence and
crews for the citadel. Working under Kasimir’s orders, offers up information in exchange for his life.
he sends out crews as needed to address issues
or malfunctions within the citadel. The notes and L13. Experimental Chamber
documents on his desk detail not only the blueprints
and maps of every wing, but also detailed instructions A glass porthole in the middle of the stone slab opens
for the operations of each wing. into a chamber lined with strange metal. Housed within,
There is a 50 percent chance at any given time three humans float within fields of lambent energy, but
that Grindlebone is in his office; otherwise he is it is difficult to tell if they are living or dead. The first
supervising tasks throughout the citadel. A character is a screaming skeleton of luminescent and electric
who speaks to the chief bone mason (if he’s present), energy. The second is a partially formed nervous system
or spends an hour reading his notes (if he isn’t) can that shudders and wails. The third is a woman who fades
learn the information described in “What Grindlebone in and out of existence as rays of light pass through her.
Knows” below.
The humans here are undergoing a horrific
Chief Architect Grindlebone experimental process designed to separate their minds
and spirits from their bodies so they can be placed
Kasimir created the first bone mason architect from within the artificial body of a bone mason architect.
the stolen soul of a rival wizard from his ancient days The agonizing process requires a willing soul, though
as a mortal. Crushed by Kasimir’s will, Grindlebone few are physically and mentally prepared for the
now serves begrudgingly as the head of repairs for harrowing experience. If the process is interrupted,
the citadel. A massive metal skeleton who wears a whatever remains of the humans is reduced to ash.
large black cloak to hide his form, his eye sockets
emit soft green ethereal light as he works diligently to L14. Lightwell
uphold the workings of the citadel and assist Kasimir
with strange experiments. The staircase continues downward until the walls
Personality Traits. “I am hopelessly crushed by give way to a glass cylinder. The staircase ends on a
the weight of my defeat and daydream of what this square-pillared platform in the center of a vast pool of
place could have looked like if I had been its master.” gleaming liquid. The air here is humid and warm and
Ideal. “I endlessly plot Kasimir’s demise, but with the smell of sweet nectar and fresh soap fills the air,
eternity to spare, I serve him and await the time when though it has a somewhat chemical tinge.
he falters due to his pride.” The sound of sloshing water and gently pouring
Bond. “I am bound to the citadel, my greatest liquid punctuated by drips and drops echoes around the
creation. I serve the pinnacle of my work, the room. Four glass tubes set with arrays of lenses and
Unseen Sun.” mirrors run down the sides of this chamber. Light beams
Flaw. “I am obsessed with my creations and would reflect through each, but above the water line the tube
die rather than leave the citadel.” connects to a strange metallic pipe. A strange mesh
covers the opening, and as the light strikes the mesh,
What Grindlebone Knows it transforms from intangible radiance into a glowing
liquid that fills the pool.
Grindlebone shares the following information if A wizened human man in a flowing gray robe sits
characters play into his desire to overthrow Kasimir at the pool’s edge. Beside him is an imposing angelic
and convince him that they can actually overthrow figure bearing two longswords, but the rays of sunlight
the lich by making a successful DC 15 Charisma emanating from it conceal its face and features.
(Persuasion) check.

• The locations of all the conduit cores and how to
destroy them

57

6.2: Citadel of the Unseen Sun

L14

CHAMBER
of LIGHT

LEVEL 3

This chamber converts excess solar energy into liquid a number of times equal to its proficiency modifier,
light as a backup power source for the rest of the after which it must finish a long rest before it may
complex. The grand sandstone cistern is filled with do so again. Without the magic of this room to keep
lambent liquid. the light in fluid form, liquid light taken out of this
chamber dissipates after 24 hours.
Liquid Light
Conduit Core
The magical glowing fluids are warm to the touch
and filled with positive energy. When consumed, a The conduit core in this chamber controls the
creature regains 10 (3d6) hit points. One already at its mechanisms that convert collected light into liquid.
maximum hit points instead gains 10 (3d6) temporary It is located beneath the water’s surface and takes
hit points. A creature can benefit from the liquid light the shape of a huge metal canister glowing with
solar power.

58

Fables: Citadel of the Unseen Sun

Kasimir’s Simulacrum The Sunwraith's
True Form
The ancient man in this room is a simulacrum of
Kasimir Sundrinker, created before he transformed
into a lich. It uses the game statistics of an archmage
but has expended all its spell slots, and it is made
of stardust instead of snow. It has no interest in
combat but is willing to speak with characters in a
friendly manner.
Though no longer needed by the lich, Kasimir
kept his old simulacrum through the centuries. The
construct holds the memories of Kasimir’s fears
regarding his mortality. Imbued with the mortal
Kasimir’s original doubts, the simulacrum has
become disdainful of the real Kasimir’s choice to
become a lich.
At any time while speaking with this simulacrum,
the GM can ask the character speaking to make a
DC 20 Charisma check. If the characters succeed at
least three times on this check, the simulacrum can
be convinced to join them and turn against the real
Kasimir. This simulacrum is able to command the
bone masons just as well as the real Kasimir, but can’t
command the light hunters.
Still, every few decades, the lich visits his
simulacrum and converses warmly with his former
self, trying to convince “himself” that he has made
the right decisions. The simulacrum retains Kasimir’s
old personality, but its memories have faded over the
years, and it recalls little of the old empire except
a few wistful recollections. Notably, however,
Kasimir’s simulacrum was there when the lich
hid his phylactery in the Sepulcher of Souls
(see area P5). However, the simulacrum
does not know how the phylactery can be
destroyed.

Angelic Guardian

The angelic creature attending and
protecting Kasimir’s simulacrum is a
sunwraith (see appendix A).
The sunwraith tolerates characters speaking
with the simulacrum but grows increasingly
indignant if they ask specific questions regarding
Kasimir’s phylactery. It hisses in a hushed whisper
that the characters should leave the “old man” alone,
lest they disturb his relaxation. If the simulacrum is
convinced to reveal the location of the phylactery, or
if the characters attack or tamper with the conduit
core, the sunwraith reveals its true nature and
assaults the characters, shifting into darkness like a
solar eclipse.

59

6.2: Citadel of the Unseen Sun



Chapter 3:

Fate of the Unseen Sun
For 10th-level characters

Kasimir Sundrinker spends his time personally tending to the Unseen
Sun from the Sun Disk orbiting around the nascent star. Here, the
lich oversees the mystical energies collected by the conduit cores and
channels them into the blazing orb, then draws upon the stolen celestial
forces to empower his magic. Kasimir thus both sustains and is sustained
by the Unseen Sun: without his ceaseless effort, the Unseen Sun would
collapse into a sphere of annihilation within a few weeks.

UNSEEN
SUN

S1

A8

SUN DISK

SCALE:
1 SQUARE = 10 FEET

62

Fables: Citadel of the Unseen Sun

Kasimir requires both the Unseen Sun and his conduit cores are disabled, the brightness of the
phylactery to sustain his undead form and Unseen Sun wanes considerably. Even then, the area
deteriorates within a few days if both the Unseen Sun is filled with such bright illumination that creatures
and his phylactery are destroyed. without truesight, tremorsense, or blindsense have
Basking in the light of the Unseen Sun, the lich disadvantage on Wisdom (Perception) checks that
believes himself invincible. He is confident that his rely on sight while in the area.
defenses and the guardians within the citadel will Extreme Heat. The entire area of the Sun Disk is
capture the characters. He rarely leaves the Sun Disk. swelteringly hot and bakes within the deadly solar
Even as the characters disable the conduit cores, the energy projected by the Unseen Sun. Unless four or
lich is loath to step away from his power source. If the more conduit cores have been disabled, any creature
characters have destroyed four or more conduit cores, that ends its turn on the sun disk takes 70 (20d6) fire
however, he challenges them to confront him upon damage and 70 (20d6) radiant damage. If two or more
the Sun Disk. His imperious voice resounds through conduit cores are disabled, this damage is halved, and
the halls of the citadel: the Unseen Sun no longer causes damage if four or
more conduit cores are disabled.
“Enough!” Kasimir Sundrinker’s voice rings out through In addition, any creature who takes this damage
the halls. “You have meddled in my work long enough. must succeed on a DC 20 Constitution saving throw
Cease your gnawing, rats, and come before me or suffer one level of exhaustion. Kasimir Sundrinker,
yourself. Face me before the burning sun!” sunwraiths, and the light hunters are immune to this
damage, as are the objects and structures on the Sun
S1. Sun Disk Disk. Though the area is superheated, the magical
metal composing the sun disk is surprisingly cool.
A colossal ring of metal encircles the Unseen Sun. The Molten Abyss. The Sun Disk hovers 100 feet away
otherworldly dark iron is polished to a mirrorlike sheen, from the surface of the Unseen Sun in the middle of
and around its perimeter six great lenses align to the the Sun Cavern (area A3). Characters who fall off the
light beams in the surrounding cavern. edge of the Sun Disk plummet into the abyss below as
described in area A10.
The Sun Disk is the personal sanctum of Kasimir Vault Pillars. The two metal plates of the sun disk
Sundrinker (see appendix A). It is a metal ring nearly are connected by 100-foot-tall, 20-foot-wide pillars of
600 feet in diameter composed of two dark iron plates metal etched with geometric patterns. These pillars
each 25 feet thick, joined by rows of metal pillars are vaults used by the lich to hide his knowledge and
100 feet high and forming an observation platform treasures (see “Solar Vaults” below).
roughly 100 feet wide. Made of iron forged in the
heart of a dying star and etched with arcane glyphs, Reaching the Sun Disk
it serves as a specialized magic circle to bind the
incredible energy of the Unseen Sun. There is no bridge or means to reach the sun disk
on foot. The only means is via flight or teleportation
Common Areas magic. If the characters are unable to fly using
their powers and abilities, they might commandeer
Due to the immense size of the sun disk, the tactical giant death’s head moths to ride (see appendix A).
map depicts a one-quarter section of the whole Alternatively, characters might find the flying carpet in
platform. The following features are common to the area L2 of the Chambers of Light.
entire area of the sun disk. Characters with resistance or immunity to radiant
Blinding Illumination. The Unseen Sun fills the and fire damage might strike at Kasimir Sundrinker
area of the Sun Disk with overwhelmingly bright before disabling the conduit cores, though those who
light. As such, all creatures are blinded within the do must face the lich at his full might (see “Power of
area, and creatures are blinded while they look into the Sun” below).
the area of the sun disk. Kasimir Sundrinker and If four or more conduit cores are disabled, when the
other creatures with truesight can see normally, and lich detects the characters approaching the sun disk,
those with blindsense or tremorsense can use these he responds by magically reaching into the Unseen
senses to navigate normally as well. If four or more Sun. It flashes with a solar flare as Kasimir draws
forth a vengeful sunwraith. The cruel angel soars to
battle the characters in midair as they approach the
Sun Disk. It assails the characters relentlessly until it is
destroyed.

63

6.3: Fate of the Unseen Sun

Kasimir Sundrinker

“As long as the sun shines, I live in its light. If the sun is
destroyed, I am reborn in darkness!”

Kasimir Sundrinker is weary of humoring
the characters and waiting for them to see the
righteousness of his cause. If they step upon the
Sun Disk, he considers them beyond convincing.
Here, he will lay them low personally, knock them
unconscious, and extract their sparks himself.
During the final confrontation, Kasimir Sundrinker
belittles characters for foolishly placing trust in the
Nightseer Sage, claiming that the Nightseer Sage sent
them to their doom. He refers to them as puppets and
gloats that the Nightseer Sage obviously manipulated
them to see them suffer and die at his hands.
Kasimir Sundrinker asserts the characters’ greatest
folly: by coming to the Unseen Sun, they have
delivered their sparks of sunlight directly into his
hands. However, he muses that the characters truly
had no other choice, for the lich would have hunted
them to the end of time.

Roleplaying Traits

Kasimir Sundrinker is a tall, skeletally thin figure
who stands just over 6 feet tall. He is a venerable and
terrible remnant of a bygone era, garbed in a light-
blanched ancient linen cloak of white and gold with
a wide collar that frames his long, thin visage. Little
remains of the lich’s flesh save leathery, sunbaked
skin stretched over fossilized bones. Pools of radiance
burn in the lich’s eye sockets, and wisplike strands
of long white hair dangle from his skull. When he
speaks, his voice is clear, concise, and methodical. He
presents himself as well-mannered and sophisticated.
Personality Traits. “I am meticulous in my
schemes and pride myself in being one step ahead
of everyone else around me. I am unwavering in my
commitment to my cause.”
Ideal. “The power of the sun is mine, and with it I
will be the savior of these lands. No one else has the
capability. Mere mortals could never sustain the time
and commitment.”
Bond. “The sun is my power. It is eternal, and once
I wield its full might, I will be unstoppable in my
quest to avenge my lost homeland.”
Flaw. “No being, mortal or immortal, can stand in
my way. I have planned for centuries—this scheme
is without flaw, and I shall accomplish it despite any
obstacle in my way.”

64

Fables: Citadel of the Unseen Sun

Combat Tactics Destroying Kasimir’s Phylactery

Once engaged, Kasimir Sundrinker’s first action is to Kasimir Sundrinker is stunned by the audacity of the
cast the time stop spell. He uses the time granted to do characters if they bring his phylactery to the Sun Disk.
the following: If he knows the characters possess his phylactery,
he pulls out all the stops to regain it. Kasimir would
• He casts forcecage to trap as many characters rather capture the characters, but he is willing to kill
as possible. Kasimir Sundrinker knows which them to protect his phylactery.
characters (if any) have the ability to teleport and The weight of the phylactery means characters
aims to trap characters who do not have an ability need to be either above or relatively close to the
to escape the forcecage on their own. In addition, Unseen Sun to throw it into the star. A character can
Kasimir tries to trap characters who can make throw the phylactery a number of feet equal to the
powerful melee or ranged attacks. result of a Strength (Athletics) check. If this check is
insufficient, it tumbles up to 10,000 feet down into the
• He then casts globe of invulnerability if the characters abyss below—possibly to be lost forever until Kasimir
include potent spellcasters. Otherwise, he surrounds is reborn from it and returns it to the citadel.
himself with a wall of fire using the spell of the If his phylactery is thrown into the Unseen
same name. Sun, read:

In subsequent rounds, he uses spells such as sunburst The lich pauses for a moment in utter astonishment,
and fireball. Once his concentration on globe of which quickly turns to shock as his mortality is clarified
invulnerability is broken, he uses sunbeam. Kasimir in a single moment.
Sundrinker can heal himself while blasting his foes
with spells such as fireball and flame strike through to Thereafter, Kasimir fights with the merciless and
his Solar Absorption trait. despair of a being who knows that untold centuries of
When characters are low on hit points, he casts effort to save everything he held dear might be lost in
sleep (using a higher-level spell slot if needed) to the blink of an eye.
incapacitate characters so he can take them to the
Twilight Cells (in area A13) or the Extractor Chamber Aftermath
(area P4). Against elves or other characters immune to
such spells, he instead uses hold person, traps them in a If the characters reduce Kasimir Sundrinker to 0 hit
resilient sphere, or grabs them with arcane hand. points, read:

Power of the Sun The strands of knobby flesh left upon the lich’s skull
contort into a horrific scowl for a brief moment
Kasimir Sundrinker’s personal might changes before light tears through his physical form. His bones
depending on how many conduit cores were disabled. crumble into ash.
Zero Conduit Cores Disabled. At the start of His tattered cloak drops to the ground. Rings, metal,
each of his turns, Kasimir Sundrinker gains 100 and ornaments clatter upon the surface of the sun disk.
temporary hit points and regains 1 expanded use of A moment later, the clothes ignite and the jewelry
his Legendary Resistance trait. With such powers, he melts into slag. The Unseen Sun pulses and crackles,
is all but invincible. contracting and turning a deep shade of red. The sound
Two Conduit Cores Disabled. At the start of each of wrenching metal reverberates around the sun disk as
of his turns, Kasimir Sundrinker gains 50 temporary its orbit falters.
hit points.
Four Conduit Cores Disabled. Kasimir
Sundrinker can’t use lair actions.
All Conduit Cores Disabled. Kasimir Sundrinker
can’t use legendary actions and loses all uses of his
Legendary Resistance trait.

65

6.3: Fate of the Unseen Sun

Kasimir's
Remains

After Kasimir Sundrinker is defeated, it is only a or by a creature that spends an action to rotate the
matter of time before the Unseen Sun collapses. No pillar and succeeds on a DC 20 Strength check. Either
one else can control or sustain its immense power. The method causes a clockwork mechanism to unfold
Unseen Sun condenses into a sphere of annihilation after in geometric patterns revealing metal shelves upon
4d6 weeks, unless Kasimir is revived to stop it. When shelves stocked with vast repositories of jealously
this happens, the sun disk falters and drops into the hoarded arcane lore.
magma below. Power ceases to flow through the halls: Glass cabinets hold the lich’s personal treasures:
all the wards fail and the Hardlight Bridges no longer one legendary magic item of the GM’s choice, one
work. The bone mason sentinels crumble into rust. very rare magic item, and one rare magic item. In
Surviving bone mason architects flee to make a place addition, the lich’s spellbooks contain every spell the
for themselves in the world, perhaps becoming petty lich has prepared, all wizard spells of 5th level and
tyrants in some strange corner of Soma. lower, and 1d4 additional spells of each level above
6th of your choice. Among the great secrets contained
Solar Vaults within are forgotten arcane formula that allow
spellcasting characters who spend 1 month studying
Each pillar of the sun disk conceals an arcane the tomes to gain the following boon:
compartment where the lich has collected his vast Solar-Powered Magic. Choose any three spells
arcane treasures and secret knowledge. Characters you know or can prepare that deal damage. When
examining the pillars discover signs of these you cast those spells, you can choose for them to deal
compartments with a successful DC 15 Intelligence half their damage as radiant damage instead of their
(Investigation) check, revealing the small seams and normal damage type. Each time you gain a level, you
scratch marks caused by the shifting mechanisms. can choose three different spells to be affected by
Each pillar on the sun disk can be rotated in place, this boon.
either by means of a telekinesis spell or similar magic,

66

Fables: Citadel of the Unseen Sun

Epilogue: Sunrise

No matter the outcome of the final battle with scheming for another hundred years before taking
Kasimir Sundrinker, change is coming to the Ostoyan any action on the outside world. The people of Soma
Empire—and with it, all of Etharis. The finale of are of little interest to him yet. All mortal people
this adventure is a culmination of the characters’ are grateful that he no longer levies blood taxes—
accomplishments, one that should involve all of though some grumble that the vampires at least
the characters that they’ve met and befriended—or kept the roads in good repair, unlike their distant
antagonized—along the way. overlord Kasimir.
The mighty empire of Bürach is the first to take
Etharis Hereafter notice of the sudden change in the Ostoyan Empire,
and sends spies to assess the change—and if the
The ways in which Etharis changes will depend on realm is finally ripe for conquest. With Kasimir
the characters’ actions. in charge, it is most certainly not—but the chaos-
loving Nightseer Sage knows a group of powerful
Sundrinker Ascendant adventurers that might be willing to destabilize Soma
even further…
If they submitted to Kasimir and
gave up their sparks of sunlight,
Kasimir is able to harness the full
power of the Unseen Sun over
the course of the next year. Any
lingering beings with sparks of
sunlight in their souls, such as
the Dredgers (in episode 1) and
Liliyana (in episode 4), are found
and subdued by the light hunters.
Once Kasimir possesses the
power he sought, he uses it first
to annihilate the vampires of Nov
Ostoya. The City of Gargoyles
is thrown into chaos as the
few vampires who survive flee
underground, into the Underway,
into the Labyrinth, and some even
deeper into the Necropolis from
whence they came.
Even these underground
redoubts are only temporary.
With the full power of the Unseen
Sun at his beck and call, Kasimir
can begin the slow process of
creating a near-unlimited number
of light hunters who will light
up the depths with the full
light of day.
Once the underground
Necropolis and the surface realm
of Soma is conquered, Kasimir
is content to consolidate
his power and begin

67

6.3: Fate of the Unseen Sun

Dawn over Nov Ostoya Creating an Epilogue

If the characters defeat Kasimir Sundrinker and This epilogue should be its own session. In real life,
destabilize the Unseen Sun, its energy fully collapses it’s a celebration of the many weeks you spent playing
over the course of 4d6 weeks. Over this time, the this story together. In-game, it’s an opportunity for
moon seems to shine a progressively brighter in the characters to share the fates of their characters
Soma’s eternal night. Then, suddenly, it happens. The with one another, and learn the fates of some of the
sun emerges in its full radiance. figures who crossed their paths over the course of
Terror grips the land for a moment. People who the story.
have gone their whole lives without ever once seeing This is a unique game session, and one that you
the light of the sun recoil in shock and shield their may want to ask a few questions of your players
eyes. Elders who can barely remember the sun’s light before running—similar to the “session zero” that you
weep, unsure if this is a miracle or a cruel trick. And might run before starting your campaign.
the vampires of Nov Ostoya die in droves as they
scramble for cover. They wait until night, and over Questions for the Game Master
the next six months devise a ritual that will shield
their City of Gargoyles in a veil of tearing shadows, Ask yourself these questions first when coming up
cutting it off entirely from the outside world by land, with an epilogue.
air, and sea.
As in the previous scenario, the mighty empire of • How long after the events of this campaign will
Bürach is the first to take notice of the sudden change your epilogue occur?
in the Ostoyan skies. They send their spies, and find
that the vampires of the Ostoyan Empire are cornered • What NPCs did you like the most? How can the
and reeling, and begin preparations for war. The characters get word of their fate?
Nightseer Sage, pleased, vanishes into the shadows,
eager to watch the unfolding chaos. • Has the world changed in any monumental ways
since the end of the campaign? Tell the players
Twilight Unchanging about these changes in advance, so they can
incorporate them into their epilogue.
If the characters die in their attempt to dethrone
Kasimir Sundrinker, their sparks of sunlight slip Questions for the Players
through his bony fingers. The lich is dismayed, but
accepts the inevitability of this outcome. He begins Ask each of your players the following questions in
the slow process of reviving any destroyed light the time between the final battle with Kasimir and
hunters and sending them out into the wide world of your epilogue session. These are sample questions—
Etharis in hopes of finally finding all fragments of his you can always choose to come up with new ones,
sun’s power. and discard any of these, if you don’t think they’ll
serve your group’s fun.
Your Finale
• Do you want to come up with an epilogue for
As the Game Master, you know your players and your character, or do you want me to decide what
their characters best. You have learned their story happens to them?
preferences and what makes them excited to play
this game and tell stories together. No pre-written • If I’m coming up with an epilogue for your, what
epilogue could possibly compare to the ending which tone do you want it to be? Heroic? Tragic? Are there
you can create uniquely for your players. any events that you absolutely want to occur?
However, a dark fantasy game is one where
people pay the full consequences for their actions. • Are there any NPCs that you want to know about
Sometimes goodness is rewarded with a hero’s afterward, so you can involve them into your
reward. Sometimes it is repaid only in new suffering. character’s epilogue?
Likewise, evil can be repaid with justice, or with new
injustice. And for the countless people whose lives • Are there any other party members that your
fall in the vast gray expanse between good and evil, character was close enough with that you want to
life goes on—changed in some ways, much the same do a joint epilogue together with? (They might be
in others. companions for life, romantic partners,
psychically linked, or united by some other
eternal bond.)

68

Fables: Citadel of the Unseen Sun

Appendix A: New Monsters

This appendix details the new creatures that appear in
this adventure.

Bone Masons

Kasimir Sundrinker created the bone masons to
maintain the daily operations of his underground
citadel. These undead are skeletons whose bones
have been coated in an alchemical metal. These
reinforcements make them hard to damage, and
Kasimir’s magic has warded them against the radiant
powers of his ultimate creation—the Unseen Sun.
Servitors of a Lost Empire. The bone masons
are perfectly loyal servants. When Kasimir created
them, he made his servitors out of skeletal corpses
from his lost civilization, and instilled them with
animating spirits created from the souls of those very
same people. Most bone masons lack a complete soul,
making them ideal laborers. However, fragmented
memories from their old lives occasionally surface.
They all remember enough to see Kasimir Sundrinker
as their true leader, and to obey his every order with
unquestioning patriotism.
Vestiges of an Honorable Burial. The ribcage of
each bone mason contains glass canopic jars holding
the preserved heart, brain, and liver that correspond
to the soul bound to the metal skeleton’s body.

Bone Mason Sentinel Fire Absorption. Whenever the bone mason is subjected
to fire damage, it takes no damage and regains a
Large undead, unaligned number of hit points equal to half the fire damage dealt.

Armor Class 18 (natural armor) Reactive. The sentinel can take one reaction on every
Hit Points 85 (10d10 + 30) turn in a combat.
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 6 (−2) 13 (+1) 5 (−3) Multiattack. The bone mason makes four melee
attacks.
Skills Athletics +5, Perception +4
Damage Resistances necrotic, radiant Scimitar. Melee Weapon Attack: +5 to hit., reach 5 ft.,
Damage Immunities fire, poison one target. Hit: 7 (1d6 + 3) slashing damage.
Condition Immunities exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 14 Ballista. Ranged Weapon Attack: +5 to hit, range
Languages Common 120/480 ft., one target. Hit: 17 (3d10 + 3) piercing
Challenge 4 (1,100 XP) Proficiency Bonus +2 damage.

Reactions

Parry. The sentinel adds 2 to its AC against one melee
attack that would hit it. To do so, the sentinel must see
the attacker and be wielding a melee weapon.

69

Appendix A: New Monsters

Bone Mason Sentinel Bone Mason Architect

A near-limitless number of bone mason sentinels Bone mason architects are vital to the continued
stand watch over Kasimir’s citadel. Whenever a bone survival of the Citadel of the Unseen Sun. Though
mason sentinel is destroyed, its pieces are gathered smaller than the bone mason sentinels, they are more
up—if possible—by other sentinels and returned to than simple automata. They possess greater cognitive
the Halls of Metal to be reassembled. abilities, and are capable of meditation and arcane
These undead have limited intelligence, and their discovery.
grating, hollow voices are limited mostly to stock Due to the difficulty of creating such intelligent
phrases. Nevertheless, they are still canny enough to undead, there are a limited number of architects
adeptly navigate the citadel, and ride upon the giant within the citadel: merely twelve. As described in
death’s head moths that reside within its caverns. the beginning of chapter 2 of this episode, destroyed
Sentinels have four arms, which each wield architects can rejuvenate themselves, but those that
scimitars. are completely destroyed can’t be remade.
These four-armed, platinum-coated skeletons
are garbed in tattered robes of imperial purple.
They carry arcane implements and rolls of scrolls,
surveying tools, hammers, chisels, and other tools.

Bone Mason Architect Many-Armed Incantations. Once on each of its turns,
the bone mason architect may cast a spell with a casting
Medium undead, lawful evil time of 1 action as a bonus action.

Armor Class 18 (natural armor) Spellcasting. The architect is a 10th-level spellcaster
Hit Points 65 (10d8 + 20) that uses Wisdom as its spellcasting ability (spell save
Speed 30 ft. DC 12; +4 to hit with spell attacks). It has the following
cleric spells prepared:
STR DEX CON INT WIS CHA
Cantrips (at will): guidance, light, mending,
13 (+1) 10 (+0) 14 (+2) 15 (+2) 17 (+3) 13 (+1) thaumaturgy

Saving Throws Wis +5, Cha +3 1st level (4 slots): bane, command, sanctuary
Skills Arcana +4, Insight +5, Perception +5 2nd level (3 slots): heat metal, shatter, spiritual
Damage Resistances necrotic, radiant; bludgeoning,
weapon
piercing, and slashing from nonmagical attacks that 3rd level (3 slots): dispel magic, sending, spirit
aren’t adamantine
Damage Immunities fire, poison guardians
Condition Immunities exhaustion, poisoned 4th level (3 slots): banishment, fabricate
Senses truesight 120 ft., passive Perception 15 5th level (2 slots): animate objects, flame strike
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3 Actions

Fire Absorption. Whenever the bone mason is Heated Claw. Melee Weapon Attack: +4 to hit, reach 5
subjected to fire damage, it takes no damage and ft., one target. Hit: 4 (1d6 + 1 slashing damage) plus 10
regains a number of hit points equal to half the fire (3d6) fire damage.
damage dealt.
Radiant Bolt. Ranged Spell Attack: +6 to hit, range
Rejuvenation. Unless its remains are disintegrated 120 ft., one target. Hit: 14 (4d6) radiant damage, and
or targeted by dispel magic, a bone mason architect the target must succeed on a DC 14 Constitution saving
reconstitutes itself with full hit points after 1 hour. throw or become blinded until the end of the bone
mason’s next turn.

70

Fables: Citadel of the Unseen Sun

Catacomb Haunt Catacomb Haunt

The ancient culture which created the Necropolis Medium undead, neutral evil
venerated death, necromancy, and the dead themselves.
Their sepulchral artistry still lingers within the walls Armor Class 13
of the Labyrinth, the uppermost layer of the so-called Hit Points 65 (10d8 + 20)
Ostoyan Necropolis. Catacomb haunts, or labyrinth Speed 20 ft., fly 40 ft. (hover)
lurkers as they are also known, are the remains of
adventurers who died lost within the Labyrinth. So STR DEX CON INT WIS CHA
tormented by its inescapable tunnels were they in life,
that in death their spirits became obsessed with creating 5 (–3) 16 (+3) 14 (+2) 7 (–2) 14 (+2) 12 (+1)
a perfect understanding of its passages.
Incorporeal Skirmishers. Catacomb haunts Skills Perception +4, Stealth +5
prefer the tight, cramped quarters of a necropolis, Damage Vulnerabilities see Elemental Weakness
where winding passages can disorient intruders. The Damage Immunities poison
haunts have no such disadvantage. They pop through Damage Resistances bludgeoning, piercing, and
walls to attack before retreating the way they came.
Elemental Weakness. A catacomb haunt has a slashing from nonmagical attacks
weakness to one element, often based on the region in Condition Immunities exhaustion, grappled, paralyzed,
which it dwells or the nature of its death. Something
about a haunt reveals this weakness, such as tiny petrified, poisoned, prone, restrained
sparks in its form for fire or a subtle crackling mist for Senses darkvision 60 ft., passive Perception 14
cold. This element can be exploited to force the haunt Languages the languages it knew in life
to become corporeal temporarily. Haunts who lurk in Challenge 4 (1,100 XP) Proficiency Bonus +2
the same catacombs often share a weakness.
Elemental Weakness. The catacomb haunt has
Giant Death’s Head Moth vulnerability to one damage type from among (roll
1d10) 1–2 acid, 3–4 cold, 5–6 fire, 7–8 lightning, or 9–10
These unnaturally large insects have been transformed thunder. A creature can take an action to study a haunt,
by the overflowing radiant power of the Unseen Sun. gaining a clue to its vulnerability with a successful DC
Black wings bear intricate patterns of humanlike 15 Intelligence (Investigation) or Wisdom (Perception)
skulls, and their long furry bodies sport hairy check. If the haunt takes damage it has vulnerability
antennae. They make a strange screeching sound to, it loses its damage resistances, condition immunities
when agitated. The bone masons ride them as mounts. other than to poisoned, its Incorporeal Movement trait,
and its fly speed for 1 minute. The haunt ends this effect
Giant Death’s Head Moth on itself early with a successful DC 13 Constitution
saving throw, which it can make at the end of each of its
Huge beast, unaligned turns.

Armor Class 12 Escape. The catacomb haunt can use a bonus action to
Hit Points 59 (7d12 + 14) take the Disengage action.
Speed 10 ft., fly 60 ft.
Incorporeal Movement. The catacomb haunt can move
STR DEX CON INT WIS CHA through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it
17 (+3) 15 (+2) 24 (+2) 3 (−4) 15 (+2) 5 (−3) ends its turn inside an object.

Senses blindsight 60 ft., passive Perception 15 Sneak Attack (1/Turn). The catacomb haunt deals an
Languages — extra 17 (5d6) necrotic damage when it hits a target
Challenge 2 (700 XP) Proficiency Bonus +2 with a weapon attack and has advantage on the attack
roll, or when the target is within 5 feet of an ally of the
Actions haunt that isn’t incapacitated and the haunt doesn’t
have disadvantage on the attack roll.
Mandible. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 13 (3d6 + 3) piercing damage. Actions

Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 13 (3d6 + 3) necrotic damage.

71

Appendix A: New Monsters

Kasimir Sundrinker

Kasimir Sundrinker is the final enemy. His physical
appearance and roleplaying traits are described in
chapter 3 of this episode.

Kasimir Sundrinker Cantrips (at will): chill touch, mage hand,
prestidigitation
Medium undead, lawful evil
1st level (4 slots): guiding bolt, magic missile, shield,
Armor Class 18 (natural armor) sleep
Hit Points 150 (20d8 + 60)
Speed 30 ft. 2nd level (3 slots): hold person, invisibility, mirror
image, scorching ray
STR DEX CON INT WIS CHA
3rd level (3 slots): counterspell, dispel magic, fireball
11 (+0) 16 (+3) 16 (+3) 22 (+6) 17 (+3) 19 (+4) 4th level (3 slots): dimension door, resilient sphere,

Saving Throws Con +11, Int +13, Wis +9 wall of fire
5th level (3 slots): arcane hand, scrying
Skills Arcana +20, History +13, Insight +9, Perception +9 6th level (2 slots): globe of invulnerability, sunbeam
7th level (2 slots): forcecage, teleport
Damage Resistances cold, lightning, necrotic 8th level (1 slot): sunburst
9th level (1 slot): time stop
Damage Immunities poison; bludgeoning, piercing, and
Actions
slashing from nonmagical attacks; fire and radiant
Searing Touch. Melee Spell Attack: +10 to hit, reach
(see “Solar Absorption,” below) 5 ft., one creature. Hit: 10 (3d6) fire damage, and
the target ignites in flame. Until the target or another
Condition Immunities charmed, exhaustion, creature spends an action to extinguish the flames,
it takes 10 (3d6) fire damage at the start of each of
frightened, paralyzed, poisoned its turns. A creature that takes this fire damage has
disadvantage on attack rolls and ability checks until the
Senses truesight 120 ft., passive Perception 19 start of its next turn.

Languages all Legendary Actions

Challenge 21 (33,000 XP) Proficiency Bonus +7 Kasimir can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Legendary Resistance (3/Day). If Kasimir fails a saving used at a time and only at the end of another creature’s
throw, he can choose to succeed instead. turn. Kasimir regains spent legendary actions at the
start of his turn.
Rejuvenation. Unless his phylactery is destroyed, when
Kasimir is destroyed he gains a new body in 1d10 days, Cantrip. Kasimir casts a cantrip.
regaining all his hit points and becoming active again. Searing Touch. Kasimir uses his Searing Touch.
The new body appears within 5 feet of his phylactery. Frightening Gaze (Costs 2 Actions). Kasimir fixes his

Turn Resistance. Kasimir has advantage on saving gaze on one creature it can see within 10 feet of it.
throws against any effect that turns undead. The target must succeed on a DC 18 Wisdom saving
throw against this magic or become frightened for 1
Solar Absorption. Whenever the Kasimir Sundrinker minute. The frightened target can repeat the saving
is subjected to fire or radiant damage, he takes no throw at the end of each of its turns, ending the
damage and regains a number of hit points equal to half effect on itself on a success. If a target’s saving throw
the fire or radiant damage dealt. is successful or the effect ends for it, the target is
immune to the Kasimir’s gaze for the next 24 hours.
Radiant Scourge. When Kasimir Sundrinker casts a Disrupt Life (Costs 3 Actions). Each non-undead
spell or uses an ability which deals necrotic damage, he creature within 20 feet of Kasimir must make a DC 18
can change the damage type of that spell or ability to Constitution saving throw against this magic, taking
radiant damage. 21 (6d6) necrotic damage on a failed save, or half as
much damage on a successful one.
Spellcasting. Kasimir Sundrinker is a 20th-level
spellcaster. His spellcasting ability is Intelligence (spell
save DC 21, +13 to hit with spell attacks). He has the
following spells prepared, all of which are considered
wizard spells for him:

72

Fables: Citadel of the Unseen Sun

Light Hunter Legion of Six. The first light hunter stood tall, a
humanoid skeletal in the saintly golden armor of the
Kasimir Sundrinker requires the full light of the sun civilization Kasimir once served, wielding a blade
from Ostoya’s skies to control the Unseen Sun in of coruscating light. Before a year had passed, it had
its entirety. The sparks of sunlight scattered within brought back another being whose soul possessed a
mortal souls are vestiges of the sun’s radiance; they spark. Kasimir divested that body of its soul—and
are the fragments of power he needs to gain the its spark.
control he seeks. His light hunters are six perfectly Six light hunters serve the Master of the Unseen
loyal undead knights who ride across Ostoya in Sun. When they die, they are reborn not long after in
dogged pursuit of anyone who is known to bear a a commingling of the sun’s pure light and Kasimir’s
spark of sunlight within their soul. They are drawn practiced necromancy. If Kasimir Sundrinker claims
to the sparks, for they too contain a spark within
themselves. another spark of sunlight, the light
Born of the Spark. Kasimir toiled for decades hunters may gain another member.
to find his first spark of sunlight, early in his rule
over the Citadel of the Unseen Sun. When he found
the first, he fed it to the Unseen Sun as he thought
he ought to. Moments after doing so, he realized
there was a better way. For three dozen long years
he searched for another, and when he found and
extracted it, he imbued one of his skeletal minions
with its power.
Drawn to the Spark. Permeated with a tiny
fraction of the sun’s power, Kasimir’s light hunters
are innately drawn to other sparks. A light hunter can
sense the exact location of a spark of sunlight within
1,000 feet of them. While within 1 mile of a spark,
they can tell the general direction of the spark, as if
casting the locate creature spell. Beyond this distance,
light hunters can sense the existence of sparks
of sunlight in the world but can’t pinpoint their
exact location.

Deathsteed Aura of Consumption. This steed casts a long shadow.
Whenever a creature that isn’t undead takes damage
Large undead, neutral evil while within 20 feet of a deathsteed, it takes an
additional 3 (1d6) necrotic damage.
Armor Class 16 (chain mail)
Hit Points 85 (10d10 + 30) Dissipate. When the light hunter steed drops to 0 hit
Speed 50 ft., fly 50 ft. points, it disappears, leaving no corpse.

STR DEX CON INT WIS CHA Trample. If a creature is prone, the steed can use a
bonus action to make a hooves attack against it.
18 (+4) 12 (+1) 16 (+3) 6 (–2) 13 (+1) 7 (–2)
Turning Bond. If within 30 feet of its light hunter
Saving Throws Wis +4 master, the light hunter steed can’t be turned unless the
Damage Immunities poison same effect also turns the light hunter.
Damage Resistances necrotic
Condition Immunities exhaustion, poisoned Actions
Senses darkvision 120 ft., passive Perception 11
Languages understands one language the light hunter Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage and 9
speaks but can’t speak, telepathy 1 mile (with its light (2d8) necrotic damage
hunter only)
Challenge 3 (700 XP) Proficiency Bonus +3

73

Appendix A: New Monsters

Light Hunter Unholy Radiance. Gleaming golden light flows from
the light hunter’s bones. It sheds bright light for 30
Medium undead, lawful evil feet and dim light for another 30 feet. This light is
sunlight. Creatures within either of these areas have
Armor Class 18 (plate) disadvantage on saving throws and take an additional 3
Hit Points 150 (20d8 + 60) (1d6) radiant damage whenever they take damage from
Speed 30 ft. an attack or spell. Light hunters and deathsteeds aren’t
affected by this trait.
STR DEX CON INT WIS CHA
Turning Bond. If within 30 feet of its deathsteed, the
18 (+4) 11 (+0) 16 (+3) 10 (+0) 14 (+2) 15 (+2) light hunter can’t be turned unless the same effect also
turns the steed.
Saving Throws Wis +6
Skills Perception +6, Survival +6 Actions
Damage Immunities poison, radiant
Damage Resistances necrotic; bludgeoning, piercing, Multiattack. The light hunter makes two sun saber
attacks.
and slashing from nonmagical attacks that aren’t
silvered Sun Saber. Melee Weapon Attack: +8 to hit, reach 5
Condition Immunities exhaustion, poisoned ft., one target. Hit: 7 (1d6 + 4) piercing damage and 18
Senses darkvision 120 ft., passive Perception 15 (4d8) radiant damage. If the light hunter is mounted and
Languages the languages it knew in life, telepathy 1 the target is a creature, the target must succeed on a
mile (with its steed only) DC 16 Strength saving throw or fall prone.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Summon Steed (Recharges after a Short or Long
Charge. If the light hunter moves at least 20 feet Rest). A deathsteed appears in an unoccupied space
straight toward a target and then hits with a weapon the light hunter can see within 30 feet of it. This
attack on the same turn, the target takes an extra 14 deathsteed is bonded to the light hunter, and it can’t
(4d6) damage. be summoned again until it is dismissed to a pocket
dimension as an action, or it is destroyed. When
Luminous Awe. The light hunter is entranced by the summoned, this steed is restored to its hit point
light of the sun. If it sees sunlight (other than another maximum. If the hunter enters an encounter riding the
light hunter), the light hunter must make a DC 19 steed, this action requires recharge.
Wisdom saving throw or be stunned for 1 hour. The
light hunter remains stunned even if the light was Reactions
created by a spell that ends before an hour has passed.
However, this effect ends immediately if the light Solar Flare (Recharges after a Long Rest). When the
hunter takes damage. light hunter is reduced to 75 hit points or lower, its
full interior light blazes forth. All creatures within 60
Mounted Tactics. The light hunter is bonded to a feet of it other than other light hunters or deathsteeds
deathsteed. The hunter and its steed act on the same must succeed on a DC 15 Constitution saving throw
initiative, and the steed takes its turn after the hunter or take 42 (12d6) radiant damage and be blinded
and has no restrictions on its actions. The hunter can for 1 minute. On a successful save, it takes half as
force an attack that targets the steed to target the much damage and isn’t blinded. While this reaction
hunter instead. If the hunter’s steed is destroyed, requires recharge, the light hunter takes an extra 7
the hunter is dismounted but lands on its feet in a (2d6) force damage whenever it takes damage from an
space of its choice within 5 feet of where the mount attack or spell.
disappeared.

74

Fables: Citadel of the Unseen Sun

Sunwraith Living Eclipse.
Sunwraiths are luminous,
Etharis’s sun is directly linked to the divine power vaguely humanoid beings
of the goddess Aurelia. Though she is dead, some of of white light with a
her might lingers on in the life-giving star that shines golden halo. When the
down upon the world. When Kasimir Sundrinker pious approach, the
stole the sun from the skies of Ostoya and plunged sunwraith reveals its
the land into eternal night, he created a miniature shadowy form, like
star within his lair. From this Unseen Sun spawned that of an eclipse,
sunwraiths—celestials bound to Aurelia’s power but with a luminous or
twisted by Kasimir’s perversion of its vivifying light. prismatic corona.
Tormented Intercessors. The sunwraiths
spawned from Kasimir’s fractured sun were created
with fractured minds. Their innate sense of celestial
justice is twisted into a selfish defense of the only
goodness they have ever known in their wretched
existence: the Unseen Sun itself. They sense that
Kasimir is a foul master, but cannot bring themselves
to harm him. They live in a constant dissonance, split
between a longing to live in the light of the sun and to
break free of Kasimir’s corrupting influence.

Sunwraith Actions

Large celestial, chaotic evil Multiattack. The sunwraith makes two melee attacks.

Armor Class 18 (natural armor) Greatsword. Melee Weapon Attack: +10 to hit, reach 5
Hit Points 178 (17d10 + 85) ft., one target. Hit: 19 (4d6 + 5) slashing damage and 18
Speed 60 ft., fly 120 ft. (hover) (4d8) necrotic or radiant damage.

STR DEX CON INT WIS CHA Life Burn (Recharge 6). Melee Weapon Attack: +10
to hit, reach 5 ft., one creature. Hit: 30 (6d8 + 3)
20 (+5) 14 (+2) 20 (+5) 11 (+0) 15 (+2) 17 (+3) necrotic or radiant damage. The target must succeed
on a DC 16 Constitution saving throw or its hit point
Saving Throws Wis +7, Cha +8 maximum is reduced by an amount equal to the
damage taken. This reduction lasts until the target
Skills Perception +7 finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Damage Resistances necrotic, radiant; bludgeoning, A humanoid that dies from this effect rises as a
specter at the start of the sunwraith’s next turn. The
piercing, and slashing from nonmagical attacks specter is under the sunwraith’s command, following
orders to the best of its ability. A sunwraith can control
Condition Immunities charmed, exhaustion, frightened up to seven specters at a time.

Senses truesight 120 ft., passive Perception 17 Reactions

Languages Celestial, Infernal, telepathy 120 ft. Blinding Corona. When an attack or effect harms
the sunwraith from farther than 5 feet from it, the
Challenge 13 (10,000 XP) Proficiency Bonus +5 attacker must succeed on a DC 16 Constitution saving
throw, provided it can see the sunwraith, or be blinded
Magic Resistance. The sunwraith has advantage on for 1 minute. The target can repeat the saving throw at
saving throws against spells and other magical effects. the end of each of its turns, ending the effect on itself
on a success.
Sunwraith Weapons. The sunwraith’s weapon attacks
are magical. When the sunwraith hits with any weapon,
the weapon deals an extra 4d8 necrotic or radiant
damage (its choice, included in the attacks).

75

Appendix A: New Monsters

Wretched Celebrants Wretched Reveler

The Locks are home to grand carnivals and festivals Medium undead, chaotic neutral
that celebrate the joys of unlife. The scope and details
of these celebrations change from season to season, Armor Class 12
but the general atmosphere is one of jubilation and Hit Points 45 (6d8 + 18)
excess. Participants eat heartily and drink excessively, Speed 30 ft.
elaborate costumes are on display, and parades with
dazzling floats mark the day. STR DEX CON INT WIS CHA
Improvised Weapons. The revelers attack with
whatever they have on hand, but each weapon is 10 (+0) 15 (+2) 16 (+3) 8 (–1) 11 (+0) 15 (+2)
infused with elemental power. For example, a lantern
might do bludgeoning and fire damage, while a large Skills Acrobatics +4, Deception +4, Performance +4
fan might do slashing and force damage. Damage Immunities poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages the languages it knew in life
Challenge 2 (450 XP) Proficiency Bonus +2

Body Moving. As a bonus action, the wretched reveler
sings a catchy tune. One creature of the reveler’s
choice within 30 feet of and able to hear the reveler
must succeed on a DC 12 Charisma saving throw or be
charmed until the start of the reveler’s next turn. While
charmed in this way, the target uses its movement to
dance in place without leaving its space. Dancing causes
the target to have disadvantage on attack rolls and
Dexterity saving throws. Other creatures have advantage
on attack rolls against the target while it dances.
The reveler can stop singing at any time, ending
the effect. This effect ends early if the reveler is
incapacitated or destroyed, or if the target can’t hear
the song.

Actions

Multiattack. The wretched reveler makes two attacks.

Tankard. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6 + 2) bludgeoning damage and 3
(1d6) poison damage.

Dart. Ranged Weapon Attack: +4 to hit, range 20/60
ft., one target. Hit: 4 (1d4 + 2) piercing damage and 3
(1d6) poison damage.

76

Fables: Citadel of the Unseen Sun

Open Game License You represent that Your Contributions are Your original
creation and/or You have sufficient rights to grant the rights
OPEN GAME LICENSE Version 1.0a conveyed by this License.
The following text is the property of Wizards of the Coast, Inc. 6. Notice of License Copyright: You must update the
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). COPYRIGHT NOTICE portion of this License to include the
All Rights Reserved. exact text of the COPYRIGHT NOTICE of any Open Game
Content You are copying, modifying or distributing, and You
1. Definitions: (a)”Contributors” means the copyright and/ must add the title, the copyright date, and the copyright
or trademark owners who have contributed Open Game holder’s name to the COPYRIGHT NOTICE of any original
Content; (b)”Derivative Material” means copyrighted Open Game Content you Distribute.
material including derivative works and translations 7. Use of Product Identity: You agree not to Use any Product
(including into other computer languages), potation, Identity, including as an indication as to compatibility,
modification, correction, addition, extension, upgrade, except as expressly licensed in another, independent
improvement, compilation, abridgment or other form in Agreement with the owner of each element of that Product
which an existing work may be recast, transformed or Identity. You agree not to indicate compatibility or co-­--
adapted; (c) “Distribute” means to reproduce, license, adaptability with any Trademark or Registered Trademark
rent, lease, sell, broadcast, publicly display, transmit or in conjunction with a work containing Open Game Content
otherwise distribute; (d)”Open Game Content” means the except as expressly licensed in another, independent
game mechanic and includes the methods, procedures, Agreement with the owner of such Trademark or Registered
processes and routines to the extent such content does not Trademark. The use of any Product Identity in Open Game
embody the Product Identity and is an enhancement over Content does not constitute a challenge to the ownership
the prior art and any additional content clearly identified as of that Product Identity. The owner of any Product Identity
Open Game Content by the Contributor, and means any work used in Open Game Content shall retain all rights, title and
covered by this License, including translations and derivative interest in and to that Product Identity.
works under copyright law, but specifically excludes Product 8. Identification: If you distribute Open Game Content You
Identity. (e) “Product Identity” means product and product must clearly indicate which portions of the work that you
line names, logos and identifying marks including trade are distributing are Open Game Content.
dress; artifacts; creatures characters; stories, storylines, 9. Updating the License: Wizards or its designated Agents
plots, thematic elements, dialogue, incidents, language, may publish updated versions of this License. You may use
artwork, symbols, designs, depictions, likenesses, formats, any authorized version of this License to copy, modify and
poses, concepts, themes and graphic, photographic and distribute any Open Game Content originally distributed
other visual or audio representations; names and descriptions under any version of this License.
of characters, spells, enchantments, personalities, 10. Copy of this License: You MUST include a copy of this
teams, personas, likenesses and special abilities; places, License with every copy of the Open Game Content You
locations, environments, creatures, equipment, magical or Distribute.
supernatural abilities or effects, logos, symbols, or graphic 11. Use of Contributor Credits: You may not market or
designs; and any other trademark or registered trademark advertise the Open Game Content using the name of any
clearly identified as Product identity by the owner of the Contributor unless You have written permission from the
Product Identity, and which specifically excludes the Open Contributor to do so.
Game Content; (f) “Trademark” means the logos, names, 12. Inability to Comply: If it is impossible for You to comply
mark, sign, motto, designs that are used by a Contributor with any of the terms of this License with respect to some
to identify itself or its products or the associated products or all of the Open Game Content due to statute, judicial
contributed to the Open Game License by the Contributor order, or governmental regulation then You may not Use any
(g) “Use”, “Used” or “Using” means to use, Distribute, Open Game Material so affected.
copy, edit, format, modify, translate and otherwise create 13. Termination: This License will terminate automatically if
Derivative Material of Open Game Content. (h) “You” or You fail to comply with all terms herein and fail to cure such
“Your” means the licensee in terms of this agreement. breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License.
2. The License: This License applies to any Open Game 14. Reformation: If any provision of this License is held to be
Content that contains a notice indicating that the Open unenforceable, such provision shall be reformed only to the
Game Content may only be Used under and in terms of extent necessary to make it enforceable.
this License. You must affix such a notice to any Open 15. COPYRIGHT NOTICE: Open Game License v 1.0a © 2000,
Game Content that you Use. No terms may be added to or Wizards of the Coast, Inc.
subtracted from this License except as described by the
License itself. No other terms or conditions may be applied System Reference Document 5.1 © 2016, Wizards of the
to any Open Game Content distributed using this License. Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
3. Offer and Acceptance: By Using the Open Game Content Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
You indicate Your acceptance of the terms of this License. based on original material by E. Gary Gygax and Dave Arneson.

4. Grant and Consideration: In consideration for agreeing to
use this License, the Contributors grant You a perpetual,
worldwide, royalty-­--free, non-­-- exclusive license with the
exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content,

77


Click to View FlipBook Version