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  SYNOPSIS	
  • The	adventure	begins	in	the	days	after	a	
  meteor	crash	shakes	the	surrounding	
  countryside.	The	characters	encounter	
  crazed	wild	boars	attacking	a	wizard.	Hooks	
  and	clues	from	the	encounter	lead	the	
  characters	to	the	meteor’s	crater.	
  • The	characters	enter	the	warrens	below	the	
  crater	and	1ind	it	overrun	with	ankhegs	who	
  are	behaving	like	the	crazed	boars.	The	group	
  discovers	crystalline	splinters	lodged	in	the	
  ankhegs,	which	were	also	in	the	boars.	
  • The	characters	1ind	their	way	to	the	lower	
  chambers	of	the	crater.	There,	they	confront	
  the	remaining	ankhegs	and	attempt	to	
  destroy	an	alien	mind-shard	controlling	
  creatures	infected	with	the	crystalline	
  shards.	
  BACKGROUND	
  • A	few	days	before	the	adventure	begins,	a	40-
  foot	long	meteor	crashed	into	a	forest	near	
  where	the	characters	are	located.	
  • The	meteor	housed	an	invasive	alien	species	
  called	a	mind-shard.	When	the	meteor	struck	
  the	earth,	the	impact	scattered	yellow	crystal	
  splinters	around	the	crash	site.	If	these	
  splinters	becomes	embedded	in	a	living	
  being,	they	allow	the	mind-shard	to	take	
  control	of	that	creature.	
  • The	mind-shard’s	meteor	crashed	into	an	
  underground	ankheg	warren,	providing	the	
  mind-shard	an	easy	army	of	ankheg	slaves.	
  The	ankhegs	now	guard	the	mind-shard	and	
  search	for	new	victims	to	infect	with	its	
  crystal	splinters.	
  • Wild	animals	that	were	hit	with	crystal	
  splinters	in	the	initial	impact	have	also	fallen	
  under	the	mind-shard’s	control.	They	attack	
  other	beings	and	try	to	bring	new	victims	to	
  the	warrens	to	be	infected	with	crystal	
  splinters.	
  A	WORD	TO	THE	GM	
  This	adventure	is	meant	to	be	run	at	a	glance	
  with	minimal	preparation	and	a	natural	
  delivery.	This	required	re-thinking	the	normal	
  adventure	presentation	a	bit.	Here’s	what	you’ll	
  1ind	included:	
  • Each	encounter	contained	on	one	page.	
  • Bulleted	lists.	Bolded	keywords.	
  • Hyperlinks	to	monsters	and	rules	online	for	
  quick	reference.	
  • Printable	cards	for	each	monster	and	PC	so	
  you	can	run	encounters	using	a	card	stack.	A	
  short	video	walkthrough	of	this	method	can	
  be	found	here.	
  • Printable	cards	for	special	treasure	handouts.	
  • Short	room	and	area	descriptions.	No	
  paragraphs	of	droning	1lavor	text	—	set	the	
  scene	naturally	and	embellish	as	desired.		
  • Brie1ly	explained	non-encounter	rooms.	
  Again,	embellish	as	desired!	
  • GM	maps	and	player-safe	digital	maps	for	use	
  with	virtual	tabletops.	
  • A	short	video	walkthrough	of	the	adventure	
  that	can	be	found	here.	
  PACING/TRANSITIONS	
  A	dramatic	question	is	presented	with	most	
  scenes.	Once	that	question	has	been	answered,	
  the	tension	of	the	scene	is	resolved.	That’s	your	
  cue	to	work	toward	the	transition	provided	at	
  the	end	the	scene	—	even	if	that	means	
  summarizing	the	end	of	a	clearly	decided	
  combat,	or	in	the	case	of	clever	players,	
  skipping	combat	altogether.	Keep	the	game	
  moving	toward	the	next	challenge!		
  	
  Room	descriptions	that	are	usually	long	
  blocks	of	literary	read-aloud	text	have	been	left	
  short	and	informational	in	this	adventure.	
  Many	Game	Masters	prefer	to	paraphrase	read-
  aloud	text	and	set	the	scene	based	on	what	
  tone	and	level	of	detail	his	or	her	group	1inds	
  engaging.	Anything	listed	before	a	
  Development	section	is	safe	to	share	however	
  you	prefer	to	do	so.	
  WATCHERS	IN	THE	DARK
  3
  
  A	SAVAGE	ATTACK	
  The	adventure	begins	while	the	characters	are	
  traveling	through	a	wilderness	environment.	
  Two	days	prior,	the	shockwave	from	a	nearby	
  meteor	crash	caused	quakes	and	knocked	
  down	vast	circles	of	trees.	A	cloud	of	dust	still	
  hangs	in	the	air,	creating	a	constant	fog	effect.		
  THE	CRAZED	BOARS	
  • Hazy	dust	in	the	air	provides	all	creatures	
  with	half-cover	and	limits	visibility	to	60	feet.	
  • The	enraged	bellowing	of	wild	animals	
  erupts	out	of	the	dust	cloud	about	80	feet	
  away,	followed	by	a	horri1ied	scream.	
  DEVELOPMENT	
  • PCs	who	pass	a	DC	12	Intelligence	(Nature)	
  check	know	the	animals	are	two	giant	boars.	
  • The	screaming	man	is	Torvaine	Yaru.	
  Torvaine	Yaru,	LN	human	mage	
  “There’s	always	something	trying	to	kill	me!”	
  •
  Appearance.	Bald.	White	robes	with	gold	
  trim.	Wears	a	gold	ring	that	says	“Iskavol.”	
  •
  Does.	Scrawls	real-time	notes	in	his	diary.	
  •
  Secret.	Has	a	glabrezu	bound	in	his	tower	
  that	his	missing	partner,	Iskavol,	controls.	
  DRAMATIC	QUESTION	
  Can	the	characters	stop	the	boar	attack	and	
  learn	about	the	meteor?	
  COMBAT	
  • Torvaine	has	20	HP	and	only	2nd-level	and	
  lower	spell	slots	remaining.	
  • The	mind-shard	controls	the	giant	boars.	
  PCs	can	notice	their	unnatural	intelligence	by	
  passing	a	DC	15	Intelligence	(Insight)	check.		
  • The	boars	have	yellow	shards	of	crystal	
  lodged	in	their	hide.	Characters	can	remove	
  them	with	a	DC	15	Strength	check.	Without	
  the	shards,	the	boars	become	non-hostile.	
  Sidebar:	Crystal	Splinters	
  • The	mind-shard	can	telepathically	control	a	
  creature	that	has	a	crystal	splinter	from	the	
  mind-shard’s	meteor	piercing	its	body.	
  • Treat	crystal	splinters	as	daggers.	
  • At	the	end	of	each	hour	a	creature	has	a	
  splinter	in	its	body,	it	must	make	a	DC	14	
  Charisma	save.	On	a	failure,	the	mind-shard	
  controls	its	actions	for	the	next	24	hours.	
  • Removing	the	splinter	ends	these	effects.	
  WHAT	TORVAINE	KNOWS	
  • Torvaine	is	traveling	from	his	wizard's	tower	
  to	seek	help	1inding	his	partner,	Iskavol,	who	
  has	been	missing	since	the	meteor	impact.	
  • Packs	of	crazed	wild	animals	have	been	
  roaming	the	countryside	attacking	travelers.	
  • Torvaine	believes	the	meteor	site	holds	the	
  secret	to	these	recent	disasters.	He	shares	
  the	below	adventure	hooks	with	the	group.	
  • Torvaine’s	diary	also	contains	notes	on	the	
  above	details	and	following	adventure	hooks.	
  APPEAL	TO	REWARD	
  Torvaine	will	create	one	custom	magic	item	of	
  Uncommon	rarity	for	the	group	if	they	return	
  Iskavol	to	him.	If	Torvaine	is	dead,	his	diary	
  says	Iskavol	will	create	the	item	instead,	if	
  rescued.	
  APPEAL	TO	HEROISM	
  The	wild	animal	attacks	have	been	growing	
  vicious	and	frequent.	Several	people	have	gone	
  missing.	The	local	baroness	has	proclaimed	she	
  will	award	a	manor	home	and	1ive	loyal	guards	
  to	anyone	who	stops	the	attacks.	
  APPEAL	TO	DISCOVERY	
  Nobody	has	yet	explored	the	meteor	crash	site.	
  It	may	hold	valuable	treasure,	otherworldly	
  secrets,	or	relics	of	power.	
  TRANSITION	
  When	the	group	approaches	the	meteor	site,	go	
  to	It	Fell	From	The	Sky.		
  WATCHERS	IN	THE	DARK
  4
  
  IT	FELL	FROM	THE	SKY		
  THE	CRATER	
  • The	meteor	crater	is	in	a	forest	two	miles	
  from	the	nearest	town.		
  • Thick	dust	and	smoke	grant	all	creatures	
  half-cover	and	limit	visibility	to	30	feet.	
  • The	muddy	crater	is	dusted	in	smoking,	grey	
  ash	from	burned	trees.	
  DEVELOPMENT	
  • The	crater	is	100	feet	across	and	has	a	steep	
  decline	to	its	40-foot	deep	center.		
  • In	the	crater’s	center,	a	15-foot	tall,	mottled	
  tail	of	an	iron	meteor	juts	from	the	mud.	It's	
  hot	to	the	touch	and	covered	in	thin	splinters	
  of	amber	crystal.	
  • PCs	who	pass	a	DC	13	Wisdom	(Survival)	
  check	1ind	the	tracks	of	many	creatures	in	
  the	mud.	Characters	who	pass	by	5	or	more	
  notice	tracks	from	large	insect-like	animals	
  and	wolves,	as	well	as	drag	marks.	
  • There	are	two	tunnels	at	the	extreme	north	
  and	south	of	the	crater	that	lead	into	the	
  ankheg	warrens	below.	
  • Each	round	the	characters	spend	exploring	
  the	crater,	there	is	a	cumulative	10%	chance	
  three	ankheg	tunnelers	burrow	from	the	
  mud	to	attack	them	(these	tunnels	collapse).	
  COMBAT	
  • The	ankhegs	use	their	60-foot	tremorsense	
  to	attack	the	PCs	with	Acid	Spray	from	
  outside	the	characters’	range	of	vision.	
  • Ankhegs	stay	in	combat	for	1d4	rounds	
  before	retreating	to	the	warrens	via	the	
  north	or	south	tunnels.	
  DRAMATIC	QUESTION	
  Can	the	characters	enter	the	warrens	
  beneath	the	crater?	
  Sidebar:	Creatures	In	The	Crater	
  • All	creatures	residing	near	the	meteor	crater	
  are	infected	with	crystal	splinters.	They	are	
  under	the	control	of	the	mind-shard	unless	
  otherwise	noted.	
  • The	splinters	inside	these	creatures	are	
  deeply	embedded.	To	remove	one,	a	
  character	must	pass	a	DC	15	Intelligence	
  (Medicine)	check	while	the	target	creature	is	
  grappled,	incapacitated,	or	restrained.			
  TRANSITION	
  The	narrow	tunnel	in	the	north	of	the	crater	
  leads	to	Area	1	in	North	Warrens.	The	winding	
  tunnel	in	the	south	of	the	crater	leads	to	Area	6	
  in	South	Warrens.	
  WATCHERS	IN	THE	DARK
  5
  
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  AFTERMATH	
  CAPTURED	
  • If	the	mind-shard	and	its	minions	defeat	the	
  characters,	the	mind-shard	enslaves	them	
  rather	than	kill	them.	The	characters	wake	up	
  in	Area	3	without	any	equipment	(it’s	all	held	
  in	Area	8).		
  • The	characters	are	infected	with	crystal	
  splinters	and	are	restrained	by	a	sticky	web.	
  It	requires	a	DC	12	Strength	check	to	burst.	A	
  patrol	of	four	ankheg	warren	drones	checks	
  on	the	characters	every	1d4	hours.		
  THE	METEOR	AND	CRATER	
  • Without	the	presence	of	the	mind-shard,	the	
  meteor	stops	producing	crystal	splinters.		
  • There	is	enough	quality	star	metal	at	the	
  meteor’s	core	to	be	worth	500	gp.	
  • If	any	ankhegs	survive,	they	re-build	their	
  warren	and	continue	life	as	if	nothing	had	
  happened.	They	are	indifferent	to	all	
  creatures	unless	attacked.	
  TORVAINE	AND	ISKAVOL	
  • If	either	Torvaine	or	Iskavol	survive,	they	
  make	good	on	their	promise	to	create	an	
  Uncommon	magic	item	for	the	group.	
  • If	both	wizards	survive,	they	view	the	
  characters	as	trusted	allies	and	will	help	
  them	in	the	future.	
  FUTURE	ADVENTURE	HOOKS	
  • Iskavol	may	decide	it	is	too	dangerous	to	
  keep	a	bound	glabrezu	in	his	and	Torvaine's	
  wizard	tower.	Simply	releasing	it	is	not	an	
  option;	he	hires	the	characters	to	help	him	
  "dispose"	of	it.	
  • Iskavol’s	mother	may	summon	the	
  characters	for	a	sensitive	task	she	needs	
  completed	as	discreetly	as	possible.	
  • The	rangers	who	patrol	the	forest	near	the	
  meteor	site	might	recruit	the	characters	for	a	
  matter	relating	to	pesky	albino	goblins…	
  • Further	meteors	carrying	mind-shards	
  might	land	in	other	places.	How	many	of	
  them	are	there?	Is	this	the	1irst	stage	of	a	
  larger	invasion?	
  WATCHERS	IN	THE	DARK
  9
  
  "88&+,*a)">)?"8(
  !./01234)56)/12),.37
  ET
  
  !./01234)56)/12),.37
  EE
  
  APPENDIX	B:	NEW	MONSTERS	
  Ankhegs	
  Acid	drips	from	high	above	in	the	dim	cavern,	
  burning	hissing	holes	in	the	ground	at	your	feet.	
  The	false	stalactites	move,	revealing	ankhegs	who	
  skitter	across	the	ceiling.	Larger	ankhegs	erupt	from	
  the	earth	in	a	shower	of	dirt,	shooting	gouts	of	acid	
  from	their	chittering	mandibles.	
  Colonizers.	Ankhegs	transform	into	new	shapes	
  to	1ill	different	roles	as	needed	by	their	colony.	Some	
  molt	into	smaller,	lithe	workers	who	scavenge	
  resources	and	tend	to	the	broods	of	eggs.	Others	
  begin	producing	more	acid	to	become	tunnelers	
  who	expand	the	warrens.	Some	ankhegs	remain	in	
  their	original	form,	serving	as	the	colony’s	
  protectors	and	hunters.	
  ANKHEG	TUNNELER	
  Large	monstrosity,	unaligned	
  Armor	Class	14	(natural	armor),	11	while	prone	
  Hit	Points	39	(6d10	+	6)	
  Speed	30	ft.,	burrow	10	ft.	
  Senses	darkvision	60	ft.,	tremorsense	60	ft.,	passive	
  Perception	11	
  Languages	—	
  Challenge	1	(200	XP)	
  ACTIONS	
  Bite.	Melee	Weapon	Attack:	+2	to	hit,	reach	5	ft.,	one	
  target.	Hit:	7	(2d6)	slashing	damage	plus	3	(1d6)	acid	
  damage.	If	the	target	is	a	Large	or	smaller	creature,	it	is	
  grappled	(escape	DC	13).	Until	this	grapple	ends,	the	
  ankheg	can	bite	only	the	grappled	creature	and	has	
  advantage	on	attack	rolls	to	do	so.		
  Acid	Spray	(Recharge	4-6).	The	ankheg	spits	acid	in	a	
  line	that	is	60	feet	long	and	5	feet	wide,	provided	that	it	
  has	no	creature	grappled.	Each	creature	in	that	line	must	
  make	a	DC	13	Dexterity	saving	throw,	taking	10	(3d6)	
  acid	damage	on	a	failed	save,	or	half	as	much	damage	on	a	
  successful	one.	
  REACTIONS	
  Acid	Burst.	A	creature	that	hits	the	ankheg	tunneler	with	
  a	melee	weapon	attack	takes	7	(2d6)	acid	damage.	
  ANKHEG	WARREN	DRONE	
  Medium	monstrosity,	unaligned	
  Armor	Class	13	(natural	armor),	11	while	prone	
  Hit	Points	27	(6d8)	
  Speed	30	ft.,	climb	10	ft.,	burrow	10	ft.	
  Skills	Perception	+4,	Stealth	+4	
  Senses	darkvision	60	ft.,	tremorsense	60	ft.,	passive	
  Perception	13	
  Languages	—	
  Challenge	1/4	(50	XP)	
  False	Appearance.	While	the	ankheg	warren	drone	
  remains	motionless,	it	is	indistinguishable	from	a	cave	
  formation	such	as	a	stalactite	or	stalagmite.	
  ACTIONS	
  Bite.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	4	(1d4	+	2)	slashing	damage	plus	2	(1d4)	acid	
  damage.	If	the	target	is	a	Medium	or	smaller	creature,	it	is	
  grappled	(escape	DC	12).	Until	this	grapple	ends,	the	
  ankheg	can	bite	only	the	grappled	creature	and	has	
  advantage	on	attack	rolls	to	do	so.		
  Acid	Spray	(Recharge	6).	The	ankheg	spits	acid	in	a	line	
  that	is	30	feet	long	and	5	feet	wide,	provided	that	it	has	no	
  creature	grappled.	Each	creature	in	that	line	must	make	a	
  DC	12	Dexterity	saving	throw,	taking	7	(2d6)	acid	damage	
  on	a	failed	save,	or	half	as	much	damage	on	a	successful	
  one.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11	(+0)
  16	(+3)
  13	(+1)
  1	(-5)
  13	(+1)
  6	(-2)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  15	(+2)
  14	(+2)
  11	(+0)
  1	(-5)
  12	(+1)
  6	(-2)
  WATCHERS	IN	THE	DARK
  12
  
  Mind-Shard	
  An	amber,	jagged	shard	of	crystal	juts	from	the	
  point	of	an	iron	meteor	buried	deep	in	the	earth.	
  The	crystal	strobes	with	internal	light,	and	the	
  compulsion	to	lay	down	your	weapons	and	draw	
  closer	to	it	batters	your	mind	in	relentless	waves.	
  Invasive	Species.	Mind-shards	arrive	on	new	
  planets	via	meteors,	the	impact	scattering	their	
  infective	crystal	shards	over	a	large	area.	They	
  enslave	nearby	creatures	hit	by	their	shards,	
  controlling	them	telepathically	from	the	safety	of	
  the	meteor’s	smoking	crater.		
  Purpose.	Mind-shards’	alien	intelligence	serves	
  only	one	cause;	to	dominate	other	creatures’	minds.	
  Whether	they	work	only	to	ensure	their	own	
  survival,	or	for	some	larger	purpose,	is	unknowable	
  even	to	those	infected	by	their	crystalline	splinters.	
  Inscrutable.	Mind-shards	are	sentient,	living	
  beings	whose	bodies	are	made	of	a	brittle,	gem-like	
  substance.	They	communicate	in	wordless,	
  telepathic	feelings	devoid	of	emotion	or	humanity.		
  MIND-SHARD	
  Large	construct,	neutral	evil	
  Armor	Class	13	(natural	armor)	
  Hit	Points	38	(7d10)	
  Speed	0	ft.	
  Damage	Immunities	poison	
  Condition	Immunities	blinded,	deafened,	grappled,	
  exhaustion,	paralyzed,	petri1ied,	poisoned,	prone,	
  restrained	
  Senses	blindsight	60	ft.,	passive	Perception	12	
  Languages	telepathy	2	miles	
  Challenge	1	(200	XP)	
  Innate	Spellcasting.	The	mind-shard’s	innate	spellcasting	
  ability	is	Charisma	(spell	save	DC	14,	+6	to	hit	with	spell	
  attacks).	It	can	innately	cast	the	following	spells,	
  requiring	no	components	of	any	kind:		
  At	will:	darkness,	detect	thoughts,	gust	of	wind,	levitate,	
  light,	ray	of	enfeeblement	
  3/day	each:	hideous	laughter,	silence	
  1/day	each:	compulsion,	hold	person,	reverse	gravity	
  LEGENDARY	ACTIONS	
  The	mind-shard	can	take	3	legendary	actions,	choosing	
  from	the	options	below.	Only	one	legendary	action	option	
  can	be	used	at	a	time	and	only	at	the	end	of	another	
  creature's	turn.	The	mind-shard	regains	spent	legendary	
  actions	at	the	start	of	its	turn.	
  Minor	Flux.	The	mind-shard	casts	an	at-will	spell.	
  Flux	Wave	(Costs	2	Actions).	The	mind-shard	casts	a	3/
  day	each	spell.	
  Flux	Storm	(Costs	3	Actions).	The	mind-shard	casts	a	1/
  day	each	spell.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  1	(-5)
  1	(-5)
  10	(+0)
  16	(+3)
  14	(+2)
  18	(+4)
  WATCHERS	IN	THE	DARK
  13
  
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  D&#&$#)#%=H?%#(:!
  
  THE	ARCANE	LIBRARY	
  If	you	join	The	Arcane	Library's	newsletter,	you’ll	get	a	FREE	copy	of	Temple	of	the	Basilisk	
  Cult,	a	1st-level	adventure	set	in	the	jungle!	
  	
  WATCHERS	IN	THE	DARK
  15
  
  Acknowledgements	
  Special	thanks	to	John	from	www.5thsrd.org	for	permission	to	link	to	his	site.	Thank	you	to	
  Johnn	Four	for	brilliant	advice	on	one-shot	and	horror	writing.	Major	appreciation	to	Hank	
  at	Runehammer	for	being	a	tremendous	creative	inspiration.	Very	many	thanks	to	The	
  Angry	GM	for	wisdom,	especially	about	pacing	and	structure.	Finally,	my	most	heartfelt	
  gratitude	to	Jessee	Egan	for	phenomenal	art	direction	and	design.	
  This	adventure	is	dedicated	to	my	dear	sisters,	Meg	and	Katie,	who	each	make	up	one	third	
  of	our	Triforce.		
  Art	Credits	
  Logos,	trade	dress,	and	art	direction:	Jessee	Egan	/	jesseeegan.com		
  Cartography:	Jake	Martin	/	bewarethewizard.com	
  Cover:	Firstear,	Marko	Aliaksandr	/	shutterstock.com		
  Citrine:	Alena	Solonshchikova	/	shutterstock.com	
  Misty	Night:	Laura	Crazy	/	shutterstock.com	
  Tooth	Necklace,	Bottle,	Ankheg,	Sword:	Publisher’s	Choice	Quality	Stock	Art	©	Rick		
  Hershey	/	Fat	Goblin	Games	
  Meteor	Strike:	Tithi	Luadthong	/	shutterstock.com	
  WATCHERS	IN	THE	DARK
  16
  
  ©	2019	The	Arcane	Library,	LLC.	All	rights	reserved.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de1ined	in	the	Open	Game	License	Version	1.0a,	below.	Open	
  Game	Content	may	only	be	Used	under	and	in	terms	of	the	Open	Game	
  License	version	1.0a.	No	portion	of	this	work	other	than	previously	
  designated	Open	Game	Content	may	be	reproduced	in	any	form	without	
  written	permission.	
  Designation	of	Open	Game	Content:	Subject	to	the	Product	Identity	
  Designation	herein,	the	following	material	is	designated	as	Open	Game	
  Content.	(1)	all	monster	statistics,	descriptions	of	special	abilities,	and	
  sentences	including	game	mechanics	such	as	die	rolls,	probabilities,	and/	
  or	other	material	required	to	be	Open	Game	Content	as	part	of	the	game	
  rules,	or	previously	released	as	Open	Game	Content,	(2)	all	portions	of	
  spell	descriptions	that	include	rules-speci1ic	de1initions	of	the	effect	of	the	
  spells,	and	all	material	previously	released	as	Open	Game	Content,	(3)	all	
  other	descriptions	of	game-rule	effects	specifying	die	rolls	or	other	
  mechanic	features	of	the	game,	whether	in	traps,	magic	items,	hazards,	or	
  anywhere	else	in	the	text,	(4)	all	previously	released	Open	Game	Content,	
  material	required	to	be	Open	Game	Content	under	the	terms	of	the	Open	
  Game	License,	and	public	domain	material	anywhere	in	the	text.		
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  includes,	but	is	not	limited	to,	the	following	items	that	are	hereby	
  identi1ied	as	Product	Identity,	as	de1ined	in	the	Open	Game	License	
  version	1.0a,	Section	1(e):	All	trademarks,	registered	trademarks,	proper	
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  Content.	Elements	that	have	previously	been	designated	as	Open	Game	
  Content	are	not	included	in	this	declaration.	
  OPEN	GAME	LICENSE	Version	1.0a		
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	
  Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  	
  	
  	
  	
  	
  1.	DeZinitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	
  owners	who	have	contributed	Open	Game	Content;	(b)"Derivative	
  Material"	means	copyrighted	material	including	derivative	works	and	
  translations	(including	into	other	computer	languages),	potation,	
  modi1ication,	correction,	addition,	extension,	upgrade,	improvement,	
  compilation,	abridgment	or	other	form	in	which	an	existing	work	may	be	
  recast,	transformed	or	adapted;	(c)	"Distribute"	means	to	reproduce,	
  license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	
  distribute;	(d)"Open	Game	Content"	means	the	game	mechanic	and	
  includes	the	methods,	procedures,	processes	and	routines	to	the	extent	
  such	content	does	not	embody	the	Product	Identity	and	is	an	
  enhancement	over	the	prior	art	and	any	additional	content	clearly	
  identi1ied	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	
  covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	law,	but	speci1ically	excludes	Product	Identity.	(e)	"Product	
  Identity"	means	product	and	product	line	names,	logos	and	identifying	
  marks	including	trade	dress;	artifacts;	creatures	characters;	stories,	
  storylines,	plots,	thematic	elements,	dialogue,	incidents,	language,	
  artwork,	symbols,	designs,	depictions,	likenesses,	formats,	poses,	
  concepts,	themes	and	graphic,	photographic	and	other	visual	or	audio	
  representations;	names	and	descriptions	of	characters,	spells,	
  enchantments,	personalities,	teams,	personas,	likenesses	and	special	
  abilities;	places,	locations,	environments,	creatures,	equipment,	magical	or	
  supernatural	abilities	or	effects,	logos,	symbols,	or	graphic	designs;	and	
  any	other	trademark	or	registered	trademark	clearly	identi1ied	as	Product	
  identity	by	the	owner	of	the	Product	Identity,	and	which	speci1ically	
  excludes	the	Open	Game	Content;	(f)	"Trademark"	means	the	logos,	
  names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	
  identify	itself	or	its	products	or	the	associated	products	contributed	to	the	
  Open	Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	means	
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  create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	"Your"	
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  or	conditions	may	be	applied	to	any	Open	Game	Content	distributed	using	
  this	License.	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	
  Your	acceptance	of	the	terms	of	this	License.	
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  Game	Content.	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	
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  Contributions	are	Your	original	creation	and/or	You	have	suf1icient	rights	
  to	grant	the	rights	conveyed	by	this	License.	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	
  portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	
  of	any	Open	Game	Content	You	are	copying,	modifying	or	distributing,	and	
  You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	
  to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	
  Distribute.	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	
  including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	
  in	another,	independent	Agreement	with	the	owner	of	each	element	of	
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  adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	
  with	a	work	containing	Open	Game	Content	except	as	expressly	licensed	in	
  another,	independent	Agreement	with	the	owner	of	such	Trademark	or	
  Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	
  Content	does	not	constitute	a	challenge	to	the	ownership	of	that	Product	
  Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	
  shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.		
  8.	IdentiZication:	If	you	distribute	Open	Game	Content	You	must	clearly	
  indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	
  Game	Content.	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	
  updated	versions	of	this	License.	You	may	use	any	authorized	version	of	
  this	License	to	copy,	modify	and	distribute	any	Open	Game	Content	
  originally	distributed	under	any	version	of	this	License.	
  10.	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	
  every	copy	of	the	Open	Game	Content	You	Distribute.	
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  Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	
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  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
  the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	
  Content	due	to	statute,	judicial	order,	or	governmental	regulation	then	You	
  may	not	Use	any	Open	Game	Material	so	affected.	
  13.	Termination:	This	License	will	terminate	automatically	if	You	fail	to	
  comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	
  becoming	aware	of	the	breach.	All	sublicenses	shall	survive	the	
  termination	of	this	License.	
  14.	Reformation:	If	any	provision	of	this	License	is	held	to	be	
  unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	
  necessary	to	make	it	enforceable.	
  15.	COPYRIGHT	NOTICE	
  Open	Game	License	v	1.0a	Copyright	2000,	Wizards	of	the	Coast,	LLC.	
  System	Reference	Document	5.1	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	
  Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	
  Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	R.	Cordell,	Chris	Sims,	
  and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	
  Dave	Arneson.		
  Watchers	in	the	Dark	©	2019	The	Arcane	Library,	LLC.	
  END	LICENSE
  WATCHERS	IN	THE	DARK
  17
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/Watchers in the Dark/Watchers in the Dark Print Friendly V2.pdf