TEXT: 1
  
  2
  Authors Rick Hershey
  Editor Lucus Palosaari
  Copy Editor Troy Daniels
  Design and Layout Rick Hershey
  Fat Goblin Hoarde Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor 
  Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey.
  Publisher Rick Hershey of Fat Goblin Games
  The Hollowfield Harvest Festival © 2020 Fat Goblin Games 
  Open Game Content: All material — including but not limited to art, place and character 
  names, character and setting descriptions, background, and new class descriptions—is 
  Product Identity. All other content is considered Open Game Content. 
  Reference in non-Open Game Content (thus not covered by the Open Game License) in 
  this work to content owned by others is not a challenge to their ownership and is used 
  under Fair Use. 
   
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Path-
  finder Roleplaying Game compatible products. With a focus on high-quality production 
  values and providing a creative environment for our team of freelancers (The Fat Goblin 
  Hoarde), Fat Goblin Games has quickly become a recognized force in the world of Third 
  Party Publishers of not just the Pathfinder Roleplaying Game and 5th Edition Fantasy, but 
  also supporting the vs. M Engine, our own Difference Engine, and TinyD6 games originally 
  produced by Gallant Knight Games. With hundreds of support books, visual aids, campaign 
  settings, and quality stock art, Fat Goblin Games continues to provide exciting content and 
  fantastic worlds in which gamers can immerse themselves.
  Visit us on Facebook, follow us on Twitter, and check out our website at                         
  fatgoblingames.com.
  
  3
  Adventure Primer
  Adventure Level: 1-3rd Levels
  Estimated Duration: 1-3 hours
  Adventure Background
  Every year, during the harvest season of Octombrie, 
  Hollowfield hosts a weeklong festival that attracts 
  merchants, farmers, and craftsmen from nearby 
  towns and cities. This year, the usually peaceful vil-
  lage finds themselves the center of a series of strange 
  events looking to ruin the merriment.  
  The local cemetery has been desecrated, at night 
  strange noises are disturbing the guests, and there 
  is trouble at the old saw mill. What could be causing 
  these disturbances? And can adventurers from afar 
  save this year’s festival?  
  Adventure Location
  The village of Hollowfield represents the “anytown” 
  in the lands of Vathak and can be placed in any area 
  you choose. Hollowfield is a medium–sized village 
  with nearby agriculture and industry prospects (such 
  as logging and mining) but not to an extent that the 
  business is “booming” and the area is seeing massive 
  growth. It’s normally “a good day’s travel” from the 
  next nearest, larger town or city.
  Adventure Hooks
  Hollowfield and its festival is a perfect location and 
  event to start a new campaign and get a low–level 
  party together and adventuring.
   
  ɶ Festival Time The Harvest Festival at Hollowfield 
  is known around the region and many people 
  (including merchants, artisans, and farmers) come 
  to celebrate each year. Characters can easily be 
  attending the festival on their own or with family, 
  or on business.
   
  ɶ Hollowfield Citizen Although this might give the 
  characters advantage in this adventure, they could 
  possibly all be from Hollowfield and grew up here 
  and surrounding areas. They might have a passing 
  knowledge of some of the residents, but assum-
  ing they are young or from the outskirts of town, 
  they might not be completely familiar with a lot of 
  the issues taking place. 
   
  ɶ Passing Through Like many adventurers, the 
  characters could just be passing through the area 
  when they hear about the festival from the many 
  travelling merchants, or even by stumbling into 
  the village itself. This works for low–level adven-
  turers that might be looking for a nearby village to 
  rest and restock.
   
  ɶ First Meetings This adventure and the Harvest 
  Festival that is part of it is an ideal way to “get the 
  characters together” — if this is the group’s first 
  adventure — for future adventuring. It is easy to 
  come up with reasons for any individual charac-
  ter to be at Hollowfield and the threat presented 
  forms a natural way for them to come together.
  HollowField As A RecuRRinG VillAGe
  Hollowfield represents our template of a standard village in the lands of Vathak. It ideally fits anywhere you 
  want it to be on the map, in any region, and is perfect for a hometown or even as a template for recurring 
  villages the adventurers visit. We will be exploring more adventures and people of Hollowfield in future 
  releases of our Vathak Times, so make sure to check it out by joining our Patreon at:
  https://www.patreon.com/vathak5th
  
  4
  Welcome to the world of Shadows over 
  Vathak, a realm of dwindling hope and de-
  spair. As players, your characters fight to sur-
  vive in a land threatened with destruction by 
  the rise of the ancient and evil Old Ones and 
  their spawn. Your characters may represent 
  points of light in the darkness or give in to 
  wicked temptations. Most will fall somewhere 
  in between — survivors struggling to eke out 
  another day. Though the followers of the One 
  True God speak of divine providence while 
  battling the Old Ones, the sins of the Church 
  often rival those of their enemies. In the 
  world of Vathak, your character’s perceptions 
  of heroes and villains is a thin line drawn by 
  their own personal morality and, of course, 
  determined by the victor.
  This adventure is set in the dark fantasy 
  world of Vathak. As such there are references 
  to the history, characters, and locations of that 
  world. However, with a little bit of alteration, 
  these adventures can be suited for any horror 
  themed 5th edition game.
  If you are new to Shadows over Vathak, 
  make sure you join our Patreon and receive 
  a free copy of the Explorer’s Guide to Vathak. 
  RunninG tHis AdVentuRe
  To run this adventure, it is recomended that you 
  have copies of the 5th Edition core rulebooks. 
  In this adventure you might come across spells, 
  abilities, creatures, magic items, and other references 
  to content from these corebooks. When this happens 
  that item will appear in bold/red text, like this:
  “The goblins are waiting to attack the caravan as it 
  comes around the steep bend.”
  If the content is new (such as monsters or equip-
  ment) and not included in one of the corebooks, we 
  will make note of the source or include the item in an 
  appendix to the adventure.
  AbbReViAtions
  The following are a collection of common abbrevia-
  tions that might be used in this adventure.
  AC
  Armor Class
  CE
  Chaotic Evil
  CG
  Chaotic Good
  CN
  Chaotic Neutral
  cp
  Copper pieces
  CR
  Challenge Rating
  d% 
  Two d10s die one 
  as the 10s the 
  other as the 1s
  d10
  A die of 10 sides
  d12
  A die of 12 sides
  d20
  A die of 20 sides
  d4
  A die of 4 sides
  d6
  A die of 6 sides
  d8
  A die of 8 sides
  DC
  Difficulty Class
  EL
  Encounter Level
  EP
  Electrum Pieces
  GM
  Game Master
  GP
  Gold pieces
  HP
  Hit Points
  LE
  Lawful Evil
  LG
  Lawful Good
  LN
  Lawful Neutral
  N or TN
  Neutral, or     
  True Neutral
  NE
  Neutral Evil
  NG
  Neutral Good
  NPC
  Non-Player  
  Character
  PC
  Player Character
  pp
  Platinum pieces
  sp
  Silver Pieces
  Stats
  The statistical 
  representation   
  of a character
  XP
  Experience Points
  
  5
  Beginning                      
  The Adventure
  When the characters arrive at Hollowfield, the town 
  is deep in preparations for the local Harvest Festival. 
  Vendors are setting up tents and booths, decorations 
  are being hung and placed at every business, and the 
  streets are full of busy people going about various 
  tasks. The Harvest Festival is a “folk event” that is not 
  related to any specific ceremony or the like for The 
  Church of the One True God; although The Church 
  tolerates it (and similar regional festivities) as many 
  travellers passing through can make for fuller coffers 
  in the lean months of the winter.
  If you would like to allow the players to explore the 
  town or secure food and lodging, now is a great time. 
  Refer to the map for any local interests, and although 
  everyone is busy, they are more than willing  to direct 
  visitors in any direction.
  tHe coRpses come out to plAy
  At some point the characters will be alerted of a com-
  motion in the center or town. Villagers have gathered 
  at the square and are passionately shouting at each 
  other. What looks to be Mayor Horgrang (judging by 
  his chain of office) and the Head of the Town Guard 
  (named Vastus) are doing their best to contain the 
  situation and calm the disturbance.
  What is remarkable about the situation is that there 
  appears to be skeletons and remnants of coffins ly-
  ing about the square. These bodies are mostly being 
  ignored, except periodically when an angry citizen 
  wildly gestures towards one of them.
  Many of the skeletons are missing their heads, and 
  in their places are large turnips and other gourds 
  with crudely–carved faces. While some of the citi-
  zens are ranting about evil spirits and desecrated 
  graves, the Mayor is trying to calm them with sup-
  positions on his part that this is the work of wayward 
  youth up to no good. 
  
  6
  Encounter Trigger If the characters investigate 
  or prod one of the corpses, or if anyone tries to 
  move the corpses or remove their turnip–carved 
  heads, they will animate and attack.
  skeletons (4) cR ¼
  You can increase the difficulty of this challenge 
  by increasing the number of skeletons that ani-
  mate. Alternatively, if you are using this adventure 
  for higher level–characters, you can use alternative 
  monsters or stats for these creatures. Likewise, the 
  final threat below (the wight) can easily be adjusted 
  to a higher–tier threat to match the party).
  If the characters step in and try to calm the 
  crowd, have the first to speak make a Charisma 
  (Persuasion) check at DC 15. A success will calm 
  the villagers down enough that they sullenly dis-
  perse, or if questioned will explain the situation 
  to the best of their ability. Any hostile act (such as 
  drawing a weapon or casting a spell) is enough 
  to incite the villagers to fight, as is a failed check. 
  If a fight does begin, the town guard will quickly 
  disperse the crowd before it gets out of hand.
  If the characters decide to talk to the mayor or 
  head of the guard, they will need to make a Cha-
  risma (Persuasion) check at DC 15. Success means 
  that these men feel the characters can aid them in 
  solving these mysterious circumstances. 
  Read the following:
  Recently we had near forty corpses stolen from Moss 
  Oak Cemetery, and as you can see about half of them 
  have been strewn across the square. We have no idea 
  where the other bodies are or who took them, but this 
  town depends on the Harvest Festival each year. . . we 
  don’t need this right now. 
  We can’t find any type of evidence or even a relation-
  ship between the missing remains, as some of them are 
  nearly a hundred years apart in death, beyond being all 
  from the town or at least local, we have nothing.
  After the event with the corpses in the town square, 
  rumors and whispers abound. Some of these ru-
  mors might even be true.
  1d12
  Rumor
  1
   Villagers and laborers from the Kaizermein 
  Saw Mill have been feuding. The laborers des-
  ecrated the local cemetery.
  2
   Mayor Horgrang has a drinking problem and 
  has been demanding free drinks at the tavern. 
  Vastus has been summoned several times to 
  escort the mayor home.
  3
   Although the mines dried up almost forty years 
  ago, a new prospector thinks that he can get 
  them back up and working using alchemy. No 
  one believes he can do it though.
  4
   A little girl told her parents that she heard 
  whispers coming from the old town well. No 
  one else has heard a thing, but the girl was 
  mighty frightened.
  5
   The spectacle in the square is penance for 
  having the Harvest Festival and celebrating old 
  pagan spirits. Herr Dellburrow has been saying 
  so since he took over the church.
  6
   We typically only have a volunteer town guard, 
  but every festival Vastus (he’s the mayor’s cousin) 
  takes charge and brings in a few of his buddies to 
  act all “official” and such.
  7
  I don’t care about the corpses in town; more 
  people need to be worried about the woods.
  8
  At night you can hear clanging metal through-
  out the village, like someone banging a ham-
  mer. Most likely ghosts coming from the newly 
  opened mines.
  9
  The festival was a lot better when it was just the 
  village, all these outsiders really muck the place 
  up and we are left to clean and fix everything.
  10
  The bodies from the cemetery being dumped 
  in the square aren’t a surprise; a few weeks 
  ago someone mutilated some livestock and 
  did the same.
  11
  I think it’s Ole’ Father Danior getting his 
  revenge on the town; he wasn’t ready to step 
  down at the church and soon vanished. . . Now 
  we have Herr Dellburrow to deal with. 
  12
  This is all the fault of the old crone, Nasty Nel-
  lie, who lives by the river. She runs naked with 
  demons at the witching hour, or so I have heard.
  6
  
  7
  If the characters agree to investigate the strange oc-
  currences and provide them with a suspect, they will be 
  most grateful and happily pay for their service (500 gp). 
  Investigating             
  Hollowfield
  Once the characters take on the investigation, they 
  are welcome to explore the town as usual. Most of 
  the residents are quick to return to preparing for the 
  Harvest Festival and catering to the many visitors now 
  arriving. Questioning them will only return similar 
  comments and rumors as provided.
  Following are key locations the investigators can visit 
  to gather more information about the strange occur-
  rences. Other locations around town of course exist 
  (many will be detailed in future releases of the Vathak 
  Times) but for this adventure these are the key locales.
  kAizeRmein sAw mill
  The mill has only been open for a little over a year, and 
  although it employs many locals, most of the labor 
  force consists of workers from various regions and 
  backgrounds. These workers have a makeshift tent town 
  (colloquially named “Millfield”) in a field beside the mill. 
  Johann Kaizermein, the proprietor, is away on business 
  but several of his foremen are available to talk. 
  
  8
  They will reveal the following:
   
  ɶ The mill has begun cutting down an old grove of 
  trees in the last month that seems to have trig-
  gered a series of odd events, causing fear and 
  superstitions to run rampant amongst the men.
   
  ɶ Men have seen strange lights and have heard 
  ominous sounds coming from the grove at night.
   
  ɶ A local man named Gibs Greck was killed at the 
  sawmill a few weeks back, being nearly severed 
  in half and bleeding to death. Locals are blaming 
  the workers for the mishap, although it was well 
  known that Gibs had a drinking problem and was 
  most likely the cause of his demise.
   
  ɶ DC 10 Intelligence (Religion) check or DC 15 Intel-
  ligence (Investigation) check will reveal strange 
  religious symbols drawn in the mud and written 
  on the outside of the building, these are clearly 
  symbols of the Church of the One True God.
  nAsty nellie’s Hut
  The old woman lives quietly on the outskirts of the 
  village, collecting herbs, talking to animals, and 
  sometimes even selling a potion or two when a 
  villager comes asking. She is clearly mad, but also 
  clearly harmless. Talking to her reveals the following if 
  the adventurers are kind to her:
   
  ɶ The strange events are simply caused by the angry 
  spirit of the harvest, an old god of the land, long 
  forgotten, who is furious about the festival.
   
  ɶ The villagers and the sawmill are both responsible 
  for the spirit being angry. All will continue to be 
  punished until it is appeased.
   
  ɶ  The Good Citizen’s Almanac of the History of Hol-
  lowfield: This amateurishly written book has ex-
  tensive notes on the town’s history, and is perhaps 
  the best reference for research. Using the alma-
  nac grants advantage on all Intelligence (History) 
  checks made on matters with Hollowfield’s past.
  moss oAk cemeteRy
  The cemetery should be the last place the characters 
  visit. A town guard (a bright young woman named 
  Gretchen) is currently patrolling the area since the 
  incident with the desecrated corpses. Characters are 
  welcome to explore the grounds, but she will follow 
  them, mainly out of curiosity and boredom. Investi-
  gating the area reveals the following:
   
  ɶ DC 10 Intelligence (Religion) check or DC 15 Intel-
  ligence (Investigation) check will reveal more of 
  the same religious symbols, smeared on various 
  gravestones. No discernable pattern can be seen.
   
  ɶ DC 15 Intelligence (Investigation) check reveals 
  that the graves were dug out from the inside, 
  coming up from beneath the cemetery.
   
  ɶ DC 20 Intelligence (Investigation) check reveals a 
  noticeable tunnel beneath one of the gravesites.
  
  9
  Down, Down,               
  Under The Ground
  If the characters discover the tunnel, they can choose 
  to enter it and proceed into the vault beneath. If they 
  did not discover the tunnel, have Gretchen be at-
  tacked and pulled into the tunnel.
  The tunnel leads to a web of crude corridors lead-
  ing all over the graveyard, with obvious spots where 
  something clawed its way into the graves. Continuing 
  the path, or following Gretchen’s screams, will lead 
  the characters to an open chamber.
  A wight is in this room, if he didn’t grab Gretchen, 
  then he has an unknown victim (possibly a villager the 
  characters encountered earlier). It appears the wight 
  has been living in this area for a while. Once an old for-
  gotten tomb, he has since decorated it with an assort-
  ment of stolen religious trinkets and random bones. 
  What stands out the most are the remaining missing 
  corpses. These bodies have been positioned around 
  the room, dressed in an assemblage of found clothing, 
  several with similar turnip and gourd heads, and give 
  the aura that they will come to life at any moment to 
  continue on with the lives they left behind.
  If the characters attack, or simply interrupt the 
  wight, he will abandon his victim and fight.
  wiGHt  cR 3
  The wight will fight to the death. If the characters 
  are easily defeating the wight, have it call for help from 
  several skeletons hiding in the scattered corpses.
  After the confrontation with the wight, characters 
  are welcome to explore the tomb. As they do this, 
  Gretchen (if she is alive) will volunteer to take the 
  wight body to the mayor as well as organize a team of 
  guards and volunteers to come and take care of the 
  desecrated corpses.
  Treasure A shelf covered with webs and containing 
  remnants of a skeleton (DC 15 Perception to notice) 
  in the northwest wall still contains a few religious 
  supplies, including five vials of holy water, a scroll of 
  lesser restoration, and a wand of cure light wounds 
  (15 charges).
  HeRoes oF HollowField
  News spreads quickly of the characters’ victory and 
  Mayor Horgrang holds a small event to announce the 
  end of the troubles as well as praise the party. Many 
  of the villagers will offer small favors of appreciation, 
  such as meals and store discounts (on general mer-
  chandise) as a show of appreciation for their efforts.
  Treasure 500 gp reward from the Mayor.
  Vastus of the Town Guard will pull the characters 
  aside and inform them that he believes the wight 
  to be none other than Ole’ Father Danior who went 
  missing a few years back. He is going to investigate 
  further, but asks the characters if they can be available 
  for the remainder of the Harvest Festival and offers 
  them a small room above the town guard’s office as a 
  token of gratitude.
  
  10
  Appendix 1 
  The Festival
  During this adventure the Harvest Festival is just 
  beginning. This section includes activities and events 
  the characters can partake in during their downtime.
  There are a number of different games that will be 
  available to play. Each game should cost a silver to 
  play. Some ideas for games are as follows:
   
  ɶ Arm Wrestling This is a Strength ability check be-
  tween a character and an opponent. Regardless of 
  the opponent, they have a +2 Strength modifier.
   
  ɶ Bobbing for Apples Competitive game of who can 
  grab the most apples from a barrel of water, with 
  3–4 players at the same time. Each makes a DC 14 
  Dexterity (Sleight of Hands) check to grab an apple 
  in their teeth (no use of hands). Each round they 
  must succeed a DC 14 Constitution saving throw or 
  spend their turn huffing and puffing for breath. A 
  barrel starts with 5 apples per participant.
   
  ɶ Fortune Telling A character gains a point of inspira-
  tion that they can use, owing to a minor detail they 
  were told about their future. This is a perfect way to 
  introduce possible adventure hooks to the players.
   
  ɶ Marksmanship Ranged attack roll with an appro-
  priate weapon (shortbow, handaxe, dagger, etc). 
  This roll may be made with disadvantage to hit a 
  specific target or bullseye.
   
  ɶ Pumpkin Pie Eating Contest A three–round con-
  test. A character must succeed a DC 13 Constitu-
  tion saving throw to advance to the next round. For 
  those left at the end of round three, the best roll 
  wins the prize of three jars of local apple butter.
   
  ɶ Ring Toss DC 12 Dexterity (Sleight of Hands) 
  check. After each game, the booth operator will try 
  to goad the character to do another round, as they 
  secretly switch to harder targets (DC increases by 
  +5) in a “double or nothing” type prize. Their goal 
  is to always get it too high for the character to win 
  by doubling again.
  Limits: A character can only win a game once, after 
  that they cannot play the game again. You might also 
  choose to limit them to three tries to win any game.
  Reward Trinkets for winning any contest or game 
  include: Carved turnip or pumpkin heads, Corn dolly 
  or poppet, a small jar of rhubarb jam, fresh pumper-
  nickel bread loaf or small seed cake, or a barmbrack 
  cake (which may contain a charm inside that foretells 
  the future: a pea, a stick, a piece of cloth, a small coin 
  and a ring). 
  The ring toss booth will offer more and more 
  outlandish things if the character can “double or 
  nothing,” though often they’re just playing up some 
  otherwise unremarkable thing like “Rare honey from 
  a monastery in the Black Mountains available only 
  once every 10 years (really just local honey in a funny 
  jar).” If “real” prizes are needed, see the raffle unique 
  trinkets below.
  Goodie bAGs
  All visitors of the festival receive a small bag of treats 
  for attending. Kids love these confectional treats.
  1d6
  Treats
  1
  Black Licorice 
  2
  Caramel Bites
  3
  Candied Apple
  4
  Maple Nuts
  5
  Rock Candy Sticks
  6
  Horehound Candy Drops
  
  11
  bieRGARten
  Although the tavern is open for business, a biergarten 
  has been set up outside to handle the many guests at 
  the festival. Long banquet tables have been set with 
  wooden benches as local girls wearing traditional 
  harvest festival costumes serve the patrons. If you are 
  looking for more elegant food, head inside the tavern, 
  as the biergarten is serving just the basics.
  Apple Cider Ale
  2 sp
  Festbier (served in a large clay jug shaped 
  like a boot)
  3 sp 
  Potato and Corn Chowder
  3 sp
  Turkey Leg
  2 sp
  Sausage
  3sp
  cRAFtsmAn And meRcHAnts
  Weapons Booth This vendor buys and sells non–
  magical weapons at standard prices.
  Armor Booth This vendor buys and sells non–magical 
  armor at standard prices.
  Arts and Craft Booths These vendors buy art, jewelry, 
  and crafts of a non–magical nature at standard prices. 
  However, if an item has local historical importance, 
  add an additional 10% to the price/cost.
  wAGon Ride
  A favorite for families and the elderly, this rustic 
  wagon trip goes on an hour–long ride around the 
  farmlands of Hollowfield. 
  
  12
  unique items And tRinkets  AVAilAble At tHe FestiVAl
  Although most of the festival is typical for these types of things, characters can find some unique, if not mun-
  dane, items available at the Harvest Festival. These are especially perfect prizes for a raffle, at 1 gp to enter.
  1d12
  Unique Items
  1
  Scarecrow Mask Less a mask and more of a poorly stitched hood, it’s a thing of nightmares.
  2
  Turnip Head One of those creepy carved turnips. It’s said to ward off evil.
  3
  Commemorative Beer Stein This simple clay mug is carved with a similar face as those ugly tur-
  nips and has “Hollowfield Harvest Festival” written on it. 
  4
  Pouch of Sea Salt So far inland, this bag of salt is worth its actual weight in gold to many folks 
  (only about 5 gp), but also useful as a spell component to some.
  5
  Corn Doll Made from the leaves from local corn stalks, it bears a remarkable resemblance to 
  whomever gets it in an eerie way.
  6
  Matilda the Piglet She was the runt. . . she has a bow tied to her tail.
  7
  Shovel of Sharpness This otherwise seemingly normal spade shovel has an edge that magi-
  cally will not wear down, even when used on the rockiest of soils or toughest of roots. It does 
  not allow for cutting into solid rock or anything, but bashing it into one won’t bend, dull, or 
  break it either.
  8
  Harvest King Hat This “magical” hat is one–of–a–kind. Once per day, a person wearing it can yell 
  “I am the Harvest King!”, and a pumpkin will appear under the large hat.
  9
  Last Apple of Fall Local legend tells that this apple has magical properties, as it was the final 
  apple harvested and the last still on the tree. Eating it fills you up as if you’ve had a full meal and 
  it is equal to a potion of healing.
  10
  Zimmermann Farm Although this one–acre farm yields no harvest, and the two–room house 
  needs more repairs than it’s worth, Zimmermann is letting it go to pursue his dream of be-
  ing a carpenter.  
  11
  Elven Wine This bottle of fine wine is labelled as “elven” and implied to be hundreds of years old 
  and from before the Purge. It really is just that, but it has turned to a delicious vinegar. If it were 
  still truly wine, it would potentially be priceless, but as vinegar it’s merely an oddity (the current 
  owner doesn’t know it has gone bad). 
  12
  Local Almanac This book has weather forecasts, planting dates, tide tables, and a detailed calendar 
  of both secular and sacred days. The times of the rising of the sun and moon are included as well 
  as other celestial events. For any given prediction in the almanac, there is a 75% chance it is right.
  
  13
  mAp oF HollowField
  
  14
  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. Definitions: (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, modification, 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 identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works 
  under copyright law, but specifically 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 identified as Product identity by the owner of the Product Identity, and 
  which specifically 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 
  to use, Distribute, copy, edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be Used 
  under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from 
  this License except as described by the License itself. No other terms 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.
  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, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 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 that 
  Product Identity. You agree not to indicate compatibility or co-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. Identification: 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. 
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so. 
  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, Inc.
  System Reference Document 5.0 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.
  Campaign Kits: The Mysteries of Hollowfield © 2015, Fat Goblin Games; 
  Author: John Bennett, Kalyna Conrad, Troy E. Daniels, J Gray, Garrett Guillotte, 
  Rick Hershey, Kiel Howell, , Lucus Palosaari, Jennifer R. Povey, Matt Roth and 
  The Fat Goblin Hoarde.
  Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and 
  Jason Stoffa.
  Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: 
  Ismael Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, 
  Rick Hershey, Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael Riter, and 
  Matt Roth.
  Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin 
  Games; Author: Lucus Palosaari
  Shadows over Vathak: Explorer’s Guide to Vathak © 2020, Fat Goblin 
  Games; Author: Rick Hershey, Lucus Palosaari, Ismael Alvarez
  The Hollowfield Harvest Festival © 2020, Fat Goblin Games; Author: Rick 
  Hershey
  Looking for more creatures, items,                     
  adventures, player options, and horror 
  for your 5th Edition Fantasy Game? 
  tHen join ouR pAtReon!
  patreon.com/vathak5th
  
  151
  www.patreon.com/vathak5th
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Shadows over Vathak/SoV Adventures - The Hollowfield Harvest Festival.pdf