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  2
  
  TABLE	OF	CONTENTS
  Section
  Page
  Synopsis	and	Background
  3
  A	Ship	Appears
  4
  Abandoned	Deck
  5
  The	Wailing	Banshee
  6
  The	Fiddler’s	Green
  7
  Filth	and	Rot
  8
  Worg	Guardians
  9
  Mad	Tilley
  10
  Flotsam
  11
  Galley	of	the	Damned
  12
  Aftermath
  13
  Appendix	A:	Maps
  14
  Ghostlight’s	Deck
  14
  The	Fiddler's	Green
  15
  Sewers
  16
  The	Galley	of	the	Damned
  17
  Appendix	B:	New	Monsters
  18
  Shadow	Rat
  18
  Ghostly	Sailor
  18
  Appendix	C:	The	Tavern
  19
  Hidden	Lore
  20
  Acknowledgements	and	Credits
  21
  GHOSTLIGHT
  2
  
  SYNOPSIS	
  • On	a	starless	night	at	sea,	a	black-masted	
  galleon	lunges	out	of	the	swirling	ocean	mist.	
  It	sails	on	a	close,	parallel	course	to	the	
  characters’	ship.	
  • The	ship	is	the	infamous	Ghostlight,	a	
  legendary	galleon	that	houses	the	afterlife	for	
  departed	sailors.	It	invites	the	PCs	aboard.	
  • If	the	PCs	board	the	ship,	they	.ind	a	series	of	
  extra-dimensional	spaces	inside.	They	also	
  discover	one	of	the	ship’s	underworld	
  guardians	has	been	overthrown	by	a	
  malevolent	spirit	and	his	deadly	minions.	
  • If	the	characters	are	able	to	stop	the	evil	
  spirit,	Ghostlight	rewards	them	for	their	
  valor,	returns	them	to	their	vessel,	and	drifts	
  back	into	the	mist.	
  BACKGROUND	
  • Ghostlight	is	a	ship	unlike	any	other.	It	has	
  haunted	the	high	seas	for	centuries,	working	
  its	way	into	sailor	folklore	as	an	ill	omen,	a	
  safe	haven,	a	door	to	the	afterlife,	or	the	
  harbinger	of	death.			
  • The	ship	de.ies	logic;	on	the	outside,	it	looks	
  like	a	decrepit	pirate	ship.	But	on	the	inside,	
  it	houses	large,	extra-dimensional	spaces,	
  including	the	two	afterlives	for	the	souls	of	
  good	and	evil	sailors.		
  • Recently,	the	keeper	of	evil	souls,	Eskeril	the	
  Rat	King,	fell	prey	to	a	trick	by	the	spirit	of	a	
  cruel	pirate	named	Jarvey	the	Whistler.		
  • Jarvey	now	holds	Eskeril	captive	and	is	using	
  his	Pipes	of	the	Sewers	to	control	and	corrupt	
  Eskeril’s	loyal	rats.	Under	Jarvey’s	command,	
  the	rats	have	transformed	into	shadowy	
  beasts	that	run	rampant	and	threaten	the	
  ship’s	passengers.	Jarvey	has	also	stopped	
  new	evil	spirits	from	entering	their	afterlife	
  in	the	Galley	of	the	Damned.	
  • With	nobody	aboard	who	can	stop	Jarvey,	
  Ghostlight	approaches	the	PCs	hoping	they	
  can	put	him	back	in	his	place	and	restore	
  Eskeril	to	his	stolen	throne.	
  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	
  .ind	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	.lavor	text	—	set	the	
  scene	naturally	and	embellish	as	desired.		
  • Brie.ly	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	.inds	
  engaging.	Anything	listed	before	a	
  Development	section	is	safe	to	share	however	
  you	prefer	to	do	so.	
  GHOSTLIGHT
  3
  
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  THE	WAILING	BANSHEE	
  THE	WAILING	BANSHEE	
  • A	three-level	tavern	climbs	up	to	the	30-
  foot	high	ceiling.	Music	and	revelry	
  .ill	the	air,	along	with	the	smell	of	
  roasted	meats	and	hearty	ale.	
  • Hundreds	of	green,	ghostly	sailors	
  .loat	around	the	room,	guzzling	
  ale	and	bellowing	sea	shanties.	
  Alongside	them,	a	few	dozen	living	
  sailors	cheer	and	lift	their	mugs.		
  • The	barkeeps	slide	free	drinks	to	
  the	living	and	dead	patrons,	as	
  well	as	to	the	surprised	new	
  spirits	who	materialize	on	the	
  barstools.	
  DEVELOPMENT	
  • The	Wailing	Banshee	is	a	pocket	
  dimension	and	tavern	inside	
  Ghostlight.	Living	passengers	
  stay	here	during	their	voyage,	while	the	
  newly	dead	spend	one	last	day	reveling	
  before	being	sent	on	to	the	afterlife.		
  • The	proprietor,	Darby	Grizzlegut,	“closes	the	
  tab”	at	midnight	on	each	new	dead	soul	who	
  appeared,	sending	them	to	either	the	
  Fiddler’s	Green	or	the	Galley	of	the	Damned.	
  • For	events,	rumors,	and	NPCs	in	The	Wailing	
  Banshee,	see	Appendix	C:	The	Tavern.	
  • After	a	short	time,	Darby	approaches	the	
  characters.	Go	to	Darby’s	Request.	
  Darby	Grizzlegut,	LN	androsphinx	
  “Welcome	to	The	Wailing	Banshee!	Drinks	are	
  on	the	house	—	until	midnight,	that	is.”	
  •
  Appearance.	A	balding	dwarf	with	a	brown	
  beard,	one	blue	eye,	and	one	green	eye.	
  •
  Does.	Whispers	words	of	comfort	and	
  welcome	to	dead	sailors	as	he	passes	them.	
  •
  Secret.	An	agent	of	the	god	of	death.	Hides	
  his	true	form,	which	is	an	ancient	sphinx.	
  DARBY’S	REQUEST	
  • Darby	introduces	himself	as	the	proprietor.		
  • He	says	he	senses	Ghostlight	invited	the	
  characters	aboard	to	help	it	solve	a	problem.		
  •Darby	says	large,	ghostly	rats	he's	
  never	seen	before	have	been	
  boiling	up	from	depths	of	the	
  ship.	They’ve	destroyed	
  several	innocent	spirits.	
  •Darby	explains	he	hasn’t	
  been	able	to	send	evil	
  spirits	to	their	afterlife	in	
  The	Galley	of	the	
  Damned	for	three	days.	
  He	isn’t	allowed	to	
  enter	the	Galley	to	
  investigate.	He	also	
  hasn’t	heard	from	the	
  Galley’s	keeper,	Eskeril	
  the	Rat	King.	
  •Darby	asks	the	PCs	to	
  go	the	Galley,	.ind	out	
  what	happened,	and	
  root	out	the	rats.	
  • He	warns	the	characters	that	they	must	pass	
  through	the	intoxicating	Fiddler’s	Green,	the	
  afterlife	for	good	sailors,	on	the	way	to	the	
  Galley	of	the	Damned.	They	must	be	careful	
  not	to	fall	prey	to	the	Green's	charms.	
  DRAMATIC	QUESTION	
  Will	the	characters	help	Darby?	
  Sidebar:	Spirits	On	The	Ship	
  • The	undead	spirits	aboard	Ghostlight	retain	
  their	memories	from	life.		
  • They	use	the	ghostly	sailor	statistics.	While	
  ethereal,	they	can	affect	objects	on	the	
  Material	Plane	given	to	them	on	Ghostlight.	
  TRANSITION	
  If	the	characters	agree	to	help	Darby,	he	leads	
  them	behind	the	bar	and	lifts	a	trapdoor	in	the	
  .loor,	revealing	a	staircase.	It	goes	to	Area	1	in	
  The	Fiddler’s	Green.	
  GHOSTLIGHT
  6
  
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  2V
  
  AFTERMATH	
  DEFEATING	JARVEY	
  • If	the	PCs	defeat	Jarvey	and	free	Eskeril,	the	
  reinstated	Rat	King	thanks	them	heartily.	He	
  says	he	fell	prey	to	Jarvey’s	cheating	soul.		
  • Eskeril	explains	that	all	sailors’	spirits	have	
  the	right	to	challenge	him	to	a	duel	of	wits	or	
  performance	to	gain	the	freedom	to	roam	the	
  ship	(although	evil	spirits	can't	enter	the	
  Fiddler’s	Green).	But	Jarvey	didn't	play	by	the	
  rules	and	stole	Eskeril’s	magic	pipes,	causing	
  Eskeril’s	rats	to	become	corrupted	and	evil.	
  • If	the	PCs	return	Eskeril’s	pipes,	he	gives	
  them	a	marble	that	looks	like	a	rat’s	eye.	He	
  says	they	can	shatter	it	to	call	Ghostlight	to	
  them	in	a	time	of	need,	and	he	will	help	them.	
  JARVEY	WINS?	
  • If	Jarvey	defeats	the	characters,	rather	than	
  kill	them,	he	imprisons	them	as	rowers	in	the	
  Galley	of	the	Damned.	They	have	the	right	to	
  challenge	him	to	a	duel	of	wits	or	
  performance	for	their	freedom,	and	it	is	a	
  cosmic	law	Jarvey	can’t	deny.		
  • The	PCs	may	win	their	freedom	to	roam	the	
  ship	this	way,	but	they	can't	actually	leave	
  Ghostlight	without	additional	intervention,	
  such	as	help	from	Darby	or	Mad	Tilley.	
  LEAVING	GHOSTLIGHT	
  • Darby	is	thrilled	if	the	characters	manage	to	
  restore	order	to	the	ship.	If	they	want	to	
  speak	to	a	dead	soul	aboard,	he	arranges	a	
  meeting	at	a	back	table	in	the	tavern.	
  • When	the	characters	are	ready	to	leave	
  Ghostlight,	the	ship	pulls	next	to	their	
  original	vessel	and	extends	a	rigging	net	to	
  allow	them	to	cross	safely.	The	ship	
  remembers	their	deeds	aboard	and	may	
  reward	them	if	they	ever	.ind	themselves	
  once	again	in	the	halls	of	dead	mariners.	
  FUTURE	ADVENTURE	HOOKS	
  • If	Mad	Tilley	escaped	Ghostlight,	she	may	
  have	a	“new	deal"	to	cut	with	the	group,	
  especially	now	that	she	has	been	reunited	
  with	the	full	strength	her	coven.		
  • If	the	characters	refused	to	help	Mad	Tilley,	
  she	sends	them	vengeful	dreams	of	her	
  torturing	the	departed	souls	of	sailors,	
  especially	NPCs	the	characters	care	about.	
  • As	the	characters	leave,	a	spirit	may	whisper	
  a	fell	secret	into	their	ear	about	a	ritual,	
  artifact,	or	plot	she	knew	of	in	life	that	
  threatens	the	fate	of	all	living	beings.	
  • Darby	may	appear	to	the	characters	in	his	
  sphinx	form	with	an	important	message.	A	
  strange	quest	must	to	be	undertaken	to	keep	
  the	dead	in	the	Briny	Sea	from	rising	again…	
  GHOSTLIGHT
  13
  
  APPENDIX	A:	MAPS	
  GHOSTLIGHT’S	DECK	
  GHOSTLIGHT
  14
  
  THE	FIDDLER’S	GREEN	
  GHOSTLIGHT
  15
  
  SEWERS	
  GHOSTLIGHT
  16
  
  THE	GALLEY	OF	THE	DAMNED	
  GHOSTLIGHT
  17
  
  APPENDIX	B:	NEW	MONSTERS	
  Shadow	Rat	
  A	squirming	blot	of	smoke	materializes	into	a	red-
  eyed	rat	the	size	of	a	dog.	Wisps	of	darkness	trail	
  from	it	as	it	scrambles	forward,	yellow	fangs	
  gnashing	hungrily.	
  Undead	Corruption.	Giant	rats	mutate	into	
  shadow	rats	when	a	malevolent,	undead	being	
  exerts	power	over	them.	Negative	energy	leeches	
  into	the	creatures,	infecting	them	with	necrotic	
  qualities.	
  SHADOW	RAT	
  Small	beast,	neutral	evil	
  Armor	Class	12	
  Hit	Points	13	(3d6	+	3)	
  Speed	30	ft.	
  Skills	Stealth	+4	(+6	in	dim	light	or	darkness)	
  Senses	darkvision	60	ft.,	passive	Perception	10	
  Challenge	1/4	(50	XP)	
  Amorphous.	The	shadow	rat	can	move	through	a	space	as	
  narrow	as	1	inch	without	squeezing.	
  Magic	Weapons.	The	shadow	rat’s	weapon	attacks	are	
  magical.	
  Pack	Tactics.	The	shadow	rat	has	advantage	on	an	attack	
  roll	against	a	creature	if	at	least	one	of	the	rat’s	allies	is	
  within	5	feet	of	the	creature	and	the	ally	isn’t	
  incapacitated.	
  ACTIONS	
  Bite.	Melee	Weapon	Attack:	+4	to	hit,	reach	5	ft.,	one	
  target.	Hit:	4	(1d4	+	2)	necrotic	damage,	and	the	target’s	
  Strength	score	is	reduced	by	1.	The	reduction	lasts	until	
  the	target	.inishes	a	short	or	long	rest.	
  Ghostly	Sailor	
  A	green,	translucent	sailor	.loats	by,	singing	a	merry	
  sea	shanty	and	guzzling	ale.	Somehow,	the	ale	.ills	
  its	spectral	belly	rather	than	splattering	on	the	.loor.	
  Afterlife	Dweller.	The	spirits	of	dead	sailors	who	
  make	their	way	to	the	afterlife	aboard	Ghostlight	
  transform	into	ghostly	sailors.	As	soon	as	they	
  materialize	on	an	empty	barstool	in	The	Wailing	
  Banshee,	the	next	chapter	of	their	existence	beings.	
  They	retain	this	form	for	the	remainder	of	their	
  undying	days.	
  GHOSTLY	SAILOR	
  Medium	undead,	any	alignment	
  Armor	Class	12	(leather	armor)	
  Hit	Points	13	(3d8)	
  Speed	30	ft.,	.ly	30	ft.	(hover)	
  Skills	Athletics	+3,	Survival	+3	
  Damage	Resistances	acid,	.ire,	lightning,	thunder;	
  bludgeoning,	piercing,	and	slashing	from	nonmagical	
  attacks	
  Damage	Immunities	cold,	necrotic,	poison	
  Condition	Immunities	exhaustion,	grappled,	paralyzed,	
  petri.ied,	poisoned,	prone,	restrained	
  Senses	darkvision	60	ft.,	passive	Perception	11	
  Languages	any	languages	it	knew	in	life	
  Challenge	1/4	(50	XP)	
  Etherial	Sight.	The	ghostly	sailor	can	see	60	feet	into	the	
  Ethereal	Plane	when	it	is	on	the	Material	Plane,	and	vice	
  versa.	
  Incorporeal	Movement.	The	ghostly	sailor	can	move	
  through	other	creatures	and	objects	as	if	they	were	
  dif.icult	terrain.	It	takes	5	(1d10)	force	damage	if	it	ends	
  its	turn	inside	an	object.	
  ACTIONS	
  Saber.	Melee	Weapon	Attack:	+3	to	hit,	reach	5	ft.,	one	
  target.	Hit:	4	(1d6	+	1)	slashing	damage.	
  Etherealness.	The	ghostly	sailor	enters	the	Ethereal	
  Plane	from	the	Material	Plane,	or	vice	versa.	It	is	visible	
  on	the	Material	Plane	while	it	is	in	the	Border	Ethereal,	
  and	vice	versa,	yet	it	can't	affect	or	be	affected	by	
  anything	on	the	other	plane.	
  STR
  DEX
  CON
  INT
  WIS
  CHA
  7	(-2)
  15	(+2)
  12	(+1)
  2	(-4)
  10	(+0)
  4	(-3)
  STR
  DEX
  CON
  INT
  WIS
  CHA
  12	(+1)
  12	(+1)
  10	(+0)
  10	(+0)
  12	(+1)
  10	(+0)
  GHOSTLIGHT
  18
  
  APPENDIX	C:	THE	TAVERN	
  WAILING	BANSHEE	EVENTS
  D10
  Detail
  1
  The	spirits	of	two	newly	dead	pirates	
  appear,	both	still	dueling	with	sabers
  2
  The	entire	tavern	joins	in	a	famous	song
  3
  PCs	overhear	a	rumor.	Roll	on	the	
  Wailing	Banshee	Rumors	table
  4
  A	spirit	challenges	a	character	to	a	
  drinking	contest
  5
  A	spirit	mistakes	a	PC	for	their	in-law
  6
  A	living	sailor	starts	choking	on	a	bone
  7
  A	brawl	breaks	out	between	1d4	spirits
  8
  A	drunk	spirit	shares	a	rumor	from	the	
  Wailing	Banshee	Rumors	Table
  9
  A	PC	spots	a	living	NPC	they	know	
  across	the	tavern
  10
  A	spirit	tries	to	steal	a	PC’s	drink
  WAILING	BANSHEE	RUMORS
  D6
  Detail
  1
  Darby	is	actually	a	gold	dragon	(false)
  2
  The	grog	in	the	Fiddler’s	Green	grants	
  immortality	to	the	living	(false)
  3
  Damned	sailors	can	challenge	the	
  guardian	of	the	dead	to	a	musical	
  contest	to	win	their	freedom	(true)
  4
  The	rats	that	have	been	attacking	
  passengers	are	evil	spirits	who	have	
  been	transformed	as	punishment	(false)
  5
  Living	passengers	can	go	anywhere	on	
  the	ship,	but	the	undead	can’t	leave	their	
  realms	once	sent	there	(true)
  6
  Two	wol.like	beasts	guard	the	in-
  between	realm	that	separates	the	good	
  spirits	from	the	evil	spirits	(true)
  PATRON	GENERATOR
  3D12
  First
  Last
  Trait
  1
  Mary
  Black
  Gold	tooth
  2
  Jocko
  Tullins
  Shark	tatoo
  3
  Liza
  Benton
  Several	rings
  4
  Scrag
  Hikari
  Eyepatch
  5
  Esther
  Regent
  Battered	hat
  6
  Jusef
  Downing
  Beads	in	hair
  7
  Jen
  Hawkeye
  Scar	across	nose
  8
  Marley
  Dent
  Bald
  9
  Hilda
  Weber
  White	wig
  10
  Gordo
  Amari
  Spectral	parrot
  11
  Ira
  Shanks
  Gaudy	jacket
  12
  Wilbert
  Van	Demir
  Hoop	earrings
  PATRON	SECRETS
  D12
  Detail
  1
  Knows	where	buried	treasure	lies
  2
  Is	best	friends	with	a	famous	pirate
  3
  Burned	their	own	ship	on	purpose
  4
  Doesn’t	know	how	to	swim
  5
  Took	on	a	false	identity
  6
  Served	an	evil	aboleth	
  7
  Marooned	their	captain	and	took	over
  8
  Was	a	spotter,	but	is	very	nearsighted
  9
  Can	understand	whale	songs
  10
  Was	a	stowaway	on	a	ship
  11
  In	love	with	a	merfolk
  12
  Royalty	who	ran	away	
  GHOSTLIGHT
  19
  
  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!	
  	
  GHOSTLIGHT
  20
  
  Acknowledgements	
  Special	thanks	to	John	from	www.5thsrd.org	for	permission	to	link	to	his	site.	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	Tom	Whalen,	a	dear	friend,	father,	and	grandfather.	
  Art	Credits	
  Logos,	trade	dress,	and	art	direction:	Jessee	Egan	/	jesseeegan.com		
  Cartography:	OneDayGM	/	.iverr.com	
  Cover:	Tithi	Luadthong	/	shutterstock.com	
  Ghost	Ship:	breakermaximus	/	shutterstock.com		
  Willow	Tree	Path:	Tithi	Luadthong	/	shutterstock.com	
  Dwarf,	Pipe,	Worg,	Green	Hag:	Publisher’s	Choice	Quality	Stock	Art	©	Rick	Hershey	/	Fat	
  Goblin	Games		
  Dire	Rat,	Shadow	Octopus:	©	Jacob	Blackmon,	AAW	Games	/	prodigyduck.deviantart.com	
  Rat-Man	Pirate:	©	Gary	Dupuis	/	Purple	Duck	Games	/	gdupuis.com	
  GHOSTLIGHT
  21
  
  ©	2020	The	Arcane	Library,	LLC.	All	rights	reserved.	Not	for	resale	or	
  redistribution.	Permission	given	to	print	or	copy	for	personal	use	only.	
  Notice	of	Open	Game	Content:	This	product	contains	Open	Game	
  Content,	as	de.ined	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	
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  spells,	and	all	material	previously	released	as	Open	Game	Content,	(3)	all	
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  anywhere	else	in	the	text,	(4)	all	previously	released	Open	Game	Content,	
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  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.	DeQinitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	
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  modi.ication,	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	
  identi.ied	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	
  covered	by	this	License,	including	translations	and	derivative	works	under	
  copyright	law,	but	speci.ically	excludes	Product	Identity.	(e)	"Product	
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  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	identi.ied	as	Product	
  identity	by	the	owner	of	the	Product	Identity,	and	which	speci.ically	
  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	
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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	suf.icient	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	
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  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.		
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  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	
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  12.	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	
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  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.		
  Ghostlight	©	2020	The	Arcane	Library,	LLC.	
  END	LICENSE
  GHOSTLIGHT
  22
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/The Arcane Library/Ghostlight/Ghostlight V1 Print Friendly.pdf