Anda di halaman 1dari 43

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A Star Once Fallen


by Ish Stabosz

A Learn-by-Play Adventure for the Open Legend RPG System


Copyright 2016 Seventh Sphere Publishing

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Contents
1 Getting Started 1
How to Use this Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Physical Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Mental Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Social Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Supernatural Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Choose Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Record Attribute Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Attribute Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Calculate Defenses and Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Choose Starting Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Ranged Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Armor & Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Describe Your Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
GM Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

2 Game Masters Overview 6


The Unending Feud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Secret Prison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Broken Heart . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Dream Speaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Undying Army . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Prophecy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
How To Run A Star Once Fallen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Potential Outcomes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Necromancers Scheme . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
The Necromancers Power . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Traveling Around Starfall Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Escaping Starfall Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8

3 Starting the Adventure 9


Opening: Mud & Monkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Running the Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Adjusting Difculty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Roleplaying Grik . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Whats Next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

4 Locations 12
Location A: Tree Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Typical Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Location B: Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Navigating the Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Fight or Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
The Ziggurat of Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Arachnid Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Adjusting Difculty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

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Contents

An Ancient Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
The High Priests Final Hope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Roleplaying Serathikis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
The Trial of Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Adjusting Difculty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Location C: The Big Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Location D: Ashas Grave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
A Fell Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
The Burial Site . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Location E: The Great Chasm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20
Descent into Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Location F: The Wapungo Camp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Potential Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Friend or Foe? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
A War of Honor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Chief Bloodst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Dragons Maw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Scepter of Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
A Tribe Divided . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Bride to Be . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Location G: The Cascading Caverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Darkness and Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Howls in the Dark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Adjusting Difculty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Location H: The Dragons Maw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Level Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Adjusting Difculty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
The Shimmering Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Thorns Journal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
The Altar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Sealing the Demons Tomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

5 Event Encounters 28
Event 1: Drawing a Line . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Event 2: Mining Expedition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Event 3: The Dream Speaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Event 4: Shadow Assassins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Adjusting Difculty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Event 5: The Spring of Dreams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
Event 6: The Dragon Awakens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Event 7: Death Unleashed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Thanks for Playing! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Credits & Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

6 Feats 32
Armor Mastery . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Attack Specialization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Bane Focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Battleeld Sentinel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Boon Focus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Fleet of Foot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Hospitaler . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Multi-Target Attack Specialist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Potent Bane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

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Contents

Tactical Inspiration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32

7 Banes 33
Blinded . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Charmed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Demoralized . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Dispel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Dominated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Fatigued . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Forced Move . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Incapacitated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Intimidated . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Immobile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Knockdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Memory Alteration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Mind Dredge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Persistent Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Phantasm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Scrying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Sickened . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Silenced . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Slowed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Stunned . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Truthfulness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35

8 Boons 36
Augury . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Blindsight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Detection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Heal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Levitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Life Drain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Light . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Regeneration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Resistance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Restoration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Seeing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Shapeshift . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Telepathy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Teleport . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Transmute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

v
1 Getting Started
Marooned on an uncharted island, caught between two war-
ring tribes, and threatened at all hours by a dormant volcano You thought the job would be easy. Hitch a ride on a
prophesied to awaken again. Can our brave heroes discover trading vessel, protect it from pirates, and earn a few
the legend of Starfall Island before they fall prey to its deniz- gold and a free trip to the City of Sails. All in a days
ens? work for an adventurer like yourself. But theres not
In this introductory adventure, youll learn the basic much your swords and arrows and spells can do against
rules for Open Legend by playing through an adventure. a typhoon. You dont remember much - the ash of light-
One player will take the part of the game master (or GM) ning, the howl of wind, the doomful crack of the mast as
and be responsible for directing the adventure and con- it split down the middle - but one memory stands out
trolling the enemies, monsters, and non-player characters perfectly in your mind.
(NPCs). The rest of the players will act as the player char- Traveling aboard the ship was a fortune teller, an old
acters (or PCs), each controlling a hero of legend who will hag that was great aunt to the captain or something
accomplish great things. like that. On the night before the typhoon struck, she
If you enjoy this basic set, be sure to check out the full told your fortune, and her words are emblazoned in your
rules, available for free at www.openlegendrpg.com memory:

A star once fallen upon the land,


How to Use this Adventure Brings sword and axe and spell at hand.
For planted deep like evil seed
The game master should read this packet inside and out, It lls heart, soul, and mind with greed.
attempting to understand the rules of the game and the
progression of the story as much as possible. A GM serves Shoulders broad and voices tiny
as both director of the story and referee of the rules, so the Ceaseless war of clashing armies.
more prepared the GM, the more smoothly the game will In sleep, the beauty whispers well,
play. But her wormtongue song is ever fell.
The rest of the players wont need to prepare at all. This
adventure presents the rules in a layered manner, start- A royal staff in hands upright
ing with the very basics of character creation. From there, Shall end the long, eternal ght.
youll learn how to play Open Legend by playing, with each But try you might, and try you may
new scene adding another layer to the rules. It may be help- The star will rise another day.
ful to print out additional copies of the pages describing
character creation for each player, as well as the bane and
boon descriptions.
Players who are already familiar with the Open Legend
Core Rules - or those who feel ready to learn - can still en- Character Creation
joy A Star Once Fallen. Just ignore the character creation
rules presented below and create rst level characters us- Each player will control a unique character of their own cre-
ing the standard rules. ation. At their core, characters are dened by their attrib-
Now grab some Mountain Dew or crack open a cold one. utes, which represent their physical, mental, social, and
Prepare to be loosed from the shackles of your ordinary, supernatural abilities. Attributes range from 0 to 9, the
everyday life into a new and exciting world of fantasy with higher the better.
Open Legend. Whether you want to play a nimble acrobat who darts in
and out of combat with lightning speed, a raging berserker
who dives into the fray, or a sorceress of ice and necro-
Background mancy who rains death upon her foes from the back lines,
your attributes dene the epic deeds that you can accom-
Before the adventure begins - even before the players cre- plish. The Attributes at a Glance tables provide summaries
ate their characters, perhaps - read the following intro- of the type of tasks that each attribute is used for.
ductory text:

1
1 Getting Started

Physical Attributes at a Glance Supernatural Attributes at a Glance

Agility Dodge attacks, move with stealth, Alteration Change shape, alter molecular
perform acrobatics, shoot a bow, structures, transmute one material
pick a pocket into another
Fortitude Resist poison, shrug off pain, exert Creation Channeling higher powers for
yourself physically healing, creation, resurrection,
divine might, etc.
Might Wear heavy armor, Swing a maul,
jump over a chasm, break down a Energy Create and control the
door, wrestle a foe to submission elementsre, cold, electricity, etc.
Entropy Disintegrate matter, kill with a
word, create undead, sicken others
Mental Attributes at a Glance Inuence Control the minds of others, speak
telepathically, instill supernatural
Learning Recall facts about history, arcane fear, create illusory gments, cloak
magic, the natural world, etc. with invisibility

Logic Solve riddles, decipher a code, Movement Teleport, y, hasten, slow


improvise a tool, understand the Prescience See the future, read minds or auras,
enemys strategy, nd a loophole detect magic or evil, scry,
Perception Sense ulterior motives, track communicate with extraplanar
someone, catch a gut feeling, spot a entities
hidden foe, nd a secret door Protection Protect from damage, break
Will Maintain your resolve, overcome supernatural inuence, dispel
adversity, resist torture, stay awake magic, bind demons
on watch, stave off insanity

Choose Attributes
Social Attributes at a Glance
Choose one of the attribute sets listed in the Attribute
Quick Builds Table, based on the type of hero you would
Deception Tell a lie, bluff at cards, disguise
like to play. On your character sheet, assign each score
yourself, spread rumors, swindle a
to one of your attributes. Your remaining attributes start
sucker
with a score of zero.
Persuasion Negotiate a deal, convince
someone, haggle a good price, pry Attribute Quick Builds
information Specialized Hero
Presence Give a speech, sing a song, inspire 5, 4, 3, 2, 2, 2
an army, exert your force of
personality, have luck smile upon Well-rounded Hero
you 4, 4, 3, 3, 3, 1, 1
Jack of All Trades
3, 3, 3, 3, 3, 2, 2, 2, 1

2
Record Attribute Dice

Record Attribute Dice Choose Starting Equipment


Every attribute score above 0 grants you bonus dice to in- From the tables below choose up to one suit of armor and
crease your chance of success. Consult the Attribute Dice either three weapons or a two weapons and a shield. Note
table for each of your attributes and record the appropriate that armor may require a certain Fortitude score to use and
dice. (Youll learn what to do with these dice later on.) may also reduce your movement speed. Adjust your de-
fenses according to any armor or shields you choose. Re-
cord your equipment and their properties on your charac-
Attribute Dice ter sheet.

Attribute Score Attribute Dice


Melee Weapons
1 1d4
2 1d6 Name Properties
3 1d8 Dagger one-handed, precise, range 25,
swift
4 1d10
Longsword versatile, forceful, precise
5 2d6
Spear two-handed, reach, range 35,
forceful, precise

Calculate Defenses and Hit Quarterstaff two-handed, reach, forceful,


precise
Points
Greataxe two-handed, forceful
You have three defenses - toughness, evasion, and resolve - Battle Axe versatile, forceful
which will protect you from different types of attacks. Cal-
culate your defenses using the formulas below and record Greatsword two-handed, forceful, precise
them on your character sheet. Hatchet one-handed, forceful, range 25,
swift
Defenses

Toughness = 10 + Fortitude + Will


Ranged Weapons
Evasion = 10 + Agility + Armor
Name Properties
Resolve = 10 + Presence + Will
Crossbow two-handed, range 50, precise
Your hit points (or HP) are an abstract measure of how Hand Crossbow one-handed, range 35, precise,
well you can ignore pain, avoid deadly blows, and maintain swift
a presence on the battleeld in spite of wounds or exhaus-
Longbow two-handed, range 100, precise
tion. If they reach zero, you fall unconscious and are at risk
of death. Calculate your maximum hit points using the for- Shortbow two-handed, range 50 precise,
mula below and record them on your character sheet. swift

Hit Points

Hit Points = 2 x (Fortitude + Presence + Will) + 10

That is, add your Fortitude, Presence, and Will scores. Mul-
tiply the total by 2. Finally, add 10.

3
1 Getting Started

Armor & Shields

Name Properties
Small Shield requires might 1, +1 to evasion
Large Shield requires might 3, +2 to evasion
Leather Armor +2 to evasion
Scale Shirt requires might 2, +4 to evasion
Chain Mail requires might 3, +5 to evasion, -5
speed
Scale Mail requires might 4, +6 to evasion, -5
speed

Describe Your Character


Once everyone has a character, go around the table and
tell the group about who youll be playing. Are you a
noble dwarven warrior displaced from your delve by an evil
dragon? A high elven enchanter travelling the realm in
search of magic to free your love from an ancient curse?
A half-angelic priest, fallen from grace and living amongst
mortals in hope of atoning for past transgressions?
Whatever your attributes say about your character, give
yourself a legendary story worthy of the heroic quest you
are about to undertake.

GM Info

GMS EYES ONLY BEYOND THIS POINT


The rest of this rule book is only meant for the GM,
who will share the rules with the PCs when the time
comes. Players who read on risk spoiling the mystery
and ruining the fun.
May a curse fall upon the dice of all PCs who read
on. May they land ever on 1s and never explode!

4
2 Game Masters Overview
The paragraphs below provide you a look at the main plot ing with him. The Demon Lord promised Thorn that he
of this adventure and some of their historical origins. Be- possessed the power to return Asha to life, if only he were
coming familiar with these events will help you steer the freed from his crystal prison. Slowly, Asgaroth began gift-
narrative of the adventure based on the actions of the PCs. ing Thorn with dark powers, and the merchant-turned-
necromancer took up residence in the dormant volcano
known as the Dragons Maw. He left his wife buried in the
The Unending Feud northeast peninsula, vowing to return and free her from
the shackles of death. Since then, he has worked tirelessly
Nearly a century ago, a great meteor fell from the sky and on a scheme to free the Demon Lord, and has grown in
carved a deep chasm into the center of the island. Follow- wickedness and insanity in the process.
ing this cataclysmic starfall, terrible unrest overshadowed
the tiny jungle isle as the once peaceful natives began a
feud that has lasted ever since. On one side of the war is The Dream Speaker
the Wapuny tribe, a race of tree dwelling pygmy lizardfolk
who stand only knee high to the average human and re- The necromancers plan involves eliminating the Wa-
produce in great numbers. The other tribe, the Wapungos, punies so that the Wapungos can be free to mine the star
are tall, broad-shouldered humanoid warriors, fearless in crystals, and thus release Asgaroth. To accomplish this
combat - though far fewer in number than their enemy. goal, he has spent several years inltrating the Wapungos
The source of the unending war is greed for the star crys- by appearing to their chief, Bloodst, in dreams disguised
tals. Deep within the caverns at the center of the island is as the most enchanting female he knows - his wife, Asha.
the Great Star, a massive meteorite made of an alien pink At the dream speakers request, and against the will of his
gem. As soon as the star fell, the natives began mining the people, Bloodst has begun reducing the Wapungo skir-
precious ore, and not long after they began ghting for it. mishes with the Wapunies. Thorns hope is that by focus-
ing on defense, the Wapungo can bide their time and grow
in strength while also catching the Wapuny off guard once
The Secret Prison the nal stage of his scheme unfolds.

Unknown to the natives, the meteor is actually a prison for


the Demon Lord Asgaroth, who was banished from a far The Undying Army
distant plane eons ago. The imprisoned demon hurtled
through the cosmos for millennia until nally crashing Once the Wapungo are strong enough and the Wapuny
down upon this tiny uncharted island. It is the Demon have sufciently let down their guard, the necromancer
Lords evil presence that taints the native hearts with will then bolster the native forces with an undead legion
greed. With every crystal that they chip from the Great of his own creation. Thorn alone does not have the power
Star, Asgaroth comes one step closer to freedom. For a to raise such an army, but if he can retrieve the Scepter of
hundred years, the war between the Wapugnos and the Wa- Kings from the ancient ruins at the southeast of the island,
punies has allowed neither of the tribes much freedom to he will be able to complete a ritual to summon the forces
mine the star crystals, but a new arrival to the scene prom- of the undead en masse and then wipe out the Wapunies -
ises to change that. allowing the Wapungo free reign to mine the star crystals
and thereby free the Demon Lord Asgaroth.
The Broken Heart
The Prophecy
About ve years ago, a ship crashed upon the shores of
Starfall Island. The lone survivor was a merchant named Five centuries ago, an evil and sorcerous race of snake
Eric Thorn, who had been traveling aboard the ship with men called the Izzaru ruled the island before destroying
his new bride, Asha. The two were just married and seek- themselves with their own eldritch might. It was they who
ing a new life in a new land. Thorn was heartbroken by the built the city that now lies in ruins and their line of roy-
loss of his beloved, and combined with being marooned, he alty who wielded the Scepter of Kings. The lords of the
was driven mad. Izzaru commanded even the power of nature with their ma-
It wasnt long before Asgaroth, deep within the bowels gics, and wielding the scepter, they could call forth magma
of the island, sensed Thorns agony and began commun- from the Dragons Maw, the volcano which overlooks the

6
How To Run A Star Once Fallen

island. Since the fall of their kingdom, the volcano had The Necromancers Scheme
lain inactive, but the Izzaru long had told a prophecy that
still is whispered by the Wapuny and Wapungo: When a
The following checklist tells the likely turn of events if Eric
king lays claim to Starfall Island, the Dragon will spit ame
Thorns schemes go unhindered by the party. As the adven-
once again.
ture unfolds, check off a box whenever the story demands
it, and do something to warn the party of the impending
How To Run A Star Once doom.

Fallen Chief Bloodst makes a complete withdrawal of his


offensive troops.
A Star Once Fallen is meant to be played as a sandbox ad-
The Wapunies begin mining the star crystal in great
venture. The island is populated with plenty of beasts,
quantities.
mysteries, and neer-do-wells, and the PCs are meant to
explore the territory and interact with its inhabitants ac- Thorn retrieves the Scepter of Kings and begins his
cording to their own motivation. three day ritual, casting the island in cloud and
The adventure begins with a set opening scene that will shadow.
introduce the party to some of the goings on in Starfall Is-
land and provide them with a few possible courses of ac- Thorn completes the Ritual of the Dead, summoning
tion. Following the opening scene, let the players drive the forth an army of undead.
story using the location and event encounters described
At Ashas beckoning, Chief Bloodst launches full
within this book.
scale war against the Wapunies. Combined with
The location encounters, as the name implies, are tied
Thorns army, the force wipes out the tiny lizardfolk.
to a specic location on the island map: the native villages,
the Great Chasm, the Dragons Maw, and so on. The Wapungo mine the star crystal completely, and
The event encounters, on the other hand, can be used Asgaroth is loosed upon the world.
almost anywhere to either indicate to the party that a great
event has occurred (such as Thorn retrieving the Scepter of Feel free to modify the list or rewrite it according to the
Kings) or to reveal important secrets (such as Chief Blood- story being told at your table. For example, if the party
sts dream visions). Use the event encounters to spur the manages to convince Bloodst of Ashas evil intentions,
PCs to action. then Thorn will need to nd a new plan for gain access to
the Great Star (perhaps by winning over the Wapunies).
Potential Outcomes
The Necromancers Power
Players will always surprise the GM, so dont get dismayed
if they take this adventure wildly off the tracks. That being The power granted to Thorn by the Demon Lord Asgaroth
said, there are a few outcomes that are more likely to de- is primarily a power to control and commune with the spir-
velop in the plot based on how the adventure is arranged. its of the dead that wander Starfall Island. Specically,
Be prepared for any of the following: he can make these spirits take material form as shadows.
These shadows act as his eyes and ears throughout the is-
The PCs side with one of the tribes and lead them to
land, as well as his assassins. The shadows can animate
victory over the other.
the bones of the dead and possess the dreams of sleepers.
The PCs manage to form peace between the tribes. Thorn communicates with them through a scrying pool
kept within his volcanic lair.
The feud escalates to a nal showdown that ends in As a demon, Asgaroth is strongly associated with re,
the near extinction of both tribes. and he has also bestowed such powers to his servant. Since
Thorn took up residence in the Dragons Maw, it has begun
The PCs nd a way to escape the island and leave its
to breath life again, though that fact is still unapparent
inhabitants to their doom.
to outside observers. Magma churns and bubbles in the
The necromancer tricks the PCs into giving him the depths of the volcano, waiting for a new king to claim the
Scepter of Kings. island and set it free.
For the game mechanics behind Thorns powers, see Loc-
The necromancer retrieves the Scepter of Kings be- ation H: The Dragons Maw.
fore the PCs.
Asgaroth is freed and let loose upon the world.

7
2 Game Masters Overview

Traveling Around Starfall


Island
The island is approximately 25 miles wide and fairly rough
terrain throughout. Traveling from one end to the other
would take most parties about two and a half days if they
are taking a standard 8-hour march.
In lieu of typical random encounters, you are encour-
aged to use the event encounters during travel time as a
way to keep every moment relevant to the story. These
events are described in the second half of this book, and
each one reveals a little more of the secret behind Starfall
Island.

Escaping Starfall Island


Escaping the island is no easy task. The only shore worthy
of launching a vessel is the northeastern one upon which
the party and necromancer were shipwrecked. And, unfor-
tunately, the tides surrounding this place have been twis-
ted by the malignant presence of Asgaroth, and any PC
trained in seafaring will recognize that something unnat-
ural is at play. The tides are unpredictable, and the reef is
dangerous, making any attempt to set sail a fools errand.
There are two ways to overcome this obstacle. The rst
is by sealing the Demon Lord and thus releasing his clutch
over the island (see Location H: the Dragons Maw). The
other is by winning the aid of the Wapuny shamans, who
are so wise in the ways of weather that they can predict
the tides well enough even to overcome Asgaroths trap.
Earning the Wapuny trust, however, comes at a great cost,
and their chief will not permit the shamans assistance for
any prize less than the Scepter of Kings.

8
3 Starting the Adventure
Opening: Mud & Monkeys
To begin the adventure, read or summarize the following
Action Rolls
Action rolls are used to determine the outcome of im-
avor text:
portant tasks. They are always tied to one specic
attribute.
You awaken, one by one, with the gritty taste of sand To make an action roll, you roll 1d20 plus any bo-
between your teeth and the briny smell of the sea nus dice granted by your relevant attribute. Any dice
in your hair. As you regain your wits and stand to that roll the maximum possible explode, which
your feet, you can see the sun setting behind a distant means you can roll them again and add the new total
mountain like a golden crown being set atop the head to your action roll as well. Continue rerolling dice un-
of a regal king. The beach you stand on is littered til none of them explode. Add all of the dice together
with wreckage, though little appears salvageable - a to nd your total action roll.
few of your weapons, some armor, a couple days ra-
tions, and maybe a length or two of rope.
Advantage & Disadvantage
In a daze, you fall back on your survivalist instincts
When you make an action roll within a particularly
and begin gathering what you need while you sur-
favorable situation, you have advantage on the ac-
vey the surrounding land. Verdant jungles, herculean
tion roll. For example, in this combat, a character
cliffs, and cascading waterfalls decorate this island,
who successfully swings from a vine to attack a mon-
which might be a tropical paradise if only you werent
key bat could gain advantage because of the extra mo-
stranded here. Miles off to the south, you barely have
mentum behind the attack. When you have advant-
time to spy a great stone wall, as of a city, before the
age, roll one extra attribute die and remove the lowest
sun nally hides behind the mountains.
attribute die before calculating your total.
Just as darkness falls, you hear a panicked cry from
You have disadvantage when you are acting with
the jungle not far off. The voice is high in pitch, like a
signicant hindrance. For example, a character who
childs, though of a foreign tongue. Whatever the lan-
gets stuck in the quicksand during this battle might
guage, the meaning is clear: someone is in trouble.
have disadvantage on attacks until escaping. When
you have disadvantage, roll one extra attribute die
and remove the highest attribute die before calculat-
If the party investigates the jungle about 100 feet away,
ing your total.
they discover one of the native Wapunies being attacked
by a pack of monkey bats - grotesque man-sized creatures
bearing the body and head of a monkey with bat-like wings Roll for Initiative
and feet. The agile Wapuny swings from vines and jumps When combat starts, each PC and each group of en-
from branches to evade the creatures, but is soon knocked emies makes an Agility action roll to determine their
from the trees into a muddy pool of quicksand. The mon- turn order. You should roll 1d20 + 1d8 for the mon-
key bats are descending for the kill just as the party arrives. key bats, and have each player make an Agility roll as
well. Write all of the totals down in a list from highest
to lowest. Characters take turns starting with the
highest initiative. Once all combatants have taken
New Rules: Action Rolls & Initiative their turns, a new round starts at the top of the initi-
Throughout this adventure, youll nd sections like ative order.
this, which describe new rules to add to your game. Swift Weapons. Some weapons have the swift
As the GM, you should learn these rules and help property. Any characters wielding such weapons at
your players learn them too. Typically, new rules the start of combat gain advantage on their initiative
are presented as part of an encounter in which those roll.
rules will play an important part.

9
3 Starting the Adventure

Running the Combat a Fortitude roll of CR 10 plus the damage dealt. If it


fails, the creature dies.
Two-handed Melee Weapons. If you are using
Whether they want to or not, once the PCs are within sight
a weapon with the two-handed property in melee
of the monkey bats, combat ensues. The monkey bats
combat, you have advantage on your attack roll. A
are strong in number, and wont back down until they no
weapon with the versatile property may be used one
longer have a chance.
or two-handed, and also benets from this advantage
To run a combat successfully, you should describe the
when wielded in two hands.
scene and give players plenty of opportunities to perform
Reach Weapons. If you are using a weapon with
heroic deeds. At the start of this combat, the Wapuny is
the reach property, you may target foes up to 10 away
waist-deep in quicksand with a monkey bat grabbing him
from you.
by the claws as 5 others circle above, ying or jumping
from branch to branch. Jungle vines hang all over the place,
ready for swinging adventurers - and there is no short- Inflict a Bane
age of boulders to use for cover or to attack from higher Choose one bane from the bane list for which you
ground. have the required attribute score. Make an action roll
Make the combat memorable by taking it to the trees, against your targets defense indicated in the bane
the skies, the mud, and all over the place. Divide the party description. If you equal or exceed your targets de-
if possible and put them in tough situations, such as hav- fense, you target suffers the bane.
ing to choose between helping an ally swarmed with en- A bane typically remains in effect until the target
emies or rescuing the Wapuny who just went under. resists it using a move action (see below). If a target
Dont feel the need to keep running combat until all fails three resist rolls against a bane, the bane can no
of the monkey bats are dead, either. They are cowardly longer be resisted. It persists for an extended dura-
creatures - so a large show of force or magical power tion indicated in the bane description.
might easily scare them off, and theyll denitely ee if
outnumbered 2 to 1. Invoke a Boon
Choose one boon from the boon list for which you
have the required attribute score. Make an action
roll against the Challenge Rating equal to 10 + twice
New Rules Unlocked: Taking Turns, Dam- the boons power level. If your roll equals or exceeds
age, Banes & Boons the CR, designate an ally (or yourself) to receive the
A combatants turn consists of one move action and boon.
one major action. Boons typically remain in effect until you cease
Your major action can be used to make a damaging sustaining them. You may only sustain one boon at a
attack, inict a bane, or invoke a boon. Alternatively, time. If you invoke a boon while you are already sus-
you can trade your major action for an extra move ac- taining one, the old boon is immediately dispelled.
tion.
Move Actions
Make a Damaging Attack You can use your move action to move up to your
To damage a target, make an action roll. If you are maximum speed (30 feet for most PCs). Alternatively
using a weapon with the precise property, use your you can use your move action to resist any banes
Agility for the roll. If your weapon is forceful, use your from which you are suffering. Roll 1d20 for each bane
Might. Supernatural attacks use the relevant super- affecting you. On a 10 or higher, the bane is removed.
natural attribute (e.g., Energy to shoot a ray of re).
Your attack roll is resisted by a specic defense of
your target, as explained below:
Weapon attacks target Evasion
Supernatural attacks target the most logical de-
fense, either Evasion or Toughness
Your total damage dealt equals your attack roll
minus the targets defense.

Damage is subtracted from the targets hit points.


When HP reach 0, a combatant falls unconscious. If
an unconscious creature takes damage it must make

10
Adjusting Difculty

Monkey Bats (6) 35 speed, ying, climbing Use a high pitch, fast, and squeaky voice to speak for Grik
- but because he uses an unknown language, speak in gib-
Hit Points: 5 Agility 3 (1d8) berish. Use hand gestures, or even drawings, to commu-
Fortitude 1 (1d4) nicate with the players. Make this encounter come to life
by imagining that you really have no idea what the PCs are
DEFENSES Might 2 (1d6) saying. Enjoy the challenge of Grik attempting to commu-
Toughness: 12 Perception 2 (1d6) nicate both his own name and the name of his people, the
Wapuny. Keep this going for as long as its fun, and keep
Evasion: 14 in mind that Griks main goal is to express his thanks and
Resolve: 10 FAVORED ATTACKS bring the party back to his village.

Claws: Might vs. Evasion,


damaging attack
New Rules Unlocked: Every Roll Matters
Push: Might vs. Evasion, inicts
Action rolls arent just used for combat, but for any
knockdown bane
important action that will drive the story. For this
Grapple: Might vs. Evasion, reason, the every roll matters rule dictates that any
inicts immobile bane roll made by players (not the GM) should be more
than a simple pass/fail check.
Most action rolls have a Challenge Rating (CR) to
indicate the level of difculty. When a players roll
Adjusting Difficulty meets or exceeds the CR, then the player succeeds. If
a player gets lower than the CR, then the GM chooses
For parties smaller than 5 PCs, reduce the number of mon- to either allow the player to succeed with a twist or to
key bats so that there is one more monster than PCs. For fail, but the story progresses.
large groups, add 3 hit points to the monkey bats max- For example, after interacting with Grik for a while,
imum for each PC beyond the fth. one PC might decide to make a Logic roll to under-
stand the Wapuny language. The CR for this task is
20. If a player gets a 20 on her roll, she can commu-
Aftermath nicate with the Wapuny normally. If she fails the roll,
you get to decide what happens.
If the party is successful in rescuing the Wapuny, he will If you choose for the character to succeed with a
be most grateful. His name is Grik, and he will attempt to twist, this could mean that you will only speak to her
convince the party to return to his village with him to be with very simple words and sentences. If you choose
thanked properly. to have the PC fail, but the story progresses, this
Following the battle is also a good time to show the party could mean that you continue to speak in gibberish
the map of Starfall Island to help them determine their but tell the player that if she spends at least 48 hours
next course of action. interacting with the Wapuny, then she will be able to
understand the language on a very simple level.
In a nutshell, every roll matters means that dice are
never wasted in Open Legend. Players should only roll
New Rules Unlocked: Healing At the end of when the story demands it, and the outcome should
combat, characters who are conscious and take at drive the story forward in one way or another.
least ten minutes to rest will regain all of their hit
points. Unconscious characters (those at zero hit
points) require more time to recuperate, regaining
consciousness and all their hit points in 2d4 hours. If Whats Next?
an unconscious character receives any healing (such
as from the heal boon), he immediately regains con- If the party chooses to travel with Grik, then you can pro-
sciousness. ceed to the Tree Town Location Encounter. Otherwise, al-
low the PCs to dictate their course of action and use the
events and encounters throughout the rest of this book to
Roleplaying Grik guide you.

Because the Wapuny speak a foreign tongue, this initial en-


counter with Grik provides a fun opportunity for roleplay-
ing. You can spend as much or as little time with this as
you and your players enjoy.

11
4 Locations
Location A: Tree Town a fancy hat crafted from the fur and esh of a monkey bat,
and he frequently tosses his tail from one shoulder to the
next in a grand gesture (This is to constantly remind his
This encounter takes place at the main village of the Wa-
people
puny tribe. They call it Glib Nab, which translates to Tree
Town. In this encounter, the PCs may learn of the war
of the monkey bat he once slew in single combat). He
between the two tribes, the curse of the Big Head, and the
also wields a long stick topped with a roughly cut pink star
Scepter of Kings.
crystal. His kingly rod doubles as a blowgun (the favored
weapon of his people), and he raises it high whenever he
As you cut your way through the thick overgrowth of needs the silence or attention of his subjects.
the jungle, you come upon a buzz of activity in the BikBiks reaction to the party depends entirely upon
trees. It appears that a small village of bridges, ziplines, their rst impression. If they come after having rescued
and ladders has been constructed in the trees. Tiny Grik, he will be impressed with their power and seek to
lizard men - no taller than your knee - crawl, swing, make allies of them against the Wapungo. As thanks for
and climb through the branches, transporting water, aiding one of his subjects, BikBik will even reward the
keeping watch, and performing all manner of mundane party with a vial of Slug Juice, the Wapunys signature
deeds. poison (and the only reason they stand a chance against
the Wapungo).

Typical Interactions
Slug Juice
The items below list important interactions that are likely This Wapuny poison isnt actually made from slugs,
to happen between the PCs and the Wapuny. but a rare ower found in the deep parts of the jungle.
The name comes from the effect of the poison: a de-
Chief BikBik bilitating sluggishness.
A weapon coated with a dose of Slug Juice automat-
ically applies the slow bane to the rst target it hits
Chief BikBik 25 speed, climbing for at least one point of damage.
Hit Points: 20 Agility 5 (2d6) A vial of slug juice contains 3 doses.

Fortitude 3 (1d8)
DEFENSES Might 3 (1d8) The War with No Beginning
Toughness: 14 Perception 3 (1d8) The party may learn of the War with No Beginning, as the
Evasion: 16 Perception 3 (1d8) Wapuny call their conict with the Wapungo on account
of no one remembering when the war started. The Wa-
Resolve: 18 Will 4 (1d10) puny claim that they have proper rights to the Great Star
Persuasion 3 (1d8) because it fell on their capital city in ages past. The beau-
tiful crystals are a just payment for the lives taken, and the
Presence 4 (1d10) heavens have obviously gifted the precious star to them for
FAVORED ATTACKS a reason.

Blowgun (range 30): Agility


vs. Evasion, damaging attack If
The Curse of the Big Head
target takes at least one damage,
If the PCs befriend the Wapuny, the lizard folk will warn
also inicts slow.
the party of the Big Head that guards the north east penin-
Wooden spear: Might vs. Evasion, sula. They say that the massive demonic statuary sprang
damaging attack into existence about ve years ago. None of them have
dared to go near it, but any who have travelled beyond the
Big Head have never returned.
The Wapuny chief is a tall(er) warrior named BikBik (or
Big Big, so named for his massive 23 stature). He wears

12
Location B: Ancient Ruins

The Dragons Maw The wall is carved from head to toe with pictograms
that tell many stories. Large serpentine humans - man
An old, stooped-over Wapuny wearing shamanic garb will on top with snake-like bodies - are depicted performing
share with the party the ancient prophecy about this epic deeds of sorcery. They cause the sun to rise and fall,
dormant volcano: When a king lays claim to Starfall Is- jungles to grow, and tides to turn. The serpent creatures
land, the Dragon will spit ame once again. also rule over two other races. One is human yet uni-
formly large in stature. From what you can tell, these
The Scepter of Kings poor brutes are slave laborers to the sorcerous snakes.
The other, short lizards who walk upright, are shown
The Wapuny can also tell the party of the ancient city to serving around the great halls and houses of the snake-
the east. They call it Bik Nab (or Big Town). They say that men.
the city is even older than the War with No Beginning, and One scene that is depicted quite frequently involves
that it once belonged to gods who walked the earth. The a serpent man regally cloaked and crowned in jewels.
wall on the outside is carved with images that tell a story He stands atop a massive ziggurat and wields a great
of a great staff known as the Scepter of Kings. Any that scepter that bears the head of a cobra. The cobras eyes
wield this staff will be have great power in commanding are carved inlets wherever this scene appears, as though
their people. the city wall was once bedecked with gems - though they
Chief BikBik believes that if he possessed the scepter, have long since been pilfered. Standing before the snake
he could lead his people to wipe out the evil Wapungos king are his subjects, who gaze upon their leader with
once and for all. However, the Wapunies do not dare enter fervor and loyalty.
within the walls of Bik Nab, for legend tells that it is still
home to the gods who created this island and its people,
Forcing the door open is almost impossible, requiring a
and that any of their creatures who lay eyes upon the gods
character of at least Might 5 to make an action roll against
will be struck stone for all eternity. For this reason, the
a Challenge Rating of 25, or similar results with a differ-
chief will ask the PCs to retrieve the Scepter for him. If
ent attribute combined with a good story. The most likely
he knows they are looking for a way off the island, he will
means of entrance is to scale the wall. If the party can ac-
promise the assistance of his shamans, who know the ways
quire rope and grappling hooks (perhaps from the wreck-
of the winds and will be able to predict a good hour for
age), the climb will be easy enough for them. A charac-
them to set sail (assuming they acquire a ship somehow).
ter attempting to scale the wall without rope will need to
succeed at a Might check, CR 15 (remember that every roll
Location B: Ancient Ruins matters).
Once inside the walls (or on top of them) the party can
make out a vast city lying in ruins. Buildings are crumbled
The ancient ruins that lie at the southeast of the island are
and inner walls toppled. A few pillars still stand tall, sup-
known as Bik Nab to the locals, translating as Big Town.
porting nothing but the open sky. At the far south, several
The city that once stood here is ve hundred years old and
miles away, the PCs can spot a ziggurat of some sort that
belonged to a race of serpentine warlocks called the Izzaru
still stands in tact, though it is separated from the rest of
who used the island as a sort of magical laboratory, exper-
the city by a rope bridge.
imenting on the local natives and wildlife. It is for this
reason that the Wapunies and Wapungos believe this to be
a city of their creators - for in a way it is. Through arcane Navigating the Ruins
experiments, the Izzaru gave lizards intelligence, thus cre-
ating the Wapuny, who became their house slaves. And As the party makes their way through the ruins of Bik Nab,
through selective breeding of humans, the warlocks cre- they become the prey of the only survivor of the cataclysm:
ated the Wapungos to serve as laborers. The Izzaru are also a golem made of stone who once served as guardian to a
responsible for the monkey bats and other strange mon- powerful sorcerer. Since the fall of the Izzaru, the golem
strosities found throughout Starfall Island. has sat dormant. Alerted by the partys presence, he re-
The Izzaru fell to destruction due to inghting. Two verts to his masters last orders: Crush anyone you see!
leaders vied for kingship, lines were drawn in the sand, and The golem lies amidst the rubble, almost completely un-
a great battle of sorcery left the city in ruins. recognizable. The party will pass by it a little over halfway
through the the city as they trek towards the ziggurat.
Choose one character to make a Perception roll, CR 15.
A massive and ancient stone wall stands before you, bar-
This could be the PC with the keenest senses, the one at
ring entry to what can only be a city lying within. The
the front of the marching order, or the player who specic-
wall stretches for miles, and at its center is a pair of
ally mentions that he is keeping a wary eye. If the PC suc-
heavy stone doors, sealed shut. Whatever ingenious
ceeds at the roll, he notices the rubble moving from about
mechanics or force of magic allows such doors to swing
100 feet away.
is beyond your knowledge.
If he fails the roll, remember your options: either he suc-

13
4 Locations

ceeds with a twist, or he fails but the story progresses. Per- If the party chooses to y, an epic chase scene ensues.
haps the PC wanders from the rest of the party and notices Use the rubble of the city to provide an exciting backdrop
the golem when he is already standing on top of it. for the chase. Describe the characters being divided on op-
Read the following description when the golem nally posite sides of a wall, running atop a fallen column, leap-
rears its ugly head: ing from one crumbling roof to the next, and nding mo-
ments to hide momentarily. Narrate the golem punching
through walls, lifting buildings, and hurling pillars.
Unfolding itself before you from the rubble is a co- Dont feel the need to break the chase scene down into
lossal giant made of stone. It blended in almost per- increments of 30 of movement. Rather than thinking of
fectly with the ruins of this once great city, but now it the scene in terms of rounds, break it into cuts, like in a
is hidden no longer. Towering some twenty feet high, movie. The camera cuts from one action-packed moment
the massive collection of boulders moves with unex- to the next. Instead of rolling initiative and taking turns,
pected ease. Set in its carved forehead is a large gem, describe the setting, tell the party what the golem is do-
glowing with a crimson magical light. The brutes ing, and let them react. When appropriate, let them make
eyes are sharp res of the same color, and they glare action rolls, but remember that every roll matters.
at you with malice as the golem lets out a shout of The perfect place to end the chase scene is at the rope
war that shakes the city walls. He stoops over slightly, bridge to the south, where the golem is too heavy to pur-
picks up a boulder three times the size of the largest sue. The party is already more than half way through the
of you, and crushes it to dust in his bare hands. city, so turning back would be a long run. And scaling the
walls to escape will be almost impossible while the golem
is still giving chase.
Fight or Flight
The Ziggurat of Kings
The golem will not stop until the party is crushed to a pulp.
He stands 20 feet tall and is as hard to bring down as a city Standing atop an isolated plateau to the south of the city
wall. If the party chooses to ght, their one chance lies in is the Ziggurat of Kings, once the Temple and Throne to
removing the golems control gem, which rests in the cen- Izzaru Royalty. There are two primary ways by which the
ter of his head. Reaching the gem might require some in- PCs might approach the ziggurat, either by the rope bridge
genuity on the players part. If they can manage, though, leading from the city or by scaling the cliff.
they can attempt to either remove the gem or destroy it. Scaling the cliff is arduous and difcult. With proper
Destroying the gem requires 10 points of damage from a equipment, it takes about four hours and requires a Might
weapon with the forceful property or another attack that roll, CR 15. Characters who fail this roll might suffer one
targets toughness and could realistically damage a gem. level of the Fatigue bane, and become physically shaken,
The gems toughness is 15. Removing the gem requires an unable to complete the climb and forced to take the bridge
Agility test against CR 20. or rest and try again.

Stone Golem 40 speed


Arachnid Attack
Hit Points: 50 Agility 3 (1d8)
Whether the party chooses to cross the bridge or scale the
Fortitude 7 (2d10)
mountain, they will be attacked by a pack of giant arach-
DEFENSES Might 6 (2d8) nids specially bred by the Izzaru for defense of this plateau.
The creatures are spider-like, but have bony protrusions
Toughness: 21 Perception 3 (1d8)
extending from their front legs which serve as blades in
Evasion: 24 combat.
Whether this ght happens on the cliffs or the bridge,
Resolve: 15 FAVORED ATTACKS
make it epic by capitalizing on the arachnids adept climb-
Special: Slam: Might vs. Evasion, damaging ing ability. They crawl beneath the bridge or along the
Attacks from attack If attack deals 1+ damage, it cliff face to outmaneuver foes. You can also make use of
precise also inicts forced move 15 the knockdown bane in order to create moments of ten-
weapons deal sion. If a spider succeeds at a knockdown attack, the tar-
half damage to geted player is now hanging from the cliff or rope bridge.
stone golem. A subsequent knockdown attack would send them hurtling
to their doom (so use with restraint).
Hurl Rock (range 45): Agility
vs. Evasion, damaging attack If
attacks deals 1+ damage, it also
inicts knockdown

14
Location B: Ancient Ruins

Twisted 30 speed, climbing


Arachnids (4)
Multi-targeting
Hit Points: 10 Agility 4 (1d10) When you make a damaging attack, inict a bane, or
Fortitude 3 (1d8) invoke a boon, you may choose to target more than
one foe at the cost of suffering disadvantage, as ex-
DEFENSES Might 3 (1d8) plained below.
Toughness: 13 Perception 2 (1d6) For melee attacks, you may attack as many foes
of your choice that are within your reach. You suffer
Evasion: 14 disadvantage equal to the number of targets.
Resolve: 12 FAVORED ATTACKS For ranged attacks, you may target up to 5 foes
who are within 25 of each other. You suffer disad-
Blades: Agility vs. Evasion, vantage equal to the number of targets.
damaging attack For area attacks (such as a reball), designate the
Fangs: Might vs. Evasion, length of the square you would like to target. For
damaging attack each 5 of length, you suffer one level of disadvant-
age (10 square = disadvantage 2, 15 square = disad-
Poison: If the fang attack deals at vantage 3, etc.)
least 5 damage, the target also
suffers the stun bane.
Trip: Might vs. Evasion, inict An Ancient Curse
knockdown.
As the party approaches the Ziggurat of Kings read the fol-
lowing:
Adjusting Difficulty
The structure standing before you is formed in three
For parties smaller than ve, adjust the number of arach- levels, each reaching about 20 in height and composed
nids so that there is one less than the number of PCs. For of countless blocks of stone. A long staircase extends
very large parties, do not use more than 6 arachnids, in- up one side of the ziggurat to the highest level, which
stead increasing their maximum hit points by 3 for each appears to form a small building. Decorating the stair-
additional PC beyond the 7th. case and the surrounding levels of the temple are dozens
upon dozens of lifelike statues. They all take the form of
some type of humanoid creature: some are short pygmy
lizards, others tall and strong humans, and still others
New Rules Unlocked: Multi-targeting and are snakefolk, with the top form of a human and long
Complete Advantage/Disadvantage snake bodies from the waist down. All of the statues
These rules are best introduced to your players dur- share a common trait: they are posed with looks and
ing their second combat involving more than one foe. postures of terror.
The arachnid combat is a perfect example of when A single stone door bars entrance to the building at
players could make use of multi-targeting. the top of the stairs. Engraved upon it are more picto-
grams like those on the city wall. In these scenes, how-
Advantage & Disadvantage ever, you see the serpentine staff being held before a tall
If multiple circumstances are affecting a character mountain spewing with smoke and re.
trying to make an action roll, or if the situation is ex-
ceptionally modied by outside forces, an action can
accrue multiple levels of advantage or disadvantage. The door is heavy and stuck with age, but it doesnt re-
This is expressed by a number, such as advantage 2 quire exceptional strength to open, just a good dose of el-
or disadvantage 3. bow grease. It is, however, trapped. A character inspect-
When making a roll with advantage or disadvant- ing the door for traps or other oddities can make a Percep-
age, you roll an extra number of attribute dice equal tion roll, CR 15, to notice that above the door is a secret
to the advantage or disadvantage level. If the action compartment which is meant to spill something upon in-
has advantage, you then remove the lowest X dice, truders when the door is opened. With this knowledge,
in which X is the advantage level. If the action has PCs can attempt opening the door from a distance, perhaps
disadvantage, you remove the highest X dice. with a fastened rope or telekinesis if anyone is trained in
the Movement attribute.
Upon opening the door, a mass of rocks pours down
upon anyone under or adjacent to the door. Make an at-
tack roll for the door as if it had a might score of 3 (1d20 +

15
4 Locations

1d8) against the targets Evasion defense. All damage dealt dressed in priestly robes, and still bearing esh, which is
by the trap is lethal damage. stretched thin and decayed. In its arms is the Scepter of
Kings, a short, golden rod with the head of a cobra bearing
eyes of violet gems.
New Rule Unlocked: Lethal Damage Before the party has time to speculate as to whether or
Whenever you roll a natural 20 on the d20 used not this creature is undead, it speaks.
in a damaging attack roll, your attack inicts some
lethal damage. The amount of lethal damage is The High Priests Final Hope
equal to the total of subsequent d20 rolls for that
attack (i.e., the d20 explosion total). Other attack Five hundred years ago, as the great battle of sorcery swept
sources, such as traps, can also inict lethal damage throughout the city, and eldritch spells of nuclear propor-
without rolling a natural 20. tion were being woven by the power-hungry Izzaru war-
A creatures maximum hit points are reduced by locks, the high priest Serathikis foresaw the citys impend-
the amount of lethal damage it suffers. ing doom. In a last attempt to save his people, he ushered
Lethal damage is more difcult to heal then reg- the king, Taalssix the Thirteenth, into the ziggurat in
ular damage, healing at a rate of 1 hit point per guise of attempting to protect him. With the kings guard
day per Fortitude attribute point (minimum of 1 hit down, the high priest stabbed him from behind, offering
point). With the full-time attendance of a capable Taalssixs royal blood to his dark god in a desperate at-
healer, any number of characters who are located tempt to gain some form of divine intervention to save his
in the same area and avoid strenuous activity heal race.
at an additional rate equal to their attendants Cre- Unfortunately, his god was not pleased with Serathikiss
ation, Presence, or Learning score. Multiple attend- offering. The serpent god intervened, for certain, but not
ants do not cumulatively improve this accelerated to save the city. In a showing of great rage he cursed the
healing rate (the bonus is simply equal to the highest high priest, saying that it was betrayal that had doomed
score among attendants). For example, a warrior the Izzaru in the rst place, and that another act of be-
with Fortitude 4 heals 4 lethal damage per day on his trayal could not save them. Serathikis has been cursed for
own. With the assistance of a physician with a learn- ve hundred years to sit in this throne room and guard the
ing score of 8, the same warrior would heal at a rate Scepter of Kings in atonement for turning traitor on royal
of 12 lethal damage per day. blood. His spirit will only be free once the Scepter has left
his hands.
Upon entering the Ziggurat chamber, read the following.
Roleplaying Serathikis
A smell of dust and death overcomes your senses as
you enter the shadowy chamber. This place is ancient, The rst words out of the high priests mouth are For long
and you soon discover that it has long been someones have I awaited thee, who seek the Scepter of Kings. Ask
tomb. The area within is small, perhaps about twenty me but three questions, and then the staff shall be yours,
feet square, and it forms two chambers. though when my spirit departs, your trial will begin.
Just within the doorway is a small foyer, where the From there, converse with the PCs as Serathikis. He is
path is anked by large alcoves shelved with all man- a snake man, so speak with long hisses and drawling whis-
ner of royal and priestly sundries - decaying robes, rus- pers. Keep in mind also that he has sat in the same place
ted holy symbols, jarred components for arcane rituals. for ve centuries - so he is quite mad.
Deeper within, you cannot make out much from the min- His curse requires him to answer three questions hon-
imal amount of light seeping into the ziggurat, but you estly of any who ask, and then relinquish the scepter peace-
can see that second room holds a throne with a cloaked fully, at which point his spirit departs this world and his
gure sitting quietly upon it. Resting in the gures arms body slumps limply to the ground.
is something that reects rays of faint purple light, and Serathikis retains only the knowledge he had in life, so
lying at the foot of the throne are the skeletal remains he can tell the party nothing of the goings on in the island
of some sort of humanoid creature. today. He does not know of the starfall or the necroman-
cer. Nor is he permitted to say anything of the trial that
he mentioned. He can tell of his people, how they fell, his
Investigating further, the party discovers the skeletal re- curse, the origin of the Wapuny and Wapungo.
mains are those of one of the Izzaru, with a human form on
top and a great coiling snakes tail from the waist down. A
dagger, unblemished by time, is lodged in the creatures
spine.
Now that the party has a better view, they see that the
gure resting on the throne is dead, though far less de-
composed than would be expected. It is another Izzaru,

16
Location B: Ancient Ruins

If your attack roll exceeds the targets defense by


10 or more, you may apply one bane of a Power Level
New Rules Unlocked: Minor Actions, Boss less than or equal to the attribute you used for the
Actions, and Exceptional Success attack. In order to apply a bane, your attack roll must
equal or exceed the appropriate defense for that bane.
Minor Actions If your attack targeted multiple foes, you may apply
In addition to one major action and one movement the bane to each qualifying target.
action, combatants are also allowed any number of
minor actions, which include tasks such as drawing
a weapon, sheathing a weapon, sustaining a boon, The Trial of Kings
making a Learning roll to recall useful information,
and making an opportunity attack. You may not Those who would wield the Scepter of Kings must prove
take the same type of minor action more than their royal blood. An interesting fact about the royal blood-
once in any round. line of the Izzaru is that they are completely immune to
petrication, and so the test devised by this people in-
Sustain a Boon volves staring into the eyes of a basilisk. As soon as the
If you have a boon in effect and do not sustain it, the party obtains the scepter, the basilisk, which hibernates
boon ends when your turn is over. Because sustain- in a secret lair in the roof of the ziggurat, slithers out and
ing a boon is a minor action, you can normally only secretly enters through the door to attack the party.
sustain one boon at a time. The basilisk is a serpentine creature about 30 in length.
In combat, it strikes quickly, targeting slow, unarmored
foes with its fang attacks, attempting to poison as many
Opportunity Attacks as possible. If anyone is affected by its gaze attack, the ba-
An opportunity attack is a special kind of minor ac- silisk will ignore them in favor of more threatening foes.
tion because it does not take place during your turn. The the basilisk can use its mind dredge ability for free
If you are wielding a melee weapon, and an enemy on one target each round, allowing it to read their minds
moves from a space within your reach to a space that if successful. It will use this ability to learn the partys
is not within your reach, you may make a free attack strategy and react accordingly.
against the enemy. (Note that, as a minor action, you The basilisk is magically bound to the ziggurat, and it
may only make one opportunity attack per round). will not pursue enemies beyond the bottom step.

Boss Actions
Some monsters or villains are so formidable in com- Adjusting Difficulty
bat that they are able to take multiple actions
throughout the round, thereby proving challenging For groups smaller than 5, the basilisk does not receive any
enough to take on an entire party alone. These boss boss actions. For groups larger than 5, the basilisk receives
monsters gain access to a certain number of boss ac- 10 extra hit points per extra PC. If the group consists of 8
tions. or more PCs, the basilisk has 2 boss actions instead of 1.
If a monster has boss actions, make an extra num-
ber of initiative rolls for each boss action. When ar- Aftermath
ranging the initiative order, there must be at least
one PC between each of the bosss turns. If neces- If the characters are successful in retrieving the Scepter of
sary, move the boss action turns lower in the order Kings, the next step for them is to decide what to do with
to accommodate this requirement. it. The necromancer, Thorn, has kept close watch on the
During combat, the highest initiative count indic- ruined city using prescience, and he will soon learn of the
ates the bosss normal turn, during which it gets the partys exploits. If you have not used it yet, during the next
usual allotment of major, move, and minor actions. time the PCs make camp, you can run the event encounter
Each of the bosss lower counts in the initiative are The Dream Speaker, in which Asha appears to one of the
boss actions, which allow the boss to make one ma- party members.
jor action.

Exceptional Success
When you make a damaging attack and roll excep-
tionally well, you may also be able to inict a bane
for free.

17
4 Locations

Basilisk 30 speed, climbing ensuring the strength of the royal bloodline at defending
the throne. It is heavily imbued with ancient magics and
Hit Points: 30 Agility 5 (2d6) grants the wielder the following powers:
Fortitude 3 (1d8)
The wielder gains advantage 2 on all presence and
DEFENSES Might 4 (1d10) persuasion rolls.
Toughness: 16 Perception 3 (1d8) The wielder chooses one attribute that is primary
Evasion: 17 Will 4 (1d10) to his power and ability (a warrior would likely
choose Might, for example, and a necromancer En-
Resolve: 16 Presence 2 (1d6) tropy). Whenever making action tests using the
FAVORED ATTACKS chosen attribute, the wielders attribute dice explode
whenever they roll maximum and whenever they roll
BOSS Inuence 5 (2d6) a 1.
The basilisk Prescience 4 (1d10) If the wielder leads a force in combat, the entire force
gets one extra (even an entire army) is inspired and gains advantage
boss action 1 on all attack rolls.
each round.
The scepters power to inspire allies is why it will turn
Mind Dredge (minor action):
the tide of the war between the Wapungo and the Wapuny.
Prescience vs. Resolve, inicts
For a hundred years, the two forces have remained relat-
mind dredge bane
ively equal. With the scepter on either side, the other will
Fang Strike: Agility vs. Evasion fall quickly if not empowered by some other source.
(targets 2 foes), damaging attack A The Prophecy of the Dragon The Scepter of Kings is
target suffering at least 1 damage also the answer to an ancient prophecy passed down from
suffers the persistent damage bane the days of the ruin of the city - a prophecy that Wapungo
and Wapuny alike still repeat: When a king lays claim to
Petrication Gaze: Inuence
Starfall Island, the Dragon will spit ame once again.
vs. Resolve, inicts incapacitated
This scepter possesses the power to summon lava from
bane. Note: Unlike the standard
the Dragons Maw, though the wielder does not know this.
incapacitated bane, the basilisks
However, after owning the staff for a few hours, the wielder
gaze has a duration of resist ends
will begin to feel an unending urge to visit the volcano. For
(fail x 3 = permanent).
more on the role of the Scepter of Kings in awakening the
Special: At any point in combat, volcano, see Location H: The Dragons Maw.
the basilisk can use its gaze attack
against any character that is not
averting its eyes. This attack is free
and does not require the basilisk to New Rules Unlocked: Leveling Up After the
spend an action. A combatant can partys rst major success, you can allow them to
not be targeted by a gaze more than level up and gain access to feats, special abilities
once in any round. Characters who which help dene their character. Retrieving the
are averting their eyes incur the scepter of kings is one good milestone worthy of gain-
blinded bane. ing a level, though others may occur rst depending
on the decisions your players make. You should allow
players to level up twice during this adventure.

Betrayal (dagger)
The dagger which the high priest used to murder his king
New Attribute Points Upon leveling up, you
gain 9 new attribute points to spend. You can use
has become imbued with magical power as a result of the
these to increase your current attributes or buy com-
twisted nature of its history. It is named Betrayal and pos-
pletely new ones. The maximum attribute score you
sesses the following traits: - A character possessing Be-
can reach in this adventure is 5. You do not have to
trayal gains advantage 1 on all Deception rolls. - When
use all of your attribute points at once, and any re-
used to attack an unaware target from behind, Betrayal
maining attribute points can be saved for use at fu-
grants advantage 2 on the attack roll.
ture levels.
The cost to increase an attribute is equal to the new
Scepter of Kings score. So, for example, to raise your Might from 3 to
This kingly rod is crafted of gold and bears the shape of 4 would cost 4 attribute points. You must make these
a cobra with purple gems set in its eyes. The scepter had increases one step at a time, so to raise a score from
been passed from one Izzaru king to the next as a means of

18
Location C: The Big Head

Location D: Ashas Grave


0 to 2 would cost 3 attribute points total.
The far shore of the northeast peninsula was the site of
New Hit Points In Open Legend, attributes are Thorns shipwreck, and that is where he buried his wife,
the means by which your hit points increase. If you vowing to return one day with the power to raise her from
want your character to be able to take more hits, in- the dead. Before the party can reach the site, though, they
crease your Fortitude, Presence, or Will attributes. must overcome the necromancers undead guardians.
As outlined in the default hit point formula, youll
gain 2 hit points each time you raise one of those at-
tributes by one. A Fell Wind
As the party travels through the narrowest region of the
New Feats Feats unlock new abilities for charac- peninsula, read the following:
ters or empower their current ones. Upon gaining ac-
cess to feats in this adventure, each player may select
two feats from the feat list at the end of this book. The peninsula narrows here to about 300 feet wide. The
When the PCs reach 3rd level, they may choose one sound of anking waves slowly crashing on the shore
additional feat. combines with the light breeze whispering across your
face to almost soothe the nerves that are still on edge
from the sight of that ghastly demonic statue. The
breeze picks up though, at rst just a strong wind and
Location C: The Big Head then a gale of hurricane strength. The squall is brief
but powerful, kicking sand into the air like a child shak-
When the party approaches the Big Head (as the Wapuny ing a snow globe. For a moment, you are completely
call it) that lies northeast of the ruined city, read the fol- blinded, and then the wind calms. When you regain
lowing avor text: your sight, the landscape has transformed. The surface
level of the sand having been disturbed,you can see the
ground littered in all directions with bones. And they
In the distance, you can make out what looks to be a move.
large statue of a head standing ominously on the shore.
As you approach closer, it is clear that the statue is not
carved of stone at all, but constructed of all manner of For about 150 feet in all directions, the party is surroun-
bones. Sharp brows, curved horns, and sinister eyes re- ded by animal bones that animate into all manner of sinis-
veal that this ungodly work of art was made not in the ter shapes. Some look like monkeys, some parrots, others
image of man, but of a demon. panthers, and still others take the form of demonic beasts
unknown to this world.
At the start of combat, there are two undead guardians
Five years ago, after Thorn had made his pact with As- for each PC. At the end of every round, another one for each
garoth, he needed to leave his wifes burial ground at the PC will take form and join the fray. They will continue to
edge of the peninsula in order to take up residence in the form until a total equal to the party size times 6 is reached.
Dragons Maw. But he couldnt bear the thought of any If the party leaves the 150 radius circle of bones, the ex-
natives or creatures desecrating Ashas remains, and so he isting skeletons will pursue them, but new guardians will
used his twisted magics to hunt down wildlife and craft this cease to form.
likeness of Asgaroth from their bones. He eradicated all of
the fauna within a half mile of the statue, and those that he Skeletal 30 speed
did not use in his sculpture, he scattered in the narrow re- Guardians
gion of the northeast peninsula, cursing them to guard his Hit Points: 1 Agility 1 (1d6)
wife. Even today, the area surrounding the head is eerily
devoid of animal life. Not even a cricket chirps. Fortitude 1 (1d4)
Over the years, as more and more of the inhabitants of DEFENSES Might 1 (1d4)
Starfall Island met their demise to Thorns undead min-
ions on the peninsula, the head became a landmark for Toughness: 11 Perception 1 (1d4)
man and beast alike to avoid the area. Evasion: 11 Entropy: 3 (1d8)
Inspecting the statue doesnt reveal anything of partic-
ular note to the party. This scene serves mainly to fore- Resolve: 10 FAVORED ATTACKS
shadow different aspects of the adventure. Claws, bite, etc: Might vs. Evasion,
damaging attack
Horde Intimidation: Entropy
vs. Resolve = demoralized bane

19
4 Locations

The wearer, however, also falls under the gaze of the


necromancer. Thorn can scry upon the wearer at any
time, seeing and hearing his surroundings.
The Burial Site
With the skeletons taken care of or evaded, the party can Development
access the end of the peninsula:
The information learned at Ashas grave site might lead the
Upon reaching the tip of the peninsula you immediately party to any number of decisions, depending upon their
learn that you are not the rst unfortunate souls to prior knowledge. One particular outcome worth expecting
have been marooned on this accursed island. Scattered is that the PCs may decide to wait for Thorn to return and
about a small patch of shore is the evidence of another place owers upon the grave once again.
shipwreck. Broken crates and barrels litter the sand, If they do make this decision, the necromancer revisits
and one large chunk of the ships helm reveals that it Asha about once a month, around the full moon. There is
was a vessel of moderate size. little chance of the party laying ambush for Thorn here, as
Of particular note is what appears to be a small burial the beach is wide open with no terrain to provide cover in
mound erected far from the water. A mound of stones, the immediate vicinity. Thorn may also expect the partys
piled low in the shape of a grave, is ornamented with a presence if they disturbed his skeleton trap, in which case
small bunch of jungle owers, relatively fresh. Carved he comes armed with a retinue of undead servants. This
on a piece of otsam used as a grave marker is a single scene could make for a nal battle between the necroman-
name: Asha. According to the dating, Asha died at the cer and the party, but it might also provide an interesting
young age of 23 sometime ve years ago. moment of parley between the two forces, in which Thorn
Beside the owers, weighed down by a large stone, is attempts to make a deal to retrieve what he needs from
a small wooden box. the PCs (Ashas ring, the Scepter of Kings, their allegiance,
etc.). Its important to note that Thorn will give almost
anything to retrieve his wifes ring, as long as he believes
If the players open the box, they nd within a folded that his sacrice will not cost him the chance to one day
piece of parchment and a simple golden ring. Unfolding bring her back.
the parchment, they discover the following note:
Location E: The Great Chasm
My beloved Asha,
I leave you now with a heavy heart, but hopeful. At the center of Starfall Island is a massive crater left by
When I discovered you amidst the wreckage, I was crest- Asgaroths meteor which struck the earth some hundred
fallen, and oft considered abandoning this earthly coil years ago. As the party approaches, read the following:
to be with you again - better than rotting with whatever
savage beasts infest this vile island. But I will not for-
sake my vow to you. When I knelt before you and slipped The island here is devoid of jungle for miles around,
this ring upon your nger, I promised you a new life in giving way to a barren badlands of dry, cracked earth
a new land - and you shall have it. completely unnatural for the clime and location. Far
My nights have been sleepless since losing you, and within the badlands is a massive chasm that extends
in the dark hours of the night, I have discovered that deep into the earth and stretches on for miles. As you
great power lies within this damnable island, waiting to travel throughout this strange terrain, you nd signs of
be tapped. I leave you now in search of this power. battle everywhere.
I leave your ring here, lest you lose it in your sleep. Weapons lay discarded - blowguns, spears, crude
One day, I shall return to kneel before you once again stone daggers, and tomahawks. The remains of warri-
and place it upon your nger, and we shall have our new ors abandoned in death can be found regularly, in vari-
life. ous states of decay. Some are bones that look decades
Your faithful husband, Eric old, others are fresh - perhaps killed a week ago. The
dead reveal two sides to this war that has been long ra-
ging: one a short race of pygmy lizard folk who stand
knee high; the other a tall, barrel-chested race of mighty
Ashas Ring Anyone attempting to put Ashas wedding humans.
band on will discover that it resizes to t their nger. How- Drawing close to the crater, you can see a faint pink
ever, it cannot be removed unless the wearer or Eric Thorn glow emanating from the darkness about half a mile be-
is killed. The ring grants some power but also bears a curse. low. Natural staircases of rough stone ledges circle the
sides of the cliff, predicting a long, but not arduous, des-
A character wearing Ashas ring is shielded by power- cent.
ful magics, gaining +1 to all defenses.

20
Location F: The Wapungo Camp

If you have not already used it, this location could be the choosing their actions, but must obviously roleplay accord-
perfect setting for the Drawing a Line event encounter, in ing to their new dispositions.
which the party witnesses a skirmish between the Wapuny Characters can be freed from the domination effect by
and the Wapungo. a number of means. Allow room for player ingenuity, but
Alternatively, if the PCs have already made some pro- also consider the following possibilities:
gress in the adventure, this could be a good place to use
the Mining Expedition event encounter, which hints at the A character knocked unconscious (zero hit points)
slackening of the Wapungo raids and the rst stage of the will be freed upon regaining consciousness.
necromancers scheme unfolding. A character can be freed from domination if an ally
makes a Presence or Persuasion roll against the tar-
gets Resolve.
Descent into Darkness
The Inuence or Protection attributes can be used to
The party can reach the bottom of the chasm in a matter of weave a counterspell if the action roll equals or ex-
hours without much difculty, though if your players seem ceeds the dominated targets Resolve.
to be demanding some action, the winding stony ledges of
the crater would make an exciting location for an attack by
a swarm of monkey bats. Aftermath
As the party continues their descent, they begin to feel
an unexpected inner excitement. The shining of the pink Depending on the outcome of this battle, the story could
jewels below grows brighter, and with it grows the adven- take many directions. If the dominated PCs win, they prob-
turers energy. Rather than suffering fatigue from their ably wont kill their allies. Once the other half of the party
climb, they become emboldened and energized by the pro- is unconscious, they will begin hammering away at the
spects of great wealth and the power that comes with it. gem with whatever means possible. And scale back up the
Reaching the bottom, the party discovers the Great Star cliff to hide their reward. From there, take the story where
- a colossal pink gem the size of a small house and emanat- you want it.
ing with arcane light. At this point, the greed and malice Perhaps the Wapunies nd the PCs with bags of star crys-
inspired by Asgaroths presence takes hold over some of tals and declare them traitorous enemies and Wapungo
the PCs, enthralling them to attack their brethren against friends. Perhaps Thorn uses their dominated state as lever-
their will. age to get what he wants from the party.
Choose half of the party to be affected by this domin-
ation. One way to choose is by picking the party mem-
bers with the lowest Resolve defense. Alternatively, if
Location F: The Wapungo Camp
any of the roleplaying up to this point has divided the
party on some grounds, that may also help determine who At the southwest edge of the island, alongside a canyon cut
is affected. Character backgrounds should also be taken into its side, lies the territory of the Wapungo. They are
into consideration. A dwarven rogue who has already ex- a tall folk, standing six feet on average, and their people
pressed a lust for gems, for example, should probably be are uncommonly strong for humans. Accentuating the Wa-
affected. pungos impressive stature is a form of bodily decoration
Once youve chosen the dominated characters, read the that strikes fear in the hearts of their foes. They are known
following text. to adorn their faces with piercings of animal bones in order
to look more monstrous than human. For example, many
will drive warthog tusks through their lower lips in order to
Upon reaching the oor of the great chasm, the dreams appear to have tusks of their own. Others will give them-
of wealth that danced in your head during the long des- selves horns or spikes.
cent are enamed by the sight of the largest gem you The Wapungo camps are traditional, made up of collec-
have ever seen. The size of a small cottage and glowing tions of tents. Preferring open combat, and wary of the
with an arcane light, this pink jewel could purchase a Wapunies stealth, they make a habit of heavily clearing
small kingdom. the surrounding jungles and installing bone chime alarms
Your eyes dart among your companions, and you can to announce the presence of enemies.
see the malice in their eyes. They want the wealth for The Wapungo language is very similar to that of the Wa-
themselves, and they will stop at nothing to get it. You puny, but they speak in large, slow, guttural voices. The
thought they were your allies, but no. See, now, they party will be able to comprehend their tongue to the same
draw blade and weave spell against you. It is a hard extent that they can understand the Wapunies.
choice, but the only one you have - you must defend your-
self.
Potential Interactions
Have the party roll initiative and ght one another. The following interactions describe some of the likely
The dominated characters should retain full control over events and encounters that the players will experience at

21
4 Locations

the Wapungo camp. given this name because at the very start of his ascendancy
ght, his tomahawk broke, and he was forced to pummel
his opponent to death with his bear knuckles.
Friend or Foe? Bloodst stands almost seven feet tall, and his body pier-
cings are many. A plume of bony spikes adorn the center
If the Wapungo have not had any interaction with the PCs of his shaved head and run down his spine. His muscular
yet, their motives will be immediately questioned. If they arms are likewise decorated. In conversation, he is known
arent taking precautions to be stealthy, they will be dis- to slam his st when provoked to anger or impatience.
covered by four Wapungo warriors a little ways outside of Bloodst knows a warrior when he sees one, and though
camp, who will attempt to get the PCs to lay down arms the PCs are foreign in look and armament, he can sense
and see their chief. The warriors will not instigate com- none the less that they are powerful. As such, unless they
bat unless threatened. Brave as they are, the Wapungo are provoke his wrath, he will seek to make allies of them.
very cautious around the foreign looking adventurers and
their strange arms and armor. If the party refuses to come,
the Wapungos will insist that they leave the area. The Dragons Maw
If questioned about the tall mountain that looms over the
A War of Honor island, the Wapungo will reveal its name and say that the
volcano has remained dormant for ages, ever since the
According to Wapungo tradition, they were the rst to dis- gods of the ruined city abandoned kingship of the island.
cover the Great Star. They claim that the star fell upon the Legends say, though, that once a new king lays claim to
Wapuny village as a punishment from the gods, and that Starfall Island, re again will y from the Dragons Maw.
a Wapungo chief led the rst expedition to mine the crys- The upper region of the island can be accessed by navig-
tal. They intended to share the wealth with the Wapunies, ating the Cascading Caverns, but the Wapungo avoid that
but on their climb back up the chasm, the Wapungos were place at all costs on account of the Troglodyte cannibals
ambushed by the nefarious lizards. Since then, as a matter who lair within. These cave dwellers, the Wapungo say, are
of honor and revenge, the Wapungo have laid claim to the distant relatives of theirs who took to the eating of man
star, refusing to surrender a single gem to the treacherous esh and were cursed with hatred of the sun for their sin.
Wapuny. Recently, Wapungo have gone missing farther from the
caves then has ever been dangerous before, and the people
Chief Bloodfist fear that the cannibals are extending their reach (actually,
these kidnappings have been by Thorn for his sacrices).

Chief Bloodst 30 speed The Scepter of Kings


Hit Points: 40 Agility 4 (1d10)
Like the Wapuny, the Wapungo also fear the great ruined
Fortitude 5 (2d6) city of gods and know of the power of the Scepter of Kings.
DEFENSES Might 6 (2d8) If Bloodst can gain the partys allegiance, he will quest
them with the retrieval of this powerful relic. If they will
Toughness: 14 Perception 3 (1d8) deliver the scepter to him, Bloodst promises them one
Evasion: 15 Will 3 (1d6) tenth of the star crystals mined after the Wapunies are
wiped out.
Resolve: 16 Presence 3 (1d6)

A Tribe Divided
FAVORED ATTACKS
If they are particularly investigative, the party will discover
Fists: Might vs. Evasion, damaging that not all of the Wapungo are happy with Bloodsts rule.
attack If attack deals at least 1 They complain of two things.
damage, target also suffers First, though he has been chief for almost ve years, he
knockdown or forced move 15. has not yet taken a bride to be chieftainess, a longstanding
Stone Tomahawk (range 25): tradition among their people. A close advisor to Bloodst,
Might vs. Evasion, damaging attack named Vulture, reveals that the chief has spoken little to
him of this matter beyond shouting at him My bride is on
her way! in a t of anger when Vulture pressed the issue.
Leadership of the Wapungo is determined by force of Bloodsts second and more egregious failing is that he
arms. At any time, a member of the tribe who seeks the has systematically moved the Wapungo patrols away from
chieftainship may challenge the current ruler to single the Great Chasm, and has made similar strategic decisions
combat - to the death. The current chief, Bloodst, was that hint of the slackening of the war against the Wapuny.

22
Location G: The Cascading Caverns

Bloodsts response to this is that he is executing a feint Location G: The Cascading


to catch the Wapuny off guard, though few of the battle
hungry warriors are satised with this answer. Caverns
Northwest of the Great Chasm lies the mouth of the Cas-
The Bride to Be cading Caverns, curtained by a waterfall. These caverns
are the most likely way to gain access to the northernmost
About three years ago, Chief Bloodst was out on a hunt- region of the island, which is separated from the rest by an
ing expedition and made camp near a cool jungle spring. almost unscalable cliff nearly a mile high.
During his sleep that night, he was visited in dream by a
beautiful maiden dressed in white. She introduced herself
as Asha, telling the chief that she was the goddess who had Darkness and Water
caused the star to fall so long ago. She said that she would
be visiting the island soon to reclaim the Great Star, and From a distance, the mouth of the cave is concealed by the
that he had been chosen to pave her way. Promising to re- waterfall, but it is easily spotted once the party is closer.
veal more information in the future, Asha told Bloodst to Within, the caverns form a maze-like network of tunnels,
come often to this spring - to drink and sleep beside it that chambers, pits, and shafts. If the party undertakes this
she may visit him again in dreams. journey ask them the pace that they are moving through
Since then, the chief has regularly made lone expedi- the caverns: cautious, normal, or quick. At a normal pace,
tions to the spring about a half day from the Wapungo the journey takes about 2 days. Cautious travel increases
camp. Over the years, Asha has wooed Bloodst, prom- this to 3 days while a quick pace reduces travel time to 1
ising to be his bride upon her arrival and to make him a day.
god-king over the island. She has revealed that the star With the pace of travel established, read or summarize
contains a great deal of her power, and that without it the following:
she is quite vulnerable. Asha claims she cannot set foot
on Starfall Island until she is certain that the star may be
Darkness and water. That is all these caverns have to
reclaimed. To this end, she has convinced Bloodst to
offer. For hours on end, you navigate the maze of tun-
lighten the attacks on the Wapunies in preparation for a
nels, chambers, pits, and shafts - and the entire jour-
nal assault, and also to search for a means to retrieve the
ney you are haunted by the ever-encroaching shadows
Scepter of Kings. Once the scepter is in the chiefs hands,
and the unnerving hum of the underground streams that
she will be condent that she can enter the island in safety
ow at every turn. Though you can sense that you are
and help lead her groom to victory.
making progress in altitude, every two steps forward are
In truth, Chief Bloodst has been enchanted by the
met by one step back as you meet another dead end, ex-
magic of the necromancer, Thorn. He has ensorcelled
pend another torch, and fall down yet another rockslide.
the spring that the chief has been visiting, and whenever
Occasionally, echoing throughout distant passageways,
Bloodst drinks and sleeps beside it, Thorn visits him in
the monotonous sound of running water gives way to an
dream disguised as Asha. If the chief can ever acquire the
otherworldly noise - like the howl of a dying animal, yet
Scepter of Kings, Thorn will beckon him to meet Asha in
lled with malice and hunger.
the Dragons Maw, where he will slay the chief and claim
the Scepter for his own.
Bloodst has not revealed this information to anyone,
At this point, you can ask the players what they are doing
so he obviously will not tell the PCs without good reason.
in order to make the journey a success. For example, some
Some or all of the information may come out of him, de-
characters might be skilled spelunkers or navigators, and
pending on the situation. The following are a few ideas of
could use Logic or Perception to keep the group on course.
how and when the party may learn of the chiefs secret:
Another character might be a re elementalist who uses
his magic to maintain a constant light source for the group.
A party member speaks also of dreaming of Asha
Based on the players descriptions, allow each PC to
Bloodst learns of Ashas grave and the secrets re- make a single action roll, CR 16, using an attribute that
vealed therein makes sense to the situation. If the party is travelling at
a cautious pace, they have advantage 2 on these rolls. If
The party gains the chiefs trust, such as by deliver- travelling quickly, they have disadvantage 2. Once every-
ing the Scepter of Kings. one has rolled, your job is to make every roll matter.
In this situation, the party should eventually make it
The party discovers the chief while sleeping at the
through the maze, but for every failed roll you can intro-
dream spring (perhaps by following him there).
duce some sort of hazard or twist that results from the fail-
ure. Listed below are several options. Choose one for each
failed roll, or come up with twists of your own.

The journey takes an extra half day.

23
4 Locations

The party has disadvantage 2 on their rolls to resist The cave dwellers are adept climbers and exceptionally
the trap at the beginning of the next encounter (see stealthy. Use these features to make this battle an exciting
below). challenge of out maneuvering. The troglodytes will use
their howl to stun foes and follow up with damaging at-
The party suffers from a special form of the demoral- tacks. When they are in a disadvantageous position, they
ized bane. It does not go away until they have made will climb the wall or jump from one ledge to the other in
2 successful action rolls. order to evade the PCs.
One member of the party suffers the fatigued bane.
Troglodytes (6) 30 speed, climbing
Half of the party falls down a pit or similar natural
hazard. Roll a damaging attack using 1d20 + 1d4 vs Hit Points: 7 Agility 4 (1d10)
Evasion. Half of the damage inicted is lethal dam- Fortitude 3 (1d8)
age.
DEFENSES Might 3 (1d8)
Toughness: 13 Perception 2 (1d6)
Howls in the Dark
Evasion: 14 Presence 4 (1d10)
After narrating the results of the partys actions, proceed
with the following. Resolve: 14
FAVORED ATTACKS
Its been hours - maybe an entire days trek - since you Bone Tomahawk: Might
entered this maze, when you nd yourselves in a nar- vs. Evasion, damaging attack
row corridor with a small brook running through it. On
either side of the river are ledges about three feet wide. Howl (targets 15 square): Presence
The walls extend upward ten feet to similar ledges above vs. Resolve - disadvantage 2,
you, though you see no obvious way of accessing them. inicts stun
Echoing from the distant edge of the cavern, you can
hear what can only be a small waterfall feeding this
stream. As you make your way cautiously alongside the
water, you notice its speed and ferocity quickly increas-
Adjusting Difficulty
ing, accompanied by a gushing sound from the darkness
ahead. For parties smaller than 5 PCs, reduce the number of trog-
lodytes so that there is one more monster than PCs. For
large groups, add 3 hit points to the troglodytes maximum
The party has walked into a trap set by the Troglodytes for each PC beyond the fth.
who make their home in these caverns. These cave dwell-
ers are an offshoot of the Wapungo race who took to can-
nibalism in ages past. As their taste for human esh in-
Aftermath
creased, so did their distaste for the things that men love, If the party is defeated, you do not have to kill them out-
especially the sun - and so the Troglodytes retreated into right. Instead, consider them to have been captured by the
the darkness of these caverns. Though they are still tall cannibal troglodytes who are preparing them for a ritual
like their brethren, centuries of cave dwelling have caused feast. Theyll have to use their ingenuity to escape their
these creatures to become pale skinned and wiry in frame. prison cells and get back to the quest at hand.
In addition to the traditional bone piercings of the Wa- Otherwise, the party can continue their trek through the
pungo, the troglodytes install bone instruments in their caverns, which will eventually take them to the foot of
larynx, which transform their voice into an otherworldly the Dragons Maw. The troglodytes, having been defeated
piercing howl that strikes fear in the hearts of their prey, once, will avoid further contact with the PCs if possible.
rendering them unable to act.
The corridor suddenly lls with rushing water that the
cannibals had dammed back. Immediately after the trap Location H: The Dragons Maw
springs, the Troglodytes attack, half from the ledges above
and the other half rushing to hand-to-hand combat. Ask
The inactive volcano that keeps watch over Starfall Island
the PCs what they do in response to the water and allow
is known by the locals as the Dragons Maw. Though it has
them to make action rolls against CR 14 using an appropri-
not been active in centuries, legends tell that when a new
ate attribute.
king rises to control the island, the Dragons Maw will spit
You get to arrange all of the combatants in an exciting
re once again. As the partys approach the foot of the
position, such as the party divided in two groups in separ-
mountain, read the following:
ate caverns. Then, every character who succeeded at the
action roll, may modify their starting position by 30.

24
Location H: The Dragons Maw

ers enjoy having a nal conversation of sorts before a -


The Dragons Maw is the one sight that you can view nal confrontation. If your narrative demands it, you might
from any point on Starfall Island, and throughout your only use the rst paragraph below, saving the second for if
time here it has kept watch on your movements like a and when things come to blows.
detached king observing the petty tries of his subjects
from his balcony.
The mountain was impressive from a distance, but Standing alone upon one of the rocky outcroppings on
now that you stand at its feet, you are humbled by its im- the other side of the volcano is a man robed in what
mensity and power. A long natural stone path, molded must have once been ne cloth but is now so tattered
ages ago by owing magma, slopes up the rocky crag, with age and blackened with ash that he wears it like a
where you can see a single cavernous entrance about death shroud. His skin is pale and gaunt, and his face
halfway up the volcano. is a canvas painted with woe and malice.
She will be mine again! he shouts as his hands ex-
tend, one calling forth a pillar of magma from the pit
The climb requires no special equipment or effort, given below, the other weaving dark energies towards the cur-
the natural staircase, and the party can ascend the moun- tains of bones that line this unhallowed chamber. They
tain in safety. The cave enters into the necromancers lair, rattle and dance upon the walls. Come to me, my min-
where the party will discover that the volcano is already ions! sputters the necromancer And feed our master
showing signs of becoming active again. A short trip down the very souls of those who would stand between me and
a cavernous corridor leads to the shaft of the volcano. As my belovedmy Asha. With that, the bones complete
the party travels down the hall, they can see a faint orange their transformation, taking the shape of large demonic
glow dancing on the walls near its end, and the temperat- monstrosities - and the necromancer begins weaving an-
ure grows hotter and hotter with each step. other spell.

Level Up This combat should be both challenging and epic. Hope-


fully, combatants will be diving from one ledge to another,
Reaching the entrance to the Dragons Maw is an import- avoiding the molten rock below, to head off one another.
ant milestone, and could be a good place to reward the It will be a game of cat and mouse as Thorn attempts to
party with another level. They should be level 3 before they keep his distance from the party using the terrain and his
will have a good chance at defeating the necromancer. minions for aid.
Upon reaching 3rd level, PCs gain 9 attribute points and The skeletons cannot deal much damage, but if they are
one new feat. Remember to recalculate hit points for any- ignored, they will nickel and dime the party to death while
one who increases their Fortitude, Presence, or Will. also providing the necromancer with increased mobility.
When the party enters the shaft, read the following: They are fragile and fall easily, though, so it might be a
good time to remind the players of their multi-targeting
You stand now inside the Dragons Maw - in the very options.
heart of the volcano, which obviously bears life still. Thorn will start off with his dark shroud attack, aiming
Hundreds of feet above you, the shaft gives way to the to blind any PCs who are obviously equipped for ranged or
open sky. Molten lava sputters and spurts throughout magical combat. Hell rely mostly on his ame and shadow
the chamber, occasionally spitting a gout of ame into attack to deal damage and save deathly siphon for when he
the air. A wide ledge encircles the magma, and several is forced into melee or severely damaged. Every round, he
small alcoves are dug out of the volcanos cavernous can call lava on one foe near a ledge, so he will direct his
walls, which are decorated with curtains of bone. Rocky minions to use their forced move attacks to force PCs into
outcroppings, like incomplete bridges, jut sporadically position.
out into the center of the churning magma.
Adjusting Difficulty
The volcano is a logical place for a nal showdown with
For parties smaller than 5 PCs, reduce the number of skel-
Thorn, though the party may encounter him here at differ-
etons so that there are 3 more skeletons than PCs. For
ent stages of the story. If they arrive here long before the
large groups, add 10 hit points to Thorns maximum for
plot demands a confrontation between the two, you can
each PC beyond the fth. For groups of 8 or more PCs,
choose to have the necromancer away, and instead use this
Thorn receives 2 boss actions instead of 1.
location as an opportunity for the players to learn more
about him by exploring the alcoves and side chambers de-
scribed below. The Shimmering Pool
If Thorn is present, read or summarize the text below.
Alternatively, this could be a good chance for a verbal back- In one alcove is a cistern of water that gently rises with
and-forth between the party and their nemesis. Many play- steam caused by the ambient heat. If the party looks into

25
4 Locations

Eric Thorn, Necromancer 30 speed


Hit Points: 40 Agility 3 (1d8)
Fortitude 3 (1d8)
DEFENSES Learning 3 (1d8)
Toughness: 16 Logic 3 (1d8)
Evasion: 16 Perception 3 (1d8)
Resolve: 19 Will 4 (1d10)
Entropy 6 (2d8)
Boss Energy 5(2d6)
Thorn receives 1 boss action each Prescience 5 (2d6)
round
Inuence 5 (2d6)
Deception 5 (2d6)
Persuasion 5 (2d6)
Presence 5 (2d6)
FAVORED ATTACKS
Lava Blast (minor action) - Thorn summons lava to spew on one target
within 10 of a ledge: Energy vs. Evasion If attack deals 5+ damage, target
suffers persistent damage
Lava Control - In his volcanic lair, Thorn can cause lava in a 5 square to
congeal and cool long enough for him to cross it without taking damage. This
does not require an action.
Flame & Shadow - Ranged damaging attack, targets 2: Energy vs. Evasion
If attack deals 5+ damage, targets are also stunned
Life Drain - Invoke the boon as a major action. As long as sustained, heal half
the HP of damage dealt with each attack
Dark Shroud - 15 area, inicts blinded: Entropy vs. Toughness, Advantage 1

Skeletal Brutes (8) 30 speed


Hit Points: 1 Agility 1 (1d4)
Fortitude 2 (1d6)
DEFENSES Might 4 (1d10)
Toughness: 12 Perception 1 (1d4)
Evasion: 12 Presence 4 (1d10)
Resolve: 10 FAVORED ATTACKS - reach 10
Slam: Might vs. Evasion If attack deals 5+ damage, it also inicts forced
move 10 or knockdown
Special: A skeletal brute can use its major action to move Thorn to any space
within its reach without provoking opportunity attacks.

26
Location H: The Dragons Maw

it, they see the image of a cool spring somewhere in the rope ties to restrain sacrices. Asgaroth demanded such
jungle. This cistern is Thorns means of scrying, and he sacrices as a means to twist his necromancer puppet fur-
keeps it ever focused on the spring where Bloodst dreams ther down the path of evil in hopes that having performed
of Asha. If appropriate, players may experience the Spring such wicked acts would seal Thorns fate as his servant.
of Dreams encounter (Event 5) while gazing into this pool.
Sealing the Demons Tomb
Thorns Journal
If a character enters the volcano in possession of the
Among a variety of nondescript items scattered atop a Scepter of Kings, he will immediately realize that he has
makeshift boulder table, the party discovers a journal kept the power to cause the volcano to erupt, and even direct
by Thorn. The earliest entry dates back about ten years ago. the ow of lava. This process takes time, of course, and
The text below summarizes the contents of the journal for Thorn will not let it go unchecked if he is present. If a PC
anyone who spends time reading it: has the time to undertake this task, he can ll the Great
Chasm with molten lava, which will eventually cool and
entomb Asgaroth under such depth that the spell of greed
This worn leather bound journal looks like it has seen will be broken on the Wapuny and the Wapungo.
years of abuse. It is water damaged in spots and the Read or summarize this as a way of wrapping things up:
pages curl from years of residing in volcanic heat. Read-
ing through the log, you learn the sad tale of its keeper, a
man named Eric Thorn. In another life, some ten years Wielding the Scepter of Kings, you command the power
ago when the rst entry is dated, he was a successful of a great bloodline of royal sorcerers that ows through
merchant - though from what you can tell, a ruthless you. At your command, the magma churns, bubbles,
and at times dishonest one. The journal tells also of the and rises. You feel a malignant force from deep within
love between Eric and a woman named Asha, who seems the bowels of the island ghting you with all its will, but
to have tempered his merciless pursuit of coin. its power is weakened by the shackles imprisoning it.
About ve years ago, the two were married, and A shimmering barrier of force envelopes you and your
struck out on the seas to make a new life in a new companions as the magma surges upward, carrying you
town. Eric writes of his excitement of being free of the to the summit of the Dragons Maw and spilling forth
shackles of old acquaintances and business partners - over its edge. As the molten lava continues to ow, you
of the chance to do things the right way from the start. harness the power of the scepter to direct its course, and
But then his ship is wrecked on this island, and Asha is it winds its way down the river that ows from the moun-
killed, along with all the other passengers. tains, crawling inch-by-inch until it cascades into the
After the death of his wife, the journal skips several Great Chasm like a ery waterfall. Lava ows mightily,
days, which is odd because up until this point Thorn has lling the chasm completely, when a horrid cry billows
kept to his nightly journaling almost religiously. When forth from its depths, echoing across the island.
it picks back up, the man has changed. He writes hast- With the dark power of the fallen star buried far be-
ily and in fragmented thoughts, and it is clear that the neath the land, its spell of greed is broken. In the days
ruthlessness that fueled his life for so long has returned. that come, the natives of this land make peace, and
Now he writes of dark deals with unseen shadows - prosper for a good long while. One day, however - cen-
of skeletal guardians, dark rituals, and voices calling to turies from now perhaps - another brave band of heroes
him from deep within the island. He plots the destruc- will be called upon when the fortune that started this
tion of the natives and the raising of an undead army. quest comes to its fulllment.
Every entry, though, still reveals a mad love for his pre-
cious Asha, whom he regularly writes to directly, hinting A star once fallen upon the land,
that soon he will bring her back. Brings sword and axe and spell at hand.
His writings refer frequently to some great power with For planted deep like evil seed
whom he has been communing named Asgaroth. For a It lls heart, soul, and mind with greed.
few years after the shipwreck, Thorn seems to speak of
this power as a partner, but eventually he refers to him Shoulders broad and voices tiny
as master. It isnt clear who or what this Asgaroth is, Ceaseless war of clashing armies.
but you can make out two things: he is imprisoned on In sleep, the beauty whispers well,
this island and Thorn is working to free him. But her wormtongue song is ever fell.

A royal staff in hands upright


Shall end the long, eternal ght.
The Altar But try you might, and try you may
The star will rise another day.
Atop one of the bridges that overlooks the magma is a
crude stone altar encrusted with blood. It is equipped with

27
5 Event Encounters
Event 1: Drawing a Line Wapungo 30 speed
Warrior (4)
This event serves to show the party of the conict between Hit Points: 12 Agility 1 (1d4)
the Wapuny and the Wapungo, and perhaps force them
into choosing a side. Fortitude 3 (1d8)
Wherever this encounter takes place, describe to the DEFENSES Might 4 (1d10)
party the following scene.
Toughness: 12 Perception 2 (1d6)

Your travels are interrupted by the sound of battle Evasion: 13 Will 1 (1d4)
ahead. Closing the distance to a good vantage point, Resolve: 11 Presence 2 (1d6)
you can see two forces - one of about a dozen tiny lizard
folk, and the other made up of four towering humans.
The two forces hurl racial insults as axes swing and FAVORED ATTACKS
blowguns re. The lizards are nimble and acrobatic in
combat, using the terrain and an innate climbing ability Stone Tomahawk (melee): Might
to outmaneuver their opponents. The humans, on the vs. Evasion If target takes at least 5
other hand are ferocious and powerful, like raging bulls. damage, also inicts knockdown.
Though different in number, the forces seem equal in Stone Tomahawk (range 25):
power, and for every human casualty, three lizard men Might vs. Evasion
fall.

If the party doesnt intervene, you can ip a coin to de- Event 2: Mining Expedition
cide who wins, or make a decision based on the direction
you would like the story to take. If the party does intervene, This event serves to reveal to the party the complete with-
they might make new friends and new enemies depending drawal of the Wapungo troops. It should occur somewhere
on the outcome. between the Great Chasm and the Wapuny camps.
Wapuny Scout 25 speed, climbing
(12) As your journey continues, you come across a short line
of Wapuny, walking with stone mining tools and making
Hit Points: 4 Agility 4 (1d10)
some sort of wretched sound that you can only assume
Fortitude 1 (1d4) is the lizard equivalent of a whistle. Theyve got a pep
in their step and smiles on their faces.
DEFENSES Might 1 (1d4)
Toughness: 11 Perception 3 (1d8)
If Grik survived the opening scene, he will be leading this
Evasion: 14 Will 1 (1d4)
pack and speak for his people.
Resolve: 11 The Wapuny report that the Wapungos have pulled back
their forces. They had noticed a slackening of patrols re-
FAVORED ATTACKS
cently, but scouts have determined that the stinky esh
Blowgun (range 30): Agility bags have made a complete withdrawal, so this crew has
vs. Evasion, damaging attack If been the rst sent to mine the star crystals.
target takes at least one damage, If the party attempts to convince the Wapunies not to go
also inicts slow to the Chasm, they will be hard pressed to do so. Though,
if Grik is present, he is still quite thankful to the PCs for
Wooden spear: Might vs. Evasion,
saving his life and may be persuaded depending on their
damaging attack
argument.

28
Event 3: The Dream Speaker

Event 3: The Dream Speaker without warning. They take myriad shapes - tall, strong
humans; short, limber lizard folk; and long serpentine
half snake men.
In this encounter, one member of the party is visited in
dreams by Thorn disguised as Asha. Use this encounter
when the party is making camp in the wild. It serves as a
means to persuade the party to carry out Thorns schemes Shadow (6) 30 speed, incorporeal
for him.
Hit Points: 10 Agility 3 (1d8) *Advantage 3 on
Choose one party member to receive this dream, though
rolls to hide in darkness.
read the text and conduct the encounter in front of the
whole group, so that everyone can enjoy the drama. Play- Fortitude 3 (1d4)
ers, of course, should be encouraged not to act on inform-
DEFENSES Might 2 (1d6)
ation that their characters to not know.
If the party is keeping watch, then whoever is on watch Toughness: 13 Perception 3 (1d6)
at this point will notice that the dreamer is disturbed in
Evasion: 13 Entropy 3 (1d8)
sleep as the dream goes on, tossing and turning until even-
tually waking up with a shout of the name Asha!. Resolve: 12 Presence 2 (1d6)

The night is uncomfortably warm when you make camp,


though you have found a relatively defensible position FAVORED ATTACKS
beside a cool, clear spring. Eventually, you succumb to Spirit Touch (melee): Entropy
sleep, despite the humidity and pestering mosquitoes. vs. Toughness, damaging attack
Soon a dream disturbs your sleep, more real than any Special: 2 points of damage from a
youve had before. You see a young woman approach, successful attack is automatically
robed in a white bridal gown and beautiful as the stars. applied as lethal damage
My name is Asha she speaks.
Curse of the Grave (melee):
Entropy vs. Toughness, inicts
Use this dream to communicate whatever sort of mes- sickened bane
sage you want to the party. This largely depends on what
has already happened in the adventure, but the following
are some ideas to get you started: Adjusting Difficulty
If the party has the scepter or has already made plans
for it, Asha tells them that she is a shipwreck sur- For parties smaller than 5 PCs, reduce the number of shad-
vivor imprisoned by the Wapungo. If they bring the ows so that there is one more shadow than PCs. For large
scepter, she is certain their chief would ransom her groups, add 3 hit points to the shadows maximum for each
for it. PC beyond the fth.

If the party has discovered Ashas grave, then the vis-


ion will tell them that her spirit is trapped on this Aftermath
cursed island and that the only way to free her is to
convince her husband, who resides in the Dragons This ght could be very difcult for the party, potentially
Maw, to release the spell that is keeping her here in ending in defeat. If the PCs are defeated, the story doesnt
vain hopes of returning her to life. have to end there. The shadows were likely sent for a pur-
pose - to retrieve the scepter or Ashas ring, for example.
Allow them to achieve their purpose and leave the heroes
Event 4: Shadow Assassins for dead, only to rise and ght again when dawn comes.

This encounter can be used after the party has incurred the
necromancers wrath, such as by stealing Ashas ring or re-
Event 5: The Spring of Dreams
fusing to deliver the Scepter of Kings. During the evening,
just as the sun is setting, the necromancers shadows at- This event should occur somewhere near the Wapungo
tack the party. camp, and serves to give the party a clue that something
is not right with Chief Bloodst if they have not already
gured it out.
The sun is setting and you are making preparations to
camp, when from the darkness you are attacked. Shad-
owy gures, like ghosts formed of the very night, swarm

29
5 Event Encounters

should be read to the party even though their characters


You rose early today, before the sun, and decided to get cannot witness all of the events rsthand.
a head start on your trek. Its been about half an hour
since you left your camp when you come upon an inter-
From deep within the Dragons Maw, a triumphant
esting sight.
cackle echoes throughout the island, projected far and
A lone man lies sleeping on a bedroll stretched out
wide by some otherworldly power. A lone man, robed in
beside a cool spring of water. He is tall, muscular, and
black, stands within the smoky volcano and nishes the
adorned with all manner of strange bone piercings. He
nal words of a days-long incantation. He holds high
sleeps restlessly, tossing and turning, until nally awak-
the Scepter of Kings and then hurls it into the magma
ing with a startled cry of Asha!.
below.
Immediately, re leaps in a terrible column that
The man is Chief Bloodst, and he is out on one of his touches the clouds of smoke above, and they ignite. For
monthly solo journeys to visit his bride-to-be. The party a moment, the entire sky is set ablaze as ame dances
can make of this encounter what they like, and their re- throughout the clouds. When it expires, ash begins to
sponse depends largely on what information they have fall upon the land like snow, and every ake that touches
already gathered about the necromancers wife. If they the earth brings death.
play their cards right, this could be their opportunity to The skeletal remains that litter Starfall Island take
convince the chief that his dreams are a trick. See Loc- form - the dead scattered about the Great Chasm from
ation F: The Wapungo Camp for more information about the War with no Beginning, the snake men of the ruined
Bloodsts dreams. city who have laid still for centuries, every Wapuny, Wa-
pungo, and other intelligent creature who never received
a proper burial - all rise to form an army of rattling
Event 6: The Dragon Awakens bones unleashed upon the island.
And somewhere, a small Wapuny gazes at the ame
This event can occur anywhere on the island, and it serves pouring from the mountain and repeats the ancient
as a device to warn the party that trouble is brewing and prophecy: When a king lays claim to Starfall Island,
draw their attention to the Dragons Maw. Use it to mark the Dragon will spit ame once again.
a signicant milestone in the necromancers scheme. An
ideal point is if he gains the Scepter of Kings, then this
event can signal the start of the Ritual of the Dead. If the party has managed to convince Chief Bloodst of
Ashas trickery, then they may stand a chance at defeating
the undead army - if they can convince the Wapuny and
Your dealings are interrupted by a great tremor as the Wapungo to ght together.
earth quakes beneath you, and your attention is drawn If Chief Bloodst is still under the spell of Asha or if he
to the volcano that looms over the island. Slowly, smoke has been killed, this event could spell the doom of the Wa-
rises from its peak in short puffs that soon accumulate puny tribe. The Wapungo and the undead will assault the
into a massive column. When the column grows large lizardfolk at the same time, wiping them out completely
enough, it begins billowing out to the sides, encircling unless the party manages to hatch a particularly clever
the mountain. Throughout the day, you watch as the scheme. Soon after, the Wapungo will mine the Great Star
clouds of ash and smoke slowly extend their dark ngers in a mad frenzy of greed, and the Demon Lord Asgaroth
further and further around the island. This is no natural will be set free. From there, you can take the story in
effect, and it can have no good end. The sleeping dragon whatever direction you please.
has awoken. Asgaroth has been lying to Thorn this entire time. He
possesses no power to return Asha to life, but he has twis-
Within three days, the island will be completely ted the necromancers heart to commit such evil deeds that
shrouded in darkness from the ashy clouds spewed forth Thorn will continue to serve the demon out of a twisted de-
from the Dragons Maw - and night and day will have little pendence. Asgaroth, having fully enthralled the Wapungo
distinction. If Thorn does have the scepter, then the third in greed, will claim them as his own, and they shall serve
day will mark the completion of his ritual, and his army will him in unleashing havoc upon the world.
be loosed. If not, then the dark clouds will prove a bane to
the natives of the island, eventually spelling their demise
due to the loss of the sun.
Thanks for Playing!
We hope youve enjoyed playing A Star Once Fallen. This
Event 7: Death Unleashed adventure can go in so many different directions, wed love
to hear the tales from your table. Did your party defeat
This event marks the completion of the Ritual of the Dead. the necromancer in an epic showdown within the Dragons
The text below serves as a sort of dramatic interlude and Maw? Did they convince him to abandon his foolhardy

30
Thanks for Playing!

quest? Or did they fail, and has Asgaroths reign of ter-


ror swept throughout the land? Consider stopping by the
forums at blog.openlegendrpg.com/forum and sharing your
story.
If you had fun with these basic rules for the Open Legend
Roleplaying System, download the complete ruleset for free.
More weapons, more feats, multi-level banes and boons,
and more await your gaming table at openlegendrpg.com.

Credits & Thanks


Written by Ish Stabosz

Cover art by Randy Vargas


Starfall Island map by Glynn Seal

Edited by Ish Stabosz & Brian Feister


Layout & Design by Brian Feister & Paolo Brasolin

Thanks to our alpha playtest group, the team at


Encounter Roleplay: Will Jones, Mitch Brown,
Syndney Shields, Finbar Deane-Stott, and Gareth
Sandy

31
6 Feats
Armor Mastery Multi-Target Attack Specialist
Choose one type of armor. The fortitude score required to Choose to focus your specialization in either melee, pro-
wear that armor is reduced by 2, and the defense bonus is jectile, or area attacks. When multi-targeting using the
increased by 2. Additionally, any movement speed penalty chosen specialization, reduced the disadvantage penalty
is reduced by 5 feet. by 2.

Attack Specialization Potent Bane


Choose one weapon or energy type. Energy types include Choose one bane. Whenever your enemies attempt to res-
re, cold, lightning, acid, poison, and force. When making ist this bane, they have disadvantage 1 (using the d20) on
a damaging attack with the chosen specialization, you gain this roll.
advantage 1.
Tactical Inspiration
Bane Focus
Once per round, you may use a minor action to grant an
Choose one bane. You gain advantage 1 on rolls to inict ally within sight advantage 2 on their next attack roll.
the bane. Furthermore, the damage requirement to inict
the bane as part of a damaging attack is reduced to 5 hit
points.

Battlefield Sentinel
You are able to make two additional opportunity attack
each round.

Boon Focus
Choose one boon. As long as you are targeting a single
creature, you no longer have to make an action roll to
invoke the boon - success is automatic. When multi-
targeting, you gain advantage 2 on your roll to invoke the
boon.

Fleet of Foot
Your movement speed is increased by 10 feet.

Hospitaler
You can use your action to allow one ally to make a free
attempt to all resist banes affecting him. Your ally has ad-
vantage 1 (using the d20) for this resist attempt. Addition-
ally, you gain advantage 1 whenever you invoke the Dispel
boon.

32
7 Banes
Each bane described below is a condition that can be inic- Duration: Resist ends (fail x 3 = 1 minute). Special: this
ted upon a foe. Every bane lists a power level and one or bane may be resisted as a minor action.
more relevant attributes. In order to inict a bane, a char-
acter must possess an attribute score in one of the listed
attributes equal to or greater than the banes power level. Dispel
The bane descriptions also indicate which defense the
attacker must overcome in order to inict the bane. If Power Level 1 (Protection)
more than one defense is indicated, the GM should choose Defense: Resolve
the one most logical to the story being told by the attacker.
For example, a rogue inicting the blinded bane by throw- Make an Protection roll. You can dispel temporary boon
ing sand in a foes eyes would roll Agility vs. Evasion, while effects of a maximum Power Level equal to (Protection roll
a necromancer cursing an enemy with a spell of blindness - 10) 2. This bane does not affect permanent or inherent
would roll Entropy vs. Toughness. magical effects.
Most banes have a duration of resist ends, which means
that an inicted target is affected by the bane until suc- Duration: Instantaneous
cessfully shaking it off with a resist action. If a target fails
three resist rolls against a bane, the bane can no longer be
resisted. It persists for an extended duration indicated in Dominated
the bane description.
Power Level 5 (Inuence)
Defense: Resolve
Blinded
Creatures of animal intelligence or lower fall completely
Power Level 4 (Agility, Energy, Entropy) under your control, like puppets. Duration: Resist ends
Defense: Evasion or Toughness (fail x 3 = 1 hour)

Attacks and perception rolls have a 50% chance of failing


automatically. Fatigued
Duration: Resist ends (fail x 3 = 1 minute) Power Level 5 (Entropy)
Defense: Toughness

Charmed This bane has multiple stages. Each time it is inicted, the
targets current stage increases by 1. Effects are cumulat-
Power Level 4 (Inuence) ive.
Defense: Resolve
Stage 1: Disadvantage 1 on all non-attack rolls.
Targets of human intelligence treat you more favorably. Stage 2: Lose attribute bonus to defense scores
Less intelligent creatures may(at your option) instead be
charmed to treat you as their closest and loyal friend. Stage 3: Disadvantage 1 on all attack rolls.

Duration: Resist ends (fail x 3 = 24 hours) Stage 4: Speed is reduced to 10.


Stage 5: Unconsciousness.
Demoralized Stage 6: Death.

Power Level 2 (Agility, Energy, Inuence, Entropy, Inu-


ence, Might, Presence, Persuasion) Duration: This bane cannot be resisted as normal. In-
Defense: Resolve stead, every 24 hours of complete rest OR application of
the restoration boon reduces the fatigue stage by 1.
Target has disadvantage 1.

33
7 Banes

Forced Move The target falls prone. While prone, a creature has dis-
advantage 1 on all attacks. Melee attacks made against
prone targets gain advantage 1, while ranged attacks made
Power Level 2 (Might, Movement, Energy)
against prone targets suffer disadvantage 1.
Defense: Toughness
Duration: Instantaneous
Move the target 5 feet for every 2 points in the activating
attribute.
Memory Alteration
Duration: Instantaneous
Power Level 5 (Inuence)
Incapacitated Defense: Resolve

You temporarily modify a minor aspect of the targets


Power Level 5 (Agility, Entropy, Inuence)
memory The target realizes its confusion when the bane
Defense: Toughness or Resolve
is dispelled or runs out of time.
The target is immobile and unconscious. The bane can be
Duration: One hour
broken without a resist roll by a rm shake, shove, splash
of water, or similar effect.
Mind Dredge
Duration: Resist ends (fail x 3 = 1 minute)
Power Level 2 (Prescience)
Intimidated Defense: Resolve

You can read the current thoughts of targets of animal in-


Power Level 4 (Inuence, Might, Presence Persuasion) telligence or less. If your Prescience score is at least 4, you
Defense: Resolve can read the current thoughts of targets with human intel-
ligence.
The target suffers disadvantage 1 on all attacks that dont
include you as a target. Special: When triggered by an Duration: Resist ends (fail x 3 = 1 minute)
exceptional success on a damaging attack, you may target
a creature other than the foe damaged by your attack.
Persistent Damage
Duration: Resist ends (fail x 3 = 1 minute)
Power Level 4 (Agility, Energy, Entropy)
Immobile Defense: Evasion or Toughness

At the beginning of each of the targets turns, it suffers 1d8


Power Level 0 (Agility, Inuence, Entropy, Energy, Alter- damage. If some means of ending the bane (such as pour-
ation, Might) ing water on a creature set on re) is applied, the target
Defenses: Evasion, Resolve, or Toughness gets a resist attempt with advantage 1 for free (no action
required).
Target cannot move from their current space. If inic-
ted using Might, the attacker is grappling and thus cannot Duration: Resist ends (fail x 3 = 1 minute)
leave the targets reach without ending the bane.

Duration: Resist ends (fail x 3 = 1 minute). Special: Res- Phantasm


isting this bane requires a move action alone, and cannot
be included as part of a resist action that attempts to shake Power Level 1 (Inuence)
off other banes. Defense: Resolve

Knockdown You create illusory manifestations that deceive the senses


of others. For every point of your Inuence score, choose
one sense to mimic (sight, sound, smell, touch, taste). The
Power Level 2 (Might, Energy)
phantasm can occupy a space no larger than a cube with
Defense: Toughness
sides of length 5 per your Inuence score.

Duration: Resist ends (3 x 10 minutes)

34
Scrying

Scrying Truthfulness
Power Level 5 (Prescience) Power Level 5 (Inuence)
Defense: Resolve Defense: Resolve

You can view the target from any distance, provided they The target answers questions truthfully to the best of its
are on the same plane of existence. knowledge.

Duration: 10 minutes. This bane requires concentration Duration: 10 minutes. This bane requires concentration
to maintain. If you do anything other than focus on main- to maintain. If you do anything other than focus on main-
taining the bane, it is dispelled. taining the bane, it is dispelled.

Sickened
Power Level 3 (Entropy)
Defense: Toughness

Target suffers disadvantage 2 to all action rolls.

Duration: Resist ends (fail x 3 = 1 minute)

Silenced
Power Level 2 (Agility, Might, Energy, Alteration)
Defense: Evasion or Toughness

The target cannot make vocal sounds. If Alteration is used


to inict this bane, the attacker may cause the silence to
affect all sounds within 5 of the target.

Duration: Resist ends (fail x 3 = 1 minute)

Slowed
Power Level 2 (Energy, Might, Agility, Entropy)
Defense: Toughness

Targets speed is reduced to 10 feet.

Duration: Resist ends (fail x 3 = 1 minute)

Stunned
Power Level 4 (Might, Agility, Entropy, Energy)
Defense: Toughness

Attacks against the target gain advantage 1. Furthermore,


a stunned target must choose one type of action (move,
major, or minor) each round.

Duration: Resist ends (fail x 3 = 1 minute)

35
8 Boons
Each boon listed below is a power or buff that can be gran- Detection
ted to the caster and/or allies. Every boon lists a power
level and one or more relevant attributes. In order to in-
Power Level 3 (Prescience)
voke a boon, a character must possess an attribute score
Invocation Time: major action
in one of the listed attributes equal to or greater than the
banes power level. Additionally, the caster must make a
Choose one of the following types: holy, unholy, life,
successful attribute roll with a Challenge Rating of 10 +
death, magic. You can see auras emanating from creatures
twice the boons power level. The boon descriptions also
and objects of the associated type and judge their relative
indicate how long the boon takes to invoke.
strength.
Most boons have a duration of sustain persists, which
means that a character must use a minor action in order to
Duration: Sustain persists
keep a boon in effect. If he doesnt, the boon is dispelled
at the end of the casters turn.
Heal
Augury
Power Level 1 (Creation)
Power Level 3 (Prescience) Invocation Time: major action
Invocation Time: 1 Minute
Roll your Creation attribute dice. The target regains a num-
You gain insight into an event that will happen within the ber of hit points equal to your total. If your Creation attrib-
next hour. You ask a question about a course of action you ute is at least 5, you can even heal lethal damage with this
plan to take within the next hour and the GM communic- boon.
ates your insight through vague symbols, impressions, or
a single word such as favorable or unfavorable. Duration: Instantaneous

Duration: Instantaneous Levitation


Blindsight Power Level 5 (Movement)
Invocation Time: major action
Power Level 5 (Alteration, Prescience, Entropy, Percep-
tion) The target gains a ight speed of 10.
Invocation Time: major action
Duration: Sustain persists
The target can see in complete darkness, even if affected
by the blinded bane.
Life Drain
Duration: Sustain persists
Power Level 5 (Entropy)
Invocation Time: major action
Darkness
While this boon is active, you heal a number of hit points
Power Level 2 (Entropy, Inuence) equal to half the damage you deal with each successful at-
Invocation Time: major action tack.

You create an area of magical darkness that cannot be pen- Duration: Sustain persists
etrated by natural light. The darkness lls a radius of 5
times your attribute score.

Duration: Sustain persists

36
Light

Light Shapeshift
Power Level 1 (Creation, Energy) Power Level 2 (Alteration)
Invocation Time: minor action Invocation Time: major action

You create magical light with a radius equal to 5 times your The target shapeshifts into a creature of similar size to
attribute score. itself. The targets supernatural attributes become zero
and its Agility, Might, Fortitude, and Perception attributes
Duration: Sustain persists change to match the chosen creatures scores. At higher
Alteration scores, new abilities are unlocked:

Regeneration Alteration 3: Size between half and double original.


Gain non-ight movement capabilities.
Power Level 3 (Alteration, Creation)
Alteration 4: Size between one-quarter and quad-
Invocation Time: major action
ruple original.
At the beginning of each of its turns, the target heals 1d6 Alteration 5: Flying movements available.
hit points. This does not heal lethal damage.
Duration: Sustain persists
Duration: Sustain persists

Telepathy
Resistance
Power Level 5 (Prescience)
Power Level 3 (Protection, Energy) Invocation Time: major action
Invocation Time: major action
You can communicate telepathically with one creature.
Choose one damage source: nesse, forceful, re, cold,
lightning, acid, entropy. The target ignores the rst 5 Duration: Sustain persists
points of damage each round from the indicated source.

Duration: Sustain persists Teleport


Power Level 3 (Movement)
Restoration Invocation Time: move action

Power Level 1 (Protection, Creation) You can teleport to any space that you can see within a
Invocation Time: major action range of 5 per the attribute score you are using to invoke
this boon.
Make an attribute roll using Protection or Creation. You
can dispel temporary effects of a maximum Power Level Duration: Instantaneous
equal to (action roll - 10) 2.

Duration: Instantaneous Transmute


Power Level 3 (Alteration)
Seeing Invocation Time: 1 minute

Power Level 5 (Prescience) You temporarily transform an object into another object
Invocation Time: major action of the same size and weight. If your Alteration score is at
least 5, you can make the object grow or shrink by up to
You can see through the eyes of a willing creature as long 50%.
as they remain within one mile.
Duration: Sustain persists
Duration: Sustain persists

37

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