ii
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
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
iii
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
iv
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:
1
1 Getting Started
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
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
Hit Points
That is, add your Fortitude, Presence, and Will scores. Mul-
tiply the total by 2. Finally, add 10.
3
1 Getting Started
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
GM Info
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.
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.
7
2 Game Masters Overview
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
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.
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.
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.
14
Location B: Ancient Ruins
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
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
19
4 Locations
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).
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
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
25
4 Locations
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.
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)
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
30
Thanks for Playing!
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.
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)
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.
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
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
Silenced
Power Level 2 (Agility, Might, Energy, Alteration)
Defense: Evasion or Toughness
Slowed
Power Level 2 (Energy, Might, Agility, Entropy)
Defense: Toughness
Stunned
Power Level 4 (Might, Agility, Entropy, Energy)
Defense: Toughness
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
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.
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:
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.
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.
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
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