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A Star Once Fallen Open Legend Intro Adventure Printer

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A Star Once Fallenby Ish Stabosz

A Learn-by-Play Adventure for the Open Legend RPG SystemCopyright 2016 Seventh Sphere Publishing

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ContentsContents1 Getting Started 1

How to Use this Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1Character Creation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Physical Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Mental Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Social Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Supernatural Attributes at a Glance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Choose Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2Record Attribute Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Attribute Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Calculate Defenses and Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Defenses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Hit Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Choose Starting Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Ranged Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3Armor & Shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Describe Your Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4GM Info . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

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

3 Starting the Adventure 9Opening: Mud & Monkeys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9Running the Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10Adjusting Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11Roleplaying Grik . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11What’s Next? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

4 Locations 12Location A: Tree Town . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Typical Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12Location B: Ancient Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Navigating the Ruins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Fight or Flight . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14The Ziggurat of Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Arachnid Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14Adjusting Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

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An Ancient Curse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15The High Priest’s Final Hope . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16Roleplaying Serathikis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16The Trial of Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Adjusting Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Location C: The Big Head . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19Location D: Asha’s Grave . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19

A Fell Wind . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19The Burial Site . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Development . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20

Location E: The Great Chasm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Descent into Darkness . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Location F: The Wapungo Camp . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Potential Interactions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21Friend or Foe? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22A War of Honor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22Chief Bloodfist . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22The Dragon’s Maw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22The Scepter of Kings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22A Tribe Divided . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22The Bride to Be . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23

Location G: The Cascading Caverns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Darkness and Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23Howls in the Dark . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Adjusting Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24

Location H: The Dragon’s Maw . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24Level Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Adjusting Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25The Shimmering Pool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25Thorn’s Journal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27The Altar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27Sealing the Demon’s Tomb . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27

5 Event Encounters 28Event 1: Drawing a Line . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Event 2: Mining Expedition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28Event 3: The Dream Speaker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Event 4: Shadow Assassins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Adjusting Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Aftermath . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29

Event 5: The Spring of Dreams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29Event 6: The Dragon Awakens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Event 7: Death Unleashed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30Thanks for Playing! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30

Credits & Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

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

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

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

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

v

1 Getting Started1 Getting StartedMarooned on an uncharted island, caught between two war-ring tribes, and threatened at all hours by a dormant volcanoprophesied to awaken again. Can our brave heroes discoverthe legend of Starfall Island before they fall prey to its deniz-ens?In this introductory adventure, you’ll learn the basic

rules for Open Legend by playing through an adventure.One player will take the part of the game master (or GM)and be responsible for directing the adventure and con-trolling the enemies, monsters, and non-player characters(NPCs). The rest of the players will act as the player char-acters (or PCs), each controlling a hero of legend who willaccomplish great things.If you enjoy this basic set, be sure to check out the full

rules, available for free at www.openlegendrpg.com

How to Use this Adventure

The game master should read this packet inside and out,attempting to understand the rules of the game and theprogression of the story as much as possible. A GM servesas both director of the story and referee of the rules, so themore prepared the GM, the more smoothly the game willplay.The rest of the players won’t need to prepare at all. This

adventure presents the rules in a layered manner, start-ing with the very basics of character creation. From there,you’ll learn how to playOpen Legend by playing, with eachnew scene adding another layer to the rules. Itmay behelp-ful to print out additional copies of the pages describingcharacter creation for each player, as well as the bane andboon descriptions.Players who are already familiar with the Open Legend

Core Rules - or those who feel ready to learn - can still en-joy A Star Once Fallen. Just ignore the character creationrules presented below and create first level characters us-ing the standard rules.Now grab some Mountain Dew or crack open a cold one.

Prepare to be loosed from the shackles of your ordinary,everyday life into a new and exciting world of fantasy withOpen Legend.

Background

Before the adventure begins - even before the players cre-ate their characters, perhaps - read the following intro-ductory text:

You thought the job would be easy. Hitch a ride on atrading vessel, protect it from pirates, and earn a fewgold and a free trip to the City of Sails. All in a day’swork for an adventurer like yourself. But there’s notmuch your swords and arrows and spells can do againsta typhoon. You don’t remembermuch - the flash of light-ning, the howl of wind, the doomful crack of the mast asit split down the middle - but one memory stands outperfectly in your mind.Traveling aboard the ship was a fortune teller, an old

hag that was great aunt to the captain or somethinglike that. On the night before the typhoon struck, shetold your fortune, and her words are emblazoned in yourmemory:

A star once fallen upon the land,Brings sword and axe and spell at hand.For planted deep like evil seedIt fills heart, soul, and mind with greed.

Shoulders broad and voices tinyCeaseless war of clashing armies.In sleep, the beauty whispers well,But her wormtongue song is ever fell.

A royal staff in hands uprightShall end the long, eternal fight.But try you might, and try you mayThe star will rise another day.

Character Creation

Eachplayerwill control a unique character of their own cre-ation. At their core, characters are defined by their attrib-utes, which represent their physical, mental, social, andsupernatural abilities. Attributes range from 0 to 9, thehigher the better.Whether you want to play a nimble acrobat who darts in

and out of combat with lightning speed, a raging berserkerwho dives into the fray, or a sorceress of ice and necro-mancy who rains death upon her foes from the back lines,your attributes define the epic deeds that you can accom-plish. The Attributes at a Glance tables provide summariesof the type of tasks that each attribute is used for.

1

1 Getting Started

Physical Attributes at a Glance

Agility Dodge attacks, move with stealth,perform acrobatics, shoot a bow,pick a pocket

Fortitude Wear heavy armor, resist poison,shrug off pain, exert yourselfphysically

Might Swing a maul, jump over a chasm,break down a door, wrestle a foe tosubmission

Mental Attributes at a Glance

Learning Recall facts about history, arcanemagic, the natural world, etc.

Logic Solve riddles, decipher a code,improvise a tool, understand theenemy’s strategy, find a loophole

Perception Sense ulterior motives, tracksomeone, catch a gut feeling, spot ahidden foe, find a secret door

Will Maintain your resolve, overcomeadversity, resist torture, stay awakeon watch, stave off insanity

Social Attributes at a Glance

Deception Tell a lie, bluff at cards, disguiseyourself, spread rumors, swindle asucker

Persuasion Negotiate a deal, convincesomeone, haggle a good price, pryinformation

Presence Give a speech, sing a song, inspirean army, exert your force ofpersonality, have luck smile uponyou

Supernatural Attributes at a Glance

Abjuration Protect from damage, breakenchantments, dispel magic, binddemons

Alteration Change shape, alter molecularstructures, transmute one materialinto another

Creation Channeling higher powers forhealing, creation, resurrection,divine might, etc.

Divination Speak telepathically, see the future,detect magic and auras, scry

Energy Create and control the elements -fire, cold, electricity, etc.

Entropy Disintegrate matter, kill with aword, create undead, sicken others

Enchantment Control the minds of others,dominate wills, manipulateemotions

Illusion Create illusory figments, deceivethe senses, cloak with invisibility

Movement Teleport, fly, hasten, slow

Choose AttributesChoose one of the attribute sets listed in the AttributeQuick Builds Table, based on the type of hero you wouldlike to play. On your character sheet, assign each scoreto one of your attributes. Your remaining attributes startwith a score of zero.

Attribute Quick Builds

Specialized Hero

5, 4, 3, 2, 2, 2

Well-rounded Hero

4, 4, 3, 3, 3, 1

Jack of All Trades

3, 3, 3, 3, 2, 2, 2, 2, 1

2

Record Attribute Dice

Record Attribute DiceEvery attribute score above 0 grants you bonus dice to in-crease your chance of success. Consult the Attribute Dicetable for each of your attributes and record the appropriatedice. (You’ll learn what to do with these dice later on.)

Attribute Dice

Attribute Score Attribute Dice

1 1d4

2 1d6

3 1d8

4 1d10

5 2d6

Calculate Defenses and HitPoints

You have three defenses - fortitude, evasion, and resolve -which will protect you from different types of attacks. Cal-culate your defenses using the formulas below and recordthem on your character sheet.

Defenses

Toughness = 10 + Fortitude

Evasion = 10 + Agility

Resolve = 10 + Presence + Will

Your hit points (or HP) are an abstract measure of howwell you can ignore pain, avoid deadly blows, andmaintaina presence on the battlefield in spite of wounds or exhaus-tion. If they reach zero, you fall unconscious and are at riskof death. Calculate yourmaximumhit points using the for-mula below and record them on your character sheet.

Hit Points

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

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

Choose Starting Equipment

From the tables below choose up to one suit of armor andeither three weapons or a two weapons and a shield. Notethat armormay require a certain Fortitude score to use andmay 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-ter sheet.

Melee Weapons

Name Properties

Dagger one-handed, precise, range 25’,swift

Longsword versatile, forceful, precise

Spear two-handed, reach, range 35’,forceful, precise

Quarterstaff two-handed, reach, forceful,precise

Greataxe two-handed, forceful

Battle Axe versatile, forceful

Greatsword two-handed, forceful, precise

Hatchet one-handed, forceful, range 25’,swift

Ranged Weapons

Name Properties

Crossbow two-handed, range 50’, precise

Hand Crossbow one-handed, range 35’, precise,swift

Longbow two-handed, range 100’, precise

Shortbow two-handed, range 50’ precise,swift

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1 Getting Started

Armor & Shields

Name Properties

Small Shield requires fortitude 1, +1 to evasionand toughness

Large Shield requires fortitude 3, +2 to evasionand toughness

Leather Armor +2 to evasion and toughness

Scale Shirt requires fortitude 2, +4 to evasionand toughness

Chain Mail requires fortitude 3, +5 to evasionand toughness, -5’ speed

Scale Mail requires fortitude 4, +6 to evasionand toughness, -5’ speed

Describe Your CharacterOnce everyone has a character, go around the table andtell the group about who you’ll be playing. Are you anoble dwarvenwarrior displaced from your delve by an evildragon? A high elven enchanter travelling the realm insearch of magic to free your love from an ancient curse?A half-angelic priest, fallen from grace and living amongstmortals in hope of atoning for past transgressions?Whatever your attributes say about your character, give

yourself a legendary story worthy of the heroic quest youare about to undertake.

GM Info

GM’S EYES ONLY BEYOND THIS POINTThe rest of this rule book is only meant for the GM,

who will share the rules with the PCs when the timecomes. Players who read on risk spoiling themysteryand 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 Master’s Overview2 Game Master’s OverviewThe paragraphs below provide you a look at the main plotof this adventure and some of their historical origins. Be-coming familiar with these events will help you steer thenarrative of the adventure based on the actions of the PCs.

The Unending Feud

Nearly a century ago, a great meteor fell from the sky andcarved a deep chasm into the center of the island. Follow-ing this cataclysmic starfall, terrible unrest overshadowedthe tiny jungle isle as the once peaceful natives began afeud that has lasted ever since. On one side of the war isthe Wapuny tribe, a race of tree dwelling pygmy lizardfolkwho stand only knee high to the average human and re-produce in great numbers. The other tribe, the Wapungos,are tall, broad-shouldered humanoid warriors, fearless incombat - though far fewer in number than their enemy.The source of the unending war is greed for the star crys-

tals. Deep within the caverns at the center of the island isthe Great Star, a massive meteorite made of an alien pinkgem. As soon as the star fell, the natives beganmining theprecious ore, and not long after they began fighting for it.

The Secret Prison

Unknown to the natives, themeteor is actually a prison forthe Demon Lord Asgaroth, who was banished from a fardistant plane eons ago. The imprisoned demon hurtledthrough the cosmos for millennia until finally crashingdown upon this tiny uncharted island. It is the DemonLord’s evil presence that taints the native hearts withgreed. With every crystal that they chip from the GreatStar, Asgaroth comes one step closer to freedom. For ahundred years, the war between theWapugnos and theWa-punies has allowed neither of the tribes much freedom tomine the star crystals, but a new arrival to the scene prom-ises to change that.

The Broken Heart

About five years ago, a ship crashed upon the shores ofStarfall Island. The lone survivor was a merchant namedEric Thorn, who had been traveling aboard the ship withhis new bride, Asha. The two were just married and seek-ing a new life in a new land. Thorn was heartbroken by theloss of his beloved, and combinedwith beingmarooned, hewas driven mad.It wasn’t long before Asgaroth, deep within the bowels

of the island, sensed Thorn’s agony and began commun-

ing with him. The Demon Lord promised Thorn that hepossessed the power to return Asha to life, if only he werefreed from his crystal prison. Slowly, Asgaroth began gift-ing Thorn with dark powers, and the merchant-turned-necromancer took up residence in the dormant volcanoknown as the Dragon’s Maw. He left his wife buried in thenortheast peninsula, vowing to return and free her fromthe shackles of death. Since then, he has worked tirelesslyon a scheme to free the Demon Lord, and has grown inwickedness and insanity in the process.

The Dream SpeakerThe necromancer’s plan involves eliminating the Wa-punies so that the Wapungos can be free to mine the starcrystals, and thus release Asgaroth. To accomplish thisgoal, he has spent several years infiltrating the Wapungosby appearing to their chief, Bloodfist, in dreams disguisedas the most enchanting female he knows - his wife, Asha.At the dream speaker’s request, and against the will of hispeople, Bloodfist has begun reducing the Wapungo skir-mishes with the Wapunies. Thorn’s hope is that by focus-ing on defense, the Wapungo can bide their time and growin strength while also catching the Wapuny off guard oncethe final stage of his scheme unfolds.

The Undying Army

Once the Wapungo are strong enough and the Wapunyhave sufficiently let down their guard, the necromancerwill then bolster the native forces with an undead legionof his own creation. Thorn alone does not have the powerto raise such an army, but if he can retrieve the Scepter ofKings from the ancient ruins at the southeast of the island,he will be able to complete a ritual to summon the forcesof the undead en masse and then wipe out the Wapunies -allowing the Wapungo free reign to mine the star crystalsand thereby free the Demon Lord Asgaroth.

The ProphecyFive centuries ago, an evil and sorcerous race of snakemen called the Izzaru ruled the island before destroyingthemselves with their own eldritch might. It was they whobuilt the city that now lies in ruins and their line of roy-alty who wielded the Scepter of Kings. The lords of theIzzaru commanded even the power of naturewith theirma-gics, and wielding the scepter, they could call forthmagmafrom the Dragon’s Maw, the volcano which overlooks the

6

How To Run A Star Once Fallen

island. Since the fall of their kingdom, the volcano hadlain inactive, but the Izzaru long had told a prophecy thatstill is whispered by the Wapuny and Wapungo: “When aking lays claim to Starfall Island, theDragonwill spit flameonce again.”

How To Run A Star OnceFallen

A Star Once Fallen is meant to be played as a sandbox ad-venture. The island is populated with plenty of beasts,mysteries, and ne’er-do-wells, and the PCs are meant toexplore the territory and interact with its inhabitants ac-cording to their own motivation.The adventure begins with a set opening scene that will

introduce the party to some of the goings on in Starfall Is-land and provide them with a few possible courses of ac-tion. Following the opening scene, let the players drive thestory using the location and event encounters describedwithin this book.The location encounters, as the name implies, are tied

to a specific location on the islandmap: the native villages,the Great Chasm, the Dragon’s Maw, and so on.The event encounters, on the other hand, can be used

almost anywhere to either indicate to the party that a greatevent has occurred (such as Thorn retrieving the Scepter ofKings) or to reveal important secrets (such as Chief Blood-fist’s dream visions). Use the event encounters to spur thePCs to action.

Potential Outcomes

Players will always surprise the GM, so don’t get dismayedif they take this adventure wildly off the tracks. That beingsaid, there are a few outcomes that are more likely to de-velop in the plot based on how the adventure is arranged.Be prepared for any of the following:

• The PCs side with one of the tribes and lead them tovictory over the other.

• The PCs manage to form peace between the tribes.

• The feud escalates to a final showdown that ends inthe near extinction of both tribes.

• The PCs find a way to escape the island and leave itsinhabitants to their doom.

• The necromancer tricks the PCs into giving him theScepter of Kings.

• The necromancer retrieves the Scepter of Kings be-fore the PCs.

• Asgaroth is freed and let loose upon the world.

The Necromancer’s Scheme

The following checklist tells the likely turn of events if EricThorn’s schemes go unhindered by the party. As the adven-ture unfolds, check off a box whenever the story demandsit, and do something to warn the party of the impendingdoom.

• Chief Bloodfist makes a complete withdrawal of hisoffensive troops.

• The Wapunies begin mining the star crystal in greatquantities.

• Thorn retrieves the Scepter of Kings and begins histhree day ritual, casting the island in cloud andshadow.

• Thorn completes the Ritual of the Dead, summoningforth an army of undead.

• At Asha’s beckoning, Chief Bloodfist launches fullscale war against the Wapunies. Combined withThorn’s army, the force wipes out the tiny lizardfolk.

• The Wapungo mine the star crystal completely, andAsgaroth is loosed upon the world.

Feel free to modify the list or rewrite it according to thestory being told at your table. For example, if the partymanages to convince Bloodfist of Asha’s evil intentions,then Thorn will need to find a new plan for gain access tothe Great Star (perhaps by winning over the Wapunies).

The Necromancer’s Power

The power granted to Thorn by the Demon Lord Asgarothis primarily a power to control and commune with the spir-its of the dead that wander Starfall Island. Specifically,he can make these spirits take material form as shadows.These shadows act as his eyes and ears throughout the is-land, as well as his assassins. The shadows can animatethe bones of the dead and possess the dreams of sleepers.Thorn communicates with them through a scrying poolkept within his volcanic lair.As a demon, Asgaroth is strongly associated with fire,

and he has also bestowed such powers to his servant. SinceThorn took up residence in the Dragon’sMaw, it has begunto breath life again, though that fact is still unapparentto outside observers. Magma churns and bubbles in thedepths of the volcano, waiting for a new king to claim theisland and set it free.For the gamemechanics behind Thorn’s powers, see Loc-

ation H: The Dragon’s Maw.

7

2 Game Master’s Overview

Traveling Around StarfallIsland

The island is approximately 25 miles wide and fairly roughterrain throughout. Traveling from one end to the otherwould take most parties about two and a half days if theyare 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 away to keep every moment relevant to the story. Theseevents are described in the second half of this book, andeach one reveals a little more of the secret behind StarfallIsland.

Escaping Starfall Island

Escaping the island is no easy task. The only shore worthyof launching a vessel is the northeastern one upon whichthe 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 PCtrained in seafaring will recognize that something unnat-ural is at play. The tides are unpredictable, and the reef isdangerous, making any attempt to set sail a fool’s errand.There are two ways to overcome this obstacle. The first

is by sealing the Demon Lord and thus releasing his clutchover the island (see Location H: the Dragon’s Maw). Theother is by winning the aid of the Wapuny shamans, whoare so wise in the ways of weather that they can predictthe tides well enough even to overcome Asgaroth’s trap.Earning the Wapuny trust, however, comes at a great cost,and their chief will not permit the shamans’ assistance forany prize less than the Scepter of Kings.

8

3 Starting the Adventure3 Starting the Adventure

Opening: Mud & Monkeys

To begin the adventure, read or summarize the followingflavor text:

You awaken, one by one, with the gritty taste of sandbetween your teeth and the briny smell of the seain your hair. As you regain your wits and stand toyour feet, you can see the sun setting behind a distantmountain like a golden crown being set atop the headof a regal king. The beach you stand on is litteredwith wreckage, though little appears salvageable - afew of your weapons, some armor, a couple days ra-tions, and maybe a length or two of rope.In a daze, you fall back on your survivalist instincts

and begin gathering what you need while you sur-vey the surrounding land. Verdant jungles, herculeancliffs, and cascading waterfalls decorate this island,whichmight be a tropical paradise if only youweren’tstranded here. Miles off to the south, you barely havetime to spy a great stone wall, as of a city, before thesun finally hides behind the mountains.Just as darkness falls, you hear a panicked cry from

the jungle not far off. The voice is high in pitch, like achild’s, thoughof a foreign tongue. Whatever the lan-guage, the meaning is clear: someone is in trouble.

If the party investigates the jungle about 100 feet away,they discover one of the native Wapunies being attackedby a pack of monkey bats - grotesque man-sized creaturesbearing the body and head of amonkey with bat-like wingsand feet. The agile Wapuny swings from vines and jumpsfrom branches to evade the creatures, but is soon knockedfrom the trees into a muddy pool of quicksand. The mon-key bats are descending for the kill just as the party arrives.

New Rules: Action Rolls & InitiativeThroughout this adventure, you’ll find sections likethis, which describe new rules to add to your game.As the GM, you should learn these rules and helpyour players learn them too. Typically, new rulesare presented as part of an encounter in which thoserules will play an important part.

Action RollsAction rolls are used to determine the outcome of im-portant tasks. They are always tied to one specificattribute.To make an action roll, you roll 1d20 plus any bo-

nus dice granted by your relevant attribute. Any dicethat roll the maximum possible explode, whichmeans you can roll them again and add the new totalto your action roll as well. Continue rerolling dice un-til none of them explode. Add all of the dice togetherto find your total action roll.

Advantage & DisadvantageWhen you make an action roll within a particularlyfavorable situation, you have advantage on the ac-tion roll. For example, in this combat, a characterwho successfully swings from a vine to attack a mon-key bat could gain advantage because of the extramo-mentum behind the attack. When you have advant-age, roll one extra attribute die and remove the lowestattribute die before calculating your total.You have disadvantage when you are acting with

significant hindrance. For example, a character whogets stuck in the quicksand during this battle mighthave disadvantage on attacks until escaping. Whenyou have disadvantage, roll one extra attribute dieand remove the highest attribute die before calculat-ing your total.

Roll for InitiativeWhen combat starts, each PC and each group of en-emies makes an Agility action roll to determine theirturn order. You should roll 1d20 + 1d8 for the mon-key bats, and have each player make an Agility roll aswell. Write all of the totals down in a list fromhighestto lowest. Characters take turns starting with thehighest initiative. Once all combatants have takentheir turns, a new round starts at the top of the initi-ative order.Swift Weapons. Some weapons have the swift

property. Any characters wielding such weapons atthe start of combat gain advantage on their initiativeroll.

9

3 Starting the Adventure

Running the Combat

Whether they want to or not, once the PCs are within sightof the monkey bats, combat ensues. The monkey batsare strong in number, and won’t back down until they nolonger have a chance.To run a combat successfully, you should describe the

scene and give players plenty of opportunities to performheroic deeds. At the start of this combat, the Wapuny iswaist-deep in quicksand with a monkey bat grabbing himby the claws as 5 others circle above, flying or jumpingfrombranch to branch. Jungle vines hang all over the place,ready for swinging adventurers - and there is no short-age of boulders to use for cover or to attack from higherground.Make the combat memorable by taking it to the trees,

the skies, the mud, and all over the place. Divide the partyif possible and put them in tough situations, such as hav-ing to choose between helping an ally swarmed with en-emies or rescuing the Wapuny who just went under.Don’t feel the need to keep running combat until all

of the monkey bats are dead, either. They are cowardlycreatures - so a large show of force or magical powermight easily scare them off, and they’ll definitely flee ifoutnumbered 2 to 1.

New Rules Unlocked: Taking Turns, Dam-age, Banes & BoonsA combatant’s turn consists of one move action andone normal action.Your normal action can be used to make a dam-

aging attack, inflict a bane, or invoke a boon. Altern-atively, you can trade your normal action for an extramove action.

Make a Damaging AttackTo damage a target, make an action roll. If you areusing a weapon with the precise property, use yourAgility for the roll. If yourweapon is forceful, use yourMight. Supernatural attacks use the relevant super-natural attribute (e.g., Energy to shoot a ray of fire).Your attack roll is resisted by a specific defense of

your target, as explained below:• Precise weapons target Evasion

• Forceful weapons target Toughness

• Supernatural melee attacks target Toughness

• Supernatural projectile attacks target EvasionYour total damage dealt equals your attack roll

minus the target’s defense.

Damage is subtracted from the target’s hit points.When HP reach 0, a combatant falls unconscious. Ifan unconscious creature takes damage, it must makea Fortitude action roll greater than or equal to thedamage or else it dies.Two-handed Melee Weapons. If you are using

a weapon with the two-handed property in meleecombat, you have advantage on your attack roll. Aweapon with the versatile property may be used oneor two-handed, and also benefits from this advantagewhen wielded in two hands.Reach Weapons. If you are using a weapon with

the reachproperty, youmay target foes up to 10’ awayfrom you.

Inflict a BaneChoose one bane from the bane list for which youhave the required attribute score. Make an action rollagainst your target’s defense indicated in the banedescription. If you equal or exceed your target’s de-fense, you target suffers the bane.A bane typically remains in effect until the target

resists it using a move action (see below). If a targetfails three resist rolls against a bane, the bane can nolonger be resisted. It persists for an extended dura-tion indicated in the bane description.

Invoke a BoonChoose one boon from the boon list for which youhave the required attribute score. Make an actionroll against the Challenge Rating equal to 10 + twicethe boon’s power level. If your roll equals or exceedsthe CR, designate an ally (or yourself) to receive theboon.Boons typically remain in effect until you cease

sustaining them. Youmay only sustain one boon at atime. If you invoke a boon while you are already sus-taining one, the old boon is immediately dispelled.

Move ActionsYou can use your move action to move up to yourmaximum speed (30 feet formost PCs). Alternativelyyou can use your move action to resist any banesfromwhich you are suffering. Roll 1d20 for each baneaffecting you. On a 10 or higher, the bane is removed.

10

Adjusting Difficulty

Monkey Bats (6) 35’ speed, flying, climbing

Hit Points: 5 Agility 3 (1d8)

Fortitude 1 (1d4)

DEFENSES Might 2 (1d6)

Toughness: 12 Perception 2 (1d6)

Evasion: 14

Resolve: 10 FAVORED ATTACKS

Claws: Might vs. Toughness,damaging attack

Push: Might vs. Toughness,inflicts knockdown bane

Grapple: Might vs. Toughness,inflicts immobile bane

Adjusting Difficulty

For parties smaller than 5 PCs, reduce the number of mon-key bats so that there is one more monster than PCs. Forlarge groups, add 3 hit points to the monkey bats’ max-imum for each PC beyond the fifth.

AftermathIf the party is successful in rescuing the Wapuny, he willbe most grateful. His name is Grik, and he will attempt toconvince the party to return to his village with him to bethanked properly.Following the battle is also a good time to show the party

the map of Starfall Island to help them determine theirnext course of action.

NewRules Unlocked: Healing At the end ofcombat, characters who are conscious and take atleast ten minutes to rest will regain all of their hitpoints. Unconscious characters (those at zero hitpoints) require more time to recuperate, regainingconsciousness and all their hit points in 2d4 hours. Ifan unconscious character receives any healing (suchas from the heal boon), he immediately regains con-sciousness.

Roleplaying Grik

Because theWapuny 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 asyou and your players enjoy.

Use a high pitch, fast, and squeaky voice to speak forGrik- but because he uses an unknown language, speak in gib-berish. Use hand gestures, or even drawings, to commu-nicate with the players. Make this encounter come to lifeby imagining that you really have no idea what the PCs aresaying. Enjoy the challenge of Grik attempting to commu-nicate both his own name and the name of his people, theWapuny. Keep this going for as long as it’s fun, and keepin mind that Grik’s main goal is to express his thanks andbring the party back to his village.

New Rules Unlocked: Every Roll MattersAction rolls aren’t just used for combat, but for anyimportant action that will drive the story. For thisreason, the every roll matters rule dictates that anyroll made by players (not the GM) should be morethan a simple pass/fail check.Most action rolls have a Challenge Rating (CR) to

indicate the level of difficulty. When a player’s rollmeets or exceeds the CR, then the player succeeds. Ifa player gets lower than the CR, then the GM choosesto either allow the player to succeed with a twist or tofail, but the story progresses.For example, after interactingwith Grik for a while,

one PC might decide to make a Logic roll to under-stand the Wapuny language. The CR for this task is20. If a player gets a 20 on her roll, she can commu-nicate with theWapuny normally. If she fails the roll,you get to decide what happens.If you choose for the character to succeed with a

twist, this couldmean that you will only speak to herwith very simple words and sentences. If you chooseto have the PC fail, but the story progresses, thiscould mean that you continue to speak in gibberishbut tell the player that if she spends at least 48 hoursinteracting with theWapuny, then she will be able tounderstand the language on a very simple level.In a nutshell, every roll mattersmeans that dice are

neverwasted inOpenLegend. Players should only rollwhen the story demands it, and the outcome shoulddrive the story forward in one way or another.

What’s Next?

If the party chooses to travel with Grik, then you can pro-ceed to the Tree Town Location Encounter. Otherwise, al-low the PCs to dictate their course of action and use theevents and encounters throughout the rest of this book toguide you.

11

4 Locations4 Locations

Location A: Tree Town

This encounter takes place at the main village of the Wa-puny tribe. They call it Glib Nab, which translates to TreeTown. In this encounter, the PCs may learn of the warbetween the two tribes, the curse of the Big Head, and theScepter of Kings.

As you cut your way through the thick overgrowth ofthe jungle, you come upon a buzz of activity in thetrees. It appears that a small village of bridges, ziplines,and ladders has been constructed in the trees. Tinylizard men - no taller than your knee - crawl, swing,and climb through the branches, transporting water,keeping watch, and performing all manner of mundanedeeds.

Typical Interactions

The items below list important interactions that are likelyto happen between the PCs and the Wapuny.

Chief Bik’Bik

Chief Bik’Bik 25’ speed, climbing

Hit Points: 20 Agility 5 (2d6)

Fortitude 3 (1d8)

DEFENSES Might 3 (1d8)

Toughness: 14 Perception 3 (1d8)

Evasion: 16 Perception 3 (1d8)

Resolve: 18 Will 4 (1d10)

Persuasion 3 (1d8)

Presence 4 (1d10)

FAVORED ATTACKS

Blowgun (range 30’): Agilityvs. Evasion, damaging attack Iftarget takes at least one damage,also inflicts slow.

Wooden spear: Mightvs. Toughness, damaging attack

The Wapuny chief is a tall(er) warrior named Bik’Bik (orBig Big, so named for his massive 2’3” stature). He wears

a fancy hat crafted from the fur and flesh of a monkey bat,and he frequently tosses the tail from one shoulder to thenext in a grand gesture (This is to constantly remind hispeople

of the monkey bat he once slew in single combat). Healso wields a long stick topped with a roughly cut pink starcrystal. His kingly rod doubles as a blowgun (the favoredweapon of his people), and he raises it high whenever heneeds the silence or attention of his subjects.Bik’Bik’s reaction to the party depends entirely upon

their first impression. If they come after having rescuedGrik, he will be impressed with their power and seek tomake allies of them against the Wapungo. As thanks foraiding one of his subjects, Bik’Bik will even reward theparty with a vial of Slug Juice, the Wapuny’s signaturepoison (and the only reason they stand a chance againstthe Wapungo).

Slug JuiceThis Wapuny poison isn’t actually made from slugs,but a rare flower found in the deep parts of the jungle.The name comes from the effect of the poison: a de-bilitating sluggishness.Aweapon coatedwith a dose of Slug Juice automat-

ically applies the slow bane to the first target it hitsfor at least one point of damage.A vial of slug juice contains 3 doses.

The War with No Beginning

The party may learn of the War with No Beginning, as theWapuny call their conflict with the Wapungo on accountof no one remembering when the war started. The Wa-puny claim that they have proper rights to the Great Starbecause it fell on their capital city in ages past. The beau-tiful crystals are a just payment for the lives taken, and theheavens have obviously gifted the precious star to them fora reason.

The Curse of the Big Head

If the PCs befriend the Wapuny, the lizard folk will warnthe party of the Big Head that guards the north east penin-sula. They say that the massive demonic statuary spranginto existence about five years ago. None of them havedared to go near it, but any who have travelled beyond theBig Head have never returned.

12

Location B: Ancient Ruins

The Dragon’s Maw

An old, stooped-over Wapuny wearing shamanic garb willshare with the party the ancient prophecy about thisdormant volcano: “When a king lays claim to Starfall Is-land, the Dragon will spit flame once again.”

The Scepter of Kings

The Wapuny can also tell the party of the ancient city tothe east. They call it Bik Nab (or Big Town). They say thatthe city is even older than theWar with No Beginning, andthat it once belonged to gods who walked the earth. Thewall on the outside is carved with images that tell a storyof a great staff known as the Scepter of Kings. Any thatwield this staff will be have great power in commandingtheir people.Chief Bik’Bik believes that if he possessed the scepter,

he could lead his people to wipe out the evil Wapungosonce and for all. However, the Wapunies do not dare enterwithin the walls of Bik Nab, for legend tells that it is stillhome to the gods who created this island and its people,and that any of their creatures who lay eyes upon the godswill be struck stone for all eternity. For this reason, thechief will ask the PCs to retrieve the Scepter for him. Ifhe knows they are looking for a way off the island, he willpromise the assistance of his shamans, who know the waysof the winds and will be able to predict a good hour forthem to set sail (assuming they acquire a ship somehow).

Location B: Ancient Ruins

The ancient ruins that lie at the southeast of the island areknown as Bik Nab to the locals, translating as Big Town.The city that once stood here is five hundred years old andbelonged to a race of serpentine warlocks called the Izzaruwho used the island as a sort of magical laboratory, exper-imenting on the local natives and wildlife. It is for thisreason that theWapunies andWapungos believe this to bea city of their creators - for in a way it is. Through arcaneexperiments, the Izzaru gave lizards intelligence, thus cre-ating the Wapuny, who became their house slaves. Andthrough selective breeding of humans, the warlocks cre-ated theWapungos to serve as laborers. The Izzaru are alsoresponsible for the monkey bats and other strange mon-strosities found throughout Starfall Island.The Izzaru fell to destruction due to infighting. Two

leaders vied for kingship, lineswere drawn in the sand, anda great battle of sorcery left the city in ruins.

Amassive and ancient stonewall stands before you, bar-ring entry to what can only be a city lying within. Thewall stretches for miles, and at its center is a pair ofheavy stone doors, sealed shut. Whatever ingeniousmechanics or force of magic allows such doors to swingis beyond your knowledge.

The wall is carved from head to toe with pictogramsthat tell many stories. Large serpentine humans - manon top with snake-like bodies - are depicted performingepic deeds of sorcery. They cause the sun to rise and fall,jungles to grow, and tides to turn. The serpent creaturesalso rule over two other races. One is human yet uni-formly large in stature. From what you can tell, thesepoor brutes are slave laborers to the sorcerous snakes.The other, short lizards who walk upright, are shownserving around the great halls and houses of the snake-men.One scene that is depicted quite frequently involves

a serpent man regally cloaked and crowned in jewels.He stands atop a massive ziggurat and wields a greatscepter that bears the head of a cobra. The cobra’s eyesare carved inlets wherever this scene appears, as thoughthe city wall was once bedecked with gems - though theyhave long since been pilfered. Standing before the snakeking are his subjects, who gaze upon their leader withfervor and loyalty.

Forcing the door open is almost impossible, requiring acharacter of at least Might 5 to make an action roll againsta Challenge Rating of 25, or similar results with a differ-ent attribute combined with a good story. The most likelymeans of entrance is to scale the wall. If the party can ac-quire rope and grappling hooks (perhaps from the wreck-age), the climb will be easy enough for them. A charac-ter attempting to scale the wall without rope will need tosucceed at a Might check, CR 15 (remember that every rollmatters).Once inside the walls (or on top of them) the party can

make out a vast city lying in ruins. Buildings are crumbledand inner walls toppled. A few pillars still stand tall, sup-porting nothing but the open sky. At the far south, severalmiles away, the PCs can spot a ziggurat of some sort thatstill stands in tact, though it is separated from the rest ofthe city by a rope bridge.

Navigating the Ruins

As the party makes their way through the ruins of Bik Nab,they become the prey of the only survivor of the cataclysm:a golem made of stone who once served as guardian to apowerful sorcerer. Since the fall of the Izzaru, the golemhas sat dormant. Alerted by the party’s presence, he re-verts to his master’s last orders: “Crush anyone you see!”The golem lies amidst the rubble, almost completely un-

recognizable. The party will pass by it a little over halfwaythrough the the city as they trek towards the ziggurat.Choose one character to make a Perception roll, CR 15.This could be the PC with the keenest senses, the one atthe front of the marching order, or the player who specific-ally mentions that he is keeping a wary eye. If the PC suc-ceeds at the roll, he notices the rubble moving from about100 feet away.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-haps the PC wanders from the rest of the party and noticesthe golem when he is already standing on top of it.Read the following description when the golem finally

rears its ugly head:

Unfolding itself before you from the rubble is a co-lossal giant made of stone. It blended in almost per-fectly with the ruins of this once great city, but now itis hidden no longer. Towering some twenty feet high,the massive collection of boulders moves with unex-pected ease. Set in its carved forehead is a large gem,glowing with a crimson magical light. The brute’seyes are sharp fires of the same color, and they glareat you with malice as the golem lets out a shout ofwar that shakes the citywalls. He stoops over slightly,picks up a boulder three times the size of the largestof you, and crushes it to dust in his bare hands.

Fight or Flight

The golemwill not stop until the party is crushed to a pulp.He stands 20 feet tall and is as hard to bring down as a citywall. If the party chooses to fight, their one chance lies inremoving the golem’s control gem, which rests in the cen-ter of his head. Reaching the gem might require some in-genuity on the players’ part. If they can manage, though,they can attempt to either remove the gem or destroy it.Destroying the gem requires 10 points of damage from aweapon with the forceful property or another attack thattargets toughness and could realistically damage a gem.The gem’s toughness is 15. Removing the gem requires anAgility test against CR 20.

Stone Golem 40’ speed

Hit Points: 50 Agility 3 (1d8)

Fortitude 7 (2d10)

DEFENSES Might 6 (2d8)

Toughness: 24 Perception 3 (1d8)

Evasion: 20

Resolve: 15 FAVORED ATTACKS

Special:Attacks frompreciseweapons dealhalf damage tostone golem.

Slam: Might vs. Toughness,damaging attack If attack deals 1+damage, it also inflicts forced move15’

Hurl Rock (range 45’): Agilityvs. Evasion, damaging attack Ifattacks deals 1+ damage, it alsoinflicts knockdown

If the party chooses to fly, an epic chase scene ensues.Use the rubble of the city to provide an exciting backdropfor the chase. Describe the characters being divided on op-posite sides of a wall, running atop a fallen column, leap-ing from one crumbling roof to the next, and finding mo-ments to hide momentarily. Narrate the golem punchingthrough walls, lifting buildings, and hurling pillars.Don’t feel the need to break the chase scene down into

increments of 30’ of movement. Rather than thinking ofthe scene in terms of rounds, break it into “cuts”, like in amovie. The camera cuts from one action-packed momentto the next. Instead of rolling initiative and taking turns,describe the setting, tell the party what the golem is do-ing, and let them react. When appropriate, let them makeaction rolls, but remember that every roll matters.The perfect place to end the chase scene is at the rope

bridge to the south, where the golem is too heavy to pur-sue. The party is already more than half way through thecity, so turning back would be a long run. And scaling thewalls to escape will be almost impossible while the golemis still giving chase.

The Ziggurat of Kings

Standing atop an isolated plateau to the south of the cityis the Ziggurat of Kings, once the Temple and Throne toIzzaru Royalty. There are two primary ways by which thePCsmight approach the ziggurat, either by the rope bridgeleading from the city or by scaling the cliff.Scaling the cliff is arduous and difficult. With proper

equipment, it takes about four hours and requires a Mightroll, CR 15. Characters who fail this roll might suffer onelevel of the Fatigue bane, and become physically shaken,unable to complete the climb and forced to take the bridgeor rest and try again.

Arachnid Attack

Whether the party chooses to cross the bridge or scale themountain, they will be attacked by a pack of giant arach-nids specially bred by the Izzaru for defense of this plateau.The creatures are spider-like, but have bony protrusionsextending from their front legs which serve as blades incombat.Whether this fight happens on the cliffs or the bridge,

make it epic by capitalizing on the arachnids’ adept climb-ing ability. They crawl beneath the bridge or along thecliff face to outmaneuver foes. You can also make use ofthe knockdown bane in order to create moments of ten-sion. If a spider succeeds at a knockdown attack, the tar-geted player is now hanging from the cliff or rope bridge.A subsequent knockdown attack would send themhurtlingto their doom (so use with restraint).

14

Location B: Ancient Ruins

TwistedArachnids (4)

30’ speed, climbing

Hit Points: 10 Agility 4 (1d10)

Fortitude 3 (1d8)

DEFENSES Might 3 (1d8)

Toughness: 13 Perception 2 (1d6)

Evasion: 14

Resolve: 12 FAVORED ATTACKS

Blades: Agility vs. Evasion,damaging attack

Fangs: Might vs. Toughness,damaging attack

Poison: If the fang attack deals atleast 5 damage, the target alsosuffers the stun bane.

Trip: Might vs. Toughness, inflictknockdown.

Adjusting Difficulty

For parties smaller than five, adjust the number of arach-nids so that there is one less than the number of PCs. Forvery large parties, do not use more than 6 arachnids, in-stead increasing their maximum hit points by 3 for eachadditional PC beyond the 7th.

NewRulesUnlocked: Multi-targetingandComplete Advantage/DisadvantageThese rules are best introduced to your players dur-ing their second combat involvingmore than one foe.The arachnid combat is a perfect example of whenplayers could make use of multi-targeting.

Advantage & DisadvantageIf multiple circumstances are affecting a charactertrying to make an action roll, or if the situation is ex-ceptionally modified by outside forces, an action canaccrue multiple levels of advantage or disadvantage.This is expressed by a number, such as advantage 2or disadvantage 3.When making a roll with advantage or disadvant-

age, you roll an extra number of attribute dice equalto the advantage or disadvantage level. If the actionhas advantage, you then remove the lowest X dice,in which X is the advantage level. If the action hasdisadvantage, you remove the highest X dice.

Multi-targetingWhen you make a damaging attack, inflict a bane, orinvoke a boon, you may choose to target more thanone foe at the cost of suffering disadvantage, as ex-plained below.For melee attacks, you may attack as many foes

of your choice that are within your reach. You sufferdisadvantage equal to the number of targets.For ranged attacks, you may target up to 5 foes

who are within 25’ of each other. You suffer disad-vantage equal to the number of targets.For area attacks (such as a fireball), designate the

length of the square you would like to target. Foreach 5’ of length, you suffer one level of disadvant-age (10’ square = disadvantage 2, 15’ square = disad-vantage 3, etc.)Note also that area attacks target your foe’s Tough-

ness.

An Ancient Curse

As the party approaches the Ziggurat of Kings read the fol-lowing:

The structure standing before you is formed in threelevels, each reaching about 20’ in height and composedof countless blocks of stone. A long staircase extendsup one side of the ziggurat to the highest level, whichappears to form a small building. Decorating the stair-case and the surrounding levels of the temple are dozensupon dozens of lifelike statues. They all take the form ofsome type of humanoid creature: some are short pygmylizards, others tall and strong humans, and still othersare snakefolk, with the top form of a human and longsnake bodies from the waist down. All of the statuesshare a common trait: they are posed with looks andpostures of terror.A single stone door bars entrance to the building at

the top of the stairs. Engraved upon it are more picto-grams like those on the city wall. In these scenes, how-ever, you see the serpentine staff being held before a tallmountain spewing with smoke and fire.

The door is heavy and stuck with age, but it doesn’t re-quire exceptional strength to open, just a good dose of el-bow grease. It is, however, trapped. A character inspect-ing the door for traps or other oddities can make a Percep-tion roll, CR 15, to notice that above the door is a secretcompartment which is meant to spill something upon in-truders when the door is opened. With this knowledge,PCs can attempt opening the door fromadistance, perhapswith a fastened rope or telekinesis if anyone is trained inthe Movement attribute.

15

4 Locations

Upon opening the door, a mass of rocks pours downupon 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 +1d8) against the targets’ Evasion defense. All damage dealtby the trap is lethal damage.

New Rule Unlocked: Lethal DamageWhenever you roll a natural 20 on the d20 usedin a damaging attack roll, your attack inflicts somelethal damage. The amount of lethal damage isequal to the total of subsequent d20 rolls for thatattack (i.e., the d20 explosion total). Other attacksources, such as traps, can also inflict lethal damagewithout rolling a natural 20.A creature’s maximum hit points are reduced by

the amount of lethal damage it suffers.Lethal damage is more difficult to heal then reg-

ular damage, healing at a rate of 1 hit point perday per Fortitude attribute point (minimum of 1 hitpoint). With the full-time attendance of a capablehealer, any number of characters who are locatedin the same area and avoid strenuous activity healat an additional rate equal to their attendant’s Cre-ation, Presence, or Learning score. Multiple attend-ants do not cumulatively improve this acceleratedhealing rate (the bonus is simply equal to the highestscore among attendants). For example, a warriorwith Fortitude 4 heals 4 lethal damage per day on hisown. With the assistance of a physician with a learn-ing score of 8, the same warrior would heal at a rateof 12 lethal damage per day.

Upon entering the Ziggurat chamber, read the following.

A smell of dust and death overcomes your senses asyou enter the shadowy chamber. This place is ancient,and you soon discover that it has long been someone’stomb. The area within is small, perhaps about twentyfeet square, and it forms two chambers.Just within the doorway is a small foyer, where the

path is flanked by large alcoves shelved with all man-ner of royal and priestly sundries - decaying robes, rus-ted holy symbols, jarred components for arcane rituals.Deeper within, you cannot make out much from themin-imal amount of light seeping into the ziggurat, but youcan see that second room holds a throne with a cloakedfigure sitting quietly upon it. Resting in the figure’s armsis something that reflects rays of faint purple light, andlying at the foot of the throne are the skeletal remainsof some sort of humanoid creature.

Investigating further, the party discovers the skeletal re-mains are those of one of the Izzaru, with a human form ontop and a great coiling snakes tail from the waist down. A

dagger, unblemished by time, is lodged in the creature’sspine.Now that the party has a better view, they see that the

figure resting on the throne is dead, though far less de-composed than would be expected. It is another Izzaru,dressed in priestly robes, and still bearing flesh, which isstretched thin and decayed. In its arms is the Scepter ofKings, a short, golden rod with the head of a cobra bearingeyes of violet gems.Before the party has time to speculate as to whether or

not this creature is undead, it speaks.

The High Priest’s Final Hope

Five hundred years ago, as the great battle of sorcery sweptthroughout the city, and eldritch spells of nuclear propor-tion were being woven by the power-hungry Izzaru war-locks, the high priest Serathikis foresaw the city’s impend-ing doom. In a last attempt to save his people, he usheredthe king, Taalssix the Thirteenth, into the ziggurat inguise of attempting to protect him. With the king’s guarddown, the high priest stabbed him from behind, offeringTaalssix’s royal blood to his dark god in a desperate at-tempt to gain some form of divine intervention to save hisrace.Unfortunately, his god was not pleased with Serathikis’s

offering. The serpent god intervened, for certain, but notto save the city. In a showing of great rage he cursed thehigh priest, saying that it was betrayal that had doomedthe Izzaru in the first place, and that another act of be-trayal could not save them. Serathikis has been cursed forfive hundred years to sit in this throne room and guard theScepter of Kings in atonement for turning traitor on royalblood. His spirit will only be free once the Scepter has lefthis hands.

Roleplaying Serathikis

The first words out of the high priest’s mouth are “For longhave I awaited thee, who seek the Scepter of Kings. Askme but three questions, and then the staff shall be yours,though when my spirit departs, your trial will begin.”From there, converse with the PCs as Serathikis. He is

a snake man, so speak with long hisses and drawling whis-pers. Keep in mind also that he has sat in the same placefor five centuries - so he is quite mad.His curse requires him to answer three questions hon-

estly of anywho ask, and then relinquish the scepter peace-fully, at which point his spirit departs this world and hisbody slumps limply to the ground.Serathikis retains only the knowledge he had in life, so

he can tell the party nothing of the goings on in the islandtoday. He does not know of the starfall or the necroman-cer. Nor is he permitted to say anything of the trial thathe mentioned. He can tell of his people, how they fell, hiscurse, the origin of the Wapuny and Wapungo.

16

Location B: Ancient Ruins

New Rules Unlocked: Minor Actions, BossActions, and Exceptional Success

Minor ActionsIn addition to one normal action and one movementaction, combatants are also allowed any number ofminor actions, which include tasks such as drawinga weapon, sheathing a weapon, sustaining a boon,making a Learning roll to recall useful information,and making an opportunity attack. You may nottake the same type of minor action more thanonce in any round.

Sustain a BoonIf you have a boon in effect and do not sustain it, theboon ends when your turn is over. Because sustain-ing a boon is a minor action, you can normally onlysustain one boon at a time.

Opportunity AttacksAn opportunity attack is a special kind of minor ac-tion because it does not take place during your turn.If you are wielding a melee weapon, and an enemymoves from a space within your reach to a space thatis not within your reach, you may make a free attackagainst the enemy. (Note that, as aminor action, youmay only make one opportunity attack per round).

Boss ActionsSome monsters or villains are so formidable in com-bat that they are able to take multiple actionsthroughout the round, thereby proving challengingenough to take on an entire party alone. These “bossmonsters” gain access to a certain number of boss ac-tions.If a monster has boss actions, make an extra num-

ber of initiative rolls for each boss action. When ar-ranging the initiative order, there must be at leastone PC between each of the boss’s turns. If neces-sary, move the “boss action” turns lower in the orderto accommodate this requirement.During combat, the highest initiative count indic-

ates the boss’s normal turn, during which it gets theusual allotment of normal, move, and minor actions.Each of the boss’s lower counts in the initiative areboss actions, which allow the boss to make one nor-mal action.

Exceptional SuccessWhen you make a damaging attack and roll excep-tionally well, you may also be able to inflict a banefor free.

If your attack roll exceeds the target’s defense by10 or more, you may apply one bane of a Power Levelless than or equal to the attribute you used for theattack. In order to apply a bane, your attack roll mustequal or exceed the appropriate defense for that bane.If your attack targeted multiple foes, you may applythe bane to each qualifying target.

The Trial of Kings

Those who would wield the Scepter of Kings must provetheir royal blood. An interesting fact about the royal blood-line of the Izzaru is that they are completely immune topetrification, and so the test devised by this people in-volves staring into the eyes of a basilisk. As soon as theparty obtains the scepter, the basilisk, which hibernatesin a secret lair in the roof of the ziggurat, slithers out andsecretly enters through the door to attack the party.The basilisk is a serpentine creature about 30’ in length.

In combat, it strikes quickly, targeting slow, unarmoredfoes with its fang attacks, attempting to poison as manyas possible. If anyone is affected by its gaze attack, the ba-silisk will ignore them in favor of more threatening foes.The the basilisk can use its mind dredge ability for freeon one target each round, allowing it to read their mindsif successful. It will use this ability to learn the party’sstrategy and react accordingly.The basilisk is magically bound to the ziggurat, and it

will not pursue enemies beyond the bottom step.

Adjusting Difficulty

For groups smaller than 5, the basilisk does not receive anyboss actions. For groups larger than 5, the basilisk receives10 extra hit points per extra PC. If the group consists of 8or more PCs, the basilisk has 2 boss actions instead of 1.

Aftermath

If the characters are successful in retrieving the Scepter ofKings, the next step for them is to decide what to do withit. The necromancer, Thorn, has kept close watch on theruined city using divination, and he will soon learn of theparty’s exploits. If you have not used it yet, during the nexttime the PCs make camp, you can run the event encounterThe Dream Speaker, in which Asha appears to one of theparty members.

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Basilisk 30’ speed, climbing

Hit Points: 30 Agility 5 (2d6)

Fortitude 3 (1d8)

DEFENSES Might 4 (1d10)

Toughness: 16 Perception 3 (1d8)

Evasion: 17 Will 4 (1d10)

Resolve: 16 Presence 2 (1d6)

FAVORED ATTACKS

BOSS Enchantment 5 (2d6)

The basiliskgets one extraboss actioneach round.

Divination 4 (1d10)

Mind Dredge (minor action):Divination vs. Resolve, inflictsmind dredge bane

Fang Strike: Agility vs. Evasion(targets 2 foes), damaging attack Atarget suffering at least 1 damagesuffers the persistent damage bane

Petrification Gaze: Enchantmentvs. Resolve, inflicts incapacitatedbane. Note: Unlike the standardincapacitated bane, the basilisk’sgaze has a duration of resist ends(fail x 3 = permanent).

Special: At any point in combat,the basilisk can use its gaze attackagainst any character that is notaverting its eyes. This attack is freeand does not require the basilisk tospend an action. A combatant cannot be targeted by a gaze more thanonce in any round. Characters whoare averting their eyes incur theblinded bane.

Betrayal (dagger)The dagger which the high priest used to murder his kinghas become imbued with magical power as a result of thetwisted nature of its history. It is named Betrayal and pos-sesses the following traits: - A character possessing Be-trayal gains advantage 1 on all Deception rolls. - Whenused to attack an unaware target from behind, Betrayalgrants advantage 2 on the attack roll.

Scepter of KingsThis kingly rod is crafted of gold and bears the shape ofa cobra with purple gems set in its eyes. The scepter hadbeen passed from one Izzaru king to the next as ameans of

ensuring the strength of the royal bloodline at defendingthe throne. It is heavily imbued with ancient magics andgrants the wielder the following powers:

• The wielder gains advantage 2 on all presence andpersuasion rolls.

• The wielder chooses one attribute that is primaryto his power and ability (a warrior would likelychoose Might, for example, and a necromancer En-tropy). Whenever making action tests using thechosen attribute, the wielder’s attribute dice explodewhenever they roll maximum and whenever they rolla 1.

• If the wielder leads a force in combat, the entire force(even an entire army) is inspired and gains advantage1 on all attack rolls.

The scepter’s power to inspire allies is why it will turnthe tide of the war between the Wapungo and the Wapuny.For a hundred years, the two forces have remained relat-ively equal. With the scepter on either side, the other willfall quickly if not empowered by some other source.The Prophecy of the Dragon The Scepter of Kings is

also the answer to an ancient prophecy passed down fromthe days of the ruin of the city - a prophecy that Wapungoand Wapuny alike still repeat: “When a king lays claim toStarfall Island, the Dragon will spit flame once again.”This scepter possesses the power to summon lava from

the Dragon’s Maw, though the wielder does not know this.However, after owning the staff for a few hours, thewielderwill begin to feel an unending urge to visit the volcano. Formore on the role of the Scepter of Kings in awakening thevolcano, see Location H: The Dragon’s Maw.

NewRulesUnlocked: LevelingUp After theparty’s first major success, you can allow them tolevel up and gain access to feats, special abilitieswhich help define their character. Retrieving thescepter of kings is one goodmilestoneworthy of gain-ing a level, though others may occur first dependingon the decisions your playersmake. You should allowplayers to level up twice during this adventure.

New Attribute Points Upon leveling up, yougain 9 new attribute points to spend. You can usethese to increase your current attributes or buy com-pletely new ones. The maximum attribute score youcan reach in this adventure is 5. You do not have touse all of your attribute points at once, and any re-maining attribute points can be saved for use at fu-ture levels.The cost to increase an attribute is equal to the new

score. So, for example, to raise your Might from 3 to4 would cost 4 attribute points. Youmust make theseincreases one step at a time, so to raise a score from

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Location C: The Big Head

0 to 2 would cost 3 attribute points total.

New Hit Points In Open Legend, attributes arethe means by which your hit points increase. If youwant your character to be able to take more hits, in-crease your Fortitude, Presence, or Will attributes.As outlined in the default hit point formula, you’llgain 2 hit points each time you raise one of those at-tributes by one.

New Feats Feats unlock new abilities for charac-ters or empower their current ones. Upon gaining ac-cess to feats in this adventure, each playermay selecttwo feats from the feat list at the end of this book.When the PCs reach 3rd level, they may choose oneadditional feat.

Location C: The Big Head

When the party approaches the Big Head (as the Wapunycall it) that lies northeast of the ruined city, read the fol-lowing flavor text:

In the distance, you can make out what looks to be alarge statue of a head standing ominously on the shore.As you approach closer, it is clear that the statue is notcarved of stone at all, but constructed of all manner ofbones. Sharp brows, curved horns, and sinister eyes re-veal that this ungodly work of art was made not in theimage of man, but of a demon.

Five years ago, after Thorn had made his pact with As-garoth, he needed to leave his wife’s burial ground at theedge of the peninsula in order to take up residence in theDragon’s Maw. But he couldn’t bear the thought of anynatives or creatures desecrating Asha’s remains, and so heused his twistedmagics to hunt downwildlife and craft thislikeness of Asgaroth from their bones. He eradicated all ofthe faunawithin a halfmile of the statue, and those that hedid not use in his sculpture, he scattered in the narrow re-gion of the northeast peninsula, cursing them to guard hiswife. Even today, the area surrounding the head is eerilydevoid of animal life. Not even a cricket chirps.Over the years, as more and more of the inhabitants of

Starfall Island met their demise to Thorn’s undead min-ions on the peninsula, the head became a landmark forman and beast alike to avoid the area.Inspecting the statue doesn’t reveal anything of partic-

ular note to the party. This scene serves mainly to fore-shadow different aspects of the adventure.

Location D: Asha’s Grave

The far shore of the northeast peninsula was the site ofThorn’s shipwreck, and that is where he buried his wife,vowing to return one day with the power to raise her fromthe dead. Before the party can reach the site, though, theymust overcome the necromancer’s undead guardians.

A Fell Wind

As the party travels through the narrowest region of thepeninsula, read the following:

The peninsula narrows here to about 300 feet wide. Thesound of flanking waves slowly crashing on the shorecombines with the light breeze whispering across yourface to almost soothe the nerves that are still on edgefrom the sight of that ghastly demonic statue. Thebreeze picks up though, at first just a strong wind andthen a gale of hurricane strength. The squall is briefbut powerful, kicking sand into the air like a child shak-ing a snow globe. For a moment, you are completelyblinded, and then the wind calms. When you regainyour sight, the landscape has transformed. The surfacelevel of the sand having been disturbed,you can see theground littered in all directions with bones. And theymove.

For about 150 feet in all directions, the party is surroun-ded by animal bones that animate into all manner of sinis-ter shapes. Some look like monkeys, some parrots, otherspanthers, and still others take the form of demonic beastsunknown to this world.At the start of combat, there are two undead guardians

for eachPC.At the endof every round, another one for eachPC will take form and join the fray. They will continue toform until a total equal to the party size times 6 is reached.If the party leaves the 150’ radius circle of bones, the ex-isting skeletons will pursue them, but new guardians willcease to form.

SkeletalGuardians

30’ speed

Hit Points: 1 Agility 1 (1d6)

Fortitude 1 (1d4)

DEFENSES Might 1 (1d4)

Toughness: 11 Perception 1 (1d4)

Evasion: 11 Entropy: 3 (1d8)

Resolve: 10 FAVORED ATTACKS

Claws, bite, etc: Mightvs. Toughness, damaging attack

Horde Intimidation: Entropyvs. Resolve = demoralized bane

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The Burial Site

With the skeletons taken care of or evaded, the party canaccess the end of the peninsula:

Upon reaching the tip of the peninsula you immediatelylearn that you are not the first unfortunate souls tohave been marooned on this accursed island. Scatteredabout a small patch of shore is the evidence of anothershipwreck. Broken crates and barrels litter the sand,and one large chunk of the ship’s helm reveals that itwas a vessel of moderate size.

Of particular note is what appears to be a small burialmound erected far from the water. A mound of stones,piled low in the shape of a grave, is ornamented with asmall bunch of jungle flowers, relatively fresh. Carvedon a piece of flotsam used as a grave marker is a singlename: Asha. According to the dating, Asha died at theyoung age of 23 sometime five years ago.Beside the flowers, weighed down by a large stone, is

a small wooden box.

If the players open the box, they find within a foldedpiece of parchment and a simple golden ring. Unfoldingthe parchment, they discover the following note:

My beloved Asha,I leave you now with a heavy heart, but hopeful.

When I discovered you amidst the wreckage, I was crest-fallen, and oft considered abandoning this earthly coilto be with you again - better than rotting with whateversavage beasts infest this vile island. But I will not for-sakemy vow to you. When I knelt before you and slippedthis ring upon your finger, I promised you a new life ina new land - and you shall have it.My nights have been sleepless since losing you, and

in the dark hours of the night, I have discovered thatgreat power lies within this damnable island, waiting tobe tapped. I leave you now in search of this power.I leave your ring here, lest you lose it in your sleep.

One day, I shall return to kneel before you once againand place it upon your finger, and we shall have our newlife.Your faithful husband, Eric

Asha’s Ring Anyone attempting to put Asha’s weddingband on will discover that it resizes to fit their finger. How-ever, it cannot be removed unless the wearer or Eric Thornis killed. The ring grants some power but also bears a curse.

• A character wearing Asha’s ring is shielded by power-ful magics, gaining +1 to all defenses.

• The wearer, however, also falls under the gaze of thenecromancer. Thorn can scry upon the wearer at anytime, seeing and hearing his surroundings.

Development

The information learned atAsha’s grave sitemight lead theparty to any number of decisions, depending upon theirprior knowledge. One particular outcome worth expectingis that the PCs may decide to wait for Thorn to return andplace flowers upon the grave once again.If they do make this decision, the necromancer revisits

Asha about once a month, around the full moon. There islittle chance of the party laying ambush for Thorn here, asthe beach is wide open with no terrain to provide cover inthe immediate vicinity. Thorn may also expect the party’spresence if they disturbed his skeleton trap, in which casehe comes armed with a retinue of undead servants. Thisscene could make for a final battle between the necroman-cer and the party, but it might also provide an interestingmoment of parley between the two forces, in which Thornattempts to make a deal to retrieve what he needs fromthe PCs (Asha’s ring, the Scepter of Kings, their allegiance,etc.). It’s important to note that Thorn will give almostanything to retrieve his wife’s ring, as long as he believesthat his sacrifice will not cost him the chance to one daybring her back.

Location E: The Great Chasm

At the center of Starfall Island is a massive crater left byAsgaroth’s meteor which struck the earth some hundredyears ago. As the party approaches, read the following:

The island here is devoid of jungle for miles around,giving way to a barren badlands of dry, cracked earthcompletely unnatural for the clime and location. Farwithin the badlands is a massive chasm that extendsdeep into the earth and stretches on for miles. As youtravel throughout this strange terrain, you find signs ofbattle everywhere.Weapons lay discarded - blowguns, spears, crude

stone daggers, and tomahawks. The remains of warri-ors abandoned in death can be found regularly, in vari-ous states of decay. Some are bones that look decadesold, others are fresh - perhaps killed a week ago. Thedead reveal two sides to this war that has been long ra-ging: one a short race of pygmy lizard folk who standknee high; the other a tall, barrel-chested race ofmightyhumans.Drawing close to the crater, you can see a faint pink

glow emanating from the darkness about half a mile be-low. Natural staircases of rough stone ledges circle thesides of the cliff, predicting a long, but not arduous, des-cent.

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Location F: The Wapungo Camp

If you have not already used it, this location could be theperfect setting for the Drawing a Line event encounter, inwhich the party witnesses a skirmish between the Wapunyand the Wapungo.Alternatively, if the PCs have already made some pro-

gress in the adventure, this could be a good place to usetheMining Expedition event encounter, which hints at theslackening of the Wapungo raids and the first stage of thenecromancer’s scheme unfolding.

Descent into Darkness

The party can reach the bottom of the chasm in amatter ofhours withoutmuch difficulty, though if your players seemto be demanding some action, the winding stony ledges ofthe crater would make an exciting location for an attack bya swarm of monkey bats.As the party continues their descent, they begin to feel

an unexpected inner excitement. The shining of the pinkjewels below grows brighter, and with it grows the adven-turers’ energy. Rather than suffering fatigue from theirclimb, they become emboldened and energized by the pro-spects of great wealth and the power that comes with it.Reaching the bottom, the party discovers the Great Star

- a colossal pink gem the size of a small house and emanat-ing with arcane light. At this point, the greed and maliceinspired by Asgaroth’s presence takes hold over some ofthe PCs, enthralling them to attack their brethren againsttheir will.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, ifany of the roleplaying up to this point has divided theparty on some grounds, that may also help determine whois affected. Character backgrounds should also be takeninto consideration. A dwarven rogue who has already ex-pressed a lust for gems, for example, should probably beaffected.Once you’ve chosen the dominated characters, read the

following text.

Upon reaching the floor of the great chasm, the dreamsof wealth that danced in your head during the long des-cent are enflamed by the sight of the largest gem youhave ever seen. The size of a small cottage and glowingwith an arcane light, this pink jewel could purchase asmall kingdom.Your eyes dart among your companions, and you can

see the malice in their eyes. They want the wealth forthemselves, and they will stop at nothing to get it. Youthought they were your allies, but no. See, now, theydraw blade and weave spell against you. It is a hardchoice, but the only one you have - youmust defend your-self.

Have the party roll initiative and fight one another.The dominated characters should retain full control over

choosing their actions, butmust obviously roleplay accord-ing to their new dispositions.Characters can be freed from the domination effect by

a number of means. Allow room for player ingenuity, butalso consider the following possibilities:

• A character knocked unconscious (zero hit points)will be freed upon regaining consciousness.

• A character can be freed from domination if an allymakes a Presence or Persuasion roll against the tar-get’s Resolve.

• The Enchantment or Abjuration attributes can beused to weave a counterspell if the action roll equalsor exceeds the dominated target’s Resolve.

Aftermath

Depending on the outcome of this battle, the story couldtakemany directions. If the dominated PCswin, they prob-ably won’t kill their allies. Once the other half of the partyis unconscious, they will begin hammering away at thegem with whatever means possible. And scale back up thecliff to hide their reward. From there, take the story whereyou want it.Perhaps theWapunies find the PCswith bags of star crys-

tals and declare them traitorous enemies and Wapungofriends. Perhaps Thorn uses their dominated state as lever-age to get what he wants from the party.

Location F: The Wapungo Camp

At the southwest edge of the island, alongside a canyon cutinto its side, lies the territory of the Wapungo. They area tall folk, standing six feet on average, and their peopleare uncommonly strong for humans. Accentuating theWa-pungo’s impressive stature is a form of bodily decorationthat strikes fear in the hearts of their foes. They are knownto adorn their faces with piercings of animal bones in orderto look more monstrous than human. For example, manywill drive warthog tusks through their lower lips in order toappear to have tusks of their own. Others will give them-selves horns or spikes.The Wapungo camps are traditional, made up of collec-

tions of tents. Preferring open combat, and wary of theWapunies’ stealth, they make a habit of heavily clearingthe surrounding jungles and installing bone chime alarmsto announce the presence of enemies.The Wapungo language is very similar to that of the Wa-

puny, but they speak in large, slow, guttural voices. Theparty will be able to comprehend their tongue to the sameextent that they can understand the Wapunies.

Potential Interactions

The following interactions describe some of the likelyevents and encounters that the players will experience at

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4 Locations

the Wapungo camp.

Friend or Foe?

If the Wapungo have not had any interaction with the PCsyet, their motives will be immediately questioned. If theyaren’t taking precautions to be stealthy, they will be dis-covered by four Wapungo warriors a little ways outside ofcamp, who will attempt to get the PCs to lay down armsand see their chief. The warriors will not instigate com-bat unless threatened. Brave as they are, the Wapungo arevery cautious around the foreign looking adventurers andtheir strange arms and armor. If the party refuses to come,the Wapungos will insist that they leave the area.

A War of Honor

According to Wapungo tradition, they were the first to dis-cover the Great Star. They claim that the star fell upon theWapuny village as a punishment from the gods, and thata Wapungo chief led the first expedition to mine the crys-tal. They intended to share the wealth with the Wapunies,but on their climb back up the chasm, the Wapungos wereambushed by the nefarious lizards. Since then, as a matterof honor and revenge, the Wapungo have laid claim to thestar, refusing to surrender a single gem to the treacherousWapuny.

Chief Bloodfist

Chief Bloodfist 30’ speed

Hit Points: 40 Agility 4 (1d10)

Fortitude 5 (2d6)

DEFENSES Might 6 (2d8)

Toughness: 15 Perception 3 (1d8)

Evasion: 14 Will 3 (1d6)

Resolve: 16 Presence 3 (1d6)

FAVORED ATTACKS

Fists: Might vs. Toughness,damaging attack If attack deals atleast 1 damage, target also suffersknockdown or forced move 15’.

Stone Tomahawk (range 25’):Might vs. Evasion, damaging attack

Leadership of the Wapungo is determined by force ofarms. At any time, a member of the tribe who seeks thechieftainship may challenge the current ruler to singlecombat - to the death. The current chief, Bloodfist, was

given this name because at the very start of his ascendancyfight, his tomahawk broke, and he was forced to pummelhis opponent to death with his bear knuckles.Bloodfist stands almost seven feet tall, and his body pier-

cings are many. A plume of bony spikes adorn the centerof his shaved head and run down his spine. His musculararms are likewise decorated. In conversation, he is knownto slam his fist when provoked to anger or impatience.Bloodfist knows a warrior when he sees one, and though

the PCs are foreign in look and armament, he can sensenone the less that they are powerful. As such, unless theyprovoke his wrath, he will seek to make allies of them.

The Dragon’s Maw

If questioned about the tall mountain that looms over theisland, the Wapungo will reveal its name and say that thevolcano has remained dormant for ages, ever since thegods of the ruined city abandoned kingship of the island.Legends say, though, that once a new king lays claim toStarfall Island, fire again will fly from the Dragon’s Maw.The upper region of the island can be accessed by navig-

ating the Cascading Caverns, but the Wapungo avoid thatplace at all costs on account of the Troglodyte cannibalswho lair within. These cave dwellers, theWapungo say, aredistant relatives of theirs who took to the eating of manflesh and were cursed with hatred of the sun for their sin.Recently, Wapungo have gone missing farther from thecaves then has ever been dangerous before, and the peoplefear that the cannibals are extending their reach (actually,these kidnappings have been by Thorn for his sacrifices).

The Scepter of Kings

Like the Wapuny, the Wapungo also fear the great ruinedcity of gods and know of the power of the Scepter of Kings.If Bloodfist can gain the party’s allegiance, he will questthem with the retrieval of this powerful relic. If they willdeliver the scepter to him, Bloodfist promises them onetenth of the star crystals mined after the Wapunies arewiped out.

A Tribe Divided

If they are particularly investigative, the partywill discoverthat not all of theWapungo are happy with Bloodfist’s rule.They complain of two things.First, though he has been chief for almost five years, he

has not yet taken a bride to be chieftainess, a longstandingtradition among their people. A close advisor to Bloodfist,named Vulture, reveals that the chief has spoken little tohim of this matter beyond shouting at him “My bride is onher way!” in a fit of anger when Vulture pressed the issue.Bloodfist’s second and more egregious failing is that he

has systematically moved the Wapungo patrols away fromthe Great Chasm, and has made similar strategic decisionsthat hint of the slackening of the war against the Wapuny.

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Location G: The Cascading Caverns

Bloodfist’s response to this is that he is executing a feintto catch the Wapuny off guard, though few of the battlehungry warriors are satisfied with this answer.

The Bride to Be

About three years ago, Chief Bloodfist was out on a hunt-ing expedition and made camp near a cool jungle spring.During his sleep that night, he was visited in dream by abeautiful maiden dressed in white. She introduced herselfas Asha, telling the chief that she was the goddess who hadcaused the star to fall so long ago. She said that she wouldbe visiting the island soon to reclaim the Great Star, andthat he had been chosen to pave her way. Promising to re-veal more information in the future, Asha told Bloodfist tocome often to this spring - to drink and sleep beside it thatshe may visit him again in dreams.Since then, the chief has regularly made lone expedi-

tions to the spring about a half day from the Wapungocamp. Over the years, Asha has wooed Bloodfist, prom-ising to be his bride upon her arrival and to make him agod-king over the island. She has revealed that the starcontains a great deal of her power, and that without itshe is quite vulnerable. Asha claims she cannot set footon Starfall Island until she is certain that the star may bereclaimed. To this end, she has convinced Bloodfist tolighten the attacks on the Wapunies in preparation for afinal assault, and also to search for a means to retrieve theScepter of Kings. Once the scepter is in the chief’s hands,she will be confident that she can enter the island in safetyand help lead her groom to victory.In truth, Chief Bloodfist has been enchanted by the

magic of the necromancer, Thorn. He has ensorcelledthe spring that the chief has been visiting, and wheneverBloodfist drinks and sleeps beside it, Thorn visits him indream disguised as Asha. If the chief can ever acquire theScepter of Kings, Thorn will beckon him to meet Asha inthe Dragon’s Maw, where he will slay the chief and claimthe Scepter for his own.Bloodfist has not revealed this information to anyone,

so he obviously will not tell the PCs without good reason.Some or all of the information may come out of him, de-pending on the situation. The following are a few ideas ofhow and when the party may learn of the chief’s secret:

• A party member speaks also of dreaming of Asha

• Bloodfist learns of Asha’s grave and the secrets re-vealed therein

• The party gains the chief’s trust, such as by deliver-ing the Scepter of Kings.

• The party discovers the chief while sleeping at thedream spring (perhaps by following him there).

Location G: The CascadingCaverns

Northwest of the Great Chasm lies the mouth of the Cas-cading Caverns, curtained by a waterfall. These cavernsare the most likely way to gain access to the northernmostregion of the island, which is separated from the rest by analmost unscalable cliff nearly a mile high.

Darkness and Water

From a distance, the mouth of the cave is concealed by thewaterfall, but it is easily spotted once the party is closer.Within, the caverns form a maze-like network of tunnels,chambers, pits, and shafts. If the party undertakes thisjourney ask them the pace that they are moving throughthe caverns: cautious, normal, or quick. At a normal pace,the journey takes about 2 days. Cautious travel increasesthis to 3 days while a quick pace reduces travel time to 1day.With the pace of travel established, read or summarize

the following:

Darkness and water. That is all these caverns have tooffer. For hours on end, you navigate the maze of tun-nels, chambers, pits, and shafts - and the entire jour-ney you are haunted by the ever-encroaching shadowsand the unnerving humof the underground streams thatflow at every turn. Though you can sense that you aremaking progress in altitude, every two steps forward aremet by one step back as you meet another dead end, ex-pend another torch, and fall down yet another rockslide.Occasionally, echoing throughout distant passageways,the monotonous sound of running water gives way to anotherworldly noise - like the howl of a dying animal, yetfilled with malice and hunger.

At this point, you can ask the playerswhat they are doingin order to make the journey a success. For example, somecharacters might be skilled spelunkers or navigators, andcould use Logic or Perception to keep the group on course.Another character might be a fire elementalist who useshismagic tomaintain a constant light source for the group.Based on the player’s descriptions, allow each PC to

make a single action roll, CR 16, using an attribute thatmakes sense to the situation. If the party is travelling ata cautious pace, they have advantage 2 on these rolls. Iftravelling quickly, they have disadvantage 2. Once every-one has rolled, your job is to make every roll matter.In this situation, the party should eventually make it

through the maze, but for every failed roll you can intro-duce some sort of hazard or twist that results from the fail-ure. Listed below are several options. Choose one for eachfailed roll, or come up with twists of your own.

• The journey takes an extra half day.

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4 Locations

• The party has disadvantage 2 on their rolls to resistthe trap at the beginning of the next encounter (seebelow).

• The party suffers from a special form of the demoral-ized bane. It does not go away until they have made2 successful action rolls.

• One member of the party suffers the fatigued bane.

• Half of the party falls down a pit or similar naturalhazard. Roll a damaging attack using 1d20 + 1d4 vsEvasion. Half of the damage inflicted is lethal dam-age.

Howls in the Dark

After narrating the results of the party’s actions, proceedwith the following.

It’s been hours - maybe an entire day’s trek - since youentered this maze, when you find yourselves in a nar-row corridor with a small brook running through it. Oneither side of the river are ledges about three feet wide.The walls extend upward ten feet to similar ledges aboveyou, though you see no obvious way of accessing them.Echoing from the distant edge of the cavern, you canhear what can only be a small waterfall feeding thisstream. As you make your way cautiously alongside thewater, you notice its speed and ferocity quickly increas-ing, accompanied by a gushing sound from the darknessahead.

The party has walked into a trap set by the Troglodyteswho 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 flesh in-creased, so did their distaste for the things that men love,especially the sun - and so the Troglodytes retreated intothe darkness of these caverns. Though they are still talllike their brethren, centuries of cave dwelling have causedthese creatures to become pale skinned and wiry in frame.In addition to the traditional bone piercings of the Wa-pungo, the troglodytes install bone instruments in theirlarynx, which transform their voice into an otherworldlypiercing howl that strikes fear in the hearts of their prey,rendering them unable to act.The corridor suddenly fills with rushing water that the

cannibals had dammed back. Immediately after the trapsprings, the Troglodytes attack, half from the ledges aboveand the other half rushing to hand-to-hand combat. Askthe PCs what they do in response to the water and allowthem tomake action rolls against CR 14 using an appropri-ate attribute.You get to arrange all of the combatants in an exciting

position, such as the party divided in two groups in separ-ate caverns. Then, every character who succeeded at theaction roll, may modify their starting position by 30’.

The cave dwellers are adept climbers and exceptionallystealthy. Use these features to make this battle an excitingchallenge of out maneuvering. The troglodytes will usetheir howl to stun foes and follow up with damaging at-tacks. When they are in a disadvantageous position, theywill climb the wall or jump from one ledge to the other inorder to evade the PCs.

Troglodytes (6) 30’ speed, climbing

Hit Points: 7 Agility 4 (1d10)

Fortitude 3 (1d8)

DEFENSES Might 3 (1d8)

Toughness: 13 Perception 2 (1d6)

Evasion: 14 Presence 4 (1d10)

Resolve: 14

FAVORED ATTACKS

Bone Tomahawk: Mightvs. Toughness, damaging attack

Howl (targets 15’ square): Presencevs. Resolve - disadvantage 2,inflicts stun

Adjusting Difficulty

For parties smaller than 5 PCs, reduce the number of trog-lodytes so that there is one more monster than PCs. Forlarge groups, add 3 hit points to the troglodytes’maximumfor each PC beyond the fifth.

Aftermath

If the party is defeated, you do not have to kill them out-right. Instead, consider them to have been captured by thecannibal troglodytes who are preparing them for a ritualfeast. They’ll have to use their ingenuity to escape theirprison cells and get back to the quest at hand.Otherwise, the party can continue their trek through the

caverns, which will eventually take them to the foot ofthe Dragon’s Maw. The troglodytes, having been defeatedonce, will avoid further contact with the PCs if possible.

Location H: The Dragon’s Maw

The inactive volcano that keeps watch over Starfall Islandis known by the locals as the Dragon’s Maw. Though it hasnot been active in centuries, legends tell that when a newking rises to control the island, the Dragon’s Maw will spitfire once again. As the party’s approach the foot of themountain, read the following:

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Location H: The Dragon’s Maw

The Dragon’s Maw is the one sight that you can viewfrom any point on Starfall Island, and throughout yourtime here it has kept watch on your movements like adetached king observing the petty trifles of his subjectsfrom his balcony.The mountain was impressive from a distance, but

now that you stand at its feet, you are humbled by its im-mensity and power. A long natural stone path, moldedages ago by flowing magma, slopes up the rocky crag,where you can see a single cavernous entrance abouthalfway up the volcano.

The climb requires no special equipment or effort, giventhe natural staircase, and the party can ascend the moun-tain in safety. The cave enters into the necromancer’s lair,where the party will discover that the volcano is alreadyshowing signs of becoming active again. A short trip downa cavernous corridor leads to the shaft of the volcano. Asthe party travels down the hall, they can see a faint orangeglow dancing on the walls near its end, and the temperat-ure grows hotter and hotter with each step.

Level Up

Reaching the entrance to the Dragon’s Maw is an import-ant milestone, and could be a good place to reward thepartywith another level. They should be level 3 before theywill have a good chance at defeating the necromancer.Upon reaching 3rd level, PCs gain 9 attribute points and

one new feat. Remember to recalculate hit points for any-one who increases their Fortitude, Presence, or Will.When the party enters the shaft, read the following:

You stand now inside the Dragon’s Maw - in the veryheart of the volcano, which obviously bears life still.Hundreds of feet above you, the shaft gives way to theopen sky. Molten lava sputters and spurts throughoutthe chamber, occasionally spitting a gout of flame intothe air. A wide ledge encircles the magma, and severalsmall alcoves are dug out of the volcano’s cavernouswalls, which are decorated with curtains of bone. Rockyoutcroppings, like incomplete bridges, jut sporadicallyout into the center of the churning magma.

The volcano is a logical place for a final showdown withThorn, though the party may encounter him here at differ-ent stages of the story. If they arrive here long before theplot demands a confrontation between the two, you canchoose to have the necromancer away, and instead use thislocation as an opportunity for the players to learn moreabout him by exploring the alcoves and side chambers de-scribed below.If Thorn is present, read or summarize the text below.

Alternatively, this could be a good chance for a verbal back-and-forth between the party and their nemesis. Many play-

ers enjoy having a final conversation of sorts before a fi-nal confrontation. If your narrative demands it, you mightonly use the first paragraph below, saving the second for ifand when things come to blows.

Standing alone upon one of the rocky outcroppings onthe other side of the volcano is a man robed in whatmust have once been fine cloth but is now so tatteredwith age and blackened with ash that he wears it like adeath shroud. His skin is pale and gaunt, and his faceis 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 pitbelow, the other weaving dark energies towards the cur-tains of bones that line this unhallowed chamber. Theyrattle and dance upon the walls. “Come to me, my min-ions!” sputters the necromancer “And feed our masterthe very souls of those who would stand betweenme andmy beloved…my Asha.” With that, the bones completetheir transformation, taking the shape of large demonicmonstrosities - and the necromancer beginsweaving an-other spell.

This combat should be both challenging and epic. Hope-fully, combatants will be diving from one ledge to another,avoiding the molten rock below, to head off one another.It will be a game of cat and mouse as Thorn attempts tokeep his distance from the party using the terrain and hisminions for aid.The skeletons cannot deal much damage, but if they are

ignored, they will nickel and dime the party to death whilealso providing the necromancer with increased mobility.They are fragile and fall easily, though, so it might be agood time to remind the players of their multi-targetingoptions.Thorn will start off with his dark shroud attack, aiming

to blind any PCs who are obviously equipped for ranged ormagical combat. He’ll relymostly on his flame and shadowattack to deal damage and save deathly siphon for when heis forced into melee or severely damaged. Every round, hecan call lava on one foe near a ledge, so he will direct hisminions to use their forced move attacks to force PCs intoposition.

Adjusting Difficulty

For parties smaller than 5 PCs, reduce the number of skel-etons so that there are 3 more skeletons than PCs. Forlarge groups, add 10 hit points to Thorn’s maximum foreach PC beyond the fifth. For groups of 8 or more PCs,Thorn receives 2 boss actions instead of 1.

The Shimmering Pool

In one alcove is a cistern of water that gently rises withsteam caused by the ambient heat. If the party looks into

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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 eachround

Divination 5 (2d6)

Enchantment 5 (2d6)

Deception 5 (2d6)

Persuasion 5 (2d6)

Presence 5 (2d6)

FAVORED ATTACKS

Lava Blast (minor action) - Thorn summons lava to spew on one targetwithin 10’ of a ledge: Energy vs. Evasion If attack deals 5+ damage, targetsuffers persistent damage

Lava Control - In his volcanic lair, Thorn can cause lava in a 5’ square tocongeal and cool long enough for him to cross it without taking damage. Thisdoes not require an action.

Deathly Siphon - Damaging life drain attack: Entropy vs. Toughness,Advantage 2

Flame & Shadow - Ranged damaging attack, targets 2: Energy vs. Evasion Ifattack deals 5+ damage, targets are also stunned

Dark Shroud - 15’ area, inflicts 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: 11 Presence 4 (1d10)

Resolve: 10 FAVORED ATTACKS - reach 10’

Slam: Might vs. Toughness If attack deals 5+ damage, it also inflicts forcedmove 10’ or knockdown

Special: A skeletal brute can use its normal action to move Thorn to anyspace within its reach without provoking opportunity attacks.

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Location H: The Dragon’s Maw

it, they see the image of a cool spring somewhere in thejungle. This cistern is Thorn’s means of scrying, and hekeeps it ever focused on the spring where Bloodfist dreamsof Asha. If appropriate, players may experience the Springof Dreams encounter (Event 5) while gazing into this pool.

Thorn’s Journal

Among a variety of nondescript items scattered atop amakeshift boulder table, the party discovers a journal keptbyThorn. The earliest entry dates back about ten years ago.The text below summarizes the contents of the journal foranyone who spends time reading it:

This worn leather bound journal looks like it has seenyears of abuse. It is water damaged in spots and thepages curl from years of residing in volcanic heat. Read-ing through the log, you learn the sad tale of its keeper, aman named Eric Thorn. In another life, some ten yearsago when the first entry is dated, he was a successfulmerchant - though from what you can tell, a ruthlessand at times dishonest one. The journal tells also of thelove between Eric and awoman namedAsha, who seemsto have tempered his merciless pursuit of coin.About five years ago, the two were married, and

struck out on the seas to make a new life in a newtown. Eric writes of his excitement of being free of theshackles of old acquaintances and business partners -of the chance to do things the right way from the start.But then his ship is wrecked on this island, and Asha iskilled, along with all the other passengers.After the death of his wife, the journal skips several

days, which is odd because up until this point Thorn haskept to his nightly journaling almost religiously. Whenit picks back up, the man has changed. He writes hast-ily and in fragmented thoughts, and it is clear that theruthlessness that fueled his life for so long has returned.Now he writes of dark deals with unseen shadows -

of skeletal guardians, dark rituals, and voices calling tohim from deep within the island. He plots the destruc-tion of the natives and the raising of an undead army.Every entry, though, still reveals a mad love for his pre-cious Asha, whomhe regularly writes to directly, hintingthat soon he will bring her back.His writings refer frequently to some great power with

whom he has been communing named Asgaroth. For afew years after the shipwreck, Thorn seems to speak ofthis power as a partner, but eventually he refers to himas master. It isn’t clear who or what this Asgaroth is,but you can make out two things: he is imprisoned onthis island and Thorn is working to free him.

The Altar

Atop one of the bridges that overlooks the magma is acrude stone altar encrusted with blood. It is equipped with

rope ties to restrain sacrifices. Asgaroth demanded suchsacrifices as a means to twist his necromancer puppet fur-ther down the path of evil in hopes that having performedsuch wicked acts would seal Thorn’s fate as his servant.

Sealing the Demon’s Tomb

If a character enters the volcano in possession of theScepter of Kings, he will immediately realize that he hasthe power to cause the volcano to erupt, and even directthe flow of lava. This process takes time, of course, andThorn will not let it go unchecked if he is present. If a PChas the time to undertake this task, he can fill the GreatChasm with molten lava, which will eventually cool andentomb Asgaroth under such depth that the spell of greedwill be broken on the Wapuny and the Wapungo.Read or summarize this as a way of wrapping things up:

Wielding the Scepter of Kings, you command the powerof a great bloodline of royal sorcerers that flows throughyou. At your command, the magma churns, bubbles,and rises. You feel a malignant force from deep withinthe bowels of the island fighting you with all its will, butits power is weakened by the shackles imprisoning it.A shimmering barrier of force envelopes you and your

companions as the magma surges upward, carrying youto the summit of the Dragon’s Maw and spilling forthover its edge. As the molten lava continues to flow, youharness the power of the scepter to direct its course, andit winds its way down the river that flows from themoun-tains, crawling inch-by-inch until it cascades into theGreat Chasm like a fiery waterfall. Lava flows mightily,filling the chasm completely, when a horrid cry billowsforth from its depths, echoing across the island.With the dark power of the fallen star buried far be-

neath the land, its spell of greed is broken. In the daysthat come, the natives of this land make peace, andprosper for a good long while. One day, however - cen-turies from now perhaps - another brave band of heroeswill be called upon when the fortune that started thisquest comes to its fulfillment.

A star once fallen upon the land,Brings sword and axe and spell at hand.For planted deep like evil seedIt fills heart, soul, and mind with greed.

Shoulders broad and voices tinyCeaseless war of clashing armies.In sleep, the beauty whispers well,But her wormtongue song is ever fell.

A royal staff in hands uprightShall end the long, eternal fight.But try you might, and try you mayThe star will rise another day.

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5 Event Encounters5 Event Encounters

Event 1: Drawing a Line

This event serves to show the party of the conflict betweenthe Wapuny and the Wapungo, and perhaps force theminto choosing a side.Wherever this encounter takes place, describe to the

party the following scene.

Your travels are interrupted by the sound of battleahead. Closing the distance to a good vantage point,you can see two forces - one of about a dozen tiny lizardfolk, and the other made up of four towering humans.The two forces hurl racial insults as axes swing andblowguns fire. The lizards are nimble and acrobatic incombat, using the terrain and an innate climbing abilityto outmaneuver their opponents. The humans, on theother hand are ferocious and powerful, like raging bulls.Though different in number, the forces seem equal inpower, and for every human casualty, three lizard menfall.

If the party doesn’t intervene, you can flip a coin to de-cide who wins, or make a decision based on the directionyouwould like the story to take. If the party does intervene,they might make new friends and new enemies dependingon the outcome.

Wapuny Scout(12)

25’ speed, climbing

Hit Points: 4 Agility 4 (1d10)

Fortitude 1 (1d4)

DEFENSES Might 1 (1d4)

Toughness: 11 Perception 3 (1d8)

Evasion: 14 Will 1 (1d4)

Resolve: 11

FAVORED ATTACKS

Blowgun (range 30’): Agilityvs. Evasion, damaging attack Iftarget takes at least one damage,also inflicts slow

Wooden spear: Mightvs. Toughness, damaging attack

WapungoWarrior (4)

30’ speed

Hit Points: 12 Agility 1 (1d4)

Fortitude 3 (1d8)

DEFENSES Might 4 (1d10)

Toughness: 13 Perception 2 (1d6)

Evasion: 11 Will 1 (1d4)

Resolve: 11 Presence 2 (1d6)

FAVORED ATTACKS

Stone Tomahawk (melee): Mightvs. Toughness If target takes atleast 5 damage, also inflictsknockdown.

Stone Tomahawk (range 25’):Might vs. Evasion

Event 2: Mining Expedition

This event serves to reveal to the party the complete with-drawal of theWapungo troops. It should occur somewherebetween the Great Chasm and the Wapuny camps.

As your journey continues, you come across a short lineofWapuny, walking with stonemining tools andmakingsome sort of wretched sound that you can only assumeis the lizard equivalent of a whistle. They’ve got a pepin their step and smiles on their faces.

If Grik survived the opening scene, hewill be leading thispack and speak for his people.TheWapuny report that theWapungos have pulled back

their forces. They had noticed a slackening of patrols re-cently, but scouts have determined that the stinky fleshbags have made a complete withdrawal, so this crew hasbeen the first sent to mine the star crystals.If the party attempts to convince theWapunies not to go

to the Chasm, they will be hard pressed to do so. Though,if Grik is present, he is still quite thankful to the PCs forsaving his life and may be persuaded depending on theirargument.

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Event 3: The Dream Speaker

Event 3: The Dream Speaker

In this encounter, one member of the party is visited indreams by Thorn disguised as Asha. Use this encounterwhen the party is making camp in the wild. It serves as ameans to persuade the party to carry out Thorn’s schemesfor him.Choose one party member to receive this dream, though

read the text and conduct the encounter in front of thewhole group, so that everyone can enjoy the drama. Play-ers, of course, should be encouraged not to act on inform-ation that their characters to not know.If the party is keeping watch, then whoever is on watch

at this point will notice that the dreamer is disturbed insleep as the dream goes on, tossing and turning until even-tually waking up with a shout of the name “Asha!”.

The night is uncomfortably warm when you make camp,though you have found a relatively defensible positionbeside a cool, clear spring. Eventually, you succumb tosleep, despite the humidity and pestering mosquitoes.Soon a dream disturbs your sleep, more real than any

you’ve had before. You see a young woman approach,robed in a white bridal gown and beautiful as the stars.“My name is Asha…” she speaks.

Use this dream to communicate whatever sort of mes-sage you want to the party. This largely depends on whathas already happened in the adventure, but the followingare some ideas to get you started:

• If the party has the scepter or has alreadymade plansfor it, Asha tells them that she is a shipwreck sur-vivor imprisoned by the Wapungo. If they bring thescepter, she is certain their chief would ransom herfor it.

• If the party has discovered Asha’s grave, then the vis-ion will tell them that her spirit is trapped on thiscursed island and that the only way to free her is toconvince her husband, who resides in the Dragon’sMaw, to release the spell that is keeping her here invain hopes of returning her to life.

Event 4: Shadow Assassins

This encounter can be used after the party has incurred thenecromancer’s wrath, such as by stealing Asha’s ring or re-fusing to deliver the Scepter of Kings. During the evening,just as the sun is setting, the necromancer’s shadows at-tack the party.

The sun is setting and you are making preparations tocamp, when from the darkness you are attacked. Shad-owy figures, like ghosts formed of the very night, swarm

without warning. They take myriad shapes - tall, stronghumans; short, limber lizard folk; and long serpentinehalf snake men.

Shadow (6) 30’ speed, incorporeal

Hit Points: 10 Agility 3 (1d8) *Advantage 3 onrolls to hide in darkness.

Fortitude 3 (1d4)

DEFENSES Might 2 (1d6)

Toughness: 13 Perception 3 (1d6)

Evasion: 13 Entropy 3 (1d8)

Resolve: 12 Presence 2 (1d6)

FAVORED ATTACKS

Spirit Touch (melee): Entropyvs. Toughness, damaging attackSpecial: 2 points of damage from asuccessful attack is automaticallyapplied as lethal damage

Curse of the Grave (melee):Entropy vs. Toughness, inflictssickened bane

Adjusting Difficulty

For parties smaller than 5 PCs, reduce the number of shad-ows so that there is one more shadow than PCs. For largegroups, add 3 hit points to the shadows’maximum for eachPC beyond the fifth.

Aftermath

This fight could be very difficult for the party, potentiallyending in defeat. If the PCs are defeated, the story doesn’thave to end there. The shadows were likely sent for a pur-pose - to retrieve the scepter or Asha’s ring, for example.Allow them to achieve their purpose and leave the heroesfor dead, only to rise and fight again when dawn comes.

Event 5: The Spring of Dreams

This event should occur somewhere near the Wapungocamp, and serves to give the party a clue that somethingis not right with Chief Bloodfist if they have not alreadyfigured it out.

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5 Event Encounters

You rose early today, before the sun, and decided to geta head start on your trek. It’s been about half an hoursince you left your camp when you come upon an inter-esting sight.A lone man lies sleeping on a bedroll stretched out

beside a cool spring of water. He is tall, muscular, andadorned with all manner of strange bone piercings. Hesleeps restlessly, tossing and turning, until finally awak-ing with a startled cry of “Asha!”.

The man is Chief Bloodfist, and he is out on one of hismonthly solo journeys to visit his bride-to-be. The partycan make of this encounter what they like, and their re-sponse depends largely on what information they havealready gathered about the necromancer’s wife. If theyplay their cards right, this could be their opportunity toconvince the chief that his dreams are a trick. See Loc-ation F: The Wapungo Camp for more information aboutBloodfist’s dreams.

Event 6: The Dragon Awakens

This event can occur anywhere on the island, and it servesas a device to warn the party that trouble is brewing anddraw their attention to the Dragon’s Maw. Use it to marka significant milestone in the necromancer’s scheme. Anideal point is if he gains the Scepter of Kings, then thisevent can signal the start of the Ritual of the Dead.

Your dealings are interrupted by a great tremor as theearth quakes beneath you, and your attention is drawnto the volcano that looms over the island. Slowly, smokerises from its peak in short puffs that soon accumulateinto a massive column. When the column grows largeenough, it begins billowing out to the sides, encirclingthe mountain. Throughout the day, you watch as theclouds of ash and smoke slowly extend their dark fingersfurther and further around the island. This is no naturaleffect, and it can have no good end. The sleeping dragonhas awoken.

Within three days, the island will be completelyshrouded in darkness from the ashy clouds spewed forthfrom the Dragon’s Maw - and night and day will have littledistinction. If Thorn does have the scepter, then the thirddaywillmark the completion of his ritual, andhis armywillbe loosed. If not, then the dark clouds will prove a bane tothe natives of the island, eventually spelling their demisedue to the loss of the sun.

Event 7: Death Unleashed

This event marks the completion of the Ritual of the Dead.The text below serves as a sort of dramatic interlude and

should be read to the party even though their characterscannot witness all of the events firsthand.

From deep within the Dragon’s Maw, a triumphantcackle echoes throughout the island, projected far andwide by some otherworldly power. A lone man, robed inblack, stands within the smoky volcano and finishes thefinal words of a days-long incantation. He holds highthe Scepter of Kings and then hurls it into the magmabelow.Immediately, fire leaps in a terrible column that

touches the clouds of smoke above, and they ignite. Fora moment, the entire sky is set ablaze as flame dancesthroughout the clouds. When it expires, ash begins tofall upon the land like snow, and every flake that touchesthe earth brings death.The skeletal remains that litter Starfall Island take

form - the dead scattered about the Great Chasm fromthe War with no Beginning, the snake men of the ruinedcity who have laid still for centuries, everyWapuny, Wa-pungo, and other intelligent creaturewho never receiveda proper burial - all rise to form an army of rattlingbones unleashed upon the island.And somewhere, a small Wapuny gazes at the flame

pouring from the mountain and repeats the ancientprophecy: “When a king lays claim to Starfall Island,the Dragon will spit flame once again.”

If the party has managed to convince Chief Bloodfist ofAsha’s trickery, then they may stand a chance at defeatingthe undead army - if they can convince the Wapuny andWapungo to fight together.If Chief Bloodfist is still under the spell of Asha or if he

has been killed, this event could spell the doom of the Wa-puny tribe. The Wapungo and the undead will assault thelizardfolk at the same time, wiping them out completelyunless the party manages to hatch a particularly cleverscheme. Soon after, the Wapungo will mine the Great Starin a mad frenzy of greed, and the Demon Lord Asgarothwill be set free. From there, you can take the story inwhatever direction you please.Asgaroth has been lying to Thorn this entire time. He

possesses no power to return Asha to life, but he has twis-ted the necromancer’s heart to commit such evil deeds thatThorn will continue to serve the demon out of a twisted de-pendence. Asgaroth, having fully enthralled the Wapungoin greed, will claim them as his own, and they shall servehim in unleashing havoc upon the world.

Thanks for Playing!

We hope you’ve enjoyed playing A Star Once Fallen. Thisadventure can go in somany different directions, we’d loveto hear the tales from your table. Did your party defeatthe necromancer in an epic showdownwithin the Dragon’sMaw? Did they convince him to abandon his foolhardy

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Thanks for Playing!

quest? Or did they fail, and has Asgaroth’s reign of ter-ror swept throughout the land? Consider stopping by theforums at blog.openlegendrpg.com/forum and sharing yourstory.If you had fun with these basic rules for theOpen 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 atEncounter Roleplay: Will Jones, Mitch Brown,Syndney Shields, Finbar Deane-Stott, and GarethSandy

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6 Feats6 Feats

Armor MasteryChoose one type of armor. The fortitude score required towear that armor is reduced by 2, and the defense bonus isincreased by 2. Additionally, anymovement speed penaltyis reduced by 5 feet.

Attack Specialization

Choose one weapon or energy type. Energy types includefire, cold, lightning, acid, poison, and force. Whenmakinga damaging attackwith the chosen specialization, you gainadvantage 1.

Bane Focus

Choose one bane. You gain advantage 1 on rolls to inflictthe bane. Furthermore, the damage requirement to inflictthe bane as part of a damaging attack is reduced to 5 hitpoints.

Battlefield Sentinel

You are able to make two additional opportunity attackeach round.

Boon Focus

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

Fleet of FootYour movement speed is increased by 10 feet.

HospitalerYou can use your action to allow one ally to make a freeattempt 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 Dispelboon.

Multi-Target Attack SpecialistChoose to focus your specialization in either melee, pro-jectile, or area attacks. When multi-targeting using thechosen specialization, reduced the disadvantage penaltyby 2.

Potent Bane

Choose one bane. Whenever your enemies attempt to res-ist this bane, they have disadvantage 1 (using the d20) onthis roll.

Tactical Inspiration

Once per round, you may use a minor action to grant anally within sight advantage 2 on their next attack roll.

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7 Banes7 BanesEach bane described below is a condition that can be inflic-ted upon a foe. Every bane lists a power level and one ormore relevant attributes. In order to inflict a bane, a char-acter must possess an attribute score in one of the listedattributes equal to or greater than the bane’s power level.The bane descriptions also indicate which defense the

attacker must overcome in order to inflict the bane. Ifmore than one defense is indicated, the GM should choosethe onemost logical to the story being told by the attacker.For example, a rogue inflicting the blinded bane by throw-ing sand in a foe’s eyes would roll Agility vs. Evasion, whilea necromancer cursing an enemy with a spell of blindnesswould roll Entropy vs. Toughness.Most banes have a duration of resist ends, which means

that an inflicted target is affected by the bane until suc-cessfully shaking it off with a resist action. If a target failsthree resist rolls against a bane, the bane can no longer beresisted. It persists for an extended duration indicated inthe bane description.

Blinded

Power Level 4 (Agility, Energy, Entropy)Defense: Evasion or Toughness

Attacks and perception rolls have a 50% chance of failingautomatically.

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

CharmedPower Level 4 (Enchantment)Defense: Resolve

Targets of human intelligence treat you more favorably.Less intelligent creatures may(at your option) instead becharmed to treat you as their closest and loyal friend.

Duration: Resist ends (fail x 3 = 24 hours)

DemoralizedPower Level 2 (Agility, Energy, Enchantment, Entropy, Il-lusion, Might, Presence, Persuasion)Defense: Resolve

Target has disadvantage 1.

Duration: Resist ends (fail x 3 = 1 minute). Special: thisbane may be resisted as a minor action.

DispelPower Level 1 (Abjuration)Defense: Resolve

Make an Abjuration roll. You can dispel temporary booneffects of amaximumPower Level equal to (Abjuration roll- 10) ÷ 2. This bane does not affect permanent or inherentmagical effects.

Duration: Instantaneous

Dominated

Power Level 5 (Enchantment)Defense: Resolve

Creatures of animal intelligence or lower fall completelyunder your control, like puppets. Duration: Resist ends(fail x 3 = 1 hour)

FatiguedPower Level 5 (Entropy)Defense: Toughness

This bane has multiple stages. Each time it is inflicted, thetarget’s current stage increases by 1. Effects are cumulat-ive.

• Stage 1: Disadvantage 1 on all non-attack rolls.

• Stage 2: Lose attribute bonus to defense scores

• Stage 3: Disadvantage 1 on all attack rolls.

• Stage 4: Speed is reduced to 10’.

• Stage 5: Unconsciousness.

• Stage 6: Death.

Duration: This bane cannot be resisted as normal. In-stead, every 24 hours of complete rest OR application ofthe restoration boon reduces the fatigue stage by 1.

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7 Banes

Forced MovePower Level 2 (Might, Movement, Energy)Defense: Toughness

Move the target 5 feet for every 2 points in the activatingattribute.

Duration: Instantaneous

Incapacitated

Power Level 5 (Agility, Entropy, Enchantment)Defense: Toughness or Resolve

The target is immobile and unconscious. The bane can bebroken without a resist roll by a firm shake, shove, splashof water, or similar effect.

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

Intimidated

Power Level 4 (Enchantment, Might, Presence Persua-sion)Defense: Resolve

The target suffers disadvantage 1 on all attacks that don’tinclude you as a target. Special: When triggered by an ex-ceptional success on a damaging attack, you may target acreature other than the foe damaged by your attack.

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

ImmobilePower Level 0 (Agility, Enchantment, Entropy, Energy, Al-teration, Might)Defenses: Evasion, Resolve, or Toughness

Target cannot move from their current space. If inflic-ted using Might, the attacker is grappling and thus cannotleave the target’s reach without ending the bane.

Duration: Resist ends (fail x 3 = 1 minute). Special: Res-isting this bane requires a move action alone, and cannotbe included as part of a resist action that attempts to shakeoff other banes.

Knockdown

Power Level 2 (Might, Energy)Defense: Toughness

The target falls prone. While prone, a creature has dis-advantage 1 on all attacks. Melee attacks made againstprone targets gain advantage 1, while ranged attacksmadeagainst prone targets suffer disadvantage 1.

Duration: Instantaneous

Life Drain

Power Level 5 (Entropy)Defense: Toughness

Inflicting this bane deals damage as a normal damagingattack. For every point of damage suffered by the target,the attacker heals 1 hit point.

Duration: Instantaneous

Memory Alteration

Power Level 5 (Enchantment)Defense: Resolve

You temporarily modify a minor aspect of the target’smemory The target realizes its confusion when the baneis dispelled or runs out of time.

Duration: One hour

Mind Dredge

Power Level 2 (Divination)Defense: Resolve

You can read the current thoughts of targets of animal in-telligence or less. If your Divination score is at least 4, youcan read the current thoughts of targets with human intel-ligence.

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

Persistent Damage

Power Level 4 (Agility, Energy, Entropy)Defense: Evasion or Toughness

At the beginning of each of the target’s turns, it suffers 1d8damage. If some means of ending the bane (such as pour-ing water on a creature set on fire) is applied, the targetgets a resist attempt with advantage 1 for free (no actionrequired).

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

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Phantasm

Phantasm

Power Level 1 (Illusion)Defense: Resolve

You create illusory manifestations that deceive the sensesof others. For every point of your Illusion score, chooseone sense tomimic (sight, sound, smell, touch, taste). Thephantasm can occupy a space no larger than a cube withsides of length 5’ per your Illusion score.

Duration: Resist ends (3 x 10 minutes)

Scrying

Power Level 5 (Divination)Defense: Resolve

You can view the target from any distance, provided theyare on the same plane of existence.

Duration: 10 minutes. This bane requires concentrationto maintain. If you do anything other than focus on main-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 usedto inflict this bane, the attacker may cause the silence toaffect all sounds within 5’ of the target.

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

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

Target’s 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,normal, or minor) each round.

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

Truthfulness

Power Level 5 (Enchantment)Defense: Resolve

The target answers questions truthfully to the best of itsknowledge.

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

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8 Boons8 BoonsEach boon listed below is a power or buff that can be gran-ted to the caster and/or allies. Every boon lists a powerlevel and one or more relevant attributes. In order to in-voke a boon, a character must possess an attribute scorein one of the listed attributes equal to or greater than thebane’s power level. Additionally, the caster must make asuccessful attribute roll with a Challenge Rating of 10 +twice the boon’s power level. The boon descriptions alsoindicate how long the boon takes to invoke.Most boons have a duration of sustain persists, which

means that a character must use a minor action in order tokeep a boon in effect. If he doesn’t, the boon is dispelledat the end of the caster’s turn.

AuguryPower Level 3 (Divination)Invocation Time: 1 Minute

You gain insight into an event that will happen within thenext hour. You ask a question about a course of action youplan to take within the next hour and the GM communic-ates your insight through vague symbols, impressions, ora single word such as “favorable” or “unfavorable”.

Duration: Instantaneous

Blindsight

Power Level 5 (Alteration, Divination, Entropy, Percep-tion)Invocation Time: normal action

The target can see in complete darkness, even if affectedby the blinded bane.

Duration: Sustain persists

Darkness

Power Level 2 (Entropy, Illusion)Invocation Time: normal action

You create an area of magical darkness that cannot be pen-etrated by natural light. The darkness fills a radius of 5’times your attribute score.

Duration: Sustain persists

Detection

Power Level 3 (Divination)Invocation Time: normal action

Choose one of the following types: holy, unholy, life,death, magic. You can see auras emanating from creaturesand objects of the associated type and judge their relativestrength.

Duration: Sustain persists

HealPower Level 1 (Creation)Invocation Time: normal action

Roll yourCreation attribute dice. The target regains a num-ber of hit points equal to your total. If your Creation attrib-ute is at least 5, you can even heal lethal damage with thisboon.

Duration: Instantaneous

Levitation

Power Level 5 (Movement)Invocation Time: normal action

The target gains a flight speed of 10’.

Duration: Sustain persists

LightPower Level 1 (Creation, Energy)Invocation Time: minor action

You createmagical lightwith a radius equal to 5’ times yourattribute score.

Duration: Sustain persists

Regeneration

Power Level 3 (Alteration, Creation)Invocation Time: normal action

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Resistance

At the beginning of each of its turns, the target heals 1d6hit points. This does not heal lethal damage.

Duration: Sustain persists

Resistance

Power Level 3 (Abjuration, Energy)Invocation Time: normal action

Choose one damage source: finesse, forceful, fire, cold,lightning, acid, entropy. The target ignores the first 5points of damage each round from the indicated source.

Duration: Sustain persists

Restoration

Power Level 1 (Abjuration, Creation)Invocation Time: normal action

Make an attribute roll using Abjuration or Creation. Youcan dispel temporary effects of a maximum Power Levelequal to (action roll - 10) ÷ 2.

Duration: Instantaneous

Seeing

Power Level 5 (Divination)Invocation Time: normal action

You can see through the eyes of a willing creature as longas they remain within one mile.

Duration: Sustain persists

ShapeshiftPower Level 2 (Alteration)Invocation Time: normal action

The target shapeshifts into a creature of similar size toitself. The target’s supernatural attributes become zeroand its Agility, Might, Fortitude, and Perception attributeschange to match the chosen creature’s scores. At higherAlteration scores, new abilities are unlocked:

• Alteration 3: Size between half and double original.Gain non-flight movement capabilities.

• Alteration 4: Size between one-quarter and quad-ruple original.

• Alteration 5: Flying movements available.

Duration: Sustain persists

TelepathyPower Level 5 (Divination)Invocation Time: normal action

You can communicate telepathically with one creature.

Duration: Sustain persists

TeleportPower Level 3 (Movement)Invocation Time: move action

You can teleport to any space that you can see within arange of 5’ per the attribute score you are using to invokethis boon.

Duration: Instantaneous

Transmute

Power Level 3 (Alteration)Invocation Time: 1 minute

You temporarily transform an object into another objectof the same size and weight. If your Alteration score is atleast 5, you can make the object grow or shrink by up to50%.

Duration: Sustain persists

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