Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
ii
Contents
1 Getting Started
4 Locations
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12
iii
Contents
An Ancient Curse . . . . . . .
The High Priests Final Hope .
Roleplaying Serathikis . . . . .
The Trial of Kings . . . . . . .
Adjusting Difculty . . . . . .
Aftermath . . . . . . . . . . . .
Location C: The Big Head . . . . . .
Location D: Ashas Grave . . . . . .
A Fell Wind . . . . . . . . . . .
The Burial Site . . . . . . . . .
Development . . . . . . . . . .
Location E: The Great Chasm . . . .
Descent into Darkness . . . . .
Aftermath . . . . . . . . . . . .
Location F: The Wapungo Camp . .
Potential Interactions . . . . .
Friend or Foe? . . . . . . . . .
A War of Honor . . . . . . . . .
Chief Bloodst . . . . . . . . .
The Dragons Maw . . . . . . .
The Scepter of Kings . . . . . .
A Tribe Divided . . . . . . . . .
The Bride to Be . . . . . . . . .
Location G: The Cascading Caverns
Darkness and Water . . . . . .
Howls in the Dark . . . . . . .
Adjusting Difculty . . . . . .
Aftermath . . . . . . . . . . . .
Location H: The Dragons Maw . . .
Level Up . . . . . . . . . . . . .
Adjusting Difculty . . . . . .
The Shimmering Pool . . . . .
Thorns Journal . . . . . . . .
The Altar . . . . . . . . . . . .
Sealing the Demons Tomb . .
5 Event Encounters
6 Feats
Armor Mastery . . . . . . . . .
Attack Specialization . . . . .
Bane Focus . . . . . . . . . . .
Battleeld Sentinel . . . . . .
Boon Focus . . . . . . . . . . .
Fleet of Foot . . . . . . . . . .
Hospitaler . . . . . . . . . . .
Multi-Target Attack Specialist
Potent Bane . . . . . . . . . .
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15
16
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20
20
20
21
21
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22
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25
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27
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27
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28
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29
30
30
30
31
32
32
32
32
32
32
32
32
32
32
Contents
Tactical Inspiration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
7 Banes
Blinded . . . . . . .
Charmed . . . . . .
Demoralized . . . .
Dispel . . . . . . . .
Dominated . . . . .
Fatigued . . . . . .
Forced Move . . . .
Incapacitated . . . .
Intimidated . . . . .
Immobile . . . . . .
Knockdown . . . . .
Life Drain . . . . . .
Memory Alteration
Mind Dredge . . . .
Persistent Damage .
Phantasm . . . . . .
Scrying . . . . . . .
Sickened . . . . . .
Silenced . . . . . . .
Slowed . . . . . . .
Stunned . . . . . . .
Truthfulness . . . .
8 Boons
Augury . . .
Blindsight . .
Darkness . .
Detection . .
Heal . . . . .
Levitation . .
Light . . . .
Regeneration
Resistance .
Restoration .
Seeing . . . .
Shapeshift .
Telepathy . .
Teleport . . .
Transmute .
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32
33
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36
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36
1 Getting Started
Marooned on an uncharted island, caught between two warring tribes, and threatened at all hours by a dormant volcano
prophesied to awaken again. Can our brave heroes discover
the legend of Starfall Island before they fall prey to its denizens?
In this introductory adventure, youll 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 controlling the enemies, monsters, and non-player characters
(NPCs). The rest of the players will act as the player characters (or PCs), each controlling a hero of legend who will
accomplish great things.
If you enjoy this basic set, be sure to check out the full
rules, available for free at www.openlegendrpg.com
Background
Before the adventure begins - even before the players create their characters, perhaps - read the following introductory text:
Character Creation
Each player will control a unique character of their own creation. At their core, characters are dened by their attributes, which represent their physical, mental, social, and
supernatural abilities. Attributes range from 0 to 9, the
higher the better.
Whether you want to play a nimble acrobat who darts in
and out of combat with lightning speed, a raging berserker
who dives into the fray, or a sorceress of ice and necromancy who rains death upon her foes from the back lines,
your attributes dene the epic deeds that you can accomplish. The Attributes at a Glance tables provide summaries
of the type of tasks that each attribute is used for.
1 Getting Started
Agility
Abjuration
Fortitude
Alteration
Might
Creation
Divination
Energy
Entropy
Logic
Enchantment
Perception
Illusion
Will
Movement
Persuasion
Presence
Choose Attributes
Choose one of the attribute sets listed in the Attribute
Quick Builds Table, based on the type of hero you would
like to play. On your character sheet, assign each score
to one of your attributes. Your remaining attributes start
with 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
Every attribute score above 0 grants you bonus dice to increase your chance of success. Consult the Attribute Dice
table for each of your attributes and record the appropriate
dice. (Youll learn what to do with these dice later on.)
Attribute Dice
Attribute Score
Attribute Dice
1d4
1d6
Name
Properties
1d8
Dagger
1d10
2d6
Longsword
Spear
Quarterstaff
Greataxe
two-handed, forceful
Battle Axe
versatile, forceful
Greatsword
Hatchet
Melee Weapons
Defenses
Toughness = 10 + Fortitude
Evasion = 10 + Agility
Resolve = 10 + Presence + Will
Your hit points (or HP) are an abstract measure of how
well you can ignore pain, avoid deadly blows, and maintain
a presence on the battleeld in spite of wounds or exhaustion. If they reach zero, you fall unconscious and are at risk
of death. Calculate your maximum hit points using the formula below and record them on your character sheet.
Ranged Weapons
Name
Properties
Crossbow
Hand Crossbow
Longbow
Shortbow
Hit Points
Hit Points = 2 x (Fortitude + Presence + Will) + 10
That is, add your Fortitude, Presence, and Will scores. Multiply the total by 2. Finally, add 10.
1 Getting Started
Properties
Small Shield
Large Shield
Leather Armor
Scale Shirt
Chain Mail
Scale Mail
GM Info
GMS EYES ONLY BEYOND THIS POINT
The rest of this rule book is only meant for the GM,
who will share the rules with the PCs when the time
comes. Players who read on risk spoiling the mystery
and ruining the fun.
May a curse fall upon the dice of all PCs who read
on. May they land ever on 1s and never explode!
The Prophecy
Five centuries ago, an evil and sorcerous race of snake
men called the Izzaru ruled the island before destroying
themselves with their own eldritch might. It was they who
built the city that now lies in ruins and their line of royalty who wielded the Scepter of Kings. The lords of the
Izzaru commanded even the power of nature with their magics, and wielding the scepter, they could call forth magma
from the Dragons Maw, the volcano which overlooks the
Potential Outcomes
Players will always surprise the GM, so dont get dismayed
if they take this adventure wildly off the tracks. That being
said, there are a few outcomes that are more likely to develop 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 to
victory over the other.
The PCs manage to form peace between the tribes.
The feud escalates to a nal showdown that ends in
the near extinction of both tribes.
The PCs nd a way to escape the island and leave its
inhabitants to their doom.
The necromancer tricks the PCs into giving him the
Scepter of Kings.
The necromancer retrieves the Scepter of Kings before the PCs.
Action Rolls
Action rolls are used to determine the outcome of important tasks. They are always tied to one specic
attribute.
To make an action roll, you roll 1d20 plus any bonus dice granted by your relevant attribute. Any dice
that roll the maximum possible explode, which
means you can roll them again and add the new total
to your action roll as well. Continue rerolling dice until none of them explode. Add all of the dice together
to nd your total action roll.
When combat starts, each PC and each group of enemies makes an Agility action roll to determine their
turn order. You should roll 1d20 + 1d8 for the monkey bats, and have each player make an Agility roll as
well. Write all of the totals down in a list from highest
to lowest. Characters take turns starting with the
highest initiative. Once all combatants have taken
their turns, a new round starts at the top of the initiative order.
Swift Weapons. Some weapons have the swift
property. Any characters wielding such weapons at
the start of combat gain advantage on their initiative
roll.
10
Inflict a Bane
Choose one bane from the bane list for which you
have the required attribute score. Make an action roll
against your targets defense indicated in the bane
description. If you equal or exceed your targets defense, you target suffers the bane.
A bane typically remains in effect until the target
resists it using a move action (see below). If a target
fails three resist rolls against a bane, the bane can no
longer be resisted. It persists for an extended duration indicated in the bane description.
Invoke a Boon
Choose one boon from the boon list for which you
have the required attribute score. Make an action
roll against the Challenge Rating equal to 10 + twice
the boons power level. If your roll equals or exceeds
the CR, designate an ally (or yourself) to receive the
boon.
Boons typically remain in effect until you cease
sustaining them. You may only sustain one boon at a
time. If you invoke a boon while you are already sustaining one, the old boon is immediately dispelled.
Move Actions
Adjusting Difculty
Monkey Bats (6)
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,
inicts knockdown bane
Grapple: Might vs. Toughness,
inicts immobile bane
Adjusting Difficulty
For parties smaller than 5 PCs, reduce the number of monkey bats so that there is one more monster than PCs. For
large groups, add 3 hit points to the monkey bats maximum for each PC beyond the fth.
Aftermath
If the party is successful in rescuing the Wapuny, he will
be most grateful. His name is Grik, and he will attempt to
convince the party to return to his village with him to be
thanked properly.
Following the battle is also a good time to show the party
the map of Starfall Island to help them determine their
next course of action.
Roleplaying Grik
Use a high pitch, fast, and squeaky voice to speak for Grik
- but because he uses an unknown language, speak in gibberish. Use hand gestures, or even drawings, to communicate with the players. Make this encounter come to life
by imagining that you really have no idea what the PCs are
saying. Enjoy the challenge of Grik attempting to communicate both his own name and the name of his people, the
Wapuny. Keep this going for as long as its fun, and keep
in mind that Griks main goal is to express his thanks and
bring the party back to his village.
Action rolls arent just used for combat, but for any
important action that will drive the story. For this
reason, the every roll matters rule dictates that any
roll made by players (not the GM) should be more
than a simple pass/fail check.
Most action rolls have a Challenge Rating (CR) to
indicate the level of difculty. When a players roll
meets or exceeds the CR, then the player succeeds. If
a player gets lower than the CR, then the GM chooses
to either allow the player to succeed with a twist or to
fail, but the story progresses.
For example, after interacting with Grik for a while,
one PC might decide to make a Logic roll to understand the Wapuny language. The CR for this task is
20. If a player gets a 20 on her roll, she can communicate with the Wapuny normally. If she fails the roll,
you get to decide what happens.
If you choose for the character to succeed with a
twist, this could mean that you will only speak to her
with very simple words and sentences. If you choose
to have the PC fail, but the story progresses, this
could mean that you continue to speak in gibberish
but tell the player that if she spends at least 48 hours
interacting with the Wapuny, then she will be able to
understand the language on a very simple level.
In a nutshell, every roll matters means that dice are
never wasted in Open Legend. Players should only roll
when the story demands it, and the outcome should
drive the story forward in one way or another.
Whats Next?
If the party chooses to travel with Grik, then you can proceed to the Tree Town Location Encounter. Otherwise, allow the PCs to dictate their course of action and use the
events and encounters throughout the rest of this book to
guide you.
Because the Wapuny speak a foreign tongue, this initial encounter with Grik provides a fun opportunity for roleplaying. You can spend as much or as little time with this as
you and your players enjoy.
11
4 Locations
Location A: Tree Town
This encounter takes place at the main village of the Wapuny tribe. They call it Glib Nab, which translates to Tree
Town. In this encounter, the PCs may learn of the war
between the two tribes, the curse of the Big Head, and the
Scepter of Kings.
As you cut your way through the thick overgrowth of
the jungle, you come upon a buzz of activity in the
trees. It appears that a small village of bridges, ziplines,
and ladders has been constructed in the trees. Tiny
lizard men - no taller than your knee - crawl, swing,
and climb through the branches, transporting water,
keeping watch, and performing all manner of mundane
deeds.
Typical Interactions
The items below list important interactions that are likely
to happen between the PCs and the Wapuny.
Chief BikBik
Chief BikBik
25 speed, climbing
Hit Points: 20
Agility 5 (2d6)
a fancy hat crafted from the fur and esh of a monkey bat,
and he frequently tosses the tail from one shoulder to the
next in a grand gesture (This is to constantly remind his
people
of the monkey bat he once slew in single combat). He
also wields a long stick topped with a roughly cut pink star
crystal. His kingly rod doubles as a blowgun (the favored
weapon of his people), and he raises it high whenever he
needs the silence or attention of his subjects.
BikBiks reaction to the party depends entirely upon
their rst impression. If they come after having rescued
Grik, he will be impressed with their power and seek to
make allies of them against the Wapungo. As thanks for
aiding one of his subjects, BikBik will even reward the
party with a vial of Slug Juice, the Wapunys signature
poison (and the only reason they stand a chance against
the Wapungo).
Slug Juice
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): Agility
vs. Evasion, damaging attack If
target takes at least one damage,
also inicts slow.
Wooden spear: Might
vs. Toughness, damaging attack
13
4 Locations
ceeds with a twist, or he fails but the story progresses. Perhaps the PC wanders from the rest of the party and notices
the golem when he is already standing on top of it.
Read the following description when the golem nally
rears its ugly head:
Unfolding itself before you from the rubble is a colossal giant made of stone. It blended in almost perfectly with the ruins of this once great city, but now it
is hidden no longer. Towering some twenty feet high,
the massive collection of boulders moves with unexpected ease. Set in its carved forehead is a large gem,
glowing with a crimson magical light. The brutes
eyes are sharp res of the same color, and they glare
at you with malice as the golem lets out a shout of
war that shakes the city walls. He stoops over slightly,
picks up a boulder three times the size of the largest
of you, and crushes it to dust in his bare hands.
Fight or Flight
The golem will not stop until the party is crushed to a pulp.
He stands 20 feet tall and is as hard to bring down as a city
wall. If the party chooses to ght, their one chance lies in
removing the golems control gem, which rests in the center of his head. Reaching the gem might require some ingenuity 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 a
weapon with the forceful property or another attack that
targets toughness and could realistically damage a gem.
The gems toughness is 15. Removing the gem requires an
Agility 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 from
precise
weapons deal
half damage to
stone golem.
14
Arachnid Attack
Whether the party chooses to cross the bridge or scale the
mountain, they will be attacked by a pack of giant arachnids specially bred by the Izzaru for defense of this plateau.
The creatures are spider-like, but have bony protrusions
extending from their front legs which serve as blades in
combat.
Whether this ght happens on the cliffs or the bridge,
make it epic by capitalizing on the arachnids adept climbing ability. They crawl beneath the bridge or along the
cliff face to outmaneuver foes. You can also make use of
the knockdown bane in order to create moments of tension. If a spider succeeds at a knockdown attack, the targeted player is now hanging from the cliff or rope bridge.
A subsequent knockdown attack would send them hurtling
to their doom (so use with restraint).
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 at
least 5 damage, the target also
suffers the stun bane.
Trip: Might vs. Toughness, inict
knockdown.
Adjusting Difficulty
For parties smaller than ve, adjust the number of arachnids so that there is one less than the number of PCs. For
very large parties, do not use more than 6 arachnids, instead increasing their maximum hit points by 3 for each
additional PC beyond the 7th.
These rules are best introduced to your players during their second combat involving more than one foe.
The arachnid combat is a perfect example of when
players could make use of multi-targeting.
Multi-targeting
An Ancient Curse
As the party approaches the Ziggurat of Kings read the following:
The structure standing before you is formed in three
levels, each reaching about 20 in height and composed
of countless blocks of stone. A long staircase extends
up one side of the ziggurat to the highest level, which
appears to form a small building. Decorating the staircase and the surrounding levels of the temple are dozens
upon dozens of lifelike statues. They all take the form of
some type of humanoid creature: some are short pygmy
lizards, others tall and strong humans, and still others
are snakefolk, with the top form of a human and long
snake bodies from the waist down. All of the statues
share a common trait: they are posed with looks and
postures of terror.
A single stone door bars entrance to the building at
the top of the stairs. Engraved upon it are more pictograms like those on the city wall. In these scenes, however, you see the serpentine staff being held before a tall
mountain spewing with smoke and re.
The door is heavy and stuck with age, but it doesnt require exceptional strength to open, just a good dose of elbow grease. It is, however, trapped. A character inspecting the door for traps or other oddities can make a Perception roll, CR 15, to notice that above the door is a secret
compartment which is meant to spill something upon intruders when the door is opened. With this knowledge,
PCs can attempt opening the door from a distance, perhaps
with a fastened rope or telekinesis if anyone is trained in
the Movement attribute.
15
4 Locations
Upon opening the door, a mass of rocks pours down
upon anyone under or adjacent to the door. Make an attack roll for the door as if it had a might score of 3 (1d20 +
1d8) against the targets Evasion defense. All damage dealt
by the trap is lethal damage.
Lethal Damage
16
Roleplaying Serathikis
The rst words out of the high priests mouth are For long
have I awaited thee, who seek the Scepter of Kings. Ask
me 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 whispers. Keep in mind also that he has sat in the same place
for ve centuries - so he is quite mad.
His curse requires him to answer three questions honestly of any who ask, and then relinquish the scepter peacefully, at which point his spirit departs this world and his
body 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 island
today. He does not know of the starfall or the necromancer. Nor is he permitted to say anything of the trial that
he mentioned. He can tell of his people, how they fell, his
curse, the origin of the Wapuny and Wapungo.
Sustain a Boon
Opportunity Attacks
An opportunity attack is a special kind of minor action because it does not take place during your turn.
If you are wielding a melee weapon, and an enemy
moves from a space within your reach to a space that
is not within your reach, you may make a free attack
against the enemy. (Note that, as a minor action, you
may only make one opportunity attack per round).
Boss Actions
Some monsters or villains are so formidable in combat that they are able to take multiple actions
throughout the round, thereby proving challenging
enough to take on an entire party alone. These boss
monsters gain access to a certain number of boss actions.
If a monster has boss actions, make an extra number of initiative rolls for each boss action. When arranging the initiative order, there must be at least
one PC between each of the bosss turns. If necessary, move the boss action turns lower in the order
to accommodate this requirement.
During combat, the highest initiative count indicates the bosss normal turn, during which it gets the
usual allotment of normal, move, and minor actions.
Each of the bosss lower counts in the initiative are
boss actions, which allow the boss to make one normal action.
Adjusting Difficulty
For groups smaller than 5, the basilisk does not receive any
boss actions. For groups larger than 5, the basilisk receives
10 extra hit points per extra PC. If the group consists of 8
or more PCs, the basilisk has 2 boss actions instead of 1.
Aftermath
If the characters are successful in retrieving the Scepter of
Kings, the next step for them is to decide what to do with
it. The necromancer, Thorn, has kept close watch on the
ruined city using divination, and he will soon learn of the
partys exploits. If you have not used it yet, during the next
time the PCs make camp, you can run the event encounter
The Dream Speaker, in which Asha appears to one of the
party members.
Exceptional Success
When you make a damaging attack and roll exceptionally well, you may also be able to inict a bane
for free.
17
4 Locations
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 basilisk
gets one extra
boss action
each round.
Divination 4 (1d10)
Betrayal (dagger)
The dagger which the high priest used to murder his king
has become imbued with magical power as a result of the
twisted nature of its history. It is named Betrayal and possesses the following traits: - A character possessing Betrayal gains advantage 1 on all Deception rolls. - When
used to attack an unaware target from behind, Betrayal
grants advantage 2 on the attack roll.
Scepter of Kings
18
ters or empower their current ones. Upon gaining access to feats in this adventure, each player may select
two feats from the feat list at the end of this book.
When the PCs reach 3rd level, they may choose one
additional feat.
A Fell Wind
As the party travels through the narrowest region of the
peninsula, read the following:
The peninsula narrows here to about 300 feet wide. The
sound of anking waves slowly crashing on the shore
combines with the light breeze whispering across your
face to almost soothe the nerves that are still on edge
from the sight of that ghastly demonic statue. The
breeze picks up though, at rst just a strong wind and
then a gale of hurricane strength. The squall is brief
but powerful, kicking sand into the air like a child shaking a snow globe. For a moment, you are completely
blinded, and then the wind calms. When you regain
your sight, the landscape has transformed. The surface
level of the sand having been disturbed,you can see the
ground littered in all directions with bones. And they
move.
For about 150 feet in all directions, the party is surrounded by animal bones that animate into all manner of sinister shapes. Some look like monkeys, some parrots, others
panthers, and still others take the form of demonic beasts
unknown to this world.
At the start of combat, there are two undead guardians
for each PC. At the end of every round, another one for each
PC will take form and join the fray. They will continue to
form until a total equal to the party size times 6 is reached.
If the party leaves the 150 radius circle of bones, the existing skeletons will pursue them, but new guardians will
cease to form.
Skeletal
Guardians
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: Might
vs. Toughness, damaging attack
Horde Intimidation: Entropy
vs. Resolve = demoralized bane
19
4 Locations
band on will discover that it resizes to t their nger. However, it cannot be removed unless the wearer or Eric Thorn
is killed. The ring grants some power but also bears a curse.
A character wearing Ashas ring is shielded by powerful magics, gaining +1 to all defenses.
20
Development
The information learned at Ashas grave site might lead the
party to any number of decisions, depending upon their
prior knowledge. One particular outcome worth expecting
is that the PCs may decide to wait for Thorn to return and
place owers upon the grave once again.
If they do make this decision, the necromancer revisits
Asha about once a month, around the full moon. There is
little chance of the party laying ambush for Thorn here, as
the beach is wide open with no terrain to provide cover in
the immediate vicinity. Thorn may also expect the partys
presence if they disturbed his skeleton trap, in which case
he comes armed with a retinue of undead servants. This
scene could make for a nal battle between the necromancer and the party, but it might also provide an interesting
moment of parley between the two forces, in which Thorn
attempts to make a deal to retrieve what he needs from
the PCs (Ashas ring, the Scepter of Kings, their allegiance,
etc.). Its important to note that Thorn will give almost
anything to retrieve his wifes ring, as long as he believes
that his sacrice will not cost him the chance to one day
bring her back.
choosing their actions, but must obviously roleplay according to their new dispositions.
Characters can be freed from the domination effect by
a number of means. Allow room for player ingenuity, but
also 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 ally
makes a Presence or Persuasion roll against the targets Resolve.
The Enchantment or Abjuration attributes can be
used to weave a counterspell if the action roll equals
or exceeds the dominated targets Resolve.
Aftermath
Depending on the outcome of this battle, the story could
take many directions. If the dominated PCs win, they probably wont kill their allies. Once the other half of the party
is unconscious, they will begin hammering away at the
gem with whatever means possible. And scale back up the
cliff to hide their reward. From there, take the story where
you want it.
Perhaps the Wapunies nd the PCs with bags of star crystals and declare them traitorous enemies and Wapungo
friends. Perhaps Thorn uses their dominated state as leverage to get what he wants from the party.
Potential Interactions
The following interactions describe some of the likely
events and encounters that the players will experience at
21
4 Locations
the Wapungo camp.
Friend or Foe?
If the Wapungo have not had any interaction with the PCs
yet, their motives will be immediately questioned. If they
arent taking precautions to be stealthy, they will be discovered by four Wapungo warriors a little ways outside of
camp, who will attempt to get the PCs to lay down arms
and see their chief. The warriors will not instigate combat unless threatened. Brave as they are, the Wapungo are
very cautious around the foreign looking adventurers and
their strange arms and armor. If the party refuses to come,
the Wapungos will insist that they leave the area.
A War of Honor
According to Wapungo tradition, they were the rst to discover the Great Star. They claim that the star fell upon the
Wapuny village as a punishment from the gods, and that
a Wapungo chief led the rst expedition to mine the crystal. They intended to share the wealth with the Wapunies,
but on their climb back up the chasm, the Wapungos were
ambushed by the nefarious lizards. Since then, as a matter
of honor and revenge, the Wapungo have laid claim to the
star, refusing to surrender a single gem to the treacherous
Wapuny.
Chief Bloodfist
Chief Bloodst
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 at
least 1 damage, target also suffers
knockdown or forced move 15.
Stone Tomahawk (range 25):
Might vs. Evasion, damaging attack
22
A Tribe Divided
If they are particularly investigative, the party will discover
that not all of the Wapungo are happy with Bloodsts rule.
They complain of two things.
First, though he has been chief for almost ve years, he
has not yet taken a bride to be chieftainess, a longstanding
tradition among their people. A close advisor to Bloodst,
named Vulture, reveals that the chief has spoken little to
him of this matter beyond shouting at him My bride is on
her way! in a t of anger when Vulture pressed the issue.
Bloodsts second and more egregious failing is that he
has systematically moved the Wapungo patrols away from
the Great Chasm, and has made similar strategic decisions
that hint of the slackening of the war against the Wapuny.
The Bride to Be
About three years ago, Chief Bloodst was out on a hunting expedition and made camp near a cool jungle spring.
During his sleep that night, he was visited in dream by a
beautiful maiden dressed in white. She introduced herself
as Asha, telling the chief that she was the goddess who had
caused the star to fall so long ago. She said that she would
be visiting the island soon to reclaim the Great Star, and
that he had been chosen to pave her way. Promising to reveal more information in the future, Asha told Bloodst to
come often to this spring - to drink and sleep beside it that
she may visit him again in dreams.
Since then, the chief has regularly made lone expeditions to the spring about a half day from the Wapungo
camp. Over the years, Asha has wooed Bloodst, promising to be his bride upon her arrival and to make him a
god-king over the island. She has revealed that the star
contains a great deal of her power, and that without it
she is quite vulnerable. Asha claims she cannot set foot
on Starfall Island until she is certain that the star may be
reclaimed. To this end, she has convinced Bloodst to
lighten the attacks on the Wapunies in preparation for a
nal assault, and also to search for a means to retrieve the
Scepter of Kings. Once the scepter is in the chiefs hands,
she will be condent that she can enter the island in safety
and help lead her groom to victory.
In truth, Chief Bloodst has been enchanted by the
magic of the necromancer, Thorn. He has ensorcelled
the spring that the chief has been visiting, and whenever
Bloodst drinks and sleeps beside it, Thorn visits him in
dream disguised as Asha. If the chief can ever acquire the
Scepter of Kings, Thorn will beckon him to meet Asha in
the Dragons Maw, where he will slay the chief and claim
the Scepter for his own.
Bloodst 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, depending on the situation. The following are a few ideas of
how and when the party may learn of the chiefs secret:
A party member speaks also of dreaming of Asha
Bloodst learns of Ashas grave and the secrets revealed therein
The party gains the chiefs trust, such as by delivering the Scepter of Kings.
The party discovers the chief while sleeping at the
dream spring (perhaps by following him there).
4 Locations
The party has disadvantage 2 on their rolls to resist
the trap at the beginning of the next encounter (see
below).
The party suffers from a special form of the demoralized bane. It does not go away until they have made
2 successful action rolls.
One member of the party suffers the fatigued bane.
Half of the party falls down a pit or similar natural
hazard. Roll a damaging attack using 1d20 + 1d4 vs
Evasion. Half of the damage inicted is lethal damage.
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
Adjusting Difficulty
For parties smaller than 5 PCs, reduce the number of troglodytes so that there is one more monster than PCs. For
large groups, add 3 hit points to the troglodytes maximum
for each PC beyond the fth.
Aftermath
If the party is defeated, you do not have to kill them outright. Instead, consider them to have been captured by the
cannibal troglodytes who are preparing them for a ritual
feast. Theyll have to use their ingenuity to escape their
prison 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 of
the Dragons Maw. The troglodytes, having been defeated
once, will avoid further contact with the PCs if possible.
The Dragons Maw is the one sight that you can view
from any point on Starfall Island, and throughout your
time here it has kept watch on your movements like a
detached king observing the petty tries of his subjects
from his balcony.
The mountain was impressive from a distance, but
now that you stand at its feet, you are humbled by its immensity and power. A long natural stone path, molded
ages ago by owing magma, slopes up the rocky crag,
where you can see a single cavernous entrance about
halfway up the volcano.
The climb requires no special equipment or effort, given
the natural staircase, and the party can ascend the mountain in safety. The cave enters into the necromancers lair,
where the party will discover that the volcano is already
showing signs of becoming active again. A short trip down
a cavernous corridor leads to the shaft of the volcano. As
the party travels down the hall, they can see a faint orange
glow dancing on the walls near its end, and the temperature grows hotter and hotter with each step.
Level Up
Reaching the entrance to the Dragons Maw is an important milestone, and could be a good place to reward the
party with another level. They should be level 3 before they
will 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 anyone who increases their Fortitude, Presence, or Will.
When the party enters the shaft, read the following:
You stand now inside the Dragons Maw - in the very
heart of the volcano, which obviously bears life still.
Hundreds of feet above you, the shaft gives way to the
open sky. Molten lava sputters and spurts throughout
the chamber, occasionally spitting a gout of ame into
the air. A wide ledge encircles the magma, and several
small alcoves are dug out of the volcanos cavernous
walls, which are decorated with curtains of bone. Rocky
outcroppings, like incomplete bridges, jut sporadically
out into the center of the churning magma.
The volcano is a logical place for a nal showdown with
Thorn, though the party may encounter him here at different stages of the story. If they arrive here long before the
plot demands a confrontation between the two, you can
choose to have the necromancer away, and instead use this
location as an opportunity for the players to learn more
about him by exploring the alcoves and side chambers described below.
If Thorn is present, read or summarize the text below.
Alternatively, this could be a good chance for a verbal backand-forth between the party and their nemesis. Many play-
ers enjoy having a nal conversation of sorts before a nal confrontation. If your narrative demands it, you might
only use the rst paragraph below, saving the second for if
and when things come to blows.
Standing alone upon one of the rocky outcroppings on
the other side of the volcano is a man robed in what
must have once been ne cloth but is now so tattered
with age and blackened with ash that he wears it like a
death shroud. His skin is pale and gaunt, and his face
is a canvas painted with woe and malice.
She will be mine again! he shouts as his hands extend, one calling forth a pillar of magma from the pit
below, the other weaving dark energies towards the curtains of bones that line this unhallowed chamber. They
rattle and dance upon the walls. Come to me, my minions! sputters the necromancer And feed our master
the very souls of those who would stand between me and
my belovedmy Asha. With that, the bones complete
their transformation, taking the shape of large demonic
monstrosities - and the necromancer begins weaving another spell.
This combat should be both challenging and epic. Hopefully, 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 to
keep his distance from the party using the terrain and his
minions for aid.
The skeletons cannot deal much damage, but if they are
ignored, they will nickel and dime the party to death while
also providing the necromancer with increased mobility.
They are fragile and fall easily, though, so it might be a
good time to remind the players of their multi-targeting
options.
Thorn will start off with his dark shroud attack, aiming
to blind any PCs who are obviously equipped for ranged or
magical combat. Hell rely mostly on his ame and shadow
attack to deal damage and save deathly siphon for when he
is forced into melee or severely damaged. Every round, he
can call lava on one foe near a ledge, so he will direct his
minions to use their forced move attacks to force PCs into
position.
Adjusting Difficulty
For parties smaller than 5 PCs, reduce the number of skeletons so that there are 3 more skeletons than PCs. For
large groups, add 10 hit points to Thorns maximum for
each PC beyond the fth. For groups of 8 or more PCs,
Thorn receives 2 boss actions instead of 1.
25
4 Locations
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)
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 target
within 10 of a ledge: Energy vs. Evasion If attack deals 5+ damage, target
suffers persistent damage
Lava Control - In his volcanic lair, Thorn can cause lava in a 5 square to
congeal and cool long enough for him to cross it without taking damage. This
does not require an action.
Deathly Siphon - Damaging life drain attack: Entropy vs. Toughness,
Advantage 2
Flame & Shadow - Ranged damaging attack, targets 2: Energy vs. Evasion If
attack deals 5+ damage, targets are also stunned
Dark Shroud - 15 area, inicts blinded: Entropy vs. Toughness, Advantage 1
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
26
Thorns Journal
Among a variety of nondescript items scattered atop a
makeshift boulder table, the party discovers a journal kept
by Thorn. The earliest entry dates back about ten years ago.
The text below summarizes the contents of the journal for
anyone who spends time reading it:
This worn leather bound journal looks like it has seen
years of abuse. It is water damaged in spots and the
pages curl from years of residing in volcanic heat. Reading through the log, you learn the sad tale of its keeper, a
man named Eric Thorn. In another life, some ten years
ago when the rst entry is dated, he was a successful
merchant - though from what you can tell, a ruthless
and at times dishonest one. The journal tells also of the
love between Eric and a woman named Asha, who seems
to have tempered his merciless pursuit of coin.
About ve years ago, the two were married, and
struck out on the seas to make a new life in a new
town. Eric writes of his excitement of being free of the
shackles 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 is
killed, 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 has
kept to his nightly journaling almost religiously. When
it picks back up, the man has changed. He writes hastily and in fragmented thoughts, and it is clear that the
ruthlessness 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 to
him from deep within the island. He plots the destruction of the natives and the raising of an undead army.
Every entry, though, still reveals a mad love for his precious Asha, whom he regularly writes to directly, hinting
that soon he will bring her back.
His writings refer frequently to some great power with
whom he has been communing named Asgaroth. For a
few years after the shipwreck, Thorn seems to speak of
this power as a partner, but eventually he refers to him
as master. It isnt clear who or what this Asgaroth is,
but you can make out two things: he is imprisoned on
this island and Thorn is working to free him.
The Altar
Atop one of the bridges that overlooks the magma is a
crude stone altar encrusted with blood. It is equipped with
27
5 Event Encounters
Event 1: Drawing a Line
This event serves to show the party of the conict between
the Wapuny and the Wapungo, and perhaps force them
into choosing a side.
Wherever this encounter takes place, describe to the
party the following scene.
Your travels are interrupted by the sound of battle
ahead. Closing the distance to a good vantage point,
you can see two forces - one of about a dozen tiny lizard
folk, and the other made up of four towering humans.
The two forces hurl racial insults as axes swing and
blowguns re. The lizards are nimble and acrobatic in
combat, using the terrain and an innate climbing ability
to outmaneuver their opponents. The humans, on the
other hand are ferocious and powerful, like raging bulls.
Though different in number, the forces seem equal in
power, and for every human casualty, three lizard men
fall.
If the party doesnt intervene, you can ip a coin to decide who wins, or make a decision based on the direction
you would like the story to take. If the party does intervene,
they might make new friends and new enemies depending
on 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): Agility
vs. Evasion, damaging attack If
target takes at least one damage,
also inicts slow
Wooden spear: Might
vs. Toughness, damaging attack
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Wapungo
Warrior (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): Might
vs. Toughness If target takes at
least 5 damage, also inicts
knockdown.
Stone Tomahawk (range 25):
Might vs. Evasion
Shadow (6)
30 speed, incorporeal
Hit Points: 10
DEFENSES
Might 2 (1d6)
Toughness: 13
Perception 3 (1d6)
Evasion: 13
Entropy 3 (1d8)
Resolve: 12
Presence 2 (1d6)
FAVORED ATTACKS
Spirit Touch (melee): Entropy
vs. Toughness, damaging attack
Special: 2 points of damage from a
successful attack is automatically
applied as lethal damage
Curse of the Grave (melee):
Entropy vs. Toughness, inicts
sickened bane
Adjusting Difficulty
For parties smaller than 5 PCs, reduce the number of shadows so that there is one more shadow than PCs. For large
groups, add 3 hit points to the shadows maximum for each
PC beyond the fth.
Aftermath
This ght could be very difcult for the party, potentially
ending in defeat. If the PCs are defeated, the story doesnt
have to end there. The shadows were likely sent for a purpose - to retrieve the scepter or Ashas ring, for example.
Allow them to achieve their purpose and leave the heroes
for dead, only to rise and ght again when dawn comes.
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5 Event Encounters
You rose early today, before the sun, and decided to get
a head start on your trek. Its been about half an hour
since you left your camp when you come upon an interesting sight.
A lone man lies sleeping on a bedroll stretched out
beside a cool spring of water. He is tall, muscular, and
adorned with all manner of strange bone piercings. He
sleeps restlessly, tossing and turning, until nally awaking with a startled cry of Asha!.
The man is Chief Bloodst, and he is out on one of his
monthly solo journeys to visit his bride-to-be. The party
can make of this encounter what they like, and their response depends largely on what information they have
already gathered about the necromancers wife. If they
play their cards right, this could be their opportunity to
convince the chief that his dreams are a trick. See Location F: The Wapungo Camp for more information about
Bloodsts dreams.
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6 Feats
Armor Mastery
Choose one type of armor. The fortitude score required to
wear that armor is reduced by 2, and the defense bonus is
increased by 2. Additionally, any movement speed penalty
is reduced by 5 feet.
Attack Specialization
Potent Bane
Choose one bane. Whenever your enemies attempt to resist this bane, they have disadvantage 1 (using the d20) on
this roll.
Bane Focus
Choose one bane. You gain advantage 1 on rolls to inict
the bane. Furthermore, the damage requirement to inict
the bane as part of a damaging attack is reduced to 5 hit
points.
Battlefield Sentinel
You are able to make two additional opportunity attack
each round.
Boon Focus
Choose one boon. As long as you are targeting a single
creature, you no longer have to make an action roll to
invoke the boon - success is automatic. When multitargeting, you gain advantage 2 on your roll to invoke the
boon.
Fleet of Foot
Your movement speed is increased by 10 feet.
Hospitaler
You can use your action to allow one ally to make a free
attempt to all resist banes affecting him. Your ally has advantage 1 (using the d20) for this resist attempt. Additionally, you gain advantage 1 whenever you invoke the Dispel
boon.
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Tactical Inspiration
Once per round, you may use a minor action to grant an
ally within sight advantage 2 on their next attack roll.
7 Banes
Each bane described below is a condition that can be inicted upon a foe. Every bane lists a power level and one or
more relevant attributes. In order to inict a bane, a character must possess an attribute score in one of the listed
attributes equal to or greater than the banes power level.
The bane descriptions also indicate which defense the
attacker must overcome in order to inict the bane. If
more than one defense is indicated, the GM should choose
the one most logical to the story being told by the attacker.
For example, a rogue inicting the blinded bane by throwing sand in a foes eyes would roll Agility vs. Evasion, while
a necromancer cursing an enemy with a spell of blindness
would roll Entropy vs. Toughness.
Most banes have a duration of resist ends, which means
that an inicted target is affected by the bane until successfully shaking it off with a resist action. If a target fails
three resist rolls against a bane, the bane can no longer be
resisted. It persists for an extended duration indicated in
the bane description.
Blinded
Power Level 4 (Agility, Energy, Entropy)
Defense: Evasion or Toughness
Dispel
Power Level 1 (Abjuration)
Defense: Resolve
Make an Abjuration roll. You can dispel temporary boon
effects of a maximum Power Level equal to (Abjuration roll
- 10) 2. This bane does not affect permanent or inherent
magical effects.
Duration: Instantaneous
Dominated
Power Level 5 (Enchantment)
Defense: Resolve
Creatures of animal intelligence or lower fall completely
under your control, like puppets. Duration: Resist ends
(fail x 3 = 1 hour)
Fatigued
Charmed
Power Level 4 (Enchantment)
Defense: Resolve
Demoralized
Power Level 2 (Agility, Energy, Enchantment, Entropy, Illusion, Might, Presence, Persuasion)
Defense: Resolve
Stage 5: Unconsciousness.
Stage 6: Death.
Duration: This bane cannot be resisted as normal. Instead, every 24 hours of complete rest OR application of
the restoration boon reduces the fatigue stage by 1.
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7 Banes
Forced Move
Power Level 2 (Might, Movement, Energy)
Defense: Toughness
Move the target 5 feet for every 2 points in the activating
attribute.
Duration: Instantaneous
Incapacitated
Power Level 5 (Agility, Entropy, Enchantment)
Defense: Toughness or Resolve
The target is immobile and unconscious. The bane can be
broken without a resist roll by a rm shake, shove, splash
of water, or similar effect.
Duration: Resist ends (fail x 3 = 1 minute)
Intimidated
Power Level 4 (Enchantment, Might, Presence Persuasion)
Defense: Resolve
The target suffers disadvantage 1 on all attacks that dont
include you as a target. Special: When triggered by an exceptional success on a damaging attack, you may target a
creature other than the foe damaged by your attack.
Duration: Resist ends (fail x 3 = 1 minute)
Immobile
Power Level 0 (Agility, Enchantment, Entropy, Energy, Alteration, Might)
Defenses: Evasion, Resolve, or Toughness
Target cannot move from their current space. If inicted using Might, the attacker is grappling and thus cannot
leave the targets reach without ending the bane.
Duration: Resist ends (fail x 3 = 1 minute). Special: Resisting this bane requires a move action alone, and cannot
be included as part of a resist action that attempts to shake
off other banes.
Knockdown
Power Level 2 (Might, Energy)
Defense: Toughness
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The target falls prone. While prone, a creature has disadvantage 1 on all attacks. Melee attacks made against
prone targets gain advantage 1, while ranged attacks made
against prone targets suffer disadvantage 1.
Duration: Instantaneous
Life Drain
Power Level 5 (Entropy)
Defense: Toughness
Inicting this bane deals damage as a normal damaging
attack. 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 targets
memory The target realizes its confusion when the bane
is 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 intelligence or less. If your Divination score is at least 4, you
can read the current thoughts of targets with human intelligence.
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 targets turns, it suffers 1d8
damage. If some means of ending the bane (such as pouring water on a creature set on re) is applied, the target
gets a resist attempt with advantage 1 for free (no action
required).
Duration: Resist ends (fail x 3 = 1 minute)
Phantasm
Phantasm
Stunned
Scrying
Power Level 5 (Divination)
Defense: Resolve
You can view the target from any distance, provided they
are on the same plane of existence.
Duration: 10 minutes. This bane requires concentration
to maintain. If you do anything other than focus on maintaining the bane, it is dispelled.
Truthfulness
Power Level 5 (Enchantment)
Defense: Resolve
The target answers questions truthfully to the best of its
knowledge.
Duration: 10 minutes. This bane requires concentration
to maintain. If you do anything other than focus on maintaining the bane, it is dispelled.
Sickened
Power Level 3 (Entropy)
Defense: Toughness
Target suffers disadvantage 2 to all action rolls.
Duration: Resist ends (fail x 3 = 1 minute)
Silenced
Power Level 2 (Agility, Might, Energy, Alteration)
Defense: Evasion or Toughness
The target cannot make vocal sounds. If Alteration is used
to inict this bane, the attacker may cause the silence to
affect all sounds within 5 of the target.
Duration: Resist ends (fail x 3 = 1 minute)
Slowed
Power Level 2 (Energy, Might, Agility, Entropy)
Defense: Toughness
Targets speed is reduced to 10 feet.
Duration: Resist ends (fail x 3 = 1 minute)
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8 Boons
Each boon listed below is a power or buff that can be granted to the caster and/or allies. Every boon lists a power
level and one or more relevant attributes. In order to invoke a boon, a character must possess an attribute score
in one of the listed attributes equal to or greater than the
banes power level. Additionally, the caster must make a
successful attribute roll with a Challenge Rating of 10 +
twice the boons power level. The boon descriptions also
indicate 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 to
keep a boon in effect. If he doesnt, the boon is dispelled
at the end of the casters turn.
Augury
Power Level 3 (Divination)
Invocation Time: 1 Minute
You gain insight into an event that will happen within the
next hour. You ask a question about a course of action you
plan to take within the next hour and the GM communicates your insight through vague symbols, impressions, or
a single word such as favorable or unfavorable.
Duration: Instantaneous
Blindsight
Power Level 5 (Alteration, Divination, Entropy, Perception)
Invocation Time: normal action
The target can see in complete darkness, even if affected
by the blinded bane.
Duration: Sustain persists
Darkness
Power Level 2 (Entropy, Illusion)
Invocation Time: normal action
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 creatures
and objects of the associated type and judge their relative
strength.
Duration: Sustain persists
Heal
Power Level 1 (Creation)
Invocation Time: normal action
Roll your Creation attribute dice. The target regains a number of hit points equal to your total. If your Creation attribute is at least 5, you can even heal lethal damage with this
boon.
Duration: Instantaneous
Levitation
Power Level 5 (Movement)
Invocation Time: normal action
The target gains a ight speed of 10.
Duration: Sustain persists
Light
Power Level 1 (Creation, Energy)
Invocation Time: minor action
You create magical light with a radius equal to 5 times your
attribute score.
Duration: Sustain persists
You create an area of magical darkness that cannot be penetrated by natural light. The darkness lls a radius of 5
times your attribute score.
Regeneration
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Resistance
At the beginning of each of its turns, the target heals 1d6
hit points. This does not heal lethal damage.
Duration: Sustain persists
Resistance
Power Level 3 (Abjuration, Energy)
Invocation Time: normal action
Choose one damage source: nesse, forceful, re, cold,
lightning, acid, entropy. The target ignores the rst 5
points of damage each round from the indicated source.
Telepathy
Power Level 5 (Divination)
Invocation Time: normal action
You can communicate telepathically with one creature.
Duration: Sustain persists
Teleport
Restoration
You can teleport to any space that you can see within a
range of 5 per the attribute score you are using to invoke
this boon.
Duration: Instantaneous
Duration: Instantaneous
Transmute
Seeing
Shapeshift
Power Level 2 (Alteration)
Invocation Time: normal action
The target shapeshifts into a creature of similar size to
itself. The targets supernatural attributes become zero
and its Agility, Might, Fortitude, and Perception attributes
change to match the chosen creatures scores. At higher
Alteration scores, new abilities are unlocked:
Alteration 3: Size between half and double original.
Gain non-ight movement capabilities.
Alteration 4: Size between one-quarter and quadruple original.
37