Sei sulla pagina 1di 43

i

A Star Once Fallen


by Ish Stabosz

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


Copyright 2016 Seventh Sphere Publishing

ii

Contents
1 Getting Started

How to Use this Adventure . . . . . . . .


Background . . . . . . . . . . . . . . . . .
Character Creation . . . . . . . . . . . . .
Physical Attributes at a Glance . . .
Mental Attributes at a Glance . . . .
Social Attributes at a Glance . . . .
Supernatural Attributes at a Glance
Choose Attributes . . . . . . . . . . . . .
Record Attribute Dice . . . . . . . . . . .
Attribute Dice . . . . . . . . . . . .
Calculate Defenses and Hit Points . . . .
Defenses . . . . . . . . . . . . . . .
Hit Points . . . . . . . . . . . . . . .
Choose Starting Equipment . . . . . . . .
Melee Weapons . . . . . . . . . . .
Ranged Weapons . . . . . . . . . . .
Armor & Shields . . . . . . . . . . .
Describe Your Character . . . . . . . . . .
GM Info . . . . . . . . . . . . . . . . . . .

2 Game Masters Overview

The Unending Feud . . . . . . .


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

3 Starting the Adventure


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

4 Locations

Location A: Tree Town . .


Typical Interactions .
Location B: Ancient Ruins
Navigating the Ruins
Fight or Flight . . . .
The Ziggurat of Kings
Arachnid Attack . . .
Adjusting Difculty .

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15

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

Event 1: Drawing a Line . . . .


Event 2: Mining Expedition . .
Event 3: The Dream Speaker .
Event 4: Shadow Assassins . .
Adjusting Difculty . . .
Aftermath . . . . . . . . .
Event 5: The Spring of Dreams
Event 6: The Dragon Awakens
Event 7: Death Unleashed . .
Thanks for Playing! . . . . . .
Credits & Thanks . . . .

6 Feats

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

iv

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15
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28
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29
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29
29
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

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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

How to Use this Adventure


The game master should read this packet inside and out,
attempting to understand the rules of the game and the
progression of the story as much as possible. A GM serves
as both director of the story and referee of the rules, so the
more prepared the GM, the more smoothly the game will
play.
The rest of the players wont need to prepare at all. This
adventure presents the rules in a layered manner, starting with the very basics of character creation. From there,
youll learn how to play Open Legend by playing, with each
new scene adding another layer to the rules. It may be helpful to print out additional copies of the pages describing
character creation for each player, as well as the bane and
boon descriptions.
Players who are already familiar with the Open Legend
Core Rules - or those who feel ready to learn - can still enjoy A Star Once Fallen. Just ignore the character creation
rules presented below and create rst level characters using 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 with
Open Legend.

Background
Before the adventure begins - even before the players create their characters, perhaps - read the following introductory text:

You thought the job would be easy. Hitch a ride on a


trading vessel, protect it from pirates, and earn a few
gold and a free trip to the City of Sails. All in a days
work for an adventurer like yourself. But theres not
much your swords and arrows and spells can do against
a typhoon. You dont remember much - the ash of lightning, the howl of wind, the doomful crack of the mast as
it split down the middle - but one memory stands out
perfectly in your mind.
Traveling aboard the ship was a fortune teller, an old
hag that was great aunt to the captain or something
like that. On the night before the typhoon struck, she
told your fortune, and her words are emblazoned in your
memory:
A star once fallen upon the land,
Brings sword and axe and spell at hand.
For planted deep like evil seed
It lls heart, soul, and mind with greed.
Shoulders broad and voices tiny
Ceaseless war of clashing armies.
In sleep, the beauty whispers well,
But her wormtongue song is ever fell.
A royal staff in hands upright
Shall end the long, eternal ght.
But try you might, and try you may
The star will rise another day.

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

Physical Attributes at a Glance

Supernatural Attributes at a Glance

Agility

Dodge attacks, move with stealth,


perform acrobatics, shoot a bow,
pick a pocket

Abjuration

Protect from damage, break


enchantments, dispel magic, bind
demons

Fortitude

Wear heavy armor, resist poison,


shrug off pain, exert yourself
physically

Alteration

Change shape, alter molecular


structures, transmute one material
into another

Might

Swing a maul, jump over a chasm,


break down a door, wrestle a foe to
submission

Creation

Channeling higher powers for


healing, creation, resurrection,
divine might, etc.

Divination

Speak telepathically, see the future,


detect magic and auras, scry

Energy

Create and control the elements re, cold, electricity, etc.

Mental Attributes at a Glance


Learning

Recall facts about history, arcane


magic, the natural world, etc.

Entropy

Disintegrate matter, kill with a


word, create undead, sicken others

Logic

Solve riddles, decipher a code,


improvise a tool, understand the
enemys strategy, nd a loophole

Enchantment

Control the minds of others,


dominate wills, manipulate
emotions

Perception

Sense ulterior motives, track


someone, catch a gut feeling, spot a
hidden foe, nd a secret door

Illusion

Create illusory gments, deceive


the senses, cloak with invisibility

Will

Maintain your resolve, overcome


adversity, resist torture, stay awake
on watch, stave off insanity

Movement

Teleport, y, hasten, slow

Social Attributes at a Glance


Deception

Tell a lie, bluff at cards, disguise


yourself, spread rumors, swindle a
sucker

Persuasion

Negotiate a deal, convince


someone, haggle a good price, pry
information

Presence

Give a speech, sing a song, inspire


an army, exert your force of
personality, have luck smile upon
you

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

Record Attribute Dice

Record Attribute Dice

Choose Starting Equipment

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.)

From the tables below choose up to one suit of armor and


either three weapons or a two weapons and a shield. Note
that armor may require a certain Fortitude score to use and
may also reduce your movement speed. Adjust your defenses according to any armor or shields you choose. Record your equipment and their properties on your character sheet.

Attribute Dice
Attribute Score

Attribute Dice

1d4

1d6

Name

Properties

1d8

Dagger

1d10

one-handed, precise, range 25,


swift

2d6

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

Calculate Defenses and Hit


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

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

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

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

Armor & Shields


Name

Properties

Small Shield

requires fortitude 1, +1 to evasion


and toughness

Large Shield

requires fortitude 3, +2 to evasion


and toughness

Leather Armor

+2 to evasion and toughness

Scale Shirt

requires fortitude 2, +4 to evasion


and toughness

Chain Mail

requires fortitude 3, +5 to evasion


and toughness, -5 speed

Scale Mail

requires fortitude 4, +6 to evasion


and toughness, -5 speed

Describe Your Character


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

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

2 Game Masters Overview


The paragraphs below provide you a look at the main plot
of this adventure and some of their historical origins. Becoming familiar with these events will help you steer the
narrative of the adventure based on the actions of the PCs.

The Unending Feud


Nearly a century ago, a great meteor fell from the sky and
carved a deep chasm into the center of the island. Following this cataclysmic starfall, terrible unrest overshadowed
the tiny jungle isle as the once peaceful natives began a
feud that has lasted ever since. On one side of the war is
the Wapuny tribe, a race of tree dwelling pygmy lizardfolk
who stand only knee high to the average human and reproduce in great numbers. The other tribe, the Wapungos,
are tall, broad-shouldered humanoid warriors, fearless in
combat - though far fewer in number than their enemy.
The source of the unending war is greed for the star crystals. Deep within the caverns at the center of the island is
the Great Star, a massive meteorite made of an alien pink
gem. As soon as the star fell, the natives began mining the
precious ore, and not long after they began ghting for it.

The Secret Prison


Unknown to the natives, the meteor is actually a prison for
the Demon Lord Asgaroth, who was banished from a far
distant plane eons ago. The imprisoned demon hurtled
through the cosmos for millennia until nally crashing
down upon this tiny uncharted island. It is the Demon
Lords evil presence that taints the native hearts with
greed. With every crystal that they chip from the Great
Star, Asgaroth comes one step closer to freedom. For a
hundred years, the war between the Wapugnos and the Wapunies has allowed neither of the tribes much freedom to
mine the star crystals, but a new arrival to the scene promises to change that.

The Broken Heart


About ve years ago, a ship crashed upon the shores of
Starfall Island. The lone survivor was a merchant named
Eric Thorn, who had been traveling aboard the ship with
his new bride, Asha. The two were just married and seeking a new life in a new land. Thorn was heartbroken by the
loss of his beloved, and combined with being marooned, he
was driven mad.
It wasnt long before Asgaroth, deep within the bowels
of the island, sensed Thorns agony and began commun-

ing with him. The Demon Lord promised Thorn that he


possessed the power to return Asha to life, if only he were
freed from his crystal prison. Slowly, Asgaroth began gifting Thorn with dark powers, and the merchant-turnednecromancer took up residence in the dormant volcano
known as the Dragons Maw. He left his wife buried in the
northeast peninsula, vowing to return and free her from
the shackles of death. Since then, he has worked tirelessly
on a scheme to free the Demon Lord, and has grown in
wickedness and insanity in the process.

The Dream Speaker


The necromancers plan involves eliminating the Wapunies so that the Wapungos can be free to mine the star
crystals, and thus release Asgaroth. To accomplish this
goal, he has spent several years inltrating the Wapungos
by appearing to their chief, Bloodst, in dreams disguised
as the most enchanting female he knows - his wife, Asha.
At the dream speakers request, and against the will of his
people, Bloodst has begun reducing the Wapungo skirmishes with the Wapunies. Thorns hope is that by focusing on defense, the Wapungo can bide their time and grow
in strength while also catching the Wapuny off guard once
the nal stage of his scheme unfolds.

The Undying Army


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

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

How To Run A Star Once Fallen


island. Since the fall of their kingdom, the volcano had
lain inactive, but the Izzaru long had told a prophecy that
still is whispered by the Wapuny and Wapungo: When a
king lays claim to Starfall Island, the Dragon will spit ame
once again.

How To Run A Star Once


Fallen
A Star Once Fallen is meant to be played as a sandbox adventure. The island is populated with plenty of beasts,
mysteries, and neer-do-wells, and the PCs are meant to
explore the territory and interact with its inhabitants according 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 Island and provide them with a few possible courses of action. Following the opening scene, let the players drive the
story using the location and event encounters described
within this book.
The location encounters, as the name implies, are tied
to a specic location on the island map: the native villages,
the Great Chasm, the Dragons Maw, and so on.
The event encounters, on the other hand, can be used
almost anywhere to either indicate to the party that a great
event has occurred (such as Thorn retrieving the Scepter of
Kings) or to reveal important secrets (such as Chief Bloodsts dream visions). Use the event encounters to spur the
PCs to action.

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.

The Necromancers Scheme


The following checklist tells the likely turn of events if Eric
Thorns schemes go unhindered by the party. As the adventure unfolds, check off a box whenever the story demands
it, and do something to warn the party of the impending
doom.
Chief Bloodst makes a complete withdrawal of his
offensive troops.
The Wapunies begin mining the star crystal in great
quantities.
Thorn retrieves the Scepter of Kings and begins his
three day ritual, casting the island in cloud and
shadow.
Thorn completes the Ritual of the Dead, summoning
forth an army of undead.
At Ashas beckoning, Chief Bloodst launches full
scale war against the Wapunies. Combined with
Thorns army, the force wipes out the tiny lizardfolk.
The Wapungo mine the star crystal completely, and
Asgaroth is loosed upon the world.
Feel free to modify the list or rewrite it according to the
story being told at your table. For example, if the party
manages to convince Bloodst of Ashas evil intentions,
then Thorn will need to nd a new plan for gain access to
the Great Star (perhaps by winning over the Wapunies).

The Necromancers Power


The power granted to Thorn by the Demon Lord Asgaroth
is primarily a power to control and commune with the spirits of the dead that wander Starfall Island. Specically,
he can make these spirits take material form as shadows.
These shadows act as his eyes and ears throughout the island, as well as his assassins. The shadows can animate
the bones of the dead and possess the dreams of sleepers.
Thorn communicates with them through a scrying pool
kept within his volcanic lair.
As a demon, Asgaroth is strongly associated with re,
and he has also bestowed such powers to his servant. Since
Thorn took up residence in the Dragons Maw, it has begun
to breath life again, though that fact is still unapparent
to outside observers. Magma churns and bubbles in the
depths of the volcano, waiting for a new king to claim the
island and set it free.
For the game mechanics behind Thorns powers, see Location H: The Dragons Maw.

Asgaroth is freed and let loose upon the world.

2 Game Masters Overview

Traveling Around Starfall


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

Escaping Starfall Island


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

3 Starting the Adventure


Opening: Mud & Monkeys
To begin the adventure, read or summarize the following
avor text:
You awaken, one by one, with the gritty taste of sand
between your teeth and the briny smell of the sea
in your hair. As you regain your wits and stand to
your feet, you can see the sun setting behind a distant
mountain like a golden crown being set atop the head
of a regal king. The beach you stand on is littered
with wreckage, though little appears salvageable - a
few of your weapons, some armor, a couple days rations, 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 survey the surrounding land. Verdant jungles, herculean
cliffs, and cascading waterfalls decorate this island,
which might be a tropical paradise if only you werent
stranded here. Miles off to the south, you barely have
time to spy a great stone wall, as of a city, before the
sun nally 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 a
childs, though of a foreign tongue. Whatever the language, 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 attacked
by a pack of monkey bats - grotesque man-sized creatures
bearing the body and head of a monkey with bat-like wings
and feet. The agile Wapuny swings from vines and jumps
from branches to evade the creatures, but is soon knocked
from the trees into a muddy pool of quicksand. The monkey bats are descending for the kill just as the party arrives.

New Rules: Action Rolls & Initiative

Throughout this adventure, youll nd sections like


this, which describe new rules to add to your game.
As the GM, you should learn these rules and help
your players learn them too. Typically, new rules
are presented as part of an encounter in which those
rules will play an important part.

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.

Advantage & Disadvantage

When you make an action roll within a particularly


favorable situation, you have advantage on the action roll. For example, in this combat, a character
who successfully swings from a vine to attack a monkey bat could gain advantage because of the extra momentum behind the attack. When you have advantage, roll one extra attribute die and remove the lowest
attribute die before calculating your total.
You have disadvantage when you are acting with
signicant hindrance. For example, a character who
gets stuck in the quicksand during this battle might
have disadvantage on attacks until escaping. When
you have disadvantage, roll one extra attribute die
and remove the highest attribute die before calculating your total.

Roll for Initiative

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.

3 Starting the Adventure

Running the Combat


Whether they want to or not, once the PCs are within sight
of the monkey bats, combat ensues. The monkey bats
are strong in number, and wont back down until they no
longer have a chance.
To run a combat successfully, you should describe the
scene and give players plenty of opportunities to perform
heroic deeds. At the start of this combat, the Wapuny is
waist-deep in quicksand with a monkey bat grabbing him
by the claws as 5 others circle above, ying or jumping
from branch to branch. Jungle vines hang all over the place,
ready for swinging adventurers - and there is no shortage of boulders to use for cover or to attack from higher
ground.
Make the combat memorable by taking it to the trees,
the skies, the mud, and all over the place. Divide the party
if possible and put them in tough situations, such as having to choose between helping an ally swarmed with enemies or rescuing the Wapuny who just went under.
Dont feel the need to keep running combat until all
of the monkey bats are dead, either. They are cowardly
creatures - so a large show of force or magical power
might easily scare them off, and theyll denitely ee if
outnumbered 2 to 1.

New Rules Unlocked: Taking Turns, Damage, Banes & Boons

A combatants turn consists of one move action and


one normal action.
Your normal action can be used to make a damaging attack, inict a bane, or invoke a boon. Alternatively, you can trade your normal action for an extra
move action.

Make a Damaging Attack

To damage a target, make an action roll. If you are


using a weapon with the precise property, use your
Agility for the roll. If your weapon is forceful, use your
Might. Supernatural attacks use the relevant supernatural attribute (e.g., Energy to shoot a ray of re).
Your attack roll is resisted by a specic defense of
your target, as explained below:
Precise weapons target Evasion
Forceful weapons target Toughness
Supernatural melee attacks target Toughness
Supernatural projectile attacks target Evasion
Your total damage dealt equals your attack roll
minus the targets defense.

10

Damage is subtracted from the targets hit points.


When HP reach 0, a combatant falls unconscious. If
an unconscious creature takes damage, it must make
a Fortitude action roll greater than or equal to the
damage or else it dies.
Two-handed Melee Weapons. If you are using
a weapon with the two-handed property in melee
combat, you have advantage on your attack roll. A
weapon with the versatile property may be used one
or two-handed, and also benets from this advantage
when wielded in two hands.
Reach Weapons. If you are using a weapon with
the reach property, you may target foes up to 10 away
from you.

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

You can use your move action to move up to your


maximum speed (30 feet for most PCs). Alternatively
you can use your move action to resist any banes
from which you are suffering. Roll 1d20 for each bane
affecting you. On a 10 or higher, the bane is removed.

Adjusting Difculty
Monkey Bats (6)

35 speed, ying, 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,
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.

New Rules Unlocked: Healing At the end of

combat, characters who are conscious and take at


least ten minutes to rest will regain all of their hit
points. Unconscious characters (those at zero hit
points) require more time to recuperate, regaining
consciousness and all their hit points in 2d4 hours. If
an unconscious character receives any healing (such
as from the heal boon), he immediately regains consciousness.

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.

New Rules Unlocked: Every Roll Matters

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

This Wapuny poison isnt actually made from slugs,


but a rare ower found in the deep parts of the jungle.
The name comes from the effect of the poison: a debilitating sluggishness.
A weapon coated with a dose of Slug Juice automatically applies the slow bane to the rst target it hits
for at least one point of damage.
A vial of slug juice contains 3 doses.

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

The Wapuny chief is a tall(er) warrior named BikBik (or


Big Big, so named for his massive 23 stature). He wears
12

The War with No Beginning


The party may learn of the War with No Beginning, as the
Wapuny call their conict with the Wapungo on account
of no one remembering when the war started. The Wapuny claim that they have proper rights to the Great Star
because it fell on their capital city in ages past. The beautiful crystals are a just payment for the lives taken, and the
heavens have obviously gifted the precious star to them for
a reason.

The Curse of the Big Head


If the PCs befriend the Wapuny, the lizard folk will warn
the party of the Big Head that guards the north east peninsula. They say that the massive demonic statuary sprang
into existence about ve years ago. None of them have
dared to go near it, but any who have travelled beyond the
Big Head have never returned.

Location B: Ancient Ruins

The Dragons Maw


An old, stooped-over Wapuny wearing shamanic garb will
share with the party the ancient prophecy about this
dormant volcano: When a king lays claim to Starfall Island, the Dragon will spit ame once again.

The Scepter of Kings


The Wapuny can also tell the party of the ancient city to
the east. They call it Bik Nab (or Big Town). They say that
the city is even older than the War with No Beginning, and
that it once belonged to gods who walked the earth. The
wall on the outside is carved with images that tell a story
of a great staff known as the Scepter of Kings. Any that
wield this staff will be have great power in commanding
their people.
Chief BikBik believes that if he possessed the scepter,
he could lead his people to wipe out the evil Wapungos
once and for all. However, the Wapunies do not dare enter
within the walls of Bik Nab, for legend tells that it is still
home to the gods who created this island and its people,
and that any of their creatures who lay eyes upon the gods
will be struck stone for all eternity. For this reason, the
chief will ask the PCs to retrieve the Scepter for him. If
he knows they are looking for a way off the island, he will
promise the assistance of his shamans, who know the ways
of the winds and will be able to predict a good hour for
them to set sail (assuming they acquire a ship somehow).

Location B: Ancient Ruins


The ancient ruins that lie at the southeast of the island are
known as Bik Nab to the locals, translating as Big Town.
The city that once stood here is ve hundred years old and
belonged to a race of serpentine warlocks called the Izzaru
who used the island as a sort of magical laboratory, experimenting on the local natives and wildlife. It is for this
reason that the Wapunies and Wapungos believe this to be
a city of their creators - for in a way it is. Through arcane
experiments, the Izzaru gave lizards intelligence, thus creating the Wapuny, who became their house slaves. And
through selective breeding of humans, the warlocks created the Wapungos to serve as laborers. The Izzaru are also
responsible for the monkey bats and other strange monstrosities found throughout Starfall Island.
The Izzaru fell to destruction due to inghting. Two
leaders vied for kingship, lines were drawn in the sand, and
a great battle of sorcery left the city in ruins.
A massive and ancient stone wall stands before you, barring entry to what can only be a city lying within. The
wall stretches for miles, and at its center is a pair of
heavy stone doors, sealed shut. Whatever ingenious
mechanics or force of magic allows such doors to swing
is beyond your knowledge.

The wall is carved from head to toe with pictograms


that tell many stories. Large serpentine humans - man
on top with snake-like bodies - are depicted performing
epic deeds of sorcery. They cause the sun to rise and fall,
jungles to grow, and tides to turn. The serpent creatures
also rule over two other races. One is human yet uniformly large in stature. From what you can tell, these
poor brutes are slave laborers to the sorcerous snakes.
The other, short lizards who walk upright, are shown
serving around the great halls and houses of the snakemen.
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 great
scepter that bears the head of a cobra. The cobras eyes
are carved inlets wherever this scene appears, as though
the city wall was once bedecked with gems - though they
have long since been pilfered. Standing before the snake
king are his subjects, who gaze upon their leader with
fervor and loyalty.
Forcing the door open is almost impossible, requiring a
character of at least Might 5 to make an action roll against
a Challenge Rating of 25, or similar results with a different attribute combined with a good story. The most likely
means of entrance is to scale the wall. If the party can acquire rope and grappling hooks (perhaps from the wreckage), the climb will be easy enough for them. A character attempting to scale the wall without rope will need to
succeed at a Might check, CR 15 (remember that every roll
matters).
Once inside the walls (or on top of them) the party can
make out a vast city lying in ruins. Buildings are crumbled
and inner walls toppled. A few pillars still stand tall, supporting nothing but the open sky. At the far south, several
miles away, the PCs can spot a ziggurat of some sort that
still stands in tact, though it is separated from the rest of
the 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 a
powerful sorcerer. Since the fall of the Izzaru, the golem
has sat dormant. Alerted by the partys presence, he reverts to his masters last orders: Crush anyone you see!
The golem lies amidst the rubble, almost completely unrecognizable. The party will pass by it a little over halfway
through the the city as they trek towards the ziggurat.
Choose one character to make a Perception roll, CR 15.
This could be the PC with the keenest senses, the one at
the front of the marching order, or the player who specically mentions that he is keeping a wary eye. If the PC succeeds at the roll, he notices the rubble moving from about
100 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. 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.

Slam: Might vs. Toughness,


damaging attack If attack deals 1+
damage, it also inicts forced move
15

Hurl Rock (range 45): Agility


vs. Evasion, damaging attack If
attacks deals 1+ damage, it also
inicts knockdown

14

If the party chooses to y, an epic chase scene ensues.


Use the rubble of the city to provide an exciting backdrop
for the chase. Describe the characters being divided on opposite sides of a wall, running atop a fallen column, leaping from one crumbling roof to the next, and nding moments to hide momentarily. Narrate the golem punching
through walls, lifting buildings, and hurling pillars.
Dont feel the need to break the chase scene down into
increments of 30 of movement. Rather than thinking of
the scene in terms of rounds, break it into cuts, like in a
movie. The camera cuts from one action-packed moment
to the next. Instead of rolling initiative and taking turns,
describe the setting, tell the party what the golem is doing, and let them react. When appropriate, let them make
action 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 pursue. The party is already more than half way through the
city, so turning back would be a long run. And scaling the
walls to escape will be almost impossible while the golem
is still giving chase.

The Ziggurat of Kings


Standing atop an isolated plateau to the south of the city
is the Ziggurat of Kings, once the Temple and Throne to
Izzaru Royalty. There are two primary ways by which the
PCs might approach the ziggurat, either by the rope bridge
leading from the city or by scaling the cliff.
Scaling the cliff is arduous and difcult. With proper
equipment, it takes about four hours and requires a Might
roll, CR 15. Characters who fail this roll might suffer one
level of the Fatigue bane, and become physically shaken,
unable to complete the climb and forced to take the bridge
or rest and try again.

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).

Location B: Ancient Ruins


Twisted
Arachnids (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 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.

New Rules Unlocked: Multi-targeting and


Complete Advantage/Disadvantage

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.

Advantage & Disadvantage

If multiple circumstances are affecting a character


trying to make an action roll, or if the situation is exceptionally modied by outside forces, an action can
accrue multiple levels of advantage or disadvantage.
This is expressed by a number, such as advantage 2
or disadvantage 3.
When making a roll with advantage or disadvantage, you roll an extra number of attribute dice equal
to the advantage or disadvantage level. If the action
has advantage, you then remove the lowest X dice,
in which X is the advantage level. If the action has
disadvantage, you remove the highest X dice.

Multi-targeting

When you make a damaging attack, inict a bane, or


invoke a boon, you may choose to target more than
one foe at the cost of suffering disadvantage, as explained below.
For melee attacks, you may attack as many foes
of your choice that are within your reach. You suffer
disadvantage 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 disadvantage equal to the number of targets.
For area attacks (such as a reball), designate the
length of the square you would like to target. For
each 5 of length, you suffer one level of disadvantage (10 square = disadvantage 2, 15 square = disadvantage 3, etc.)
Note also that area attacks target your foes Toughness.

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.

New Rule Unlocked:

Lethal Damage

Whenever you roll a natural 20 on the d20 used


in a damaging attack roll, your attack inicts some
lethal damage. The amount of lethal damage is
equal to the total of subsequent d20 rolls for that
attack (i.e., the d20 explosion total). Other attack
sources, such as traps, can also inict lethal damage
without rolling a natural 20.
A creatures maximum hit points are reduced by
the amount of lethal damage it suffers.
Lethal damage is more difcult to heal then regular damage, healing at a rate of 1 hit point per
day per Fortitude attribute point (minimum of 1 hit
point). With the full-time attendance of a capable
healer, any number of characters who are located
in the same area and avoid strenuous activity heal
at an additional rate equal to their attendants Creation, Presence, or Learning score. Multiple attendants do not cumulatively improve this accelerated
healing rate (the bonus is simply equal to the highest
score among attendants). For example, a warrior
with Fortitude 4 heals 4 lethal damage per day on his
own. With the assistance of a physician with a learning score of 8, the same warrior would heal at a rate
of 12 lethal damage per day.
Upon entering the Ziggurat chamber, read the following.
A smell of dust and death overcomes your senses as
you enter the shadowy chamber. This place is ancient,
and you soon discover that it has long been someones
tomb. The area within is small, perhaps about twenty
feet square, and it forms two chambers.
Just within the doorway is a small foyer, where the
path is anked by large alcoves shelved with all manner of royal and priestly sundries - decaying robes, rusted holy symbols, jarred components for arcane rituals.
Deeper within, you cannot make out much from the minimal amount of light seeping into the ziggurat, but you
can see that second room holds a throne with a cloaked
gure sitting quietly upon it. Resting in the gures arms
is something that reects rays of faint purple light, and
lying at the foot of the throne are the skeletal remains
of some sort of humanoid creature.
Investigating further, the party discovers the skeletal remains are those of one of the Izzaru, with a human form on
top and a great coiling snakes tail from the waist down. A

16

dagger, unblemished by time, is lodged in the creatures


spine.
Now that the party has a better view, they see that the
gure resting on the throne is dead, though far less decomposed than would be expected. It is another Izzaru,
dressed in priestly robes, and still bearing esh, which is
stretched thin and decayed. In its arms is the Scepter of
Kings, a short, golden rod with the head of a cobra bearing
eyes of violet gems.
Before the party has time to speculate as to whether or
not this creature is undead, it speaks.

The High Priests Final Hope


Five hundred years ago, as the great battle of sorcery swept
throughout the city, and eldritch spells of nuclear proportion were being woven by the power-hungry Izzaru warlocks, the high priest Serathikis foresaw the citys impending doom. In a last attempt to save his people, he ushered
the king, Taalssix the Thirteenth, into the ziggurat in
guise of attempting to protect him. With the kings guard
down, the high priest stabbed him from behind, offering
Taalssixs royal blood to his dark god in a desperate attempt to gain some form of divine intervention to save his
race.
Unfortunately, his god was not pleased with Serathikiss
offering. The serpent god intervened, for certain, but not
to save the city. In a showing of great rage he cursed the
high priest, saying that it was betrayal that had doomed
the Izzaru in the rst place, and that another act of betrayal could not save them. Serathikis has been cursed for
ve hundred years to sit in this throne room and guard the
Scepter of Kings in atonement for turning traitor on royal
blood. His spirit will only be free once the Scepter has left
his hands.

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.

Location B: Ancient Ruins

New Rules Unlocked: Minor Actions, Boss


Actions, and Exceptional Success
Minor Actions

In addition to one normal action and one movement


action, combatants are also allowed any number of
minor actions, which include tasks such as drawing
a weapon, sheathing a weapon, sustaining a boon,
making a Learning roll to recall useful information,
and making an opportunity attack. You may not
take the same type of minor action more than
once in any round.

Sustain a Boon

If you have a boon in effect and do not sustain it, the


boon ends when your turn is over. Because sustaining a boon is a minor action, you can normally only
sustain one boon at a time.

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.

If your attack roll exceeds the targets defense by


10 or more, you may apply one bane of a Power Level
less than or equal to the attribute you used for the
attack. In order to apply a bane, your attack roll must
equal or exceed the appropriate defense for that bane.
If your attack targeted multiple foes, you may apply
the bane to each qualifying target.

The Trial of Kings


Those who would wield the Scepter of Kings must prove
their royal blood. An interesting fact about the royal bloodline of the Izzaru is that they are completely immune to
petrication, and so the test devised by this people involves staring into the eyes of a basilisk. As soon as the
party obtains the scepter, the basilisk, which hibernates
in a secret lair in the roof of the ziggurat, slithers out and
secretly 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, unarmored
foes with its fang attacks, attempting to poison as many
as possible. If anyone is affected by its gaze attack, the basilisk will ignore them in favor of more threatening foes.
The the basilisk can use its mind dredge ability for free
on one target each round, allowing it to read their minds
if successful. It will use this ability to learn the partys
strategy 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 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)

Mind Dredge (minor action):


Divination vs. Resolve, inicts
mind dredge bane
Fang Strike: Agility vs. Evasion
(targets 2 foes), damaging attack A
target suffering at least 1 damage
suffers the persistent damage bane
Petrication Gaze: Enchantment
vs. Resolve, inicts incapacitated
bane. Note: Unlike the standard
incapacitated bane, the basilisks
gaze has a duration of resist ends
(fail x 3 = permanent).
Special: At any point in combat,
the basilisk can use its gaze attack
against any character that is not
averting its eyes. This attack is free
and does not require the basilisk to
spend an action. A combatant can
not be targeted by a gaze more than
once in any round. Characters who
are averting their eyes incur the
blinded bane.

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

This kingly rod is crafted of gold and bears the shape of


a cobra with purple gems set in its eyes. The scepter had
been passed from one Izzaru king to the next as a means of

18

ensuring the strength of the royal bloodline at defending


the throne. It is heavily imbued with ancient magics and
grants the wielder the following powers:
The wielder gains advantage 2 on all presence and
persuasion rolls.
The wielder chooses one attribute that is primary
to his power and ability (a warrior would likely
choose Might, for example, and a necromancer Entropy). Whenever making action tests using the
chosen attribute, the wielders attribute dice explode
whenever they roll maximum and whenever they roll
a 1.
If the wielder leads a force in combat, the entire force
(even an entire army) is inspired and gains advantage
1 on all attack rolls.
The scepters power to inspire allies is why it will turn
the tide of the war between the Wapungo and the Wapuny.
For a hundred years, the two forces have remained relatively equal. With the scepter on either side, the other will
fall 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 from
the days of the ruin of the city - a prophecy that Wapungo
and Wapuny alike still repeat: When a king lays claim to
Starfall Island, the Dragon will spit ame once again.
This scepter possesses the power to summon lava from
the Dragons Maw, though the wielder does not know this.
However, after owning the staff for a few hours, the wielder
will begin to feel an unending urge to visit the volcano. For
more on the role of the Scepter of Kings in awakening the
volcano, see Location H: The Dragons Maw.

New Rules Unlocked: Leveling Up After the

partys rst major success, you can allow them to


level up and gain access to feats, special abilities
which help dene their character. Retrieving the
scepter of kings is one good milestone worthy of gaining a level, though others may occur rst depending
on the decisions your players make. You should allow
players to level up twice during this adventure.

New Attribute Points Upon leveling up, you


gain 9 new attribute points to spend. You can use
these to increase your current attributes or buy completely new ones. The maximum attribute score you
can reach in this adventure is 5. You do not have to
use all of your attribute points at once, and any remaining attribute points can be saved for use at future levels.
The cost to increase an attribute is equal to the new
score. So, for example, to raise your Might from 3 to
4 would cost 4 attribute points. You must make these
increases one step at a time, so to raise a score from

Location C: The Big Head

0 to 2 would cost 3 attribute points total.

New Hit Points In Open Legend, attributes are

the means by which your hit points increase. If you


want your character to be able to take more hits, increase your Fortitude, Presence, or Will attributes.
As outlined in the default hit point formula, youll
gain 2 hit points each time you raise one of those attributes by one.

New Feats Feats unlock new abilities for charac-

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.

Location C: The Big Head


When the party approaches the Big Head (as the Wapuny
call it) that lies northeast of the ruined city, read the following avor text:
In the distance, you can make out what looks to be a
large statue of a head standing ominously on the shore.
As you approach closer, it is clear that the statue is not
carved of stone at all, but constructed of all manner of
bones. Sharp brows, curved horns, and sinister eyes reveal that this ungodly work of art was made not in the
image of man, but of a demon.
Five years ago, after Thorn had made his pact with Asgaroth, he needed to leave his wifes burial ground at the
edge of the peninsula in order to take up residence in the
Dragons Maw. But he couldnt bear the thought of any
natives or creatures desecrating Ashas remains, and so he
used his twisted magics to hunt down wildlife and craft this
likeness of Asgaroth from their bones. He eradicated all of
the fauna within a half mile of the statue, and those that he
did not use in his sculpture, he scattered in the narrow region of the northeast peninsula, cursing them to guard his
wife. Even today, the area surrounding the head is eerily
devoid 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 Thorns undead minions on the peninsula, the head became a landmark for
man and beast alike to avoid the area.
Inspecting the statue doesnt reveal anything of particular note to the party. This scene serves mainly to foreshadow different aspects of the adventure.

Location D: Ashas Grave


The far shore of the northeast peninsula was the site of
Thorns shipwreck, and that is where he buried his wife,
vowing to return one day with the power to raise her from
the dead. Before the party can reach the site, though, they
must overcome the necromancers undead guardians.

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

The Burial Site


With the skeletons taken care of or evaded, the party can
access the end of the peninsula:
Upon reaching the tip of the peninsula you immediately
learn that you are not the rst unfortunate souls to
have been marooned on this accursed island. Scattered
about a small patch of shore is the evidence of another
shipwreck. Broken crates and barrels litter the sand,
and one large chunk of the ships helm reveals that it
was a vessel of moderate size.
Of particular note is what appears to be a small burial
mound erected far from the water. A mound of stones,
piled low in the shape of a grave, is ornamented with a
small bunch of jungle owers, relatively fresh. Carved
on a piece of otsam used as a grave marker is a single
name: Asha. According to the dating, Asha died at the
young age of 23 sometime ve years ago.
Beside the owers, weighed down by a large stone, is
a small wooden box.
If the players open the box, they nd within a folded
piece of parchment and a simple golden ring. Unfolding
the 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 crestfallen, and oft considered abandoning this earthly coil
to be with you again - better than rotting with whatever
savage beasts infest this vile island. But I will not forsake my vow to you. When I knelt before you and slipped
this ring upon your nger, I promised you a new life in
a 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 that
great power lies within this damnable island, waiting to
be 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 again
and place it upon your nger, and we shall have our new
life.
Your faithful husband, Eric

Ashas Ring Anyone attempting to put Ashas wedding

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

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


necromancer. Thorn can scry upon the wearer at any
time, seeing and hearing his surroundings.

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.

Location E: The Great Chasm


At the center of Starfall Island is a massive crater left by
Asgaroths meteor which struck the earth some hundred
years 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 earth
completely unnatural for the clime and location. Far
within the badlands is a massive chasm that extends
deep into the earth and stretches on for miles. As you
travel throughout this strange terrain, you nd signs of
battle everywhere.
Weapons lay discarded - blowguns, spears, crude
stone daggers, and tomahawks. The remains of warriors abandoned in death can be found regularly, in various states of decay. Some are bones that look decades
old, others are fresh - perhaps killed a week ago. The
dead reveal two sides to this war that has been long raging: one a short race of pygmy lizard folk who stand
knee high; the other a tall, barrel-chested race of mighty
humans.
Drawing close to the crater, you can see a faint pink
glow emanating from the darkness about half a mile below. Natural staircases of rough stone ledges circle the
sides of the cliff, predicting a long, but not arduous, descent.

Location F: The Wapungo Camp


If you have not already used it, this location could be the
perfect setting for the Drawing a Line event encounter, in
which the party witnesses a skirmish between the Wapuny
and the Wapungo.
Alternatively, if the PCs have already made some progress in the adventure, this could be a good place to use
the Mining Expedition event encounter, which hints at the
slackening of the Wapungo raids and the rst stage of the
necromancers scheme unfolding.

Descent into Darkness


The party can reach the bottom of the chasm in a matter of
hours without much difculty, though if your players seem
to be demanding some action, the winding stony ledges of
the crater would make an exciting location for an attack by
a swarm of monkey bats.
As the party continues their descent, they begin to feel
an unexpected inner excitement. The shining of the pink
jewels below grows brighter, and with it grows the adventurers energy. Rather than suffering fatigue from their
climb, they become emboldened and energized by the prospects 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 emanating with arcane light. At this point, the greed and malice
inspired by Asgaroths presence takes hold over some of
the PCs, enthralling them to attack their brethren against
their will.
Choose half of the party to be affected by this domination. One way to choose is by picking the party members with the lowest Resolve defense. Alternatively, if
any of the roleplaying up to this point has divided the
party on some grounds, that may also help determine who
is affected. Character backgrounds should also be taken
into consideration. A dwarven rogue who has already expressed a lust for gems, for example, should probably be
affected.
Once youve chosen the dominated characters, read the
following text.
Upon reaching the oor of the great chasm, the dreams
of wealth that danced in your head during the long descent are enamed by the sight of the largest gem you
have ever seen. The size of a small cottage and glowing
with an arcane light, this pink jewel could purchase a
small kingdom.
Your eyes dart among your companions, and you can
see the malice in their eyes. They want the wealth for
themselves, and they will stop at nothing to get it. You
thought they were your allies, but no. See, now, they
draw blade and weave spell against you. It is a hard
choice, but the only one you have - you must defend yourself.
Have the party roll initiative and ght one another.
The dominated characters should retain full control over

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.

Location F: The Wapungo Camp


At the southwest edge of the island, alongside a canyon cut
into its side, lies the territory of the Wapungo. They are
a tall folk, standing six feet on average, and their people
are uncommonly strong for humans. Accentuating the Wapungos impressive stature is a form of bodily decoration
that strikes fear in the hearts of their foes. They are known
to adorn their faces with piercings of animal bones in order
to look more monstrous than human. For example, many
will drive warthog tusks through their lower lips in order to
appear to have tusks of their own. Others will give themselves horns or spikes.
The Wapungo camps are traditional, made up of collections of tents. Preferring open combat, and wary of the
Wapunies stealth, they make a habit of heavily clearing
the surrounding jungles and installing bone chime alarms
to announce the presence of enemies.
The Wapungo language is very similar to that of the Wapuny, but they speak in large, slow, guttural voices. The
party will be able to comprehend their tongue to the same
extent that they can understand the Wapunies.

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

Leadership of the Wapungo is determined by force of


arms. At any time, a member of the tribe who seeks the
chieftainship may challenge the current ruler to single
combat - to the death. The current chief, Bloodst, was

22

given this name because at the very start of his ascendancy


ght, his tomahawk broke, and he was forced to pummel
his opponent to death with his bear knuckles.
Bloodst stands almost seven feet tall, and his body piercings are many. A plume of bony spikes adorn the center
of his shaved head and run down his spine. His muscular
arms are likewise decorated. In conversation, he is known
to slam his st when provoked to anger or impatience.
Bloodst knows a warrior when he sees one, and though
the PCs are foreign in look and armament, he can sense
none the less that they are powerful. As such, unless they
provoke his wrath, he will seek to make allies of them.

The Dragons Maw


If questioned about the tall mountain that looms over the
island, the Wapungo will reveal its name and say that the
volcano has remained dormant for ages, ever since the
gods of the ruined city abandoned kingship of the island.
Legends say, though, that once a new king lays claim to
Starfall Island, re again will y from the Dragons Maw.
The upper region of the island can be accessed by navigating the Cascading Caverns, but the Wapungo avoid that
place at all costs on account of the Troglodyte cannibals
who lair within. These cave dwellers, the Wapungo say, are
distant relatives of theirs who took to the eating of man
esh and were cursed with hatred of the sun for their sin.
Recently, Wapungo have gone missing farther from the
caves then has ever been dangerous before, and the people
fear that the cannibals are extending their reach (actually,
these kidnappings have been by Thorn for his sacrices).

The Scepter of Kings


Like the Wapuny, the Wapungo also fear the great ruined
city of gods and know of the power of the Scepter of Kings.
If Bloodst can gain the partys allegiance, he will quest
them with the retrieval of this powerful relic. If they will
deliver the scepter to him, Bloodst promises them one
tenth of the star crystals mined after the Wapunies are
wiped out.

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.

Location G: The Cascading Caverns


Bloodsts response to this is that he is executing a feint
to catch the Wapuny off guard, though few of the battle
hungry warriors are satised with this answer.

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).

Location G: The Cascading


Caverns
Northwest of the Great Chasm lies the mouth of the Cascading Caverns, curtained by a waterfall. These caverns
are the most likely way to gain access to the northernmost
region of the island, which is separated from the rest by an
almost unscalable cliff nearly a mile high.

Darkness and Water


From a distance, the mouth of the cave is concealed by the
waterfall, 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 this
journey ask them the pace that they are moving through
the caverns: cautious, normal, or quick. At a normal pace,
the journey takes about 2 days. Cautious travel increases
this to 3 days while a quick pace reduces travel time to 1
day.
With the pace of travel established, read or summarize
the following:
Darkness and water. That is all these caverns have to
offer. For hours on end, you navigate the maze of tunnels, chambers, pits, and shafts - and the entire journey you are haunted by the ever-encroaching shadows
and the unnerving hum of the underground streams that
ow at every turn. Though you can sense that you are
making progress in altitude, every two steps forward are
met by one step back as you meet another dead end, expend another torch, and fall down yet another rockslide.
Occasionally, echoing throughout distant passageways,
the monotonous sound of running water gives way to an
otherworldly noise - like the howl of a dying animal, yet
lled with malice and hunger.
At this point, you can ask the players what they are doing
in order to make the journey a success. For example, some
characters might be skilled spelunkers or navigators, and
could use Logic or Perception to keep the group on course.
Another character might be a re elementalist who uses
his magic to maintain a constant light source for the group.
Based on the players descriptions, allow each PC to
make a single action roll, CR 16, using an attribute that
makes sense to the situation. If the party is travelling at
a cautious pace, they have advantage 2 on these rolls. If
travelling quickly, they have disadvantage 2. Once everyone 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 introduce some sort of hazard or twist that results from the failure. Listed below are several options. Choose one for each
failed roll, or come up with twists of your own.
The journey takes an extra half day.
23

4 Locations
The party has disadvantage 2 on their rolls to resist
the 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.

Howls in the Dark


After narrating the results of the partys actions, proceed
with the following.

The cave dwellers are adept climbers and exceptionally


stealthy. Use these features to make this battle an exciting
challenge of out maneuvering. The troglodytes will use
their howl to stun foes and follow up with damaging attacks. When they are in a disadvantageous position, they
will climb the wall or jump from one ledge to the other in
order 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

Its been hours - maybe an entire days trek - since you


entered this maze, when you nd yourselves in a narrow corridor with a small brook running through it. On
either side of the river are ledges about three feet wide.
The walls extend upward ten feet to similar ledges above
you, though you see no obvious way of accessing them.
Echoing from the distant edge of the cavern, you can
hear what can only be a small waterfall feeding this
stream. As you make your way cautiously alongside the
water, you notice its speed and ferocity quickly increasing, accompanied by a gushing sound from the darkness
ahead.
The party has walked into a trap set by the Troglodytes
who make their home in these caverns. These cave dwellers are an offshoot of the Wapungo race who took to cannibalism in ages past. As their taste for human esh increased, so did their distaste for the things that men love,
especially the sun - and so the Troglodytes retreated into
the darkness of these caverns. Though they are still tall
like their brethren, centuries of cave dwelling have caused
these creatures to become pale skinned and wiry in frame.
In addition to the traditional bone piercings of the Wapungo, the troglodytes install bone instruments in their
larynx, which transform their voice into an otherworldly
piercing howl that strikes fear in the hearts of their prey,
rendering them unable to act.
The corridor suddenly lls with rushing water that the
cannibals had dammed back. Immediately after the trap
springs, the Troglodytes attack, half from the ledges above
and the other half rushing to hand-to-hand combat. Ask
the PCs what they do in response to the water and allow
them to make action rolls against CR 14 using an appropriate attribute.
You get to arrange all of the combatants in an exciting
position, such as the party divided in two groups in separate caverns. Then, every character who succeeded at the
action roll, may modify their starting position by 30.
24

Bone Tomahawk: Might


vs. Toughness, damaging attack
Howl (targets 15 square): Presence
vs. Resolve - disadvantage 2,
inicts stun

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.

Location H: The Dragons Maw


The inactive volcano that keeps watch over Starfall Island
is known by the locals as the Dragons Maw. Though it has
not been active in centuries, legends tell that when a new
king rises to control the island, the Dragons Maw will spit
re once again. As the partys approach the foot of the
mountain, read the following:

Location H: The Dragons Maw

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.

The Shimmering Pool


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

25

4 Locations

Eric Thorn, Necromancer

30 speed

Hit Points: 40

Agility 3 (1d8)
Fortitude 3 (1d8)

DEFENSES

Learning 3 (1d8)

Toughness: 16

Logic 3 (1d8)

Evasion: 16

Perception 3 (1d8)

Resolve: 19

Will 4 (1d10)
Entropy 6 (2d8)

Boss

Energy 5(2d6)

Thorn receives 1 boss action each


round

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

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 inicts forced
move 10 or knockdown
Special: A skeletal brute can use its normal action to move Thorn to any
space within its reach without provoking opportunity attacks.

26

Location H: The Dragons Maw


it, they see the image of a cool spring somewhere in the
jungle. This cistern is Thorns means of scrying, and he
keeps it ever focused on the spring where Bloodst dreams
of Asha. If appropriate, players may experience the Spring
of Dreams encounter (Event 5) while gazing into this pool.

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

rope ties to restrain sacrices. Asgaroth demanded such


sacrices as a means to twist his necromancer puppet further down the path of evil in hopes that having performed
such wicked acts would seal Thorns fate as his servant.

Sealing the Demons Tomb


If a character enters the volcano in possession of the
Scepter of Kings, he will immediately realize that he has
the power to cause the volcano to erupt, and even direct
the ow of lava. This process takes time, of course, and
Thorn will not let it go unchecked if he is present. If a PC
has the time to undertake this task, he can ll the Great
Chasm with molten lava, which will eventually cool and
entomb Asgaroth under such depth that the spell of greed
will 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 power
of a great bloodline of royal sorcerers that ows through
you. At your command, the magma churns, bubbles,
and rises. You feel a malignant force from deep within
the bowels of the island ghting you with all its will, but
its power is weakened by the shackles imprisoning it.
A shimmering barrier of force envelopes you and your
companions as the magma surges upward, carrying you
to the summit of the Dragons Maw and spilling forth
over its edge. As the molten lava continues to ow, you
harness the power of the scepter to direct its course, and
it winds its way down the river that ows from the mountains, crawling inch-by-inch until it cascades into the
Great Chasm like a ery waterfall. Lava ows mightily,
lling the chasm completely, when a horrid cry billows
forth from its depths, echoing across the island.
With the dark power of the fallen star buried far beneath the land, its spell of greed is broken. In the days
that come, the natives of this land make peace, and
prosper for a good long while. One day, however - centuries from now perhaps - another brave band of heroes
will be called upon when the fortune that started this
quest comes to its fulllment.
A star once fallen upon the land,
Brings sword and axe and spell at hand.
For planted deep like evil seed
It lls heart, soul, and mind with greed.
Shoulders broad and voices tiny
Ceaseless war of clashing armies.
In sleep, the beauty whispers well,
But her wormtongue song is ever fell.
A royal staff in hands upright
Shall end the long, eternal ght.
But try you might, and try you may
The star will rise another day.

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

28

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

Event 2: Mining Expedition


This event serves to reveal to the party the complete withdrawal of the Wapungo troops. It should occur somewhere
between the Great Chasm and the Wapuny camps.
As your journey continues, you come across a short line
of Wapuny, walking with stone mining tools and making
some sort of wretched sound that you can only assume
is the lizard equivalent of a whistle. Theyve got a pep
in their step and smiles on their faces.
If Grik survived the opening scene, he will be leading this
pack and speak for his people.
The Wapuny report that the Wapungos have pulled back
their forces. They had noticed a slackening of patrols recently, but scouts have determined that the stinky esh
bags have made a complete withdrawal, so this crew has
been the rst sent to mine the star crystals.
If the party attempts to convince the Wapunies 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 for
saving his life and may be persuaded depending on their
argument.

Event 3: The Dream Speaker

Event 3: The Dream Speaker


In this encounter, one member of the party is visited in
dreams by Thorn disguised as Asha. Use this encounter
when the party is making camp in the wild. It serves as a
means to persuade the party to carry out Thorns schemes
for him.
Choose one party member to receive this dream, though
read the text and conduct the encounter in front of the
whole group, so that everyone can enjoy the drama. Players, of course, should be encouraged not to act on information 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 in
sleep as the dream goes on, tossing and turning until eventually waking up with a shout of the name Asha!.

without warning. They take myriad shapes - tall, strong


humans; short, limber lizard folk; and long serpentine
half snake men.

Shadow (6)

30 speed, incorporeal

Hit Points: 10

Agility 3 (1d8) *Advantage 3 on


rolls 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)

The night is uncomfortably warm when you make camp,


though you have found a relatively defensible position
beside a cool, clear spring. Eventually, you succumb to
sleep, despite the humidity and pestering mosquitoes.
Soon a dream disturbs your sleep, more real than any
youve 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 message you want to the party. This largely depends on what
has already happened in the adventure, but the following
are some ideas to get you started:
If the party has the scepter or has already made plans
for it, Asha tells them that she is a shipwreck survivor imprisoned by the Wapungo. If they bring the
scepter, she is certain their chief would ransom her
for it.
If the party has discovered Ashas grave, then the vision will tell them that her spirit is trapped on this
cursed island and that the only way to free her is to
convince her husband, who resides in the Dragons
Maw, to release the spell that is keeping her here in
vain hopes of returning her to life.

Event 4: Shadow Assassins


This encounter can be used after the party has incurred the
necromancers wrath, such as by stealing Ashas ring or refusing to deliver the Scepter of Kings. During the evening,
just as the sun is setting, the necromancers shadows attack the party.
The sun is setting and you are making preparations to
camp, when from the darkness you are attacked. Shadowy gures, like ghosts formed of the very night, swarm

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.

Event 5: The Spring of Dreams


This event should occur somewhere near the Wapungo
camp, and serves to give the party a clue that something
is not right with Chief Bloodst if they have not already
gured it out.

29

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.

Event 6: The Dragon Awakens


This event can occur anywhere on the island, and it serves
as a device to warn the party that trouble is brewing and
draw their attention to the Dragons Maw. Use it to mark
a signicant milestone in the necromancers scheme. An
ideal point is if he gains the Scepter of Kings, then this
event can signal the start of the Ritual of the Dead.
Your dealings are interrupted by a great tremor as the
earth quakes beneath you, and your attention is drawn
to the volcano that looms over the island. Slowly, smoke
rises from its peak in short puffs that soon accumulate
into a massive column. When the column grows large
enough, it begins billowing out to the sides, encircling
the mountain. Throughout the day, you watch as the
clouds of ash and smoke slowly extend their dark ngers
further and further around the island. This is no natural
effect, and it can have no good end. The sleeping dragon
has awoken.
Within three days, the island will be completely
shrouded in darkness from the ashy clouds spewed forth
from the Dragons Maw - and night and day will have little
distinction. If Thorn does have the scepter, then the third
day will mark the completion of his ritual, and his army will
be loosed. If not, then the dark clouds will prove a bane to
the natives of the island, eventually spelling their demise
due to the loss of the sun.

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
30

should be read to the party even though their characters


cannot witness all of the events rsthand.
From deep within the Dragons Maw, a triumphant
cackle echoes throughout the island, projected far and
wide by some otherworldly power. A lone man, robed in
black, stands within the smoky volcano and nishes the
nal words of a days-long incantation. He holds high
the Scepter of Kings and then hurls it into the magma
below.
Immediately, re leaps in a terrible column that
touches the clouds of smoke above, and they ignite. For
a moment, the entire sky is set ablaze as ame dances
throughout the clouds. When it expires, ash begins to
fall upon the land like snow, and every ake that touches
the earth brings death.
The skeletal remains that litter Starfall Island take
form - the dead scattered about the Great Chasm from
the War with no Beginning, the snake men of the ruined
city who have laid still for centuries, every Wapuny, Wapungo, and other intelligent creature who never received
a proper burial - all rise to form an army of rattling
bones unleashed upon the island.
And somewhere, a small Wapuny gazes at the ame
pouring from the mountain and repeats the ancient
prophecy: When a king lays claim to Starfall Island,
the Dragon will spit ame once again.
If the party has managed to convince Chief Bloodst of
Ashas trickery, then they may stand a chance at defeating
the undead army - if they can convince the Wapuny and
Wapungo to ght together.
If Chief Bloodst is still under the spell of Asha or if he
has been killed, this event could spell the doom of the Wapuny tribe. The Wapungo and the undead will assault the
lizardfolk at the same time, wiping them out completely
unless the party manages to hatch a particularly clever
scheme. Soon after, the Wapungo will mine the Great Star
in a mad frenzy of greed, and the Demon Lord Asgaroth
will be set free. From there, you can take the story in
whatever direction you please.
Asgaroth has been lying to Thorn this entire time. He
possesses no power to return Asha to life, but he has twisted the necromancers heart to commit such evil deeds that
Thorn will continue to serve the demon out of a twisted dependence. Asgaroth, having fully enthralled the Wapungo
in greed, will claim them as his own, and they shall serve
him in unleashing havoc upon the world.

Thanks for Playing!


We hope youve enjoyed playing A Star Once Fallen. This
adventure can go in so many different directions, wed love
to hear the tales from your table. Did your party defeat
the necromancer in an epic showdown within the Dragons
Maw? Did they convince him to abandon his foolhardy

Thanks for Playing!


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

Credits & Thanks


Written by Ish Stabosz
Cover art by Randy Vargas
Starfall Island map by Glynn Seal
Edited by Ish Stabosz & Brian Feister
Layout & Design by Brian Feister & Paolo Brasolin
Thanks to our alpha playtest group, the team at
Encounter Roleplay: Will Jones, Mitch Brown,
Syndney Shields, Finbar Deane-Stott, and Gareth
Sandy

31

6 Feats
Armor Mastery
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.

Multi-Target Attack Specialist


Choose to focus your specialization in either melee, projectile, or area attacks. When multi-targeting using the
chosen specialization, reduced the disadvantage penalty
by 2.

Attack Specialization

Potent Bane

Choose one weapon or energy type. Energy types include


re, cold, lightning, acid, poison, and force. When making
a damaging attack with the chosen specialization, you gain
advantage 1.

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.

32

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

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


bane may be resisted as a minor action.

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)

Attacks and perception rolls have a 50% chance of failing


automatically.

Fatigued

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

Power Level 5 (Entropy)


Defense: Toughness

Charmed
Power Level 4 (Enchantment)
Defense: Resolve

This bane has multiple stages. Each time it is inicted, the


targets current stage increases by 1. Effects are cumulative.
Stage 1: Disadvantage 1 on all non-attack rolls.

Targets of human intelligence treat you more favorably.


Less intelligent creatures may(at your option) instead be
charmed to treat you as their closest and loyal friend.

Stage 2: Lose attribute bonus to defense scores

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

Stage 4: Speed is reduced to 10.

Demoralized
Power Level 2 (Agility, Energy, Enchantment, Entropy, Illusion, Might, Presence, Persuasion)
Defense: Resolve

Stage 3: Disadvantage 1 on all attack rolls.

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.

Target has disadvantage 1.

33

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

34

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

Power Level 1 (Illusion)


Defense: Resolve

Power Level 4 (Might, Agility, Entropy, Energy)


Defense: Toughness

You create illusory manifestations that deceive the senses


of others. For every point of your Illusion score, choose
one sense to mimic (sight, sound, smell, touch, taste). The
phantasm can occupy a space no larger than a cube with
sides of length 5 per your Illusion score.

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 (3 x 10 minutes)

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.

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

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)

35

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

Duration: Sustain persists

Power Level 3 (Alteration, Creation)


Invocation Time: normal action

36

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.

Alteration 5: Flying movements available.


Duration: Sustain persists

Telepathy
Power Level 5 (Divination)
Invocation Time: normal action
You can communicate telepathically with one creature.
Duration: Sustain persists

Duration: Sustain persists

Teleport

Restoration

Power Level 3 (Movement)


Invocation Time: move action

Power Level 1 (Abjuration, Creation)


Invocation Time: normal action

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.

Make an attribute roll using Abjuration or Creation. You


can dispel temporary effects of a maximum Power Level
equal to (action roll - 10) 2.

Duration: Instantaneous

Duration: Instantaneous

Transmute

Seeing

Power Level 3 (Alteration)


Invocation Time: 1 minute

Power Level 5 (Divination)


Invocation Time: normal action

You temporarily transform an object into another object


of the same size and weight. If your Alteration score is at
least 5, you can make the object grow or shrink by up to
50%.

You can see through the eyes of a willing creature as long


as they remain within one mile.
Duration: Sustain persists

Duration: Sustain persists

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

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