TEXT: 1
  Open Design
   
  AND THE CREATURES FROM THE FALLEN STAR
  ALOSAR EMANLI 
  This stand-alone adventure is designed for a single 
  player with no GM. All you need to play is some dice 
  (d6, d8, d10, and d20), a pencil, some paper, and this 
  adventure.
   
  The rules are explained as you play. Begin at 
  paragraph 1 and proceed from there, taking notes 
  (including the paragraph path you’ve already 
  followed) on your paper as you go.
  Written by Matthew J. Hanson
  Edited by Kate Berens
  Art & Layout by Rick Hershey
  Published by Wolfgang Baur
  Party of One is a trademark of Open Design LLC. © 2012. 
  All rights reserved.
  Compatibility with the Pathﬁ nder Roleplaying Game requires the Path-
  ﬁ nder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.
  com/pathﬁ nderRPG for more information on the Pathﬁ nder Roleplay-
  ing Game. Paizo Publishing, LLC does not guarantee compatibility, and 
  does not endorse this product.
  
  2
  Party of One BB3
  1 
  Your name is Alosar Emanli. For as long as you 
  can remember, you’ve been drawn to the beauty 
  and power of nature, and at a young age you were 
  apprenticed to a master druid named Silandral. He 
  has taught you many things, from reading the stars, 
  and channeling the divine power of nature, to the art 
  of combat.
  Tonight, as dusk falls, Silandral calls you to a 
  small clearing in the forest. The moon has waned to 
  a sliver, but the stars provide all the light your keen 
  elven eyes need to see.
  “Alosar,” he begins, “you have learned much, 
  and soon you will venture out on your own. But to 
  ensure you are ready, I have prepared a series of tests 
  for you. First, a test of combat. The world can be a 
  harsh place, and at times you will need to ﬁ ght.”
  Silandral waves his hands and offers a series 
  of prayers in the secret language of druids. Before 
  you appears a large badger. You know it’s not a real 
  badger, but a magical conjuration that will fade away 
  once the spell has broken.
  “Prepare yourself,” Silandral says, and you grab 
  your sickle as the badger lunges towards you.
  You must now ﬁ ght the badger. In each round 
  you attack, and then the badger attacks. To attack, roll 
  your 20-sided die (d20) and add your attack bonus 
  (+5). The attack hits if the total is equal to or higher 
  than the badger’s armor class (AC). If the attack hits, 
  you deal damage: roll your 6-sided die and subtract 
  the result from the badger’s hit points, noting the new 
  hit point total on your paper. Now make an attack for 
  the badger, using a d20 and the badger’s attack bonus. 
  If the attack hits, roll your 4-sided die for damage and 
  subtract this from your hit point total.
  Your Attack Bonus 
  +5
  Sickle Damage
  1d6
  Your Armor Class
  17
  Your Hit Points
  15
   
  Badger’s Attack Bonus
  +1
  Bite Damage
  1d4
  Badger’s Armor Class 
  13
  Badger’s Hit Points 
  9
  If you reduce the badger to 0 hp, read 49.
  If the badger reduces you to 0 hp, read 55.
  2 
  The bear cub licks your hand, then looks up at you in 
  expectation. You realize that with its natural family 
  gone, you are now its only hope for survival. You 
  scratch it behind the ear, then continue your journey. 
  The cub follows.
  The bear cub will assist you throughout the rest 
  of your adventure. Any time you make an attack or 
  cast a spell in combat, the bear cub also attacks. It can 
  attack the same target or a different one. The bear has 
  a +4 attack bonus, and its bite deals 1d4+2 points of 
  damage. Your enemies will always attack you instead 
  of the cub. Note this on your paper.
  Now read 27.
  3
  You drop nimbly to the ground, and the shards of 
  stone whiz past your head.
  Now read 23.
  4
  “I will dance for you,” you say to the nixie.
  She giggles. “Excellent! And I shall accompany 
  you.”
  She begins to sing a lively song, and the babbling 
  of the spring seems to follow her tune. You know only 
  a simple children’s dance, but you hope it will sufﬁ ce.
  You are attempting to use the skill Perform 
  (dance). Unfortunately, you are not trained in this 
  skill, so you have only a +1 bonus. Roll your d20 and 
  add 1 to the result.
  If the total is 15 or higher, read 33.
  If the total is 14 or lower, read 36.
  5
  Search as you might, you cannot ﬁ nd any sign of who 
  lives in the cave. You meekly admit this to Silandral. 
  He shakes his head.
  “So be it. One should not meddle in affairs that 
  one does not understand,” he says. “Come, the third 
  test awaits.”
  Now read 7.
  
  3
  Open Design
  6
  The mother bear roars at you. You know better than 
  to challenge her, but you have one last chance to turn 
  this around. Silandral has trained you to use body 
  language to communicate with animals.
  You are attempting to use wild empathy on 
  the bear. Wild empathy is a druid class feature that 
  functions similarly to a skill check. You have a +3 
  bonus with wild empathy, so roll your d20 and add 3.
  If the total is 20 or higher, read 38.
  If the total is 19 or lower, read 54.
  7
  You follow Silandral again, and soon guess at your 
  destination: the tallest hill within a day’s travel of 
  your home. Silandral often brought you here to gaze 
  at the stars. He taught you the names of the planets 
  and constellations, and tried to school you on divining 
  meaning from their movements, but alas this last skill 
  is probably your weakest.
  “Look up,” Silandral commands you, when you 
  reach the top of the hill. “Tell me what you see. Take 
  your time.”
  You know, of course, that he wants you to 
  scour the sky for any omens, not simply to name the 
  constellations. For an hour you try, but can see only 
  stars.
  Then you spot movement. “A shooting star,” you 
  say. You know this is an omen, but what kind?
  “I see it.” Silandral’s tone signals you that 
  something is wrong. As you watch the star, you 
  realize that it is not ﬁ zzling to nothing as they so 
  often do. It seems to grow brighter and brighter still 
  as it approaches the horizon.
  Then you hear it crash to the earth. A bright glow 
  erupts not far off, as if there were a ﬁ re in the forest. 
  But just as quickly as the blaze started, it fades again.
  “This is not what I expected,” Silandral says. 
  “Come.”
  Now read 9.
  8
  The bear cub rears up on its hind legs, then it backs 
  up, turns, and runs away. 
  Now read 27.
  9
  Silandral leads you back to the home you share with 
  him. He quickly gathers some belongings, including 
  several tattered books, and some of the pungent herbs 
  used in magic.
  “I must speak to others in my order,” he tells you.
  “You aren’t going to investigate the falling star?” 
  you ask.
  “Not yet,” he says. “Stars may bring things not of 
  this world, and may hold secrets unknown in nature. 
  It may pose no danger at all, but I ask that while I am 
  gone you remain here and do not leave the hut.”
  With those words, Silandral steps outside, 
  transforms into an eagle and ﬂ ies away in the opposite 
  direction to the fallen star.
  You prepare yourself to rest the night, when a 
  thought wriggles its way into your mind. What if this 
  is still part of the test? What if the test is not to read 
  the stars, but to make this choice? Should you follow 
  the will of your master, or should you make your own 
  path? Did not Silandral say that you will soon need to 
  venture out on your own? 
  If you decide to venture into the forest to  
   
         investigate the fallen star, read 14.
  If you remain for the night in your cabin, read 30.
  10
  Silandral leads you through the forest, stopping at the 
  entrance to a small cave you don’t remember seeing 
  before. “Tell me,” he says, “whose cave is this?”
  You carefully examine the area surrounding the 
  cave, searching for signs of who may live here.
  You are making a skill check, in this case a 
  Survival check. To make a skill check, roll your d20 
  and add your skill bonus. You have a +7 bonus to 
  your Survival skill, so roll your d20 and add 7.
  If the total is 10 or higher, read 35.
  If the total is 9 or lower, read 5.
  11
  Try as you might, the bear cub’s wounds are too 
  severe, and its life slips away.
  Now read 27.
  
  4
  Party of One BB3
  12
  The mother bear and one of her young are dead. The 
  other cub’s life is slipping away. You think you can 
  save it, but you must act swiftly. If you have not yet 
  cast cure light wounds, this, you are sure, will heal 
  the bear’s injuries and give it the strength it needs 
  to survive. You can also try to save the bear’s life 
  by dressing the wounds and applying salves. This 
  requires no magic, but it runs the risk of failure.
  If you cast cure light wounds on the bear, read 15.
  If you attempt to heal it without magic, read 17.
  13
  Green blood continues to ooze from the corpses of 
  the strange creatures. With your knowledge of nature, 
  you are conﬁ dent that they are not of this world. You 
  have heard rumors about the existence of creatures on 
  other worlds, and that sometimes falling stars bring 
  them to earth. You believe that these monsters must 
  be such star creatures. These two may have been all 
  that fell from the sky, but you fear there may be more.
  Despite your master’s words, you no longer 
  believe it safe to remain in your cabin. You see two 
  courses of action. Either you should pursue Silandral 
  to tell him of your discovery, or you should venture 
  into the forest to ﬁ nd out more. You do not know 
  exactly where the falling star landed, nor do you 
  know exactly where Silandral went. However, years 
  ago, you once traveled with him to a druids’ moot 
  around a day’s travel away, and as he ﬂ ew off he was 
  heading in that general direction.
  If you head towards the fallen star, read 52.
  If you travel after Silandral, read 41.
  14
  You gather your belongings and make your way 
  into the forest, heading towards where you think the 
  star fell. As you travel, you notice that the forest is 
  unusually quiet. No birds chirp, no rodents scurry, 
  and even the insects seem to be in hiding.
  Then you hear a painful roar that you recognize as 
  the cry of a large wounded animal. You rush towards 
  the sound, and soon come upon a horriﬁ c sight. 
  A grizzly bear and its two young lie on the ground 
  surrounded by a host of giant, multi-segmented 
  worms. Their orange skin is covered with thousands 
  of tiny ridges. You can tell the “head” of these worms 
  only by the gaping maw ringed by rows of needle-
  like teeth. Many of the creatures lie dead, but others 
  feast on the ﬂ esh of the largest bear.
  You draw your sickle and rush towards the battle.
  You must now ﬁ ght three star worms. Run this 
  battle as you did previous ones, and remember that 
  you can cast spells by referencing 64. Check your 
  notes for any other advantages you may have. In 
  addition, you will need to keep track of how many 
  total rounds you complete. Note this on your paper.
  Your Attack Bonus 
  +5
  Sickle Damage
  1d6
  Your Armor Class
  17
  Your Hit Points
  15
   
  Star Worm’s Attack Bonus
  +1
  Bite Damage
  1d4
  Star Worm’s Armor Class 
  12
  Star Worm’s Reﬂ ex Save
  +0
  Star Worm’s Hit Points 
  4
  If the star worms reduce you to 0 hp, read 65.
  If you reduce all three star worms to 0 hp, read 16.
  15
  You place your hand upon the cub and draw upon the 
  power of magic to heal its wounds. The cub’s eyes 
  open. Its nostrils ﬂ are and it sniffs you.
  Make a note that you cast cure light wounds.
  If you succeeded in Silandral’s second test, read 18.
  Otherwise, read  32.
  16
  The ﬁ nal worm falls, with a splatter of green blood erupting 
  from its body. You quickly examine the bodies of the three fallen 
  bears.
  If the previous battle took ﬁ ve rounds or fewer, read 12.
  If the battle took six rounds or more, read 47.
  17
  You bind the bear’s wounds and smear healing salves 
  upon them.
  You are making another skill check, this time a 
  Heal check. You have a +7 bonus to your Heal skill, 
  so roll your d20 and add 7.
  If the total is 15 or higher, read 24.
  If the total is 14 or lower, read 11.
  
  5
  Open Design
  18
  The cub nuzzles you, then burrows into your pack 
  and gingerly lifts out the child’s toy bear.
  Now read 2.
  19
  The bandit who spoke before scoffs at your story, but 
  the bearded one pipes up. “What if he’s right, Crow? 
  That was some weird omen last night.”
  The bandit called Crow speaks to you. “I believe 
  you as far as I can kick you, but you’ve got gumption. 
  I’ll give you this one for free, but you’d better have 
  coin on the way back.”
  True to his word, the bandits let you pass over 
  the bridge, and you hurry onwards.
  Now read 44.
  20
  You use your eyes and your body posture to attempt 
  to communicate to the cub that you mean it no harm.
  Wild empathy is a class feature that functions 
  similarly to a skill check. You have a +3 bonus with 
  wild empathy, so roll your d20 and add 3.
  If the total is 20 or higher, read 2.
  If the total is 19 or lower, read 8.
  21
  You cannot ﬁ nd the right way in the woods without 
  the nixie’s help, so your only option is to return home. 
  If you know Secret A, read 56.
  If you know Secret B, read 46.
  Otherwise, when you return home, you must try  
         to stop the threat yourself. Read 52.
  22
  “Master,” you say, “Strange creatures have come with the star 
  fall. I do not know how many.”
  “It is as I feared,” says another of the druids, this 
  one wearing a pair of stag horns on his head.
  “I believe this settles us,” says a third, an old 
  woman in a green cloak. “Let us away.”
  Then, before you can say any more, all ﬁ ve druids 
  shift into the forms of birds and ﬂ y off in the direction 
  of your home. Not being able to change shape, you 
  must begin the long return journey on foot. It is well 
  after nightfall when you arrive, and Silandral is the 
  only one there. He explains that he and the other 
  druids found the site of the fallen star, defeated the 
  strange creatures and destroyed the star stone.
  Now read 61.
  23
  The remnants of the stone fade to black and crumble into 
  ash. The strange magic that you had detected fades away. 
  You are conﬁ dent that the stone is no longer a threat.
  You head back to your cabin to wait for Silandral, 
  who returns several hours later.
  “What has transpired?” he asks, upon seeing you. 
  You realize the signs of your struggle must be obvious. 
  You explain what happened and your role in it.
  Now read 61.
  24
  You deftly stop any loss of blood and the bear cub’s 
  breathing eases. You think that you have prevented it 
  from dying, but it is still weak and will need plenty of 
  rest to recover. It is also more vulnerable to any further 
  attack. You are now more determined than ever to ﬁ nd 
  the source of these strange creatures and put an end to 
  them.
  Now read 27.
  25
  You weave the divine power as Silandral taught you, 
  and a peaceful look overtakes the she-bear’s face. She 
  laps your hand with her massive leathery tongue. You 
  step carefully towards the cubs, then gently remove the 
  stuffed toy from the young bear’s grip.
  You walk slowly from the cave and hand the bear 
  to Silandral.
  He nods. “I see you were successful. You may 
  keep the plaything. Let us go to our third task.”
  Make a note that you passed Silandral’s second test.
  Now read 7.
  26
  You cast your spell and the bear cub gives off a soft 
  whimper.
  The bear must make a saving throw to resist your 
  spell. It has a +1 bonus to its Will saving throw, so 
  roll d20 and add 1.
  If the total is 13 or higher, read 8.
  If the total is 12 or lower, read 2.
  
  6
  Party of One BB3
  27
  You continue along your chosen path towards 
  where you believe the star fell to earth. You soon 
  see signs that you are on the right track. Trees and 
  bushes bear strange claw-marks. Flecks of green 
  blood occasionally dot the landscape.
  At last, you come to the impact site. The woods 
  open into an unnatural clearing caused by a stand 
  of trees being knocked down with sudden force. 
  At the center of the scorched clearing, a bloated 
  multi-limbed creature extrudes fist-sized spheroids 
  that you think must be eggs. Two smaller versions 
  of this alien-looking monster attend their queen.
  Judging by the number of violet pulsating eggs, 
  if they hatch, the entire forest and surrounding area 
  would quickly be overwhelmed. These creatures 
  must be stopped, but you worry that you cannot do 
  it alone.
  If you attack the creatures, read 59.
  If you decide that you will try to find 
  Silandral         
        after all, write that you 
  know Secret A, then read 41.
  28
  The second human falls before you. You drag their 
  bodies away from the bridge and leave them to 
  nourish the carrion birds.
  Now read 44.
  29
  The bandit who spoke earlier scoffs, “You trying to 
  scare us? For that, you’ll pay twice. First in blood, 
  and then with everything else you carry.”
  The two bandits heft their spears and charge 
  you.
  Read 43.
  30
  You decide that the greater wisdom lies in listening to 
  your elders. You bed down for the night. Sleep comes 
  quickly, but it is not easy. You have strange visions of 
  creatures with far too many eyes.
  A crash awakens you just before dawn. At the door 
  of the cabin you see two hideous creatures. They look 
  like giant insects, but a species that you have never seen 
  before. The front pair of their six legs ends in terrible 
  claws. Their heads are ringed with dozens of eyes. 
  The terrifying creatures see you and release 
  a scream like stone grinding against stone. They 
  rush towards you. You grab your sickle and face 
  the monstrous bugs.
  You must now fight the two star crawlers. Run 
  this battle as you did earlier, but each round both 
  star crawlers get to attack you (as long as they 
  live). Because your sleep was interrupted you do 
  not regain any spells.
  Your Attack Bonus 
  +5
  Sickle Damage
  1d6
  Your Armor Class
  17
  Your Hit Points
  15
  Star Crawler’s Attack Bonus
  +2
  Bite Damage
  1d6
  Star Crawler’s Armor Class 
  14
  Star Crawler’s Reﬂ ex Save
  +2
  Star Crawler’s Hit Points 
  5
  If the star crawlers reduce you to 0 hp, read 65.
  If you reduce both star crawlers to 0 hp, read 13.
  31
  You are fortunate that the tree’s many limbs 
  provide adequate hand- and footholds. You soon 
  find a nest. It is covered with tiny feathers, but you 
  see no birds.
  “Oh that’s right,” the nixie says. “A sneaky 
  weasel ate the little darlings this morning—poor 
  things. Oh, well. You have proven yourself capable, 
  so I will tell you where your friends are.”
  Now read 60.
  32
  The bear growls at you. Even so young, it might pose a threat, 
  but the cub might also prove useful if you can befriend it.
  If you have not cast charm animal, you may 
  attempt to do that. Otherwise, you may attempt 
  to use your training in wild empathy to calm the 
  bear’s fears and show it you are an ally. Finally, 
  you may simply leave the bear in peace.
  If you cast charm animal, read 26.
  If you attempt to use wild empathy to befriend               
         the bear, read 20.
  If you leave the bear alone, read 27.
  
  7
  Open Design
  33
  You hurriedly perform the children’s dance all 
  the way through, but the nixie continues to sing, 
  so you repeat it again and again. Her song grows 
  faster and faster, and you struggle to keep up. At 
  last, just as you think you are about to collapse 
  with exhaustion, the nixie ends her song and bursts 
  into a fit of laughter.
  When she finally recovers, she says, “You 
  lack in skill, chickadee, but you make up for it 
  with spirit. You have brought me a sliver of joy 
  this day, so I will help you.”
  Now read 60.
  34
  The last of the strange creatures collapses, its 
  carapace oozing green blood.  You take your sickle 
  and slice open each of the violet eggs. They make 
  a squelching sound and release a thick yellow 
  mucus.
  Then your attention turns to a strange craggy 
  rock, no bigger than a man’s head, at the center of 
  the burned clearing. It pulsates with a sickly, pale 
  light and radiates an unfamiliar magic. You can 
  tell that it comes from a world beyond your own.
  You don’t think it wise to leave the stone 
  where it is, but you’re not sure exactly what to do 
  with it.
  If you try to destroy the stone, read 39.
  If you take the stone back to your cabin, read 46.
  If you take the stone and try to ﬁ nd Silandral,      
          write down that you know Secret B, then read 41.
  35
  Searching the ground near the cave, you notice 
  shallow footprints in the dirt. A four-toed predator. 
  Claws show, so it’s not a cat. And it’s too large to 
  be a wolf.
  “Grizzly bear,” you say.
  “Indeed,” Silandral replies. “A female bear with 
  cubs. I have placed a child’s toy within the den. Your 
  second test is to retrieve it.”
  This is a test of magic, then. You know it is 
  foolish to challenge a mother bear in her own den. 
  And while you might best a badger, you suspect 
  ﬁ ghting a grizzly bear will lead to a grizzly end.
  Fortunately, you have learned and prepared 
  a spell that might let you pass unhindered: charm 
  monster.
  You step into the cave and call forth a magical 
  light, no brighter than a candle. You can now see 
  the grizzly bear, huddled over her two cubs. One 
  of the young has its arms around a stuffed rag doll, 
  with ears and nose shaped to resemble a bear. As 
  you approach, the mother stirs. Now is the time for 
  your spell.
  As a druid, you can prepare and cast a number 
  of spells each day. You are now casting a spell 
  called charm animal. Once you have cast it, you 
  will not be able to use it again until the next day. 
  To find out what other spells you can cast, read the 
  descriptions at 64. Note this on your paper. You 
  can cast your spells at any time by referencing 64, 
  but each spell is only available once per day. Once 
  you have cast a spell, you cannot use it again until 
  the next day.
  When you cast a spell on another creature, the 
  target gets a chance to resist its effects by rolling 
  a saving throw. Since charm animal affects the 
  mind, the target uses its Will saving throw bonus. 
  Roll a saving throw for the bear by rolling your 
  d20 and adding the bear’s bonus of +2.
  If the result is 13 or higher, read 6.
  If the result is 12 or lower, read 25.
  36
  You begin to dance, but before you can finish, you 
  slip on a wet rock and tumble headlong into the 
  spring.
  “Silly chickadee,” the nixie chortles, “I said 
  dancing, not swimming! But I do not think this is 
  your strong suit. I must say, you need to do better.
  If you have not failed a feet of derring-do, you       
         may attempt that by reading 40.
  Otherwise, read 58. 
  37
  Splinters of the star stone pepper your skin and cut 
  into your flesh.
  You take 1d6 points of damage from the 
  explosion.
  If you are reduced to 0 hit points, read 51.
  Otherwise, read 23.
  
  8
  Party of One BB3
  38
  You signal that you are not a threat. The mother 
  bear stands down, though she remains wary. You 
  cautiously retrieve the doll from the bear cub and 
  leave the cave.
  “Satisfactory,” Silandral says. “Follow me.”
  Make a note that you passed Silandral’s 
  second test, and read 7.
  39
  You bring your sickle down upon the otherworldly 
  stone, and it explodes in a burst of light and 
  splintered rock.
  You need to make a saving throw to avoid 
  taking damage from this explosion. You have a +3 
  bonus to your Reflex save, so roll your d20 and 
  add 3.
  If the total is 13 or higher, read 3.
  If the total is 12 or lower, read 37.
  40
  “I will attempt a feat of derring-do,” you say.
  “How fortunate. Just yesterday, a mama 
  robin—poor things—was eaten up by a lucky 
  hawk. Her babies, like you, are not yet ready to fly, 
  and without their mama will surely die. Unless, of 
  course, you can climb that tree,” she points, “and 
  save them.”
  You know that if you rescue the robins, they 
  will become your responsibility, but this seems the 
  only way to please the nixie, so you begin to climb 
  the tree she indicated.
  To get up the tree, you must make a skill 
  check using the Climb skill. You are not trained in 
  the Climb skill, so you are not very good at it, but 
  fortunately the tree is not hard to climb. Roll your 
  d20. You get no bonus to your roll.
  If the result is 10 or more, read 31.
  If the result is 9 or less, read 57.
  41
  Your home in the forest is several miles from the 
  nearest road, and once you reach the dirt path, you 
  can begin making your way towards where you 
  think Silandral may have gone.
  After two hours’ travel, the road comes to a 
  narrow wooden bridge. Here stand two humans 
  leaning on spears and wearing studded leather 
  armor. One has slick black hair and a clean-shaven 
  face, while the other boasts a curly red beard and 
  hair. They wear neither official emblems nor coats 
  of arms. You suspect they are nothing more than 
  common highwaymen.
  “Anybody passing this way has to pay a toll,” 
  the black-haired bandit says.
  Though outnumbered, it’s possible that with 
  your knowledge of magic you might defeat these 
  criminals. On the other hand, you may be able to 
  talk them out if it, and while you carry no money, 
  you might have something they would accept as 
  payment.
  If you attack the brigands, read 42.
  If you try to reason with them, read 45.
  If you try to pay them, read 48.
  42
  “You have tried to extort money from your last 
  traveler,” you say to the highwaymen, and you 
  attack.
  Now read 43.
  43
  You must now fight two human brigands.
  Run this fight as you did previous battles, and 
  don’t forget to check 64 for any available spells. 
  As long as they survive, both brigands get to attack 
  during your enemies’ turn.
  Your Attack Bonus 
  +5
  Sickle Damage
  1d6
  Your Armor Class
  17
  Your Hit Points
  15
   
  Human Brigand’s Attack Bonus
  +5
  Spear Damage
  1d6+2
  Human Brigand’s Armor Class 
  15
  Human Brigand’s Reﬂ ex Save
  +2
  Human Brigand’s Hit Points 
  8
  If the brigands reduce you to 0 hp, read 65.
  If you reduce both brigands to 0 hp, read 28.
  44
  You leave the bridge behind and continue your 
  journey. You travel several more hours without 
  seeing another living soul. Then you come to 
  another bridge spanning a small creek.
  
  9
  Open Design
  You remember this spot from your previous 
  journey with Silandral. Here you left the road and 
  followed the creek upstream until you came to a 
  spring, and at that point you were nearly at the druids’ 
  moot.
  You follow the creek and soon come to the 
  babbling spring. You stop to survey the forest. It has 
  been many years since you traveled here, and the trees 
  do not look how you remember them. You struggle to 
  decide which direction to take.
  Then you hear a noise coming from within the 
  spring.
  Now read 53.
  45
  “I have nothing of value,” you say to the brigands, “except for 
  information. There are terrible creatures not far from here. If 
  you let me pass, I will bring help that can stop them. If I am 
  unable to do so, these creatures will soon ﬁ nd their way to this 
  bridge.”
  You are attempting to use the Diplomacy skill. 
  You have a +3 bonus to this skill, so roll your d20 
  and add 3.
  If the total is 15 or higher, read 19.
  If the total is 14 or lower, read 29.
  46
  You make your way back to your cabin, still carrying 
  the strange glowing stone. Its pulsing light makes 
  you nervous, but no ill befalls you while you wait 
  for Silandral. He eventually returns some hours 
  later. You quickly explain what you have done, then 
  Silandral takes the stone outside, and with a magic 
  ritual destroys it.
  Now read 61.
  47
  You check the bears, listening for any signs of 
  breathing, but all three are dead.
  Now read 27.
  48
  “I have no coin,” you say. “But perhaps I’ve something 
  else of value that I can give you in exchange for 
  passage.”
  “Let’s see what you’ve got,” the black-haired 
  bandit replies.
  If you currently possess the oil of magic 
  weapon, read 63.
  Otherwise, read 50.
  49
  With a final slash of your blade, the badger vanishes, 
  transported back to whence it came.“Satisfactory,” 
  Silandral says. He weaves another magic spell, 
  and then gently touches your forehead. Your feel 
  your cuts and bruises melt away.
  “You have passed the test of combat. For 
  your competence, a reward.” He hands you a vial 
  containing a viscous liquid. Focusing on it, you 
  sense a magical aura. “Douse your sickle in this, 
  and it will strike true for one battle.”
  You have gained an oil of magic weapon. Note 
  this on your paper.
  Oil of magic weapon: You may apply this oil 
  at the start of a battle. Until the end of that combat, 
  your bonus to attack increases to +6 and you deal 
  1d6+1 points of damage with your sickle (roll d6 
  and add 1 to the result). Once you use this oil, it 
  is destroyed.
  You have also been magically healed of 
  any damage you sustained during the fight with 
  the badger. This restores your hit points to your 
  maximum of 15.
  Now read 10.
  50
  You offer up your meager belongings, but nothing 
  impresses the bandits. “Is that all you’ve got?” the 
  smooth-faced bandit asks. “I’m afraid we’re going 
  to have to teach you a lesson. Always bring coin 
  when you’re traveling the road.”
  At this, the two highwaymen raise their spears 
  and attack.
  Now read 43.
  51
  You collapse to the ground and your blood grows 
  cold. You know the end has come, but you can die 
  satisfied that you have saved the forest from the 
  terrible alien invaders.
  You have completed this adventure. If you 
  would like to try for a different outccome, return 
  to 1 and begin again.
  
  10
  Party of One BB3
  52
  You realize that all you can do is guess, as you 
  don’t really know where Silandral has gone. You 
  decide the better course of action is to test your 
  luck entering the forest and trying to find, and 
  possibly destroy, the fallen star.
  Now read 14.
  53
  The sound of laughter comes from the spring. You 
  turn and see a blue-tinted face emerge from the 
  water. You recognize the creature as a nixie, a fey 
  water spirit. They are seldom truly dangerous but 
  enjoy playing tricks on mortals.
  “Look at that,” the nixie says. “Another one. 
  But this little chickadee seems to have lost his 
  way.”
  “Another one? Have others like me arrived 
  recently?” you ask.
  “Indeed. Last night a man flew in, wearing 
  the shape of an eagle. It is quite silly how poorly 
  you men fly, even when you have wings. He met 
  with one who lives here. Then three more today, 
  gussied up as a hawk, an albatross, and a vulture.”
  You realize that you were right. The eagle must 
  be Silandral, and the other birds are other druids 
  who have mastered shifting into animal form.
  “It is important that I speak with them,” you 
  say. “Can you tell me where they are?”
  “Of course I can tell you,” the nixie replies.
  You wait for her to continue, then realize she 
  is not going to elaborate on her own.
  “Will you tell me, then?”
  “That’s another matter. I might, and I might 
  not.”
  Again you pause, but this time more briefly. 
  “Please tell me where the others are.”
  “First, I require some entertainment. I find 
  two things most entertaining in this world: dances, 
  and feats of derring-do. Which will you perform 
  for me?”
  You realize the nixie is not going to give 
  up her precious information unless you agree to 
  entertain her.
  If you answer dances, read 4.
  If you answer feats of derring-do, read 40.
  54
  The mother grizzly roars again, and you are certain 
  that it is time to leave.
  Silandral sees you emerge empty-handed and 
  sighs. “There is one final test. Let us see if you can 
  do better on that.”
  Now read 7.
  55
  The badger latches its teeth into your neck, and the 
  world around you fades to black.
  It is still dark when you awaken, but you are 
  not sure how much time has passed. You grasp 
  at your throat and find no sign of any wound. 
  Silandral has, of course, used his healing magic to 
  cure your injuries.
  “I thought you would have bested this 
  challenge easily,” he says. “I am disappointed, but 
  we shall still proceed with the other tests.”
  Silandral has healed your hit points up to their 
  maximum of 15. Note this on your paper.
  Now read 10.
  56
  When you arrive home, you discover that the 
  forest has been overrun by the alien creatures. You 
  realize the eggs must have hatched. The threat is 
  too large for you to face alone, and you do not 
  know where Silandral is. You flee into hiding, and 
  hope somebody else cleans up your mess. 
  You have completed this adventure. If you 
  would like to try for a different ending, return to 1
  and begin again.
  57
  You make good progress up the lower part of the 
  tree, but halfway to your goal, you lose your grip 
  and fall. As you hit the ground, the nixie comments, 
  “Ouch, that looks like it hurt. Have you tried not 
  falling?”
  You suffer 1d6 points of damage from the fall.
  If this reduces you to 0 hp, read 65.
  If you live and have not yet failed at dancing,  
        you may attempt that by reading 4.
  Otherwise, read 58.
  
  11
  Open Design
  58
  The nixie rolls her eyes. “You cannot dance, and 
  you are not heroic. But I suppose those robins 
  must be saved. I will give you another chance.”
  You may try as many times as you want to 
  climb the tree. For each attempt, roll your d20. 
  Each time you fail (9 or less), you take 1d6 points 
  of damage.
  If you are reduced to 0 hp, read 65.
  If you succeed (rolling 10 or greater), read 31.
  If you decide to give up and go home, read 21.
  59
  You draw your sickle and attack the strange 
  creatures.
  In this battle you must fight one star queen 
  and two star crawlers. Remember that you can cast 
  spells (see 64), and check your notes to look for 
  any other advantages that you might have acquired.
  Your Attack Bonus 
  +5
  Sickle Damage
  1d6
  Your Armor Class
  17
  Your Hit Points
  15
  Star Crawler’s Attack Bonus
  +2
  Bite Damage
  1d6
  Star Crawler’s Armor Class 
  14
  Star Crawler’s Reﬂ ex Save
  +2
  Star Crawler’s Hit Points 
  5
  Star Queen’s Attack Bonus
  +3
  Bite Damage
  1d6+1
  Star Queen’s Armor Class 
  15
  Star Queen’s Reﬂ ex Save
  +4
  Star Queen’s Hit Points 
  13
  If the creatures reduce you to 0 hp, read 65.
  If you reduce all your opponents to 0 hp, read 34.
  60
  The nixie gives you clear directions through the 
  forest. You follow them exactly, including the part 
  about standing on your head. Before long, you 
  come upon five people standing in a circle. You 
  recognize Silandral, of course, and know from 
  their vestment that the others are also druids.
  “Alosar,” Silandral says, “Why have you come?”
  If you know Secret B, read 62.
  Otherwise, read 22.
  61
  “It is a brave thing you did,” Silandral says. 
  “Foolish, of course, but the two generally go hand 
  in hand. I believe this confirms what I have long 
  suspected. I have taught you all that I can. The 
  world will now be your tutor. Walk the many roads 
  it has to offer.”
  The next morning, you pack your few 
  belongings and set off on your journey into the 
  world beyond.
  You have completed this adventure. If you 
  would like to try for a different outcome, return to 
  1 and begin again.
  62
  You quickly explain how you battled the creatures 
  and obtained the star stone, which you hand over to 
  Silandral. The other druids look at each other with 
  stern glances. They exchange a few words, then 
  perform a ritual that reduces the stone to a pile of 
  ash and destroys all trace of its former magic.
  Congratulations, you have completed the most 
  difﬁ cult version of this adventure.
  Now read 61.
  63
  You produce your oil of magic weapon and the bandit 
  examines it. He dips a ﬁ nger into the vial and licks it. 
  “Tastes like magic,” he says. “Useful and worth some 
  gold. All right, Woodsy, this’ll do.”
  The two brigands part and let you cross the 
  bridge.
  Now read 44.
  64
  You begin the adventure with the following spells 
  prepared: burning hands, charm animal, and cure 
  light wounds. You can cast these spells at any time, 
  but if you cast them during combat, you cannot 
  attack that round.
  Burning hands: A wave of fire bursts from 
  your hands. Each enemy in the battle suffers 2d4 
  points of damage. Each enemy may attempt a 
  
  12
  Party of One BB3
  Reflex save. If the total (d20 roll plus the creature’s 
  Reflex save bonus) is 13 or higher, it takes half the 
  damage you rolled.
  Charm animal: This spell causes a single 
  animal to treat you as a trusted friend. The target may 
  make a Will save when you cast the spell. If the total 
  (d20 roll plus the creature’s Will save bonus) is 13 or 
  higher, it resists the magic and acts normally. (Note 
  that you may have cast this spell already during the 
  adventure).
  Cure light wounds: When you cast this spell 
  you regain 1d8+2 hit points. You cannot go above 
  your maximum of 15.
  Now return to the passage you were reading.
  65
  Silandral long taught you that death is a natural and 
  essential part of life. Still, it ﬁ lls you with terror. Not 
  just for yourself, but for all those at risk from the 
  terrifying monsters from another world.
  You have died. To attempt a different outcome, 
  return to 1 to begin again.
  
  13
  Open Design
  Alosar 
  Emanli 
  Alignment Neutral Good
  Gender and Race Male Elf
  Class and Level Druid 1
  HIT POINTS 8
  ARMOR / DEFENSE
  Armor
   + Shield
  + Dex Mod
   + Magic
   = AC
  +4
  +0
  +4
  0
  = 18
  ATTACKS / WEAPONS
  Initiative +4  
  Speed 30 ft.
  Weapon: sickle
  Attack Bonus
  Damage
  +4 
  d6
  CLASS  FEATURES
  Attack Bonus +0
  Saving Throws 
  =
   Class
   + Ability Mod 
  + Misc 
  Fortitude Save 
  2
   +2 
  +0
   +0
  Reﬂ ex Save 
  4
  +0
   +4
   +0
  Will Save 
  5
  +2 
  +2
   +1
  Nature Sense +2 to Knowledge Nature and Survival checks.
  Wild Empathy +1 to Diplomacy checks with animals.
  Elf TRAITS
  Lowlight Vision: You see twice as far in dim light as 
  a human does.
  Sleep Immunity: You are immune to magical sleep 
  effects.
  Keen Senses: You notice things more readily than 
  humans. Gain a +2 bonus to the Perception skill.
  Elvish Weapons: You know how to use longbows, 
  longswords, rapiers, and shortbows.
  ABILITY SCORES / MODIFIERS
                   Scores 
   
  Modiﬁ ers
  Strength 10
   
  +0 Str Modiﬁ er
  Dexterity 18
   
  +4 Dex Modiﬁ er
  Constitution 10
   
  +0 Con Modiﬁ er
  Intelligence 10
   
  +0 Int Modiﬁ er
  Wisdom 15
   
  +2 Wis Modiﬁ er
  Charisma 13
   
  +1 Cha Modiﬁ er
  FEATS
  Weapon Finesse When attacking with a light 
  weapon or rapier, you may add your Dex modiﬁ er 
  rather than your Strength modiﬁ er to the roll.
  SKILLS
   Ranks
  Ability 
  Mod
   Misc. 
  Mod
  Total
  Diplomacy
  +1
  +1 Cha
  +2 
  Heal
  +1
  +2 Wis
  +3 class
  +6
  Know: Nature
   +1
  +2 Wis
  +3 class,
  +2 sense
  +8
  Perception
  +0
  +2 Wis
  +2 racial
  +4
  Survival
  +1
  +2 Wis
  +3 class,
  +2 sense
  +8
  EQUIPMENT
  Masterwork sickle, hide armor
  ORISONS
  May be used repeatedly without being expended
  Create Water: Creates 2 gallons of pure water.
  Flare: Dazzles one creature (–1 penalty on attack 
  rolls, DC 12 Will save).
  Spark: Ignites ﬂ ammable objects. 
  Stabilize: Cause a dying creature to stabilize.
  SPELLS
  Cure Light Wounds: You touch and heal a living creature of 
  1d8 hit points + 1 point for each druid level you have. Alter-
  nately, you can attack an undead creature for the same amount.
  
  14
  Party of One BB3
  Alosar 
  Emanli 
  Alignment Neutral Good
  Gender and Race Male Elf
  Class and Level Druid 2
  HIT POINTS 15
  ARMOR / DEFENSE
  Armor
   + Shield
  + Dex Mod
   + Magic
   = AC
  +4
  +0
  +3
  0
  = 17
  ATTACKS / WEAPONS
  Initiative +4  
  Speed 30 ft.
  Weapon: sickle
  Attack Bonus
  Damage
  +6 
  d6
  CLASS  FEATURES
  Attack Bonus +1
  Saving Throws 
  =
   Class
   + Ability Mod 
  + Misc 
  Fortitude Save 
  2
   +2 
  +0
   +0
  Reﬂ ex Save 
  4
  +0
   +4
   +0
  Will Save 
  5
  +2 
  +2
   +1
  Nature Sense +2 to Knowledge Nature and Survival checks.
  Wild Empathy +3 to Diplomacy checks with animals.
  Elf TRAITS
  Lowlight Vision: You see twice as far in dim light as 
  a human does.
  Sleep Immunity: You are immune to magical sleep 
  effects.
  Keen Senses: You notice things more readily than 
  humans. Gain a +2 bonus to the Perception skill.
  Elvish Weapons: You know how to use longbows, 
  longswords, rapiers, and shortbows.
  ABILITY SCORES / MODIFIERS
                   Scores 
   
  Modiﬁ ers
  Strength 10
   
  +0 Str Modiﬁ er
  Dexterity 18
   
  +4 Dex Modiﬁ er
  Constitution 10
   
  +0 Con Modiﬁ er
  Intelligence 10
   
  +0 Int Modiﬁ er
  Wisdom 15
   
  +2 Wis Modiﬁ er
  Charisma 13
   
  +1 Cha Modiﬁ er
  FEATS
  Weapon Finesse When attacking with a light 
  weapon or rapier, you may add your Dex modiﬁ er 
  rather than your Strength modiﬁ er to the roll.
  SKILLS
   Ranks
  Ability 
  Mod
   Misc. 
  Mod
  Total
  Diplomacy
  +1
  +1 Cha
  +2 
  Heal
  +2
  +2 Wis
  +3 class
  +7
  Know: Nature
   +1
  +2 Wis
  +3 class,
  +2 sense
  +8
  Perception
  +2
  +2 Wis
  +3 class,
  +2 racial
  +4
  Survival
  +2
  +2 Wis
  +3 class,
  +2 sense
  +9
  EQUIPMENT
  Masterwork sickle, hide armor
  ORISONS
  May be used repeatedly without being expended
  Create Water: Creates 2 gallons of pure water.
  Flare: Dazzles one creature (–1 penalty on attack 
  rolls, DC 12 Will save).
  Spark: Ignites ﬂ ammable objects. 
  Stabilize: Cause a dying creature to stabilize.
  SPELLS
  Charm Animal: This spell makes an animal consider you a 
  true friend and companion for 1 hour for each level you have. 
  It is entitled to a Will saving throw (DC 13) to avoid the spell.
  Cure Light Wounds: You touch and heal a living creature of 
  1d8 hit points + 1 point for each druid level you have. Alter-
  nately, you can attack an undead creature for the same amount.
  
  15
  Open Design
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Au-
  thors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Pathﬁ nder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Au-
  thor: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christoffer-
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  Based on original content from TSR.
  Party of One BB3 Alosar Emanli and the Creatures from the Fallen Star. 
  Copyright 2012, Open Design LLC.; Author: Matthew J. Hanson
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Party of 1/BB3 Alosar Emanli and the Creatures from the Fallen Star.pdf