TEXT: ISSUE #3/4/5        JUNGLE BEATDOWN
  GAME MODERATOR ONLY
  
  1
  First Things First
   
  This issue is one of the three that can be played in 
  any order following Issue #2. If this issue is the first 
  one you’re playing after Issue #2, you can skip to 
  Issue Background below. However, if it’s the second 
  or third of the #3/4/5 issues that you’re playing, use 
  the following information to connect the stories.
       If playing this issue after      
       Tome of the Bizarre #86
  The heroes have just dealt with Miss Information and 
  learned the truth of the false Tomb of Anubis. They know 
  that Miss Information was hired by someone to hinder 
  the Freedom Five, but they do not know the identity of 
  that someone. They have also met the new hero Anubis. 
  On their urging, he traveled to Megalopolis to work with 
  Argent Adept and Visionary. 
       If playing this issue after 
       Justice Comics #740
  The heroes have just dealt with Fanatic and Proletariat, 
  and they have a strong feeling that there is some greater 
  villain behind all of this. If the heroes got through to her, 
  Fanatic returned to Megalopolis to help with the defense 
  of the city and the Akash’Flora tree. 
       If playing this after both 
  If the heroes have succeeded in the previous issues, have 
  gathered lots of information, and are actively attempting 
  to figure out who is behind this, they should be able to 
  figure out that Baron Blade is the ultimate foe by the end 
  of this issue. However, if they have been barely succeeding, 
  or are not working towards solving the mystery, they will 
  likely go into the final issue still unaware.
  Issue Background
  Visionary has sent the heroes to the island Insula Primalis. 
  The Freedom Jet can carry the entire party, although 
  some (presumably fliers) might want to travel separately. 
   Insula Primalis
  A large island in the Arctic Circle, heated by an active 
  volcano and populated by prehistoric fauna and flora, 
  Insula Primalis is the site of many confrontations in the 
  Sentinel Comics. It is the former home of the Citizens 
  of the Sun—Citizen Dawn and her super-powered 
  followers left their base there long ago. Since OblivAeon, 
  the island has been more dangerous than ever, with trees 
  coming to life, and the land itself shifting. Though the 
  source of these changes is currently unknown…
   Aside from Insula Primalis itself being inherently 
  dangerous, it has been used as a base of operations 
  by various supervillains over the years, most recently 
  Baron Blade—his temporary usage of the island after 
  the departure of the Citizens of the Sun left its mark 
  with automated defenses and uncontrolled experiments. 
  However, since his death at the hands of OblivAeon, the 
  remnants of his work there have been overrun.
   
  Issue Structure
  This issue has both action scenes and social scenes. In 
  the first scene, the heroes need to penetrate leftover 
  Blade defenses, and also save the hero Tempest.
   
   In Scene 2, the heroes encounter Haka… but not the 
  Haka they know. This Haka is a woman from a different 
  timeline—a timeline in which Tempest was a villain! The 
  heroes must make Haka consider them allies rather than 
  foes. This may or may not involve a round or two of 
  combat with Haka, who’s itching for a fight.
   The final scene is a brawl against the tree spirits, but 
  with a twist! Once the spirits are quieted—perhaps with 
  the use of the VoidHeart sliver from Issue #2—Tempest 
  tells the Freedom Five about G.L.O.B.A.L. Rather than 
  rejoining the Prime Wardens, the alien ambassador will 
  be working with the UN peacekeeping team. Haka, 
  however, wants to go meet this world’s Argent Adept 
  and see how she can help.
  But before we can get into all that, it's time to meet the 
  land of dinosaurs and dangers, as it is the environment 
  for this entire issue!
  Environment: Insula Primalis
  The proverbial land that time forgot, Insula Primalis 
  would be a tropical paradise… if it weren’t trying to kill 
  you. Dinosaurs roam the land, aggressive and venomous 
  plants lurk beneath the palm canopy, and active volcanism 
  threatens to rend apart the ground beneath your feet. 
  And on top of all of that, the island is experiencing an 
  evolution of it own…
  Features of Insula Primalis
  Scenes on Insula Primalis take place in a thematic location:
   • The beach, pristine and idyllic
   • The lagoon, calm but deadly
   • The forest, deep and dark
   •  The long abandoned airstrip, mostly overgrown
   • The slopes of the volcano, high amongst the clouds
   • The high meadows, strewn with volcanic rubble
   • The marshes, home of the sauropods
  Or, as the GM, feel free to create your own!
  
  2
  Insula Primalis 
  Full of Dangers 
  Full of Dinosaurs 
  Full of Deadly Lava 
  Green 
  Minor Twists
  Pterodactyl Thief: Roll the environment’s dice pool. Add 
  a Pterodactyl minion of the Max die size. Its only action 
  is to Hinder, stealing the most obvious equipment in use 
  by a hero.
  Primordial Plant Life: Toxic plants come to life around 
  the heroes! Roll the environment’s dice pool. Hinder all 
  heroes with the Max die. The penalty can be removed 
  from all nearby heroes with one Overcome success. 
  Major Twist
  Obsidian Field: The ground is dangerously sharp! Roll 
  the environment’s dice pool. Until the environment's 
  next turn, Boost all Attack actions with the Mid die and 
  Hinder all Overcome actions with the Min die.
  Yellow 
  Minor Twists
  Stegosaurus Stampede: A herd of dinosaurs larger than 
  elephants charges through the brush, heading right at 
  the heroes! Roll the environment’s dice pool. Attack all 
  heroes with the Max die. Until the environment's next 
  turn, Hinder all heroes with the Min die.
  Venomous Spores: Nearby prehistoric plantlife emits  
  hallucinogenic neurotoxins. Roll the environment’s dice 
  pool. Until the environment's next turn, Hinder all heroes 
  with the Max die.
  Major Twist
  Rivers of Lava: A fiery flow of lava runs through this 
  area, spitting molten rock in every direction. Roll the 
  environment’s dice pool. Attack all targets with the Max 
  die. Until the environment's next turn, Hinder all targets 
  with the Mid die.
  Red 
  Minor Twist
  Enraged T-Rex: Roll the environment’s dice pool. Create 
  a 
   T-Rex lieutenant. The T-Rex attacks the biggest or 
  tastiest target they can see, other than themselves.
  Major Twist
  Major Volcanic Eruption: Immediately and on each 
  turn the environment takes in the action order, roll the 
  environment's dice pool and Attack all targets using the 
  Max die. The eruption’s effects persist and can only be 
  removed by a multipart challenge:
    Divert the pyroclastic flow: Overcome
    Cool the lava: Overcome
  Running the Scene: Locations, Time, and Panels
  Something that’s almost universal to comics is that action 
  scenes play fast and loose with time and position. You can 
  do that too!
   
   On page 1 there is a list of a bunch of locations 
  around the island. Maybe a fight starts in the forest, but 
  on Absolute Zero’s turn, his player describes punching a 
  dinosaur minion through the forest and into the lagoon, 
  and the fight moves to that locale. Then the scene shifts 
  to the long abandoned airstrip, as Tachyon leads a pack of 
  Utahraptors on a merry chase across the crumbling and 
  overgrown runway. It’s all a matter of how each player 
  narrates their hero’s action in their panel. Use this terrific 
  environment to its fullest potential!
   
   Once the fight is over, the heroes regroup wherever 
  makes sense for them to do so—don’t make them worry 
  about Overcome actions to find one another; they’re all 
  in contact with earpiece radios. 
  
  3
  Insula Primalis Threats
  Whenever Insula Primalis takes a turn in the action order, 
  if it has no threats, it can introduce a new one. If it has 
  one or more threats, all of them (including any minions 
  and lieutenants from the environment) act on that turn.
  Utahraptor Pack
   minions (1 per hero)
  Description
  A pack of Utahraptors, seven foot tall bipedal dinosaurs 
  with vicious teeth and claws, begins hunting the heroes.
  Ability
  Pack Tactics: Utahraptor minions have +1 to Attack for 
  each other Utahraptor in play.
  Tactics
  Utahraptors like to team up on a single target, preferably 
  one that appears isolated. If they’re ever outnumbered, 
  they will resort to hit-and-run tactics in the jungle.
  Ravenous Dimetrodon
  1  Lieutenant
  Description
  These giant sail-backed quadrupedal creatures actually 
  predate dinosaurs significantly. They are ten feet long and 
  known for eating sharks. But, right now, this one seems 
  more interested in eating you!
  Ability
  Giant Teeth: Dimetrodons have +1 to Attack.
  Tactics
  Dimetrodons hunt the weak. They can be distracted 
  from a hero if presented with an easier target—such as 
  a wounded dinosaur. One way or another, it needs to 
  eat. If it doesn't find an easy meal, it's going to attempt 
  to eat one of the heroes.
  Charging Triceratops
  1  lieutenant 
  Description
  It’s big, it’s tough as nails, it’s thoroughly aggravated, and 
  it’s charging right at you!
  Ability
  CHARGE!: +1 to Attack actions with a running start. 
  Tactics
  The Triceratops has no tactics. It charges at whatever it 
  sees. Look out!
  OLD AUTOMATED DEFENSES
  Description
  This automated SAM installation is Blade-tech leftover 
  from a time Baron Blade occupied the island years ago. 
  The missile-launcher is somehow still active and ready to 
  engage any flying targets.
   Due to its state of disrepair, whenever it fires, it also 
  creates a disruptive shockwave around the installation, 
  which may be the reason it hasn't been fully destroyed 
  by the local animal and plant life yet.
  Action
  Roll the environment’s dice pool. Attack all flying targets 
  with the Max die (including Pterodactyls, if any). Hinder 
  all heroes near the missile launcher with the Mid die. 
  Resolution
    
   Put the missile battery out of commission: 
  Overcome
  Outcome
  Once the missile defenses have been disabled, don't bring 
  them back again. There was just one set of automated 
  defenses left on the island, and the heroes just took it 
  out. Other threats can be introduced multiple times, but 
  not the missile defenses.
   If the heroes investigate the defenses, it is immediately 
  apparent that they are the work of Baron Blade, but not 
  any time recently. Don't tell the heroes, but this is unlike 
  the spider robots from Issue #1 or the threats from 
  Tome of the Bizarre #86t—those are recently created 
  and with a lot of work put towards obfuscation.
  TAR PIT
  Description
  Crude bitumen has seeped to the surface here into a 
  vast, wide pool of sticky black tar. Anything that steps 
  in this could be stuck forever, as evidenced by the few 
  emaciated prehistoric creatures mostly submerged in 
  the pit. While near a tar pit, heroes have to be extra 
  careful to not step or fall into the tar.
  Action
  Heroes have a -2 penalty on all actions near the tar pit.
   Additionally, if a hero rolls double ones, they fall into 
  the tar pit! Roll the environment's dice pool. Hinder that 
  hero with the Mid+Max dice. This penalty persists until 
  Overcome by another hero.
  Resolution
  The heroes can choose to intentionally move the fight 
  away from the tar pit, making it a non-issue. However, it's 
  still there, waiting for them, in case they ever go back to 
  this part of the island.
  
  4
  CLUTCH OF DINOSAUR EGGS
  Description
  Upon stepping through a jungle thicket, the heroes have 
  to stop short to keep from treading on a nest of very 
  large yellow and green speckled eggs. These are probably 
  easy enough to avoid, so long as you don't disturb them, 
  or the parent isn't nearby. You might want to take one or 
  two for study, but that's a pretty risky move…
  Action
  Let a hero make an Overcome action to sneak around 
  the eggs. If they choose not to or they fail, add a dinosaur 
  threat from page 3 to the scene.
  Additionally, if a hero messes with the eggs in any way, 
  including taking one, add a dinosaur threat from page 3 
  to the scene.
  Resolution
    
   Get away from the eggs safely and quietly: 
  Overcome
  Outcome
  Any hero holding a dinosaur egg will be a 
  prime target for dinosaur minions and lieutenants 
  as long as they are on the island. 
  
  5
  Arrival at Insula Primalis
  SCENE TRACKER
  The Situation
  The heroes approach Insula Primalis in the Freedom 
  Jet or by superpowered flight, or likely a combination 
  of both. Ask the heroes where they want to land—the 
  beach, a high meadow, or the abandoned airstrip are 
  obvious choices. If the heroes opt to spend time flying 
  over the island, feel free to add the Old Automated 
  Defenses threat from page 3 to get them to land quickly. 
   Meanwhile, in a forest clearing a half-mile inland from 
  the lagoon, an injured Tempest is currently engaged in 
  mortal combat with a cybernetic allosaurus, and is in 
  serious trouble. The heroes must reach the meadow and 
  defeat the robotically-enhanced dinosaur before they 
  can interact with Tempest.
  The Opposition
  This is a fight against the environment. Also add this foe: 
  Cybernetic Allosaurus
  1  lieutenant
  Description 
  This 12-foot-tall, robot-dinosaur is a terrifying experiment 
  abandoned by Baron Blade at some point in the past. It’s 
  clearly getting the best of Tempest! (Look to the cover of 
  this issue for inspiration.)
   Tempest is barely conscious and is that bad boy’s main 
  target. The alien hero is in trouble unless the heroes can 
  occupy the attention of the cybernetic Allosaurus.
  Ability
  Chomp Tempest: Roll its die. If it rolls at least a 4 (on 
  whatever size its die currently is), advance the scene 
  tracker by 1. If it rolls at least a 7, advance the tracker 
  by 2 instead.
  Tactics
  If a hero near the Allosaurus hits it, it will turn from 
  Tempest and spend its turn attacking/chasing that hero. 
  However, if none do, the Allosaurus on its turn will use 
  its ability on Tempest instead.
  Tempest
  When the few remaining Maerynians fled their planet in 
  the face of Grand Warlord Voss’s attack, M’kk Dall’ton led 
  them safely to the planet we call Earth. The Maerynians 
  have now established their own island on this planet and 
  mostly keep to themselves there, but M’kk Dall’ton still 
  works with the heroes of Earth to protect the planet 
  under the name Tempest. Tempest is able to control the 
  weather and attack with lightning, but the alien is also an 
  accomplished ambassador and is always eager to find 
  nonviolent solutions to problems, where able.
  Scene 1
  START
  END
  GREEN ZONE
  YELLOW ZONE
  RED ZONE
  
  6
  Scene 1
  Resolution
  If the heroes defeat the cybernetic Allosaurus, deal 
  with all other threats the environment brings to bear, 
  and manage to keep Tempest alive, all before the scene 
  tracker runs out, they’ve successfully completed the 
  challenge! If the Maerynian hero took too much damage, 
  it’s fairly straightforward to revive Tempest, at which 
  point the alien ambassador opens up to the heroes 
  about what’s going on here.
  If the Heroes Fail
  If the heroes don’t succeed before the scene tracker 
  runs out, a large pack of Utahraptors appears and drags 
  Tempest off, deep into the heart of the jungle. Looks like 
  the heroes will need to mount a rescue mission!
   Using the environment threats and twists as challenges, 
  you can run this as in-depth as you want. You could make 
  the heroes fight their way through multiple locations, 
  always a few steps behind the raptors and their captured 
  prey. Or perhaps the heroes quickly overtake the 
  raptors and beat them up, but Tempest is in 
  critical condition and must be stabilized. 
  Regardless, Scene 1 ending in failure 
  doesn’t ruin the whole story—just 
  keep going, after a bit of storytelling 
  concerning the consequences of 
  failure. The heroes need to feel like 
  there is a negative outcome as a result 
  of their actions or inactions.
  Tempest’s Tale
  Tempest is very glad the Freedom Five showed up when 
  they did. Turns out, Maerynians like getting chomped by 
  giant half-robot half-dinosaurs as much as any human 
  does. Which is to say, not at all. 
   
   Insula Primalis has been exhibiting strange behavior in 
  the last few months. Stranger than the usual “island heated 
  by an active volcano and covered in dinosaurs”, that is. 
  Tempest recently arrived on the island to investigate 
  these new developments as part of the United Nation’s 
  response to superhuman activity around the world. Fears 
  that this might be linked to something left over from the 
  Citizens of the Sun turned out to be unfounded, but the 
  troubles here are still significant. 
   As Tempest starts explaining that the trees themselves 
  are coming to life and the land seems to be in turmoil, 
  the heroes spot movement in the tree line. A towering, 
  muscular Maori woman in non-traditional garb steps out 
  of cover. “Stop where you are! You defend this evil-doer?” 
  she accuses, pointing angrily at Tempest. “Then you must 
  be villains as well! Prepare for battle!” With a roar, she 
  charges forward.
  
  7
  Haka? Is That You?
  SCENE TRACKER
  The Situation
  The reality-rending events of OblivAeon impacted many 
  people, but few more profoundly than Haka. The Haka 
  originally from this timeline was lost in the Multiverse, 
  switching places with another timeline’s Haka—the 
  woman threatening to trounce the heroes right now. But 
  she doesn’t know who are her friends and who are her 
  foes in this strange new reality. 
   
   What’s going on here? In this Haka’s original timeline, 
  Tempest was a villain who Haka fought on more than 
  one occasion. She isn't sure about the Freedom Five's 
  allegiance in this world, but she knows that Tempest is 
  too great a threat to let slip away. She’s ready to throw 
  down right now to finish the alien off. Presumably she’ll 
  have to go through the heroes first, though.
   
  The heroes known as Haka
  In this timeline, there was a mountain of a man named 
  Aata Wakawarewa. He lived for hundreds of years, only 
  relatively recently taking the hero name Haka. He was a 
  proud and powerful Maori warrior, and though his tribe 
  exiled him centuries ago, he still fought as a protector of 
  all people in all lands as he walked the Earth.
   
   Then, during the OblivAeon conflict, he ended up 
  stranded in another reality. Simultaneously, the only other 
  Haka in the entire Multiverse found herself in this reality. 
  When the doors slammed closed across all spacetimes, 
  Arataki Wakawarewa was the only Haka in this reality, 
  and Aata was gone from this realm. Arataki has a similar 
  backstory to Aata, though some heroes in this reality 
  were villains in her reality, and vice versa. 
   
   Now, this Haka could be a valuable ally and is certainly 
  eager to return to heroism, but she must be stopped 
  before she trounces Tempest!
  The Opposition
  Haka stands against the heroes, and she’ll fight if they can’t 
  convince her not to. The brutality of the Insula Primalis 
  environment doesn’t let up during this encounter, of 
  course. Haka has limited patience, and if her patience 
  runs out she attacks the heroes.
  HAKA
  Description
  Convincing Haka to stand down is a multipart challenge, 
  with the stages listed in the Resolution section below in 
  the order they must be completed. If Haka loses patience 
  with them, use the Action portion of this challenge. The 
  heroes may attempt to convince Haka of their, and 
  Tempest’s, good will in whatever way they can think of.  
  Action
  Haka Loses Patience
  Roll the environment’s dice pool. Hinder the heroes with 
  the Mid die until Haka’s next turn. 
      Mark a box of Haka’s patience
  Resolution
    
   Convince Haka to listen to the heroes: 
  Overcome
    
   Convince Haka that none of the PCs are villains: 
  Overcome
    
   Convince Haka that Tempest is not a villain: 
  Overcome
  Outcome
  If the heroes manage to complete the three Resolution 
  Overcomes before all of the Haka’s patience boxes have 
  been checked, proceed to Haka’s Tale on the next page. 
  Otherwise, continue with the “If the Heroes Fail” section.
  Scene 2
  START
  END
  GREEN ZONE
  YELLOW ZONE
  RED ZONE
  
  8
  Haka’s Tale
  If the heroes manage to get through to Haka, she  
  introduces herself as Arataki and, after some prodding 
  and encouragement, tells her story of being a hero in 
  her world. Her humble beginning as a Maori Moa-hunter, 
  her proud leadership of her tribe, and her exile after 
  returning to life mere hours after what was thought to 
  be a fatal wound. 
   Besides her great physical might and combat prowess, 
  Arataki was apparently able to heal from any wound, no 
  matter how great. And she wasn't aging, either. This led 
  to her walking the Earth for centuries, protecting those 
  in need and fighting against whoever would harm and 
  oppress the less fortunate.
   Eventually, she fully embraced the role of hero, fighting 
  alongside the Freedom Four in her world before leaving 
  them to form the Primal Wardens with her friend the 
  Argent Artist. Together with other heroes that are both 
  familiar to the Freedom Five and at the same time very 
  different, this Haka went into battle against numerous 
  villains, including the vicious Plague Beast, the terrible 
  Ultratron, and the commanding Citizen Storm. 
   Citizen Storm was the M’kk Dall’ton of her timeline, 
  who came to Earth to oppress and destroy, building a 
  terrible army of superpowered villains here. Haka is glad 
  to learn that this world is different, but is eager to find 
  her place in this world. If any hero mentions what’s going 
  on with Argent Adept, she gets excited. Anthony Drake 
  in her world is the Argent Artist and her good friend. She 
  knows this Drake will be a different man, especially after 
  some initial confusion about "Argent Adept" vs. "Argent 
  Artist", but she is still eager to see a friendly face.
  However, before the heroes can tell her more, they are 
  interrupted by some furious foliage…
  If The Heroes Fail…
  If the heroes fail to convince her before she loses 
  patience, Haka crouches, slaps her thighs, shouts “Ka 
  mate! Ka mate!” then attacks the heroes. Once she 
  actually starts fighting, any Attack the heroes land on her 
  that deals damage Hinders the next hero to attempt to 
  convince Haka of anything using that Attack’s Min die.
   If the heroes fail to convince her before the scene 
  tracker runs out of boxes, Haka lands a punch that knocks 
  Tempest silly—doing long term damage to Tempest’s 
  willingness to aid Earth in its battles against villains, and 
  likely ruining any chance Tempest will ever trust Haka. 
  Additionally, the heroes will probably not hear Haka’s 
  tale, will not have her help against the foes in Scene 3, 
  and won’t secure her help as part of the new Prime 
  Wardens in the final issue.
  Scene 2
  
  9
  SCENE TRACKER
  The Situation
  As the heroes converse, a group of luminous tree spirits 
  emerges from the surrounding jungles and attacks! 
  Tempest and Haka take on two of the largest, leaving the 
  remaining spirits for the player characters.
  The Initial Opposition
  The enemies are tree spirits plus any threats from the 
  environment. The spirits range from eight to twenty feet 
  tall, and look like ghostly animated trees, with foliage, 
  bark, leaves, and floating roots. These two start the scene:
   
  Kapok Spirits
  3  Lieutenants
  Description
  These are hulking, 15 foot tall tree-monsters.  
  Ability
  Smash Through: Kapok Spirits have +1 to Overcome 
  actions where bulk and size matter.
  Tactics
  Right away, two Kapok Spirits engage Haka and Tempest. 
  The remaining one Attacks the closest hero.
  Mangrove Spirits
   Minions (1  per hero)
  Description
  These spirits reach out with their massive root systems, 
  attempting to wrap up their foes.
  Ability
  Massive Roots: Mangrove Spirits have +2 to Hinder 
  actions that entangle targets.
  Tactics
  The Mangrove Spirits cannot make Attack actions, so 
  they focus on Hindering as many heroes as possible.
  Another Wave of Spirits
  At the start of the second round of the action order, 
  these spirits also join the fray!
   Palm Spirits
   Minions (1  per hero)
  Description
  These tall, slender tree spirits look like coconut palms 
  and attack by hurling coconuts with their frond-like limbs.
  Ability
  Uninterrupted Toss: Palm Spirits have +1 to Attack 
  actions as long as there are no heroes within melee 
  range of them.
  Tactics
  Due to their bonus at ranged attacks, the Palm Spirits 
  always try to flee from combat. However, once they're 
  out of the reach of the heroes, they circle back around 
  to fling coconuts at whatever hero they can see.
  Jasmine Spirits
   Minions (1  per hero)
  Description
  Don’t let the fragrant white flowers fool you; these spirits 
  will pummel their targets into pulp. 
  Ability
  Swarm Tactics: Jasmine Spirits have +1 to Attack actions 
  if Attacking the same target that at least one other 
  Jasmine Spirit Attacked this round. 
  Tactics
  The Jasmine Spirits swarm the hero that they think poses 
  the biggest threat (or the hero holding the VoidHeart 
  Sliver, as detailed on page 10). They gang up on that hero 
  and try to incapacitate them.
  Scene 3
  Why are the Tree Spirits so ANGRY?
  START
  END
  GREEN ZONE
  YELLOW ZONE
  RED ZONE
  
  10
  Epilogue
  Now, the heroes are either off to 
  one of the other missions that 
  Visionary gave them, or they’re 
  about to return to Megalopolis.
  The VoidHeart Sliver
  If the heroes have the VoidHeart Sliver, the hero who is 
  carrying it feels a pull from the Sliver when the tree spirits 
  appear. Over the course of the fight, whichever hero 
  holds the Sliver should feel continually pulled towards 
  the center of the island, and the attacking spirits should 
  be more drawn to that hero than any of the others. 
   If they follow the pull of the Sliver, it leads them to a 
  peaceful clearing in the center of Insula Primalis. When 
  the hero carrying the Sliver enters the clearing, the tree 
  spirits stop fighting that hero. Any heroes outside the 
  clearing will still be attacked by spirits, but heroes in the 
  clearing are safe. If there are no heroes to fight, the tree 
  spirits stand in a ring around the clearing, watching. 
   
   Once in the clearing, the Sliver attempts to pull away 
  from the hero. The Sliver clearly wants to drive itself into 
  the ground, but the heroes can choose to not let it. If the 
  heroes keep the Sliver, they will have to fight their way 
  out of the clearing. If they take this course of action, don’t 
  go easy on them. Feel free to introduce environment 
  threats, but it is still possible that the heroes will defeat 
  the tree spirits. If they do, move on to the resolution.
   
   If the heroes do allow the Sliver to plant itself in the 
  island, the spirits all plant themselves and revert to trees. 
  Resolution
  If the heroes destroy the tree spirits, skip to “Epilogue”.
   
   However, if the heroes planted the Sliver in the center 
  of the island, Tempest and Haka meet them in the clearing 
  as they do so. They all see a bright flash from deep in 
  the jungle. If they go towards the light, they find a huge 
  glowing tree surrounded by translucent wispy spirits. 
  These spirits all of different sizes and types show no 
  aggression, but speak out as a unified voice, thanking the 
  heroes. They tell the heroes that this island is becoming a 
  new Nexus of the Void, and that the heroes have helped 
  this land become what it needs to be. The spirits will help 
  heal the Akash’Flora tree in Megalopolis. (If the heroes 
  haven’t talked to Haka about Argent Adept yet, now is a 
  good time to do so. The trees bring up Argent Adept if 
  the heroes do not.)
   The Nexus of the Void
  During the OblivAeon event, the former Nexus of the Void 
  was destroyed entirely by OblivAeon. The Nexus was an 
  important part of magical nature—the connecting point 
  of the physical plane and the Void. The VoidHeart in Issue 
  #2 was attempting to create a new Nexus of the Void, 
  and it had centered on the roiling energy in Ravenwood. 
  That would have been a dangerous place for the Void 
  to intersect with our world. However, Insula Primalis is 
  a much more contained place. With the creation of this 
  new Nexus of the Void, the heroes have made a great 
  stride towards putting their world back together. 
  As the heroes make their way back to the Freedom 
  Jet, they see spirit wisps busy dissolving the remaining 
  technology on the island, and the land beneath their 
  feet occasionally changes from grass to snow to sand to 
  stone and back.
  Epilogue
  Tempest appreciates the help of the heroes, but needs 
  to return to the G.L.O.B.A.L. Headquarters. Wait, what 
  is G.L.O.B.A.L.? It’s Tempest's new U.N.-backed team, 
  the Geocentric Limited Operations for the Benefit of 
  Advanced Lifeforms. And their headquarters is actually a 
  space-station in orbit around Earth! Tempest has a small 
  spacecraft and is eager to get back, but is willing to drop 
  Haka off at Megalopolis on the way. 
   If this is the last issue the heroes play of the #3/4/5 
  issues, the Freedom Five can opt to take Haka back to 
  Megalopolis with them instead. But, either way, Haka is 
  eager to get to meet up with Argent Adept ASAP. 
  
  © 2017 Greater Than Games, LLC. All rights reserved. 
  All characters in this issue and the distinctive names 
  and likenesses thereof, and all related indicia are 
  property of Sentinel Comics. No similarity between 
  any of the names, characters, persons, and/or 
  institutions in this issue with those of any living or 
  dead person or institution is intended, and any such 
  similarity which may exist is purely coincidental.
  JUNGLE BEATDOWN
  Writers
  Christopher Badell & Clark Valentine
  Artist
  Adam Rebottaro
  Graphic Designer
  Jennifer Closson
  Editor
  Amanda Valentine
  Developer
  Dave Chalker
  Producer
  Cam Banks
  Editor-in-Chief
  Christopher Badell
  Publisher
  Paul Bender
  Sentinel Comics created by
  Christopher Badell and Adam Rebottaro
  
SOURCE: textdata/thevault/Sentinel Comics RPG/Issues/SC - Issue 3-4-5 - Prime Wardens #67.pdf