You are on page 1of 8

One-Shot Info The King:

This one-shot is for level 9 characters. Although most people think kings are honest and kind souls
this one is not. When he was young one night after becoming
bored with his prince duties he snuck out into the city streets
Background and ended up becoming friends with a group of street kids,
A gang war between the Red Coin gang and the Giants gang the kids then pressured him to try some of the sastil they
has erupted onto the city streets, propaganda from both stole from a group of gang members. After trying it out for the
gangs is spread across the city as well as rumors and terror. first time the king became addicted and since then he has
The Red Coin gang is known for its specialty in creating the had close relations with the Red Coin gang and plans to keep
drug known as sastil. The Giants gang was only founded them as his main supplier.
recently and plans to take over the drug trade in the city and Looks/Personality: A king is a large man who has natural
create a monopoly. dirty blond hair and a large greying beard. He often wears
Because of the uncertainty and propaganda from the Giants colors of royalty such as blue or purple. Although his face is
gang the king has had several assassination attempts on him wrinkled he is a very joyful man even during times of crisis he
throughout the week, so now he calls the players, a group of can still crack a joke or two.
famous heroes who have set their name in history because of
the feats they have accomplished for the city. Meeting the king
If your running this with your homebrew game you can You have been called to meet the king. Recently the city
include the past adventures as what got them famous or if streets have been filled with propaganda and rumors on what's
you're running this as a one-shot you could link a character's to come. The drug war has started between two gangs trying
backstory to saving the king which gives them a bond. to become the only seller of sastil. The propaganda speaks ill
of the king stating that he's hooked on sastil and only allows
Important Groups/NPCs the drug empire the Red Coin gang created to exist because
The Red Coin gang: he's a consumer. Because of this multiple assassins have gone
The Red Coin gang once was large but after their crimes after the king but none have been successful.
were found out a large amount of the gang was arrested and
the gang had to find a new spot to hide and rebuild their drug As you are brought into the king's dining room, the chandler
empire from the ground up. on the king's wrinkled face and greying hair. I ask you brave
heroes to help me take down the Giants gang they have
Signet: A gold coin that has been stained with blood. caused trouble in the city and I cannot handle it alone. You
Leader: The gang's previous leader has sadly deceased and must collect information on the gang and report it to the Red
replaced with their distant cousin Valdrol, a red Dragonborn Coin gang. In return, I shall knight you and gift you my father's
who invented a new recipe for sastil that keeps the price to spear.
sell up but the cost to make low.
The rumors about the king's sastil addiction are true however
Goals: The Red Coin gang plans to rebuild their drug empire he denies it to the public. If the players ask they will need to
and takedown or over the opposition and restore it to its glory pass a DC 16 Charisma (Persuasion) check.
days.
If the players accept the quest they will gift the spear
The Giants gang: immediately however if they don't complete the quest they
The gang was only formed recently and had only become will be hunted down for the spear. If the players don't accept
popular and known because of the propaganda they released you can bring them into the story by moving to the Gathering
into the city streets, rumours were spread across the city Information and hooking them on hearing members of the
making their name, goals, and 2nd in command well known. Giants gang talking about an interesting bit of information on
the gang.
Signet: A large fist with a burn scar across its dorsal side.
Leader: The leader of the gang is unknown to the public, After accepting the quest the king hands calls his knights in
however, the second in command has been identified from who hold a large spear with a gold tip wrapped in red silk, but
the Giant gang's propaganda. A previous knight under the before they reach the table the sound of a blowgun shoots
king, Sir Anthony the second. across the room, the knights fall to the ground. Three men
with hoods covering their faces enter the room daggers up, it
Goals: To overtake the Red Coin gang and become the new seems they're aiming for the king's head. What do you do?
owner of the drug empire throughout the city.
Two of the men are illusions while one is real. (look at
assassin information).
After dealing with the assassin the players will be thanked by
the king and asked to move quickly before the gang gets more After the players have gone through an encounter if they are
out of hand. sticking together the players can choose one person to search
with advantage or if the players are split up they can roll
separately.
Gathering information
As the players go to the city streets to investigate a random Investigation Chart
encounter will occur. If the players decided to split up in their Roll(1d20) Rumour/Information
search then only roll 2 different encounters. 1-2 Information1
City Encounters 3-4 Rumour1
Roll(1d4) Encounter 5-6 Information2
1 Gang symbols 7-8 Rumour2
2 Local pests 9-10 Information3
3 Blood trail 11-12 Rumour3
4 Laterns 13-14 Information4
15-16 Rumour4
Gang symbols. As the players are exploring the city they 17-18 Information5
pass an ally with multiple symbols of a fist with a burn scar 19-20 Information6
across its dorsal side. These gan symbols are related to the
Giants gang, this might be a meeting area for some members
of the gang. Information1. The Giants gang second in command was
once a knight to the king.
DC 10 Intelligence (Investigation) to notice the symbols have
small writing scratched into the stone reading "Meet here Rumour1. A local shopkeep heard a group of gang members
when the moon is at its highest". meet at the alleyway next to his store. He didn't hear much
but apparently, their boss once worked for the Red Coin gang.
If players wait until the moon is at its highest (midnight) four
giant gang members will approach the alleyway. If players Information2. A piece of paper with Giants gang propaganda
attack right away they will quickly try to escape, if the players scribed across it. The propaganda talks about how to king
listen in from not far they will retain information from rolls 1- should be exterminated and replaced because of his sastil
6 on the investigation chart. addiction. It also has a location and meeting time however it's
already been a day since the meet time. Nothing can be found
Local pests. Recently blue back hornets have become a pest at the location except for two men who are gang members
throughout the city. A shop owner who has a nest growing belonging to the Red Coin gang who are looking for clues to
outside their shop tries to take one down but just makes the take down the Giants gang.
hornets angry attacking anything near. The players are
passing by at the right moment to see what's happened. Will Rumour2. The players pass by a group of a half-elf, human
they help? and Dragonborn adults talking about the recent issues in the
city. They overhear only a few words. Sastil, monster, king,
Blood trail. A fresh trail of blood goes through the city streets and evil. If the players try and get close to the adults or
however no one seems to notice the fresh blood. If players socialize they will go quiet immediately and try to leave.
follow the trail they will find out it's caused by a farmer
moving his recently slaughtered sheep to the market to sell. Information3. The Red Coin gang invented sastil however
The meat is being moved by a cart and hasn't been washed the inventor of the drug soon left the group after they had
yet causing the blood trail. been attacked and now they use a new recipe.
Laterns. Five lanterns float in the air the players. The Rumour3. A group of the king's guards can be heard talking.
lanterns look normal from afar but are armed with bombs The knight who became the second in command to the king
that have been magically enhanced to land on the players. died ten years ago in a battle defending the king.
When the bombs drop the players will need to roll a DC 16
Dexterity saving throw or take 10 (4d4) damage per failed to Information4. The Local pests the blue back hornets started
save. The lanterns were sent by the assassin's friends who to infest at the same time the Giants gang became well
wanted revenge for his death. known throughout the city.
Rumour4. The players are approached by a scruffy-looking
man with soot. The man begs the players to believe him only
managing to get the words dragon before a blow dart strikes
him in the head killing him. DC 15 Intelligence (Investigation)
to find the person who shot it.
If the players do manage to find the shooter and chase her
down it will only end in her taking her own life. She only has Invasion
a set of poisoned darts, a blowgun and the Giants gang signet
burned into her back. The Giants gang lair was once home to a large red dragon
and the Red Coin gang, but now ever since they took over it
Information5. The knight who became second in command has been carved into a large factory with mines and farms for
to the Giant's gang died in front of the king's eyes. This each sastil ingredient in their recipe.
means that the second in command is either not who he says
he is or something darker. Rooms
Room No. Name
Information6. As the players are taking a shortcut through 1 Stairway up
an ally one of them accidentally nudges a brick causing it to
fall out and reveal the middle has been dug into to hide a slip 2 Entrance
of paper. The paper is a map to the Giants gang lair which is 3 Fire pit
located at the Red Coin gang's old hideout. 4 Blue back hornet hive
5 Captured dragonborn
The Red Coin Gangs Lair 6 Bunkers
With the information, the players have collected the players
must now bring it to the Red Coin gang. To do so usually 7 Plucking chamber
would need to spend weeks or months searching throughout 8 The furnace
the city however the king has already prepared a way for the 9 Wagon tunnels
players to find the gang's lair.
10 Slave chambers
After the players have gathered information a few minutes 11 Dragon corpse
will pass by till they are approached by two Red Coin gang
members. The members will lead them to their lair. 12 Sastil storage
13 Office (were the 2nd feasts on brains)
You are led to the sewers. A stench swells in your throat. After 14 The meeting room (Boss room)
rounding a few corners you are brought to a large room with
multiple brick tunnels along its roof. Here only eight gang
members remain. The room is lit with multiple candles and the Stairway up. The Giants gang's hideout is located on a large
west wall has stacks of sastil in brown bags making a wall. The hill. To protect the drugs and members of the gang when
gang seems desperate for resources and help, you could be
descending the hill they have built two wooden paths along
the side of the hill. One is meant for people on the north side
their last hope.
of the hill and is in a zig-zag shape using stairs. The other
wraps around the mountain to create a flat slope and are
The eight gang members are the only remaining members used for large carts and horses.
the rest have either left the gang or been arrested. The gang
has no more resources to create sastil. The stairways are supported with large beams of recently
harvested wood. The players have two options they can either
Once the players have spilled their information to the gang take the walking path which leads to the heavily guarded
they should decide to plan an invasion and take down the entrance and tear their way through or they can take a
gang from the inside. However they don't have enough stairway used for horses and sneak their way into the wagon
members to attack so the players will need to help, six gang tunnels.
members will join the players during the invasion. If the
players don't want to help the gang you can throw in the DC 15 Dexteirty (Stealth) to sneak through.
reward of owning some of the gang and getting a percent of
the revenue earned. Entrance. The entrance is heavily guarded with giant gang
members cooped up inside 10ft wooden towers on the west
If the players haven't found the map to the Giants gang then and east side of the locked steel doors inside. If players run in
run the encounter below. Otherwise, they can go straight to they could be hurt badly because of the jars of blue hornets
the invasion. they throw at intruders when they approach. Theirs also the
door which has a riddle inscribed on it.
As you plan out your search six Giants gang members enter
the room ready to kill, it either them who dont get out alive or The players will need to sneak past the guards or kill them
you. before they can open the doors. DC 17 Dexterity (Stealth) to
pass by. The door is made from strong steel that has been
One of the gang members have a map to Giants gang hideout mined recently. The door looks poorly made and could be
on their body which can be found during battle or on their opened with enough force. DC 20 Strength (Athletics) or DC
body after. 15 Strength (Athletics) if they enhance themself with a spell.
The steel door can also be opened by solving the riddle
inscribed on it. The riddle reads "A knight only stops when he Captured Dragonborn. This room is connected to the west
__" The answer to the riddle is dies. Players should be able to cave tunnel in the fire pit room. This room is a 30ft long hall
tell by the information they collected and how the sentence is with large cages along its west and east wall. The cages are
structured. If players cant answer the riddle they can take the 30ft long and 5ft wide. The metal along the cages is rusted
other stairway to the wagon tunnels. and stained with dry blood. Inside the cages are multiple
Dragonborn with a few scales plucked out from their skin.
Behind the entrance doors a stone cave, with its back wall
destroyed reveals a large steel bridge that oversees a large fire This room is used to store the Dragonborn slaves which are
contained in a steel circle, chained slaves working to feed the
used to harvest Dragonborn scales. Most of the Dragonborn
has only 1-6 scales pulled out however one has very little left.
fire, and the sounds of clanking metal covered by the screams
This Dragonborn is pushed by the others to sacrifice their
of the tortured erupt in your ears. The room is full of smoke scales for theirs.
from the fire below and the bridge ahead is thin and leads to a
cave room with a polished door. to the side of the bridge is a If the players let the Dragonborn out they will most likely be
steel ladder descending below, what do you do? caught again by the guards and killed. The cages are locked
but can be open with a DC 19 Strength (Athletics) check or
with the key.
Fire pit. This large room is located under the steel bridge in Bunkers. This room is attached to the southeast cave tunnel.
the entrance room. The room is 50ft by 50ft and the ceiling The room is attached to the west and east sides of the cave
200ft up (the bridge is 50ft up from the fire) has multiple tunnel. On each side is a 20ft long 5ft wide room that holds
tunnels to funnel the smoke into rooms and outside. The multiple bunkers attached to the wall and small sacks
room has two cave tunnels on its west and southeast walls. underneath for the guard's storage. Inside each sack is
The center of the room has a 25ft by 25ft circular steel ring nothing interesting just personal clothes and items of the
surrounding a large fire. Slaves that have their ankles guards. The cave tunnel continues for 30ft past the room to
chained together and are ordered to chip at the surrounding the wagon tunnels.
walls for coal or bring in wood collected by the wagons.
This room was built to keep the large fire in the center Plucking chamber. This room is attached to the cave tunnel
running. The purpose is for one ingredient, ash. The ash is a passing by the captured Dragonborn. The square room is
key ingredient in the making of sastil, so the Giants gang 30ft by 30ft, the walls and ceiling have been reinforced with a
bought slaves and uses their members to keep this fire going steel that has become rusted and chared. In the middle of the
for ash harvesting. This room has 19 slaves in total that work room is an old wooden chair with multiple steel locked on the
day in night, If the number of slaves gets too little because of ankles, neck, and wrists. A steel table sits next to the chair
their mortality their bodies are shoveled in by the next back of with multiple steel pliers of different shapes and sizes.
slaves. There are 10 giant gang members in this room. Around the chair and table is dried Dragonborn blood that
If players want to avoid combat and sneak through it has yet to be cleaned up.
requires a DC 15 Dexterity (Stealth) check. The furnace. This room connects to the other side of the
Blue back hornet hive. Blueback hornets are a rare breed no steel bridge. The room is a simple 30ft by 30ft square room
one had heard of them until recently. This is because they with multiple brick pipes through the ceiling that lead to a
weren't real creatures until they were made with the power of large pipe in the middle of the room that is attached to a glass
magic and necromancy. This room is connected to the north circle. Inside the circle is unknown because of smoke being
door in the furnace room. The hornets can be put to sleep pumped inside by the pipes. The room has three doors, two
using the smoke from the fire pit which is funneled through of the doors are oak polished and the other is a large stone
tunnels in the ceiling and blocked using the spell mage hand door that has been reinforced with oak wood. The two oak
and a basket weave. doors are on the north and east sides of the room and the
sealed door is located on the west.
Inside this room, the walls are coated in a grey hornet hive Inside the glass is multiple Dragonborn scales that are
comb. The middle of the ceiling has a large collection of smoked down until they become a soft sand texture and then
hornet hive cones where the queen lives. However, the queen used to create sastil, the other ingredients are then thrown
is not a normal hornet queen but in fact, the blue back inside and mixed to create the Giants gang off-brand sastil.
hornets summoning spell scroll. On the bottom of the north
wall is the vent used to put the hornets to sleep and collect
their eggs. Roll a 1d2 or flip a coin to decide if the players
enter when the vent is open or closed.
If players enter when it's open they will be immediately
attacked by a swarm of blue back hornets, the only way to
stop more from coming in is to shut the door and block the
crevasses or find the summoning spell scroll and break it. If
players spend more than 3 rounds trying to block or tear the
scroll +2 more swarms will attack.
Wagon tunnels. The wagon tunnels are a set of three tunnels Conclusion
that are 30ft long and leave the mountain going down a Once the players have taken down the leaders of the Giants
stairway built by the Giants gang. This area has two guards to gang their mission has finished and the city is now at peace
take care of the wagons and horses. This room is a large 30ft again. However, there are still some suspicious of the king.
by 30ft room with wagon tunnels along its east wall. The
wagon's horse is located in a small 10ft by 10ft stone pen in
the southeast corner, the horse has been chained to the wall
so it doesn't escape. Assassin
Medium humanoid (elf), any non-good alignment
Along the rooms west wall is a cave tunnel that is 30ft long. Armor Class 15 (Studded Leather)
Hit Points 78 (12d8+24)
Slave chambers. At the end of the west cave tunnel in the Speed 30 ft.
wagon, tunnels are a large rusted cage that has been fitted to
store 30 slaves. The cage is full of rotting corpses from slaves
fighting with each other or dying from exhaustion. STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
Dragon corpse. This large room was once home to a dragon
but has since been filled in and sealed off. The room was
once 100ft by 100ft but using the spell move earth spell Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +3, Perception +3,
multiple times it has since been confined to 10ft by 10ft. The Stealth +9
dragon's corpse was sealed inside the earth however the front Damage Resistance Poison
of its jaw is still exposed. The room connects to the sealed Senses passive Perception 13
door in the furnace room. Languages Thieves' Cant, Common
Challenge 8 (3,900 XP)
Sastil storage. Along the west tunnel in the wagon tunnels is
an oak door on the east wall. This door contains the giant's Assassinate. During its first turn, the assassin has
gang's off-brand sastil. The walk-in cupboard is 10ft long by advantage on attack rolls against any creature that
5ft wide. hasn't taken a turn. Any hit the assassin scores
against a surprised creature is a critical hit.
Office. This room is the 2nd in commands office, however,
it's not like any normal office. The room has multiple large Evasion. If the assassin is subjected to an effect that
veins around its walls that feel like a heartbeat. The floor is allows it to make a Dexterity saving throw to take
slippery so moving across the room requires a DC 15 only half damage, the assassin instead takes no
damage if it succeeds on the saving throw, and only
Dexterity (Acrobatics) saving throw. The room's ceiling has half damage if it fails.
strange bloodstains that look as if it was caused by a
strangely shaped tooth. Sneak Attack (1/Turn). The assassin deals an extra
13 (4d6) damage when it hits a target with a
The knight that once worked for the king did indeed die but weapon attack and has advantage on the attack roll,
what happened to his body is more sinister for it was taken or when the target is within 5 ft. of an ally of the
assassin that isn't incapacitated and the assassin
away by a mind flayer and had a worm planted inside. This doesn't have disadvantage on the attack roll.
worm then evolved into a mind flayer and became an ally to
the leader of the Giants gang who offered food in return for Assassins Illusions The Assassin creates two
protection from it and its ideas. illusions of its self that it can move with its mind
on bonus actions. The illusions cant do damage and
The meeting room. This large 40ft by 40ft room has a long once hit they must be re summoned which takes 1
red carpet through the middle of it that sits under an oak action to do.
table with two chairs at each end. A candle sits on the table Actions
being the only source of light.
Multiattack. The assassin makes two shortsword
The room is dark its only source of light is a candle that sits on attacks.
an oak table. The room is quiet. A red carpet through the Shortsword. Melee Weapon Attack: +6 to hit, reach
middle of the room and the smell of blood chokes your nose. 5ft., one target. Hit (1d6 + 3) piercing damage plus
(7d6)poison damage. The target must make a DC
15 Constitution saving throw, taking the poison
The 2nd and 1st in command will attack the players in the damage on a failed save, or half as much damage on
dark giving them a surprise round. To make it harder for the a successful one.
players they will try to push them into the office so they cant
move around as well.
Sastil.
wondrous items, rare Blue Back Hornet
Sastil is a red powder that can be created in many different
ways and give off different effects, from colors becoming
brighter calming the mind to not making the user stop
Swarm
Medium swarm of tiny beasts, unaligned
moving. The giant's brand of sastil causes the user to have
lucid dreams however when they wake up a splitting Armor Class 12
headache that will for 1d4 hours haunt them. Hit Points 22(5d8)
Speed 5ft,fly 30ft.
Kings spear
melee weapon, rare
The king's spear has been handed down through 2 STR DEX CON INT WIS CHA
generations of kings. It was forged by a king and the magic 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7(-2) 1 (-5)
was carved inside designed for a king's use. This spear on its
own does 1d6 + 4 damage however when the spear is thrown Condition Immunities Charmed, Frightened,
it accelerates its self at a speed meant to travel oceans only to Grappled, Paralyzed, Petrified, Prone, Restrained,
be stopped when it goes through an enemy becomes stuck Stunned
into a wall. The spear was meant to send messages to other Senses Blindsight 10 Ft., passive Perception 8
kings but was found to be rather dangerous. When thrown Damage Resistance Bludgeoning, Piercing, Slashing
the spear does 3d6+3 damage and can go any distance as Challenge 1/2 (100 XP)
long as theirs no obstacles to get in the way.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Tiny insect.
Giants Gang Member The swarm can't regain hit points or gain temporary
meduim humanoid(any), lawful evil hit points.

Armor Class 16 Actions


Hit Points 30(3d6+ 21)
Speed 30ft. Bites (swarm has more than half HP). Melee Weapon
Attack: +3 to hit, reach 0ft., one target. Hit 4 (4d4)

STR DEX CON INT WIS CHA Bites (swarm has half HP or less). Melee Weapon
Attack: +3 to hit, reach 0ft., one target. Hit 2 (2d4)
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages Common
Challenge 1/8 (25 XP)

Actions
Knife. Melee Weapon Attack: +4 to hit, reach 5ft.,
one target. Hit 5 (1d6 + 4)

Light Crossbow Ranged Weapon Attack: +4 to hit,


reach 80/320ft., one target. Hit 5 (2d8 + 2)
1st In Command 2nd In Command (mind
Medium human, lawful evil
flayer)
Armor Class 12 Medium aberration, lawful evil
Hit Points 110(19d8 + 28)
Speed 30ft. Armor Class 15 (breastplate)
Hit Points 71(13d8 + 13)
Speed 30ft.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 20 (+5) 12 (+1) 10 (+0) STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 19 (+4) 17 (+3) 17 (+3)
Senses passive Perception 10
Languages Common
Challenge 7 (2,900 XP) Saving Throws lnt +7, Wis +6, Cha +6
SkillsArcana +7, Deception +6, Insight +6,
Perception +6, Persuasion +6, Stealth +4
Crazied The scientist has become crazied and
Senses darkvision 120 ft., passive Perception 16
insane from the amount of sastil fumes he has
Languages Deep Speech, Undercommon, telepathy
unknowly consumed. No acts of mercy or talking
120ft.
will get through to him.
Challenge 7 (2,900 XP)
Actions Magic Resistance. The 2nd in command has
Sastil throw The 1st in command throws sastil into advantage on saving throws against spells and other
1 targets eyes. The person must make a DC 14 magical effects.
consituation saving throw or be blinded for 1d4
rounds. Innate Spellcasting (Psionics). The 2nd in commands
innate spellcasting ability is Intelligence (spell save
Boiling water The scientist throws a vile of boiling DC 15). It can innately cast the following spells,
water towards you dealing 2d6 + 2 damage. requiring no components:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self
Background: The first in command was originally the only)
creator of sastil for the red coin gang. However, he was
treated unfairly and unpaid so he left planning to take down Innate Spellcasting (Psionics, suggested). The 2nd in
the red coin gang and rule over his new drug empire with an commands innate spellcasting ability is Intelligence
iron foot. (spell save DC 19, add 4 to the DC due to the 2nd
in commands mental prowess). It can innately cast
the following spells, requiring no components:
Credits: At will: astral projection, detect thoughts, dominate
Written by, Jacob Scott. monster, levitate, plane shift (self only), suggestion,
Cover image, Dmsguild.
Image on page 3, Dmsguild. Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 5
ft., one creature. Hit: 15 (2dl0 + 4) psychic
damage. If the target is Medium or smaller, it is
grappled (escape DC 15) and must succeed on a
DC 15 Intelligence saving throw or be stunned until
this grapple ends.
Extract Brain (Recharge 5-6) Melee Weapon Attack:
+7 to hit, reach 5 ft., one incapacitated humanoid
grappled by the mind flayer. Hit: The target takes
55 (10d10) piercing damage. If this damage
reduces the target to 0 hit points, the mind flayer
kills the target by extracting and devouring its brain.
Mind Blast (Recharge 7-8). The mind flayer magically
emits psychic energy in a 60-foot cone. Each
creature in that area must succeed on a DC 15
Intelligence saving throw or take 22 (4d8 + 4)
psychic damage and be stunned for 1 minute. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.

You might also like