When a Star Falls is an adventure for players who want a balance of the three pillars of adventure: combat, exploration, and social interaction. Centering around a prophesized falling star, this celestial journey is one of six remastered first edition adventures found in Quests from the Infinite Staircase.
Read on to learn more about who prophesized this event, why the fallen star is so important, and the people and creatures players can encounter on the path to the quest's resolution!
Warning! This article contains minor spoilers for When A Star Falls.
- When a Star Falls Adventure Overview
- Monster of the Week: Memory Web
- When a Star Falls Adventure Hooks
- Come for the Prophecies, Stay for the Gold
When A Star Falls Adventure Overview
Character level: 4 – If the table is using story-based level advancement, players reach level 6 by the adventure’s conclusion.
Location: Players will visit several locations in the Tegefed Mountains and its surrounding hills and moors.
Themes: Intrigue, Hope, Betrayal
Adventure Premise
A prophecy has predicted that a star will soon fall from the sky and land in the Tegefed Mountains. The Elder Sage from the Tower of the Heavens, a place where commoners and kings alike visit to seek prophecy and wisdom, sent several of his most trusted subordinates to visit a Druid in the mountains and ask for her help in charting the star’s path. From there, the Elder Sage hopes that his tower hands can acquire the fallen star and bring it back to him.
The adventure begins with the players encountering a strange creature that killed the Elder Sage’s allies and stole their memories. When the players defeat this foe, those stored memories are released; the players are suddenly aware of a quest left incomplete, and a star destined to fall.
Players will soon discover that the Tower of the Heavens is not the only party interested in the falling star. Communities of hunters, Derro, deep gnomes, and a lone Druid all live in the Tegefed Mountains, and some have had their interest peaked by this divine event.
Fork in the Road
When a Star Falls gives players agency over what path to take and what areas to visit first.
Once players have absorbed the memories of the envoys from the Tower of the Heavens and seen the star fall, they must choose where to go next. They can continue the envoys’ journey and visit a local Druid, travel directly to where they think the star landed, or visit the Tower of the Heavens.
There’s no right answer! Players can take whatever route they wish, and DMs can enjoy the surprise of not knowing what happens next. This open-world progression also makes it more fun for a DM to run the adventure again and again, since the story will be different each time.
Variety, the Spice of Adventuring
Some adventures focus primarily on combat, exploration, or roleplay. When a Star Falls is a fairly balanced experience that provides plenty of all three and allows players to choose when to tackle which encounter.
This adventure has five main locations that players can visit (though they won’t have to visit all five to complete the adventure), and each provides a distinct experience. Some encounters will encourage the players to play nice, make friends, and be charming. Other areas are full of enemies that take a "kill first, ask questions never" approach to strangers. Some locations, like the Tower of the Heavens, are designed to allow the party to con, charm, sneak, or fight their way through as they prefer.
When Your Memories Aren’t Yours
When this adventure was originally published in 1984 by TSR’s UK branch, it introduced players to a unique twist on "You all meet in a tavern." With When A Star Falls, writer Graeme Morris introduces a particularly unpleasant creature called a memory web that feeds on (you guessed it) memories and when defeated, instills nearby characters with the information it recently ate. After you’ve described the memories imparted by the web, encourage your players to consider how their characters feel about what they’ve seen. They will suddenly remember conversations they never had and recall sentiments that aren’t theirs; do the characters feel a kinship to these fallen tower hands now that they know what it was like to live in their shoes?
Monster of the Week: Memory Web
Giant spiderwebs have long been an obstacle for adventuring parties, blocking their paths through forests and caves. On a good day, the web is abandoned and can be easily burned away or cut through. On a bad day, a giant spider or ettercap lies in wait nearby, triggered into action by the slightest touch of its web. On a very bad day, the web is actually a sentient Aberration that feasts on your mind.
A memory web is a twisted life form infused with eldritch energy. It appears as an unremarkable spiderweb, albeit one spun by a monstrously large spider, until it springs towards an adventurer and engulfs them.
Memory Web Tactics
Remember that in this adventure, it is the defeat of the memory web that kicks things off. Accordingly, your aim when running this monster should be to make the fight as scary, challenging, and interesting as possible, but you shouldn’t expect the memory web to be victorious.
Try to surprise a character and use the Ensnare ability immediately, Grappling the target. Then, use Drain Memories as your Bonus Action every turn to deal Psychic damage and impair the target’s ability checks and attack rolls. These abilities together deal an average of 12 damage every turn, enough to make the ensnared player nervous but not enough to kill them quickly.
The memory web’s most challenging trait for the party is a passive one: Damage Transfer. If your party blasts the memory web with magic or slashes at it with a sword, it transfers half of the damage it takes to the grappled creature. Your party will eventually defeat the memory web, but how much do they harm an ally in the process?
When a Star Falls Adventure Hooks
When a Star Falls begins with the party encountering a living memory web and being infused with its memories. But what brought your party to that place and time, and what motivates them?Quests from the Infinite Staircase provides DMs with a few possible answers:
Nafas the Noble Genie
Quests from the Infinite Staircase introduces Nafas, an optional group patron and powerful genie who lives in a mystical plane called the Infinite Staircase. From this liminal dimension, players can flit from world to world and embark on wild adventures.
Nafas, in his role as a cosmic genie, hears the desperate wish of Shalfey, the prophetic sage who leads the Tower of the Heavens. Shalfey sent some of his most trusted tower hands to acquire a star that was predicted to land nearby soon, but Nafas knows that they are unlikely to be successful due to the memory web that awaits them. Nafas asks the adventurers to find the fallen star and give it to Shalfey, then politely shuffles them off to the mountains to begin their search.
Seeking Answers
If you or your players aren’t interested in using Nafas as a group patron and quest starter, there are plenty of ways to get the party to the Tegefed Mountains.
The Tower of the Heavens is a famous home of prophets and sages. Travelers who visit the Tower and bring gold may ask the sages a question. Most people who visit ask questions about themselves and their own fate, but your players may decide that their character is more interested in discovering secrets of the universe. Other players may decide that their character is drawn to the Tower not out of curiosity, but out of desperation.
Whatever the reason your players want to visit the Tower of the Heavens, I bet they weren’t expecting to do it with a head full of stolen memories from the tower’s sages!
It’s the Right Thing to Do
This next idea isn’t from Quests from the Infinite Staircase, but if you are running a campaign with a good-aligned adventuring party, you can let the party’s personality and desire for justice be the hook into the adventure. If your party’s characters are altruistic, empathetic, or have a strong sense of duty (most good heroes probably have at least one of these qualities), then the sage’s memories alone will likely compel them to action. When you describe the memories that the memory web left in their minds, note the fallen sages’ sense of dedication, of urgency, and of unfinished business.
Come for the Prophecies, Stay for the Gold
In When a Star Falls, players can encounter sages in a tower, a Druid in the woods, hunters by the lake, Derro in the mountains, and deep gnomes in their forge. As such, players can acquire a variety of treasures—if they can find it.
Most locations are hiding several stashes of gold, and a few uncommon magic items are available throughout the adventure. The Druid Derwyth may share Potions of Healing if the party befriends her, while the hunters of Therno Lake can provide information. Some defeated foes bear spellbooks, wands, Spell Scrolls, or magic rings.
With such an open-world format, this adventure can feel like a treasure hunt. Wherever you visit, you’ll come across opportunities to find various types of loot!
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Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
Well, this isn't about the PHB spells...
I like the content on Beyond, but I didn't really understand it. Is this a free adventure sample like other posts we have on the blog? Is this a guide to an adventure that hasn't come out? Is it just a sales post?
I don't know how to decide, it just made me more confused. I will wait for an opinion from those in a hurry before purchasing this material.
All of the blog posts on D&D Beyond are written as content marketing to get you coming back to the site and interested in products they sell. Some of it is more directly "advertising" specific products than others. This specific article is previewing an adventure that comes in Quests from the Infinite Staircase, which is not out yet.
D&D Beyond team - we'd really rather get articles like this after the book is out. You guys seem to only hype up things that are coming soon these days. Releases come and go so quickly, if you go by the D&D Beyond home page. But we're not able to use this material this quickly. DMs right now would benefit more from guides like this about the quests in Planescape, Keys from the Golden Vault, or Vecna than from this book that doesn't exist yet. (Or for any of the recently added third-party books like Where Evil Lives, Dungeons of Drakkenheim, or Humblewood, for that matter). Those are the books that are "in the conversation" right now.
I can only second this. I remember the old days of DDB with Encounter of the Week and Class 101, and now it's all just "buy our new product" and the comments are filled with people pointing out that the design team doesn't listen to the player base. I used to look forward to coming to the site every day and checking what article was just posted because I knew I could only find that kind of community engagement here, and now I come back only on the days when I am playing one of my games, and then generally just go right to my Campaigns tab.
I like the idea that they are re-doing these old classic adventures for modern D&D, but it seems premature. Why print old modules for D&D 5th edition, when they are about to release D&D 6th edition (or 5.5, if you prefer). And don't tell me about "backwards-compatibility" because from everything we've seen so far, there are huge changes to character creation, spells, and soon thereafter, monsters - and since we've already seen previews of Lost Caverns of Tsojcanth without any 2024 updates, I doubt the rest of the book has been updated either.
This is just a desperate money-grab that will wind up disappointing buyers when they realize that they just shelled out $60 for a book using last year's rule set. I love the idea, but they should have waited a year to bring the content current.
Here is how backwards compatibility works for adventures:
Lost Caverns of Tsojcanth without any 2024 updates? What would you update to fit 2024? It doesn't provide any new classes, backgrounds, or spells. Any new monster follows the same design philosophy as 2024. This book from the get-go was designed and marketed with "You can play it with the revised 2024 core rules!", and you can! The only adventures that suffer from old monster designs are those made pre-MotM (I would argue Witchlight and Strixhaven too) but only for the new monsters unique to those adventures (Pech and Drelzna, which will likely be how the 2025 Monster Manual's Vampire Lord (Warrior) looks like)
They've constantly explained over and over what Backwards Compatibility means, it's just that a lot of the people parroting it refuse to acknowledge what it means and dilute the message. Once again, the 2024 Core Rules aren't 6e and nowhere close if you've seen the changes that they made.
Hmmmmmmmmmmmm
Anyone a clue if this book has actual color maps or if these are black and white again?
I read the premise of this quest and started thinking of the musical number from Wacko's Wish.