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A Tales of the 13th Age adventure By ASH LAW
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In this adventure the player characters follow a rumor about the whereabouts of the missing Darkskye
Diamond to the Blood Wood, where a clan of kobolds were seen with it. Events transpire that see the
adventurers teleported to the dungeon isle of Omen, where they must track down the kobolds to a
volcanic lair and stop them using the diamond to resurrect five powerful red dragons. Kobolds feature
prominently in this adventure, and it spotlights the varied and often deadly kobolds of 13th Age.
I hope you have as much fun playing this adventure as I did creating it.
- ASH
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Running this adventure as a single 2-hour game.
If you run Omenquest as a single session 2-hour game then youll need to skip a lot of the content, and
use 3rd level characters.
Here is my suggested route through the adventure:
2.1 - Start the adventure outside the volcanic cave, and offer the choice of entering through the front
entrance or via the cataract. Then use the cataract skill challenge to determine damage or use the cave
entrance hazard chart.
2.2a or 2.3b - Fight with the awakened dragon or the fight with the hungry stars. Cut the fights short if
needed. Make sure the adventurers get the loot, unless they flee.
Other encounters - Let the adventurers wander for a bit, but dont use fights. Instead use the hazard
charts for each section as seems appropriate to you.
2.5 - The final fight against the kobolds.
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Hazard Charts
Throughout this adventure youll find hazard charts. Use these to introduce skill challenges to the game,
as seems appropriate to you. Pick whichever hazards give the flavor to the scene that you are looking for.
In general pick 1-3 each scene, and make sure everybody gets a chance to contribute during a session.
Game advice.
Organized play for 13th Age is a little different from normal organized play. This document gives you tools
to create a linked series of adventures that will highlight the cool things about 13th Age (One Unique
Things, Backgrounds, Icon Relationships). You will need around 2 hours per session.
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you might be under the impression that you are the only one, but maybe you aren't the only such
creature. If you're one unique thing relies upon you being the only something think about how you
could make it cooler and more unique.
If somebody does pick an only type of unique remind them that their character believes themselves to be
the only one but in fact they may not be.
Backgrounds
All characters ave 8 background points, and can spend up to five of them on any one background. Try to
encourage players to tell you stories about their backgrounds rather than just a list of words. This...
- Climber 4
- Urban Survival 3
- Artist 1
is boring and as a GM tells you very little about the character and doesn't give you a lot to work with.
Encourage the players to talk about their backgrounds and name them appropriately. With a little nudging
the above list of words can blossom into...
- Second best rooftop runner in Horizon 4
- Member of the Beggars Guild 3
- Thrown out of Santa Cora for painting blasphemous masterpieces 1
which is awesome and tells you a lot about the character.
Statements about the world
One of the cool things about 13th Age is that players help to define the world. There is no standard
universal Dragon Empire, each game is different. This presents challenges for organized play and as a
GM you need to be on your feet. Whenever a player mentions something about the world either via a
background or one unique thing or just as a plain statement make a very quick note about it and repeat
back to them what they have just said.
As an example:
Player: ... and then I bend down and look into the mechanism. Half orcs know a lot about this
stuff. How hard is it to disable the trap?
GM: Half orcs do know a lot about traps - why is that?
Player: Oh I meant half orcs know a lot about breaking things. We love smashing clockwork.
GM: Why do half-orcs like smashing clockwork?
Player: It gives us headaches, nobody knows why.
GM: Ah, you need to get a 15 to break the trap without setting it off (makes a note Clockwork =
causes headaches for half-orcs).
Each session recap all the statements about the world and ask if anybody has extra input on them. Be
sure to ask each player if they have anything to add to the world. Its a little ritual that helps to build a
stronger game for your players.
GM: Ok, so last week we discovered that orcs hate clockwork because it gives them headaches
Player 1: Ah, I figured it is their two natures waring in them. There is something mystical about
clockwork.
Player 2: Yeah, like maybe it is trying to separate out your two natures - giving you a splitting
headache
GM: (makes a note) I like that. What else did we learn. High elves fear mice, they think mice are
spirits of the dead. That is an old elf legend.
Player 3: Yeah! It is just a legend, but they still creep elves out
GM: As you are new to the group, what things did your character discover last week?
Player 4 (the new player): Orcs have clockwork axes
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GM: (makes a note) So some tribes of orc are able to use clockwork, but obviously not all tribes.
then recap them with the added player input and ask if anybody has anything more to add.
GM: So clockwork gives half-orcs headaches, but some orc tribes use clockwork. That is true.
What else is true?
Player 2: Only some orc tribes are lucky enough to mutate into half-orcs, and those tribes dont
use clockwork. They have to get rid of it to commune with the spirits and begin the transormation
process.
GM: Yes, that is true. (makes a note) And elves fear mice due to legends revolving around
mice and ghosts. That is true. What else is true?
Player 3: Maybe their god of the dead uses mice as messengers, and elf necromancers have
mice familiars
GM: (makes note) Yes, that is true
In this way your players build the world with you, and you remind them each week of the world that you
have built together. You also let new players know what your game is like, and you let them bring in the
bits of the 13th Age game they played last week into your game that are important to them.
Skill checks
Use your index cards
The humble index card is one of the best gaming tools Ive discovered in years. Write down each
characters backgrounds and set the index cards out in front of you. As play progresses glance down
and put obstacles in the path of the party that speak to the backgrounds possessed by the party. For
example if your partys dwarf has the background Mistress of Metal: I train dwarven smiths then during
play announce
The path is blocked by a partially toppled statue. It is made of metal of intricate design, and then look
around and ask Does anybody here know anything about dwarf metalworking?.
Bring in interesting options for success and failure (perhaps success reveals that the statue has coins in
the base to keep it upright, a common practice from an age where gold was more plentiful - and failure
results in the hollow statue shifting and making a huge racket sure to attract monsters). By bringing
backgrounds into play you make the story about the characters themselves.
When not to roll (let the wookie win)
Being a game with limited time you dont want to roll for every little thing, especially if pass/fail doesn't
really matter. Only have players roll dice when failure would be an interesting outcome and would impact
the story. If a character has a background specific to a task and failure wouldnt be interesting bring them
into the task.
That wall looks tough to climb, but your Dwarf friend used to be an acrobat. He could easily climb
the wall and pass a rope down to you
One roll should do it
When you have a character attempting something with lots of steps in it you dont have them roll for every
step, in fact you probably shouldnt. If a character is drinking from every bottle of wine in a cellar looking
for the best elven wine dont have them roll once per bottle - just one roll should do it.
Fail forwards
Remember to Fail Forwards.
...outside of battle, true failure tends to slow action down rather than move the action along. A
more constructive way to interpret failure is as a near-success or event that happens to carry
unwanted consequences or side effects. The character probably still fails to achieve the desired
goal, but thats because something happens on the way to the goal rather than because nothing
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happens.
Suppose a player makes a Charisma check to have his or her rogue rustle up some clues as
to where a certain monk of the black dragon might be hiding. The player fails the check.
Traditionally, the GM would rule that the character had failed to find any information. With
13th Age, we encourage you to rule that the character does indeed find clues as to the monk's
location, but with unexpectedly bad results. Most likely, word has gotten to the monk that
the rogue is looking for him, and he either escapes before his lair is found, or prepares for the
group, either setting up an ambush or leaving a trap. The failure means that interesting things
happen.
Escalating risks
If a character fails it is interesting to offer a choice to the player - fail forwards as above OR succeed but
with a complication. In this case the player gets what they want but it causes another problem. You then
pass that problem on to the next player and ask them if they want to attempt to solve it or leave it where
it is. Consecutive failures can have interesting results as the consequences escalate as shown in the
example below...
The halfling rogue successfully climbs the stable wall but drops their lantern into the straw below
starting a fire.
The elf wizard successfully convinces the angry crowd that the fire the rogue started was the
doing of the Dwarf King, but now the crowd wants to lynch dwarves.
The dwarf paladin successfully smuggles the dwarves out of town away from the angry guard but
the dwarves figure out that the party are to blame for the fire and are going to tell agents of the
Dwarf King.
The human sorcerer successfully bribes the dodgy-looking boat captain to take the dwarves
somewhere where they cant contact the Dwarf Kings agents but as he sails away the party
realizes that the captain is a slaver.
Montage!
Sometimes you dont want to go into details but do want to give a sense of time passing. Overland travel,
random dungeon exploration, fortifying an old farmhouse against zombies. All these things can happen in
a montage if they are not the focus of the Montage!
Go round the table and ask each player:
Describe an obstacle that the party encountered but defeated.
Then turn to the player to their left:
Your character was the one to get the party past that. How did you succeed?
They dont need to roll for this - they just tell you an awesome thing that their character did that solved the
problem.
Repeat this around the table until everybody has had a chance to come up with a death-trap or a
wandering monster or whatever their imaginations can conjure up and a chance to overcome an obstacle.
As each player tells you how their character saved the day narrate back to them what they have said and
put a spin on it to highlight their heroism.
Yes! The party encountered a minotaurs ghost and you entertained him with your bagpipes. Not
only did that pacify the ghost but several other ghosts appeared to hear you play and in gratitude
led you part-way through the maze.
Awesome - you killed the magically animated pagoda with your mighty axe. Later you came to
an underground river and crossed it using your foes remains. Good job.
Brilliant. With a flick of your wrist you turn over your last card. The skeletal guards are amazed
by your winning streak and untie your companions as agreed. They are so impressed with your
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poker-face that they tell you how to get to the center of the maze. Congratulations - you have a
better poker-face than skeletons and they dont even have faces!
Pacing
Sometimes things go slowly. Players get the idea that there is a secret door they can find if only they
spend another 10 minutes searching for it. In organized play youve got limited time available to you. If the
players start going off track supply them with unambiguous information by using the phrase It is obvious
to you that...
It is obvious to you that there is no secret door here.
It is obvious to you that the dwarf is telling the truth.
Rolls->follow->fiction not rolls=fiction
What does that mean? YOU tell the players when to roll, based upon what they say their characters are
doing. If somebody announces Im rolling to see if I can get past the guards put your hand out in a stop
motion and ask HOW are you attempting to get past the guards? and play onwards from there. Talk
about how the guards look half-asleep, how the character notices one of them is wearing new boots but
the other one is dressed shabbily, how the guard on the left gets distracted when he looks at the food
cart nearby. Role-play the encounter, and build the scene using a back-and-forth exchange of information
and suggestions between you and the player. Only call for a roll once the character acts to change the
situation and the outcome is in question and failure would be interesting. Let the rolls flow from what
characters do. It is a small thing, but important.
Monsters
Some of the monsters that appear here are from the core 13th Age book but others appear in forthcoming
books like the Bestiary or 13 True Ways.
Choosing and balancing monsters
In the adventures weve put in the monsters that we think youll need, and a guide to how many to include
in a fight.
Using alternate monsters
The backgrounds and uniques of the player characters and the statements by players about the world
may mean that the monsters weve provided are not suitable for your needs. In that case there are three
options. Hopefully you can stretch the existing monsters to fit your needs - if one of the adventurers
has the unique Raised by giant rats you can just say that the skeletons the party are about to fight are
the skeletons of giant rats. If that doesn't work for you you can reskin the monsters for the adventure
- instead of fighting skeletons you use the skeleton stats but call them giant rats or pixie swarms
or loquacious rust-golems or whatever the story needs. If neither of those options works for you weve
also included extra monster stats at the back of the book.
Big damn heroes
Combat is a prime opportunity to remind players that their character is awesome. When an adventurer
hits an enemy take the opportunity to describe the hit.
With a mighty swing of the sword you slice the zombie in two! Hyah!
Lightning crackles from your eyes as you unleash your spell. ZZZZT!
The eyes of your enemies widen in shock as you destroy their shaman with a well placed arrow.
Zonk!
The hag runs towards you screaming and reaches out towards you, but you duck her swing and
launch a bolt of pure sizzling magic into her. She screams as the burning energy sinks into her
body.
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You swing the sword and the dragon jerks it head back but your cunning backswing slices
deep into its gums - it roars in rage and you dash in under its maw to strike a deep blow into the
tender flesh under the chin!
Even miss damage is cool...
You do miss damage? Your axe whizzes past the goblins head, but your foot connects with his
knee-cap!
The zombie staggers backwards and your axe misses. You take the opportunity to kick it in the
groin. normally this wouldnt faze a zombie but your kick is bone shatteringly powerful!
Dont be afraid to really get into it. Stand up from the table. Mime the zombie who takes an arrow through
both eyes. Snarl like the hob-goblin chieftain as you caper about with bent back swearing vengeance on
the cleric. Just a second or so of play-acting each round to highlight an awesome hit or near miss goes a
long way towards drawing our players out of their shells. Once you start doing it your players will too.
Tone
The tone of your game will depend a lot on who you are running it for. A group of 12 year olds may not
appreciate gory decapitations (or they may, pre-teens are a bloody lot) but it is part of your job as a GM
to gauge what your audience wants. In the words of Tyler Durden If someone says "stop" or goes limp,
taps out then you may want to tone it back a bit. If you know your audience well and have previously
discussed what their limits are then you can play within those limits. Remember if you are running the
game in a public place to keep it appropriate. What is cool to shout out at the top of your lungs at a
friends house may not be acceptable to say at all in a game store or at a convention.
Pacing
The escalation die and the design of monsters in 13th Age fixes combat dragging on for too long, but
you may still be pressed for time. The store that you are playing in is closing for the night, or you have
a limited time at a table at a convention, or one of your players needs to leave early. Some outside
constraint is limiting your time. In which case end the combat early. Drop the defences of the monsters
and adjust their damage downwards. If you are still pressed for time have the monsters run away or use a
dramatic moment to kill the big bad guy (the gnome bard who hasnt hit all day gets in a crit and takes the
head of the dragon in one blow).
Tips to make your job easier and the game more fun
Index cards
Seriously. Grab a pack and...
Make name tents
Each player gets a name tent. Fold the index card in two and write the character name on it and put it
in front of the player. Now instead of saying your dwarf or the ranger you can call the characters by
name. This is an awesome thing for you to do, it links players to their characters.
Write out one unique things and backgrounds
Go around the table and have players recap their uniques. As they do so jot down their uniques on index
cards - two or three uniques per card using a short phrase. Use big letters so you can quickly glance
down and see what is going on. As the game progresses glance down and introduce skill challenges
or obstacles tailored for the party. As each party member succeeds (fails in an interesting way that
advances the story) cross their unique or background off.
Use them to make scenery & minis
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If you are using minis to map out battles (while 13th Age does not rely upon minis using them does make
visualizing relative positioning in battles easier) you can draw scenery on index cards and put them down
on the table to indicate terrain or objects. If you need to improvise a large creature that you dont have a
mini for you can make a tent out of an index card and write the monsters name on both sides.
Seriously - get some index cards!
Minis
When running 13th Age miniatures dont represent where a character really is, it is a rough approximation
of where characters are in relation to each other. You dont need minis to run 13th Age combat but your
job of letting players know what is happening and where things are in relation to each other is made
easier by having them..
Terrain
Rob has this to say about terrain:
Play terrain any way you like, but dont worry about it. There isnt really time to get deeply into terrain
action when people are playing for the first time. The ease of simply moving your characters around
and attacking should be the priority.
If you dont know 13th Age already, grab any style of fantasy terrain/setting as the location of the battle.
Miserable swamps, ruined temples, ghost towns, haunted orchards, regenerating graveyards, living
dungeons, spiral towers, woodlands, grumbling volcanoesthey all exist somewhere in 13th Age.
Initiative
This is how I do initiative. You might prefer your own system, but I find this speeds up play
1. Everybody rolls initiative. All monsters share the same initiative, unless they are of very
different types. All goblins share an initiative, all spiders, etc. If in doubt fudge monster initiative
downwards.
2. Count out how many characters and groups of monsters there are. Write numbers from 1 to the
total number of characters and groups of monsters acting on index cards. Write big. If there are
6 adventurers and 2 types of monsters (or two different groups of monsters acting on different
initiatives) you would have cards numbered 1-8.
3. Start counting upward from 1. When you get to an initiative that an adventurer or monster has,
hand them the highest numbered card you have. In a fight with six adventurers and two monsters
the lowest initiative gets the card with 8 on it, the next lowest initiative gets the 7 card, and so
on.
4. Each round just look around the table for the person with the number 1 in front of them and tell
them it is their turn. After that glance around for the number 2 card, then the number 3 card,
and so on. Players can also use the cards to write you quick notes if they wish to, or to take
notes during combat. I like to use the index cards with the monster initiatives on them to track
conditions, HP left, etc.
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The idea behind the Tales of the 13th Age organized play program is that players should be able to play
in London one week and New York the next and be able to pick up where they left off. This means that
the games can not be completely freeform. However, they are not rail-road adventures either. Each
session has a start point and an end point and how you get from one bus stop to the next is up to you, the
driver of the bus. If you decide to substitute goblins for kobolds or your players decide to circumvent an
encounter or battle then that is fine, provided you end the session in such a way as it leads naturally on to
the next session as written. Side-quests, digressions, and player-generated plots are cool - encouraged
even. You can go whichever route you choose and do whatever weird stuff you and your players like
along the way, just make sure you get to the next bus stop so that anybody who wants to get on your bus
at that point can.
Dealing with a TPK. Total. Party. Kill.
We haven't made this adventure super-deadly... but sometimes the dice are against the players, bad
decisions are made, and the unthinkable is thought. If the entire party dies then the following session tell
the tale of how their new characters were following their old characters, always a day or so behind on the
same quest, finding dungeons pre-looted and monsters already defeated; they have finally caught up with
the heroes only to find them dead. The next session starts normally, but perhaps their new characters
start with some recovered loot from their former characters corpses. Or if you prefer use Jonathans idea
from pg 170.
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Character Creation
If it is published then it is permitted
If it appears in a 13th Age rulebook you can play it, and we are allowing anything the designers have
released for current playtest too. So yes, you can play the monk class (13 True Ways playtest version)
and the Tywyzog race (Bestiary playtest version). You can find these at http://www.pelgranepress.com
If you play something still in playtest send your playtest notes to 13thAgePlaytest@gmail.com. Note that were not
making you sign an NDA but we do have a request: If youd seriously like to help the playtest process for unpublished
classes and races, dont post your playtest feedback publicly or discuss it on the internet. In our experience, publicly
discussed playtests generate less useful data because people start agreeing and echoing each other (or getting concerned
about disagreeing with other people) rather than testing things for themselves.
Once 13 True Ways and the Bestiary are out you can play with the full options from those. Players and
GMs should be guided by the advice on page 3 of this adventure when creating One Unique Things.
Incremental advances
Each week every character that participated should receive an incremental advance... unless somehow
the party fouled up beyond belief, or chose to flee a battle. Details on incremental advances are on page
189 of the core rules. 13th Age has 10 levels, so playing through a level with incremental advances is
roughly equivalent to playing through three levels of a 30-level game or levels two of a 20-level game.
You are actually covering a lot of ground. Aim for a full heal-up at the end of every session.
Barbarian vs Wizards - character complexity
The classes in order of complexity to play from most-simple to most-complex are:
Barbarian - Ranger - Paladin - Fighter - Cleric - Sorcerer - Rogue - Bard - Wizard
Some character classes like the barbarian are very simple and self-contained and dont benefit as much
from multiple incremental advances as more complex classes do. The wizard is the most complex class
to play offering intricate choices both during play and during incremental advances. The classes are
balanced against each other power-wise, some are simply more complex than the other.
Remember Barbarian, dont whine - you get most of your power up-front in a nice easy foe-slaying
package. Whining is for wizards with their spell lists and pointy hats.
Mighty Wizard, dont grumble - for yours to wield is the ever-building arcane power of the cosmos.
Grumbling is for tiny-brained barbarians who cant cast Charm Person.
What next for these characters?
Wed like players to get a chance to play many character concepts and classes, so at least for the first
few adventures we are encouraging everybody to start over with a new 2nd level character. That isnt to
say that these characters wont have a chance make a return in a later adventure set at a higher level.
The various adventures might seem unconnected at first, but observant GMs might start to notice a big
picture building...
NOT THE SAME CHARACTERS!
This adventure takes place simultaneously with or slightly before Crown of the Lich King, Wyrd of the Wild Wood, and
Quest in the Cathedral. Dont reuse those characters, unless somebody has a compelling one unique thing related reason
as to why they are in two places at once.
Useful resources
General resource page, including pre-generated 2nd level characters and other useful things:
http://www.pelgranepress.com/?p=8764
Character sheet: http://www.pelgranepress.com/site/wp-content/uploads/2012/08/13th-age-character-sheet-fillable.pdf
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Harassment policy: http://www.pelgranepress.com/site/wp-content/uploads/2013/07/13th-Age-OP-Harassment-Policy.pdf
The Archmage wants the Darkskye Diamond captured and brought to him in Horizon for study.
There are lessons to be learned from it, secrets that he was prevented from uncovering while it was in the
Emperors grasp. Of course the magical gem will be returned to the Emperor eventually.
The Crusader sees a powerful weapon that could be his, and wants the Darkskye Diamond for
himself and his dark gods. Just think what could be done with a giant glowing resurrection stone. His dark
paladins would need fear death while they serve him.
The Diabolist has big plans for the Darkskye Diamond, plans that involve the Chuulfen, plans that
would be spoiled by a bunch of kobolds losing the diamond before she gets her claws on it.
The Elf Queen would like a giant diamond for her collection. If she has another motive for wanting
the diamond she has not told her court that, but one doesn't become the ruler of the Court of Stars
without being cunning beyond mortal measure.
The Emperor wants the Darkskye Diamond returned, for it was stolen from him in Shadow Port.
Normally a fake diamond would be provided for parades an investigation has begun. Heads will roll.
The Great Gold Wyrm wants to prevent the resurrection of evil dragons, dragons that his own
paladins sacrificed their lives to slay in the first place. Naturally the Great Gold Wyrm will hand over the
Darkskye Diamond to the Emperor, but only after his paladins have made sure it is safe to do so.
The High Druid wants to prevent the World Burners from destroying her forest, as they did many
ages before. Recently a whole load of glowing crystals were dropped into the heart of her realm and
upset the balance of nature, and rumor has it that the Darkskye Diamond was involved in that event.
The Lich King feels he has a monopoly on holding the keys to the gates of undeath, and no bunch
of lowlife kobolds are going to upstage him! He created the Darkskye Diamond, and it may even hold the
key to his continued existence.
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The Orc Lord wants the Darkskye Diamond because everybody else wants it. He has promised his
generals, war-marshals, and underbosses that when he gets the diamond he will allow them to fight for it.
To the victor goes the spoils.
The Priestess believes the Darkskye Diamond is an evil that must be properly contained. Her
clerics have created a chamber in the Cathedral to safeguard the accursed gem.
The Prince of Shadows stole the diamond in the first place and set it loose in the world. He
wants to give the wheel another little spin, to see where the diamond will end up next. Maybe he has a
plan, maybe hes using the diamond as a distraction. It is never easy to tell what he is up to.
The Three want to use the magic of the diamond to return the White from lichdom and become The
Four. They have no objection to eventually resurrecting the five dragons known as the World Burners, but
the White takes precedence over the plans of mere kobolds.
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The kobolds in this adventure are religious fanatics intent on bringing their draconic gods back to life and
driving away anybody who isnt part of their tribe even if they did share a language with the adventurers
there is not much room for conversation there. Similarly bulettes, hungry stars, and angry dragons just out
of hibernation will not have much to say to the adventurers.
However the adventurers are not the only adventuring group in the area. Below we present seven
adventuring groups and their ties to the icons. We recommend dropping at least one of these groups into
the adventure (pick the one that will have the most interesting interaction with the PC group), either as
rivals, as a rescue in a tough fight, or just meeting friendly faces after a hard day fighting kobolds. Each
group has three icons it has positive relationships with, and assume that each group has at least one
person working for the Prince of Shadows.
A group of elven and half-elven druids and paladins, the Verdant Circle is
dedicated to preventing magical treasures from falling into the hands of those
would would use them for evil. The circle is leaderless, they draw lots every
morning for who should issue orders that day. Due to their past actions they
are friendly with the court of the Elf Queen and the paladins of the Great Gold
Wyrm, and have earned the trust and respect of the High Druid.
The Celestial Order of the Star
Associations: The Archmage, The Dwarf King, The Priestess
Notable Members: Roberto Octakor (leader), Nala, Diogenia, Waltsam
Fallowgut, Uteus Mymther, Ubero Viktor Runebluff III, Thard
Stonegrog.
These wizards travel the Midland Sea in their ship, seeking out new
knowledge and treasures, and boldly delving into dungeons. Though some
have taken holy vows and serve as clerics and others have trained as knights,
all of them studied magic together in Horizon. The Archmage rewards them
for the knowledge they uncover and for protecting his wards, the Dwarf King
underwrites their voyages in exchange for a cut of the treasure from any
dungeons that they investigate, and the Priestess keeps them on hand in case
she needs somebody to smite the unrightious.
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Bardic Thunder
Associations: The Crusader, The Diabolist, The Lich King
Notable Members: Forgefang the Undying (leader), Black Therion,
Axebiter McBrain, Mystaune Elfson, Zoso, Opeth Darquesoule,
Korien.
These dark bards serve the forces of evil, having sold their souls to gain
power; and when the devils came to collect, they played their way out of hell
itself. Now they wander the world with an appetite for destruction, riding their
hell-mastodons and slaying everyone they encounter. They live for the kill, and
their songs are ones of worship to the dark gods. Their leader is the undead
forgeborn Forgefang the Undying. When they do go hunting for treasure it is
with the sole aim of increasing their destructive capabilities.
The Blood Dragons
Associations: The Emperor, The Orc Lord, The Three
Notable Members: Graf One-tusk (leader), Xythene Dubree, Bazur,
Salthu, Simon Urlgan, Zilduara Far-Seer, Zethos Nakir, Vig, Jen
Krogan.
A mercenary group consisting mostly of half-orcs and dark elves, the Blood
Dragons investigate rumors of dragon lairs and sell the information to
whichever of their patrons pays the most. Sometimes times they return with
treasure, only rarely do they bring eggs back for sale.
The Outcasts
Associations: The Crusader, The Elf Queen, The Prince of Shadows
Notable Members: Dezbek GroCaldar, Zila Martel, Salisha Muraden,
Tyaz The Unwritten (last of House Seradayne), Rashel Delmor
This rag-tag group of reprobates have banded together more out of mutual
support and true friendship than any common driving goal. They are the
scions of icons, the chosen ones of chaos gods, assassins, dispossessed
heirs, and escapees from their respective fates. Adventure is something that
just seems to happen to them as they stumble from one escapade to the next.
Their only consistent aim (and the only thing that they go out of their way
to do) is ruining the Diabolists plans, which has got them deep into trouble
more than once. When met this group is just as likely to be fleeing from some
misadventure as they are to be attempting to save the day.
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Friends Forever
Associations: The Archmage, The Diabolist, The Great Gold Wyrm
Notable Members: Seleste (the favorite friend), Arthuris and
Cassandra Hawkins, and other victims as they fall under Selestes
shadow.
The tiefling Seleste was desperate for friendship, so cast a diabolical spell
(fueled by a deal with the Diabolist), to make two newlyweds her friends.
Now Arthuris and Cassandra literally can't imagine having a better friend
than Seleste. The tiefling wizard Seleste leads her friends on adventures,
mostly in the Red Wastes. The group frequently run into and fight powerful evil
forces, which seem drawn to Seleste. This adventuring group has a variable
roster, and Seleste often sends her victims off on errands for her, so the fiend
might not always be with the group.
This group has three principles that they follow: they always keep their end of
any bargain they make, nobody steals from them and gets away with it, and
they refuse to pay any tolls. So vehement are they about the last point that
they have gained a reputation for psychotically gratuitous levels of brutality
when it comes to toll bridges and tax collectors. They have worked for the
Dwarf King who admires them for their flint-sharp focus on getting the job
done and keeping their word, and some of them have served the High Druid
or Crusader in the past. The Toll Slayers are not good people, but neither are
they necessarily evil; they are honest and can be trusted to keep their word
once it is given (whether that is a promise to save a life or to burn down a
village).
If you need to build a battle, then use the generic adventurers below (one enemy per PC) and
give each adventurer in the enemy group a group-specific special ability.
Magic-Using Adventurer Fighting Adventurer Leader Adventurer
3rd level caster [HUMANOID] 3rd level troop [HUMANOID] 3rd level leader [HUMANOID]
Initiative: +9 Initiative: +9 Initiative: +10
Dagger +8 vs. AC9 damage Hack/Slash +10 vs. AC7 Lead from the front +9 vs. AC7
damage. damage
Rolling thunder +11 vs. PD (1d3 Natural 16+: 3 ongoing Natural 16+: One ally may
engaged enemies)4 thunder damage. end an ongoing effect on it.
damage and the target pops free
R: Bow +8 vs. AC10 damage Shouted orders: If the leader
R: Kaleidoscopic wondertainment forgoes their standard action they
+11 vs. MD5 ongoing psychic Back to back: For every ally may grant one ally +6 to their
damage engaged with the enemy that this attacks until the end of that ally's
character is attacking it gains +2 to next turn.
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attacks (maximum +4)
AC 19 AC 20
PD 13 HP 32 AC 19 PD 17 HP 45
MD 17 PD 17 HP 45 MD 13
MD 13
The Verdant Circle
Elven mists: Once per round 1d4-1 members of the Verdant Circle may teleport as a free action.
Bardic Thunder
Clash of metal: All attacks do an extra 1d6 thunder damage, hit or miss.
The Outcasts
Troubled path: Members of this group do 4 damage on a miss.
Friends Forever
The power of friendship: On any natural 19+ hit or miss the target becomes confused (save ends).
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Dont forget to roll icon relationship dice at the
start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
story complication.
Go around the group and ask each player a problem or challenge the group had tracking down the
kobolds to the Blood Wood. Move to the next player and ask them how their adventurer solved the
problem, then work that into the narrative. Repeat this until each player has had a chance to tell of a
challenge that the group encountered and of how their adventurer solved a different problem
Once the group has recounted their journey to the Blood Wood explain how they have finally tracked the
kobolds down to a circle of tents on a path through the jungle. The path is cleared of vegetation and is
rutted by many kobold tracks - a lot of kobolds have been passing through here over a period of time.
The Darkskye Diamond is obviously not here: it is too large for any of the kobolds to have hidden on their
person, and it is reputed to glow very brightly.
If you decide that kobolds are present use the kobold camp fight chart below, if not use the kobold traps
hazard chart. If the adventurers decide to go around the camp then use the forest hazard chart below.
A simple pit, covered with twigs The snare will jerk you right up They look so tasty...
and leaves into the canopy!
A plant that kills forest wildlife for A hive of hornets swings down They swarm over animals that
use as fertilizer. on a string, triggered by tripwire. come too close to the nest.
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DC 15 to avoid DC 20 to avoid DC 25 to avoid
AC 18
PD 15 HP 22
MD 12
Kobold Traps Hazard Chart
Kobold bear traps Kobold hive trap Large spiked pit trap
Long grasses hide these metal A hive of hornets swings down The pit roof is sturdy, until
foot-removers. on a string, triggered by tripwire. multiple non-kobolds stand on it.
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DC 15 to avoid DC 20 to avoid DC 25 to avoid
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The Darkskye Diamond glows brightly, and through the trees the adventurers can certainly see a bright
and clearly very magical glow. In a clearing in the thick forest is a stone circle, and a group of kobolds in
red robes are stood at the center of it chanting and waving around the draconic relics that the degenerate
creatures prize so highly. This is a teleportation circle, and kobolds are queueing up to step into the orb of
bright light at the center.
Just as the adventurers spot it, four kobolds straining under the weight of the huge Darkskye Diamond
step into the orb of light and vanish. Unfortunately this happens far too quickly for the adventurers to do
much about it, except to follow the diamond through the orb to wherever it may lead.
There are a lot of kobolds about, together with the red-robed kobold wizards, so sneaking up to the orb
isnt an option (the area around the orb is clear of cover, and all the kobolds are looking at it). Fortunately
this allows the adventurers to spring an unexpected attack. Unless an adventurer does something to
alert the kobolds first, the escalation die for the fight with the kobolds starts at 1. The kobolds will see
the adventurers as soon as they get close enough to fight (bow range), but the adventurers will definitely
have the momentum in the fight.
If the adventurers stop to slaughter the kobolds they will find the orb of light dimming. After the fight there
will be barely moments to go through the portal before it closes. It is not possible to see what is on the
other side of the portal. An adventurer who steps into the glowing orb before the fight is over has removed
themselves from the fight, but a kobold hero will also flee either through the portal or into the forest.
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Kobold Circle Fight Chart Kobold Hero
2nd level leader [HUMANOID]
Number Kobold Kobold Kobold Initiative: +3
of PCs Archer Hero Grand-
Wizard Shortsword +7 vs. AC6 damage, and each
nearby non-leader kobold deals +3 damage with
3 9 3 8 its next attack this battle that hits
Natural even miss: 3 damage/
4 12 4 7
Evasive: Kobolds take no damage from missed
5 15 5 6 attacks.
6 18 6 5 AC 18
PD 16 HP 34
7 21 7 4 MD 12
The grand-wizards do not really add much to the fight, but
killing them will sure be satisfying.
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Initiative: +4
0 level mook [HUMANOID]
Simple knife +6 vs. AC3 damage Initiative: +8
R: Tiny crossbow or javelin +7 vs. AC3 Static jolt +5 vs. AC2 lightning damage
damage
R: Painful liver inversion hex +7 vs. PD
Evasive: Kobolds take no damage from missed 4 poison damage, or 6 poison damage against
attacks. dwarves
Split off: When one of the kobolds allies engages Evasive: Kobolds take no damage from missed
a creature engaged with the kobold, the kobold attacks.
can pop free as a free action.
AC 15
AC 16 PD 13 HP 5 (mook)
PD 14 HP 6 (mook) MD 9
MD 10
Mook: Kill one kobold grand-wizard mook for
Mook: Kill one kobold archer mook for every 6 every 5 damage you deal to the mob.
damage you deal to the mob.
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The adventurers awake near a glowing blue orb. Obviously they passed out as they travelled from
glowing orb to glowing orb, but it doesn't feel like they have been here for long, probably only moments.
The orb has bought them all here at once, they seem to have caused a magical bottle-neck with the
teleportation spell. The glowing orb is slowly fading away - they wont be able to return from wherever
they are now.
Looking around the adventurers see that they are on a great plain of grey dust. Statues from past ages
litter the landscape, and surrounding the desert like a ring of mountains is a series of living dungeons,
their monster-haunted spires jutting up into the sky like claws. This unfriendly place is the Desert of
Broken Statues on the isle of Omen.
In the extreme distance a glow can be seen retreating at speed - the Darkskye Diamond is headed north
in the direction of a river that flows slackishly through the lifeless desert.
If you decide that there are kobolds present they spring out from behind the nearest statues, use the
Desert Kobold fight chart. If you decide that no kobolds are present use the Desert of Broken Statues
hazard chart.
The dust of ten thousand years The severed hand of a statue An inscription on a broken statue
is a choking hazard. shifts under your weight. still holds a little magic.
These foot-long insects eat the A hollow statue collapses A rare spot of color among
decaying flesh of those who die beneath the grey dust, causing the grey dust, this plant has a
of exposure. Rest for too long a void that sucks in everything cunning defence against desert
and theyll think you are dead. nearby. herbivores. Fire roses contain
water in their roots.
+10 vs AC3d6 acid damage +10 vs PD (all adventurers) +10 vs PD (all adventurers)
1d8 damage 1d12 fire damage
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Desert Kobold Fight Chart Kobold Archer
1st level mook [HUMANOID]
Number Kobold Kobold Initiative: +4
of PCs Archer Dog-Rider
Simple knife +6 vs. AC3 damage
AC 16
Kobold Dog-Rider
Here comes the cavalry! Riding feral terriers, PD 14 HP 6 (mook)
savage corgis, and dire-schnauzers! The tiny MD 10
doggy armor is adorable, the flaming lances of the
riders much less so. Mook: Kill one kobold archer mook for every 6
damage you deal to the mob.
3rd level troop [HUMANOID]
Initiative: +8
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attacks.
5. A patch of ground is really a grey cloth
covered in flammable glue, and here comes the
Canine steed: The steed cant be targeted lit lantern! Fwoosh!
separately from the kobold. If the kobold dies the 4 ongoing fire damage.
dog runs away. 6. Head of nearby statue explodes!
1d4 + escalation die damage.
AC 19
PD 16 HP 41
MD 12
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The kobolds leave deep tracks in the powdery grey dust of the lifeless desert. The tracks turn to follow the
river, as the sluggish water starts to pick up speed. Soon the sound of a waterfall can be heard from the
direction of what look at first to be camp fires. Approaching closer the smoke proves not to be camp fires
but pock-marked holes in the ground. It is obvious that volcanic vapors and thick dark smoke are coming
from the holes, chimneys to an underground inferno. Everybody knows that Omen is not volcanic, it is an
accretion of living dungeons. What is going on here?
The river thunders over the lip of a chasm into a dark void. Peering over the edge it is possible to see
kobolds making their way around cracks in the ground that glow with molten magma. The chimneys
through the rock here are so hot that they glow on the inside, and the air is thick with fumes that scorch
the lungs. For a moment the pure white light of the Darkskye Diamond can be glimpsed as the kobolds
carry it into a tunnel. The kobolds below are too far away to attack, and even a feather-fall spell would
likely run out too soon to carry the adventurers down safely. It appears that they will have to climb.
The kobolds superior knowledge of the terrain has allowed them to get far ahead of the party, but the
adventurers are still in hot pursuit.
As the adventurers consider their options a rock skitters down into the chasm from the opposite side
If you decide that there are kobolds present here then use the kobold falls fight chart below, otherwise
use the chasm hazard chart below.
Hazard Chart
Volcanic outgassing Hot rocks Dust explosion
A super-heated blast of The dusty ground beneath your With no warning sudden
poisonous air erupts from feet is getting very warm all of a explosive outgassing has turned
beneath your feet! sudden... the powdery dust into a sheet of
flame!
The rock crumbles away The volcanic fumes poison the Small metal spikes hidden just
beneath you as the chasm walls very air that you breathe. where an adventurer would be
shake and rumble likely to step.
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+5 vs PD1d8 damage +15 vs PD (all adventurers) +10 vs AC3d6 damage
2d8 poison damage
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PD 17 HP 45 MD 13
MD 13
Mook: Kill one kobold skyclaw mook for every 7 damage
you deal to the mob. If an attack roll against a skyclaw is a
Trapster (roll d6) natural 20 or a skyclaw rolls a natural 1 attack roll or flight
1. Patch of strategically placed slippery oil. roll, it triggers a chain reaction that ripples through all nearby
2. Foot-sized spike-pit, hidden in the dust. skyclaws in the mob; each one makes an alchemical flask
3. A foot snare attaches bag of 1000 biting attack as a free action as it explodes and dies.
millipedes to adventurer's leg!
4. Broken glass and a foot snare. Ouch!
5. Explosive powder and a lit fuse blam!
6. Metal spikes coated in kobold dung.
All these traps do 1d4 + escalation die damage.
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Though there is no sign of the kobolds by the time the adventurers reach the floor of the steep-sided
chasm, there is only one possible way they could have gone. To the west is cracked and broken rock,
glowing with heat. Scalding fumes would cook any kobold (or adventurer) who tried to go that way. To the
east the redirected river flows, towards the tunnel that the adventurers saw the kobolds enter.
The tunnel is dark, and is hip deep in the ice-cold water from the river. The bottom of the new river is thick
with greyish mud, the fine choking dust of the Desert of Broken Statues has become a sucking sludge. A
rumbling sound echoes out of the tunnel, and rocks fall from its ceiling. Unless the adventurers want to
abandon the Darkskye Diamond and find their own way off the dread isle of Omen then this is their only
way forwards.
If you decide to run a combat here then use the bulette fight chart below, otherwise use the tunnel danger
chart below. Loot: There are 1d3+1 magic items (from the appendix), either in the gullet of the bulette or
in a pile of its droppings (depending on if they fight the bulette or face the hazards).
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If you are running this as a two-session game and levelling characters from 2nd to 4th level then after this
section you should stop and let players level their characters up. Narrate how they come to a lava field
with what looks like a cave entrance with a trail of dirt leading to it, the greyish mud that came from the
river that they have just waded through
3 1 0
4 1 1
5 1 2
6 1 3
7 1 4
Bulette
Certain specialists claim to be able to attract or repel bulettes
Hatchling Bulette by creating rhythmic sounds transmitted into the ground
Newborns bulettes are hungry through metal poles. Judging by results, the most effective type
3rd level wrecker [BEAST] of metal pole is a hollow prosthetic worn in place of a missing
Initiative: +6 leg.
Large 5th level wrecker [BEAST]
Barbed claws +8 vs. AC8 damage Initiative: +7
Natural even hit: The target takes 4
damage each round until the hatchling is Gigantic claws +12 vs. AC (2 attacks)15
dead or they are no longer engaged with damage
the hatchling. Dual hit: If both claws hit during the same
turn, the bulette can make a terrible bite
Blood frenzy: The bulettes crit range expands to attack during its next turn as a standard
16+ while the escalation die is 4+. action.
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torpedoes.
AC 22
PD 19 HP 170
MD 14
The tunnel roof shakes. Rocks The dust-mud beneath you wont A wall of icy water slams into
fall. let go. You are being sucked you from behind, knocking you
down to drown in the river. down.
You take the wrong fork of the A tremor opens a small fissure The water ahead of you
tunnel causing you to spend in the earth just where you were explodes in a gout of mud.
hours marching hip-deep about to step. It traps your foot
through ice-water. and begins to close...
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You can find several different species of bulettes in the 13th Age Bestiary.
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Dont forget to roll icon relationship dice at the
start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
story complication.
Exiting the tunnel the adventurers are faced with a choice, proceed forwards towards what looks like a
cave entrance, or keep following the river as it plunges into a dark cataract and disappears deep into
the rock. It is obvious that the kobolds went into the cave, they have even tracked the rivers grey mud
towards the entrance. As they are considering their choice, the ground shakes and makes up their mind
for them...
Skipping to the end: If you need to cut to the end then an earthquake happens at this point. The
entrance to the cave collapses, and the way that the river plunges down into widens.
Presenting a choice: If you want this more open-ended then this is a good branch-point for the players.
The quake opens up both paths for the adventurers. Taking the route into the rock through the cataract
has the same dangers as listed above and then dumps the adventurers into a living dungeon (use 2.2b in
place of 2.2a, and 2.3b instead of 2.3a) before it exits at section 2.4 or 2.5.
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Kobold Caves Fight Chart
Kobold Bravescale
Number Kobold Kobold These iron-clad woad-painted kobolds dont run
of PCs Bravescale Archer away from danger!
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Simple knife +6 vs. AC3 damage MD 14
The kobolds have dug out rock A tripwire releases a bear-trap Rocks on ropes swing out of the
beneath the floor. They can upon the head of an unwary darkness, each rock designed
walk over it just fine - anybody adventurer. to swing at roughly crotch-height
heavier will be dropped near the on an adventurer.
lava.
Boiling oil trap Trapped kobold corpse Crazy kobold chicken trap
A bladder filled with water has This dead kobold still keeps the A hen darts from the shadows,
been left above a steam vent, clan safe. Under his body is a trailing a lit rag on a string. Too
and is covered with dust to spring-loaded bucket of nails, late the adventurers realize that
look like a rock. An unwary ready to meet the face of an they are standing on a floor
adventurer stepping on it will be adventurer. sprinkled with blasting powder!
squirted with boiling oil.
6 fire damage, and fire does +10 vs AC3d6 damage +10 vs PD2d10 fire damage
double damage until after the
adventurers next short rest.
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Extreme heat Landslide Flying rocks
The adventurers path takes The rock and soil shifts A violent blast of rocks and gas
them close to the lava. The air dramatically and unexpectedly. hurtles towards the adventurers
here is hot enough to sear lungs out of a side tunnel.
and boil eyeballs!
The grey cloud rolls in without A rush of boiling ashen mud! A sudden ball of fire shoots from
warning, choking and blinding. between cracks in the rock.
All DCs raised by 5 for the party +10 vs PD3d6 damage +5 vs AC2d6 fire damage
until their next short rest.
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Skip this section if the players chose the route through the adventure that went via the living dungeon
(2.2b), or if you are skipping ahead to the end..
Use this section if the players chose to enter the kobold lair through the front entrance.
The adventurers proceed further into the rock, passing by the ruins of living dungeons that were killed
by the recent volcanic activity. Strange doorways and steps uncarved by any creature that has seen the
sun beckon to dangers untold. Echoes of monstrous noises issue forth from cracks in the walls, and it is
unclear if the sounds are volcanic or something else.
However, as tempting as plunging unprepared into monster-infested darkness is for adventurers, the
path is clear. The kobolds have left paintings on the walls here, and following these leads to more. Some
are maps and diagrams of the tunnels showing which ones are safe and which pose dangers, and some
are crude pictograms of dragons. One set of drawings show up over and over, a hexagonally-framed
illustration of a diamond being used to resurrect five red dragons so that they may lay waste to the world.
These dragons are legendary - the World Burners. In a past age they nearly extinguished all life in the
lands surrounding the Midland Sea. Entire armies perished attempting to fight the beasts. The World
Burners were not big, but they were powerful, commanding the power of volcanoes from their fortress
in the Magma Keeps. The kobolds seem to believe that they have found the final resting place of the
monsters, and intend to raise their gods to life once more!
As the party of adventurers proceeds forwards a wall cracks open, and lava begins to pour out. As the
lava lights up the cavern, the adventurers realize that they are standing on a dragon! The lava awakens
the dragon from her deathless slumber, she bursts out from the rock, and she attacks them.
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Note: This is not one of the huge big five World Burners the kobold tribe are trying to revive. No, they are
much worse. This is Tephra, one of the World Burners lesser children. She was hibernating in the rock.
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AC 21
DRAGON! Run away! Run away! PD 19 HP 144
While Tephra is only just awakened, it is still
a tough fight. They might all die - let them MD 15
know that going in. Remind the players that
fleeing this battle is a valid option. If they do so
they escape the lava and dragon, but get no
treasure.
There is no shame in running from a dragon.
Loot!
The dragon doesn't have treasure, it is treasure! The dragon has slumbered for so long in the rock of a
highly magical isle of Omen that its remains are magic items. There are enough intact bones and suchlike
for one magic item per adventurer, players get to pick what they get from the items below.
It is just the tips of the horns, One of the sharp claws has The chest scales of some
but you can tell people that survived intact. Wrap some dragons make excellent
they are teeth. leather around the root and you shields.
have a perfect weapon!
Always: +1 to saves when Always: Increase your
you have 10 HP or fewer Always: Bonus to attacks and maximum hit points by
(adventurer); 25 Hp or fewer damage: +1 (adventurer); +2 +4 (adventurer); by +10
(champion); 50 HP or fewer (champion); +3 (epic). (champion); by +25 (epic).
(epic).
+5 bonus to death saves when Recharge 16+: Deal your level Recharge 16+: Subtract your
fighting dragons. in fire damage to each enemy level from any fire damage
you are engaged with. that you take, until the end of
Quirk: Likes meals very very the battle.
over-cooked. Charred really. Quirk: Only comfortable when
sleeping on (or in) rock. Quirk: Fascinated by flames.
Orb of Tephra
Bag of Dragon Teeth Dragonwing Weapon
Implement
Wondrous item Weapon (staff, club, warhammer,
Tephras eyes are crystals. spear, polearm, etc)
The shattered teeth fragments
Always: Bonus to attacks and hold power still. One of the long hollow wing-
damage: +1 (adventurer); bones is perfect for a hafted
+2 (champion); +3 (epic, only Summon up to thirteen strong weapon. So light and swift!
when mounted on a staff). skeletons to do your bidding!
Always: Bonus to attacks and
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Recharge 16+: Detect all They can not fight but they damage: +1 (adventurer); +2
hidden treasure nearby. can dig, carry, lift, fetch, etc. (champion); +3 (epic).
Free unskilled labor for one
Quirk: Covetousness. hour a day (after the hour Recharge 16+: Fly (more like
they crumble to dust). Sunrise glide) for one round.
(or sunset, or moonrise, or
darkfall - whatever, it is only Quirk: Claustrophobia.
one use per day) restores the
magic to the bag of teeth.
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Skip this section if the players chose the route through the adventure that went via the living dungeon
(2.2b and 2.3b), or if you are skipping ahead to the end..
Use this section if the players entered the kobold lair through the front entrance instead of the cataract.
Kobolds are not stupid. Cautious to the point of cowardice sometimes, but never stupid.
The kobolds of this clan know that somebody might try to stop them resurrecting their gods, and have
taken appropriate measures to destroy who or whatever tries to stop them. To that end they have set up
a perimeter of watch posts in the dark caverns. This is not a permanent home for the kobolds, this is a
cross between a military expedition and a holy pilgrimage, and has been undertaken in a hurry. The usual
panoply of carefully dug traps is missing, but what they have managed to rig up in the time available to
them is amazing.
Either through planning or luck the adventurers have avoided the kobold watch posts so far, but this one
can not be avoided. The thing is, there doesn't appear to be any kobolds present. A fire is burning and
their sleeping rolls are there, but no kobolds. Maybe they are out on patrol?
If you decide that kobolds are present use the kobold ambush fight chart below (the camp is a decoy). If
you decide that kobolds are not present use the undead hazard chart below (the camp was abandoned
due to undead wandering out of a living dungeon that intersects this cavern somewhere in the darkness).
The undead come in a huge The hands thrust up from the Millions of microscopic flying
wave, full of rotting cadavers floor, tripping and grabbing. carapaces, each trying to drain
and brittle bones. your blood!
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Kobold Shadow-Warrior
Kobold Fight Chart
Stealthy kobolds with color-changing skin, they
Number Kobold Kobold climb the walls like lizards and strike from the
of PCs Shadow- Archer shadows.
Warrior
4th level mook [HUMANOID]
3 9 1 Initiative: +9
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damage to shadow-warriors using the elusive
ability last (or ignore that damage).
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Skip this section if the players chose the route through the adventure that went via the dragon (2.2a).
Use this section if the players chose to enter the kobold lair through the cataract, but you are not
skipping straight to the end of the adventure.
Use this section if you are running this as a longer adventure, as a side-exploration of one of the living
dungeons that intersect the caverns that the kobolds are in.
It takes a minute for the gasping adventurers to realize that they can breathe. The water is still rushing
around them but there is space enough to wiggle along on their backs and gasp air. Up ahead there is a
light! It takes some pushing and a lot of scraped-off skin, but they exit the rushing water into a room. It is
one of the living dungeons of Omen!
Then...
A strange greenish light fills the room. A sluggishly moving slime fills carved troughs in the ground, giving
off a bright green glow. In the floor is a deep shaft, from which blows the scent of jasmine and lavender. A
metal grate in the shaft blocks off exploration in that direction, but it looks like it might be possible for the
grate to be dislodged with enough force.
If you want there to be a combat here use the glowing undead fight chart. Otherwise use the living
dungeon hazards chart below.
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Glowing Undead Fight Chart
Glowing phantasm
Number Glowing Glowing The phantasm floats around the room, phasing into victims.
of PCs corpse phantasm 4th level spoiler [UNDEAD]
Initiative: +7
3 3 3
Phasing possession: Once per turn a glowing
4 4 4 phantasm may enter an enemy. That enemy
becomes possessed and glows. While possessed
5 5 5 the phantasm controls where the enemy moves
on the enemys turn, and the enemy is confused.
6 6 6 While possessing an enemy the phantasm may
not be targeted by attacks against its AC or PD.
7 7 7 The phantasm remains inside the enemy and
possessing it until the enemy takes damage or
succeeds on a save.
Glowing corpse
Its silence is eerie.
Chilling aura: Once per turn as a full-round action
1st level archer [UNDEAD]
the phantasm may de-escalate the escalation die,
Initiative: +6
reducing its value by 1 (to a minimum of 1).
AC 17
PD 15 HP 24
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MD 10
The wall moves with alarming This was a room just a second Without warning the whole room
speed into the room, and you ago! plunges downwards, stopping
are in front of it. suddenly as it slams into place.
The dungeon keeps itself clean A grid of nearly invisible razor- What was a corridor is now a
of debris with these puffs of sharp wires moves down the vertical shaft!
flesh-eating dust. corridor at high speed.
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2.3b The birthing chamber.
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Skip this section if the players chose the route through the adventure that went via the front entrance to
the caves (2.2a and 2.3a).
Use this section if the players chose to enter the kobold lair through the cataract, but you are not
skipping straight to the end of the adventure.
Use this section if you are running this as a longer adventure, as a side-exploration of one of the living
dungeons that intersect the caverns that the kobolds are in.
A gurgling sound issues forth from down the shaft. The smell of jasmine and lavender is more powerful
from there. Either this living dungeon is very young, or it is in a state of dormancy. The places of real
interest seem to be down the shaft.
Kicking the grate out and using ropes attached to its remains, it is possible to descend the smooth-sided
shaft. At the bottom are more tiled rooms, but the light is much brighter here. The scent is overpowering.
Everywhere glowing maggots squirm across the ceiling. occasionally one of them will drop down the back
of an adventurers shirt, or into their hair. The only sound is the echoing footsteps of the adventurers.
In a large room square pools and oddly-shaped troughs of glowing liquid bubble away, the obvious
source of the odor. The smell is now chokingly strong, an unpleasant smell. All adventurers must succeed
on a DC 15 constitution check or get a nosebleed and be completely unable to smell for the rest of the
adventure.
If you decide to have a fight here use the hungry star fight chart below, otherwise use the birthing
chamber hazards chart below.
Glowing green mists swirl The normally placid green fluid You didnt notice it crawling up
towards the adventurers with bubbles and splashes as the into your boot, finding a nice
purpose, deliberately trying to adventurers approach. warm spot between you toe to
get into their lungs. The sticky goo adheres to your grow in. Soon the green ooze
implements, weapons, clothing, will get hungry.
and equipment.
At the start of the next fight Reroll the first attack roll for the The next time you roll initiative
initiative, take the worst result. next fight, take the worst result. take 2d4 ongoing acid damage.
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Loot!
In the breeding vats can be found magic items. Living (and disgustingly biological) magic items! They are
made of bone, pulsing flesh, and black carapace. These are chuul symbiote magic items (see the 13th
Age Bestiary for more details on the horrid chuul). There is enough for one item per adventurer, players
get to pick from the items below.
Quirks: Chuul items weave their flesh into the flesh of those that attuned to them, becoming as one. This
causes minor mutations, mutations that become obvious and impossible to disguise if the user over-
attunes. Sometimes un-attuning requires surgery. Caveat hospes!
Recharge: Chuul items that have a recharge do so on a 16+. Those who are willing to expend some of
their life-essence may lower this to 11+ for a cumulative -1 penalty to all saves until their next full heal-up,
or to 6+ for a cumulative -2 penalty to saves until the next full heal-up, or to an automatic recharge for a
cumulative -3 penalty to saves until the next full heal-up.
A lobster-clawed gauntlet This gauntlet has armored eyes The symbiote is normally
that fits over the forearm of on the knuckles, aiding archers hidden beneath your skin.
the off-hand. The clusters of and spellcasters alike. When commanded, a wave of
eyes at the fleshy joints blink small crab-like creatures pours
unnervingly. Always: Bonus to attacks out of gill-like openings in your
skin, providing you with scale-
and damage with ranged
Chuulish recharge: Reroll a like armor.
attacks: +1 (adventurer); +2
missed melee attack with a +1 (champion); +3 (epic).
attack bonus (champion: +2; This bonus does not stack Always: +1 AC (adventurer);
epic: +3). with bonuses from magic +2 AC (champion); +3 AC
implements or weapons. (epic).
Quirk: The claw flexes and Unleashing the armor is a
snaps when the host is quick action, and you retain
Chuulish recharge: Until the
excited. the AC bonus for as long as it
end of the battle or for five
is out and in place. When the
minutes, you can see the
insects are back beneath your
unseen. Invisible creatures
skin you do not appear to be
are visible to you, and you
(or count as) wearing armor.
spot illusions for what they
are.
Quirk: Gill-like slits cover the
hosts body, leading to the
Quirk: The host has bone
aventail symbiote insects
ridges and strangely patterned
flesh-hives next to the hosts
callouses on the arms.
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lungs.
You can find out more about chuulish items and the benefits and dangers of attuning to them in the new
13th Age Bestiary.
AC 16
PD 12 HP 54
MD 15
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Use this map to expand adventures in the living dungeon if you are running this as a longer adventure.
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Use this map to expand adventures in the living dungeon if you are running this as a longer adventure.
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Use this map to expand adventures in the living dungeon if you are running this as a longer adventure.
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Use this map to expand adventures in the living dungeon if you are running this as a longer adventure.
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Use this map to expand adventures in the living dungeon if you are running this as a longer adventure.
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The sound of rushing water echoes through the tunnels. The river reappears, roaring out of a crack in the
wall. The previously ice-cold water is now boiling hot!
Up ahead is a sickly green glow. A hexagonal opening in the cavern floor reveals a set of steps going
down, descending into the unknown depths of the world. Large glass jars full of glowing maggots line
the stairs for a few floors, but beyond their light all is darkness. The crudely drawn hexagonally-framed
picture that the adventurers saw earlier instantly comes to their minds: down these inhuman stairs the
ritual to resurrect the World Burners will take place.
If you decide that kobolds are present use the kobold shaman fight chart below. If you decide that kobolds
are not present use the infinite stairs hazard chart below.
The stairs just seem to go down The water gushing down the The kobolds have loosened
forever into the void After a shaft splashes over the stairs, some of the stone slabs from the
while it starts to get to you. making them slick. hexagonal wall of the shaft.
Water rushes out of a crack in A snare attached to a ceramic The kobolds have greased
the rock, freezing those that globe filled with volatile dwarven one of the steps. A simple, but
venture too close. Those with thunder-powder. An adventurer effective way of dealing with
frozen hands and feet will fare with this wrapped around their intruders. A long drop with a
poorly on the stairs. foot had best get free quickly, sudden stop.
before it explodes.
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Kobold Shaman Fight Chart
Kobold Dungeon-Shaman
Number Kobold Kobold Dungeon-shamans are wizard-engineers guided
of PCs Dungeon- Archer by dreams. They usually serve living dungeons,
Shaman repairing traps and restocking treasure and
monsters. In return a dungeon-shaman can call
3 1 0 upon a dungeon to mystically entrap an area.
Although small and seemingly frail a dungeon-
4 1 10 shaman has mystic dungeon-strength.
Evasive: Kobolds take no damage from missed Evasive: Kobolds take no damage from missed
attacks. attacks.
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2. Barbed spikes shoot from the ceiling into the adventurers head. The spikes are on strings, and they
begin to winch the adventurer upwards into the darkness. 1d4+escalation die ongoing damage and the
adventurer is stuck until they save against the damage. A kobold somewhere is playing with a puppet!
3. A bucket of angry scorpions, hidden under a fake rock. 1d8+escalation die poison damage.
4. Acid-filled needles shoot deep into the adventurers eyes. 1d4+escalation die ongoing acid damage,
and the adventurer is dazed (-4 to defences, no actions) until the start of their next turn.
5. Flaming oil bladder disguised as a rock sends fire up trouser legs. 1d8+escalation die fire damage.
6. Tripwire sends adventuring tumbling down the stairs. 2d8+escalation die damage.
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The river pours down the stairs and from a hundred cracks in the walls. Once the adventurers reach
the bottom of the stairs they are drenched and have each been scalded and burned by the magma-
heated liquid. The cavern at the bottom of the stairs is beginning to fill with boiling water. Staying down
here for too long will mean getting cooked alive! In the distance a red glow can be seen, and an eldridge
tooth-vibrating hum fills the air. It is hard to see what is going on through the steam, but it looks like the
diamond is inside a glowing orb!
Getting closer the adventurers see kobold priests performing a ritual inside a stone circle. Nearby a huge
pile of gold sits unattended, doubtless an offering for their unholy dragon gods once they are once more
extant. The water is rising, and getting hotter.
If the adventurers can defeat the kobolds and stop the ritual they will be able to use the circle to teleport
out of here before they are cooked alive.
If the adventurers fail to stop the ritual and escape then they will be boiled by the rising water, or cooked
alive in their own skins by the steam, or perhaps they will simply get eaten by dragons.
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Kobold Fight Chart
Kobold Dragon-Priest
Number Kobold Kobold Kobold She is the high-priest of the kobold clans dragon-
of PCs Dragon- Dragon- Archer worshiping cult.
Priest Soul
6th level caster [HUMANOID]
3 1 0 5 Initiative: +10
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7 1 2 5
Evasive: Kobolds take no damage from missed
The Kobold Dragon-Priest is kind of busy and will not join in attacks.
the fight until the escalation die is 1+ or until she is attacked.
AC 22
Kobold Dragon-Soul PD 19 HP 70
These kobolds obtained dragon tears and drank MD 14
them, becoming more draconic. They have claws
that drip with acid, can fly using dragon-like wings,
and can even spit out gobs of burning mucus. Kobold Archer
1st level mook [humanoid]
5th level troop [HUMANOID] Initiative: +4
Initiative: +10
Simple knife +6 vs. AC3 damage
Claws +10 vs. AC17 damage
Natural even hit: The target also takes 8 R: Tiny crossbow or javelin +7 vs. AC3
ongoing acid damage damage
R: Fire spit +10 vs. PD18 fire damage Evasive: Kobolds take no damage from missed
Natural even hit: If flying, the kobold can attacks.
remain in the air until the end of its next
turn if it would normally have to land at the Split off: When one of the kobolds allies engages
end of this turn. a creature engaged with the kobold, the kobold
can pop free as a free action.
Evasive: Kobolds take no damage from missed
attacks. AC 16
PD 14 HP 6 (mook)
Flight: A dragon-souls wings arent strong enough
MD 10
for sustained flapping flight, but with a headwind
Mook: Kill one kobold archer mook for every 6
and a tall place to launch from it can glide for
damage you deal to the mob.
hours. During the battle, however, it must land at
the end of its turn if the escalation die is even (but
see fire spit).
AC 22
PD 19 HP 70
MD 14
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Go around the table for a final montage scene. Explain that each character was teleported to some place
of relative safety. It could be to a tavern roof, a cliff ledge, a meadow, a battlefield between two armies
about to clash in mortal combat, the private chambers of a dwarven courtesan, up a tree in the Spider
Wood, ten feet above the Goldleaf river anywhere where they are immediately safe (though they may
soon be in mortal peril) and not currently imprisoned or trapped (though they may soon be). Ask each
player in turn where the character of the player to their left got teleported to, then ask that player to briefly
narrate what happened to their character next.
Thank the players for being great. If you enjoyed GMing for the group (and we hope you did) then
let them know.
Ask for feedback on the adventure, and on 13th Age in general. We want to hear what you think.
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Appendix 1: Temporary Magic: Potions, Oils, and
Runes.
Players can purchase or find temporary magic items during the adventure...
Rune 150 gp +1 (see the rune chart below or in the core book)
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Appendix 2: Cheat sheet.
Conditions
13th Age uses the following conditions. You can only be affected by the same condition once at a time;
for example, if two effects would daze you, the worst one affects you and you ignore the daze portion
of the lesser effect. Similarly, penalties from these conditions dont stack. If youre both weakened and
stunned you only take a 4 penalty to your defenses (plus other different effects).
Confused: You cant make opportunity attacks or use your limited powers. Your next attack action will
be a basic or at-will attack against at least one of your nearby allies, usually determined randomly. If you
dont have any nearby allies, you either do nothing much or, at the GMs option, act in a strange confused
manner that suits the story.
Dazed: You take a 4 penalty to attacks.
Fear: Fear dazes you and prevents you from using the escalation die.
Hampered: You can only make basic attacks, no frills. You can still move normally. (Fighters and bards,
that also means no flexible attacks. Monsters, that means no triggering special abilities for specific attack
rolls.)
Helpless: If youre unconscious or asleep, youre helpless and a lot easier to hit. While helpless, you take
a 4 penalty to all defenses and you can be the target of a coup de grace.
Stuck: You cant move, disengage, pop free, change your position, or let anyone else move you without
teleporting. Youre not otherwise penalized, necessarily.
Stunned: You take a 4 penalty to defenses and cant take any actions.
Vulnerable: Attacks against you have their crit range expanded by 2 (normally 18+).
Weakened: You take a 4 penalty to attacks and to defenses.
Skill Check DCs, Trap/Obstacle Attack Bonuses & Impromptu Damage for 2nd Level
Characters
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Appendix 3: Magic Items.
Remember to mention that items are alive and have personalities, so that characters using
magic items can have personality quirks if they wish. If you have more items than your level,
your items take over and you become a vehicle for their personalities!
The steel links of this heavy chain armor These soft boots are made from the Each elven cloak, often called a
have an opalescent quality that reflects skin of the giant black eels that live forestfold cloak, is said to be sewn by
light around the wielder in a splay of among the Wake Islands in the Midland the handmaidens of the Elf Queen and
holds the memory of her forest court
muted colors, which some Sea. The eel skin soles are surprisingly
within its threads.
claim represent the gods dominions. resilient and surprisingly slick.
Whatever the case, the armor does
bolster the mental defenses of its
wearer.
Quirk: Prone to abstract speculation. Quirk: Loves puns. Quirk: Prefers the finest things in life; of
course, they are elven.
+1 to MD. Enemies engaged with you take a 1 Recharge with full heal-up: During a
Recharge 6+ (after save roll): At the start attack penalty against your allies. short rest, you can regain an expended
of your turn, you can roll a save against daily adventurer level spell.
one ongoing save ends effect as a free
action. Make
the recharge roll immediately after you
use the power instead of during your
next short rest.
Quirk: Favors traditional battle hymns. Quirk: Tends to others with too much Quirk: One-track mind.
familiarity.
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Weapon of Vengeance Haughty Weapon Potions and Oils
This brutal-looking weapon oozes Two types of these weapons are known Not as permanent as a true magic item,
emotional violence and anger, and its to have been created: those designed but also less likely to posses you or
obvious that its sole design is to harm for the imperial soldiers against the get you killed by others who seek your
others. The simple but effective styling is creatures of the Wild, and precious treasure.
a common element among the barbarian those designed for the servants of the
weaponsmiths who create such weapons Wild against the agents of the Empire.
to fight for or against the Orc Lord. In either case, these weapons are highly
effective at taking down enemy leaders.
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Appendix 4: Bonus monster groups.
BANDITS
Use these monsters if the PCs run across bandits or if they end up fighting soldiers. With a -1 to
hit and damage they work well as rowdy tavern patrons.
Bandit Fight Chart
3 6
4 7
5 9
6 10
7 12
Bandits
Fugitives from the imperial law, these humans are desperate and dangerous.
1st level troop [humanoid]
Initiative: +3
AC 17
PD 14 HP 27
MD 12
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SPIDERS
Use these monsters if the PCs need to fight a natural enemy, if they are enemies of the Elf
Queen, or just because spiders.
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covered cave towards you. this hairy scuttling horror. It is as big as a
Large 2nd level blocker [beast] cat!
Initiative: +4 2nd level wrecker [beast]
Initiative: +6
Bite +7 vs. AC5 damage, and 5 ongoing
poison damage Bite +6 vs. AC8 damage
Natural even hit: The target also Natural 16+: The target also takes
takes 2d6 ongoing poison damage if 1d8 ongoing poison damage.
its dazed or stuck.
Scuttle: A hunting spider can turn its own
C: Web +7 vs. PD (1 or 2 nearby failed disengage check into a success by
enemies in a group)3 damage, and the taking 1d4 damage.
target is dazed until the end of the spiders
next turn Wall-crawler: A hunting spider can climb on
Natural 18+: The target is also stuck ceilings and walls as easily as it moves on
until the end of the spiders next the ground.
turn.
AC 17
Wall-crawler: A giant spider can climb on
ceilings and walls as easily as it moves on
PD 14 HP 34
the ground. MD 11
AC 17
PD 16 HP 68
MD 12
3 1 2 0 0
4 2 2 0 0
5 2 2 1 0
6 1 2 1 1
7 2 2 1 1
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Gnoll Savage Gnoll War Chief
3rd level troop [humanoid] 4th level leader [humanoid]
Initiative: +7 Initiative: +8
R: Thrown spear +6 vs. AC8 damage Pack ferocity: If more than one gnoll is engaged with the
target, each gnoll melee attack that misses that target
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AC 19 deals half damage.
PD 16 HP 42
MD 13 AC 20
PD 17 HP 56
MD 14
Pack ferocity: If more than one gnoll is engaged with the Festering claws +7 vs. AC3 damage, and 5 ongoing
target, each gnoll melee attack that misses that target damage
deals half damage.
R: Blight jet +7 vs. PD7 damage, and the target is
R: Longbow +8 vs. AC8 damage dazed (save ends)
First natural 16+ each turn: The imp can
choose one: the target is weakened instead of
Natural even hit or miss: The gnoll can make a second
dazed; OR the imp can make a blight jet attack
longbow attack (no more) as a free action.
against a different target as a free action.
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Lizardmen Fight Chart
3 1 1
4 1 2
5 1 3
6 1 4
7 1 5
PD 16 HP 90
[Special trigger] Bite +7 vs. AC5 damage, and
MD 12 the lizardman savage can make a ripping frenzy
attack against the target as a standard action
during its next turn if its engaged with that target.
AC 17
PD 16 HP 32
MD 12
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ORCS
Fight orcs if the PCs seem to be enemies of the Orc Lord; or if the PCs are allied with the
Emperor or Dwarf Lord; or if you want monsters who could be trying to wreck most anything.
Orc Fight Chart Orc Warrior
1st level troop [humanoid]
Number Orc Orc Orc
Initiative: +3
of PCs Berserke Shaman Warrior
r
Jagged sword +6 vs. AC6 damage
3 1 1 2
Dangerous: The crit range of attacks by orcs
4 1 1 3 expands by 3 unless they are staggered.
5 2 1 3 AC 16
6 2 2 4 PD 14 HP 30
MD 10
7 3 2 4
This is an easy fight at the 4 PC and 5 PC thresholds; to make
it tough like the other fights, add another berserker or throw in
a lizardman or whatever makes you happy.
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Orc Shaman Orc Berserker
2nd level leader [humanoid] 2nd level troop [humanoid]
Initiative: +5 Initiative: +5
Dangerous: The crit range of attacks by orcs Dangerous: The crit range of attacks by orcs
expands by 3 unless they are staggered. expands by 3 unless they are staggered.
R: Battle curse +7 vs. MD (1d3 nearby Unstoppable: When an orc berserker drops to
enemies)4 psychic damage, and for the rest 0 hp, it does not immediately die. Ignore any
of the battle, melee attacks by orcs deal +1d4 damage in excess of 0 hp, roll 2d6, and give the
damage against the target (non-cumulative) berserker that many temporary hit points. No other
healing can affect the berserker or give it more
AC 18 temporary hit points: when the temporary hp are
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PD 12 HP 36 gone, the berserker dies.
MD 16
AC 16
PD 15 HP 40
MD 13
UNDEAD
Shambling, rotting, and perfect for adventures featuring the Lich King. Perfect for any
adventure.
Undead Fight Chart Zombie
Brains . . .
Number Ghoul Newly Zombie
2nd level troop [undead]
of PCs Risen
Ghoul Initiative: +1
3 1 8 1 Vulnerability: holy
AC 15
PD 13 HP 60
MD 9
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Ghoul Newly-risen Ghoul
They hunger only for what they used to be. Newly slain, barely conscious, terribly hungry.
3rd level spoiler [undead] 2nd level mook [undead]
Initiative: +8
Initiative: +5
Vulnerability: holy Vulnerability: holy
Claws and bite +8 vs. AC8 damage Scrabbling claws +7 vs. AC3 damage
Natural even hit: The target is vulnerable Natural 16+ The target is vulnerable
(attacks vs. it have crit range expanded (attacks vs. it have crit range expanded
by 2) to attacks by undead until the end of by 2) to attacks by undead until the end of
the ghouls next turn. the ghouls next turn.
Pound of flesh: The ghouls claws and bite attack Pound of flesh: The newly-risen ghouls scrabbling
deals +4 damage against vulnerable targets. claws attack deals +2 damage against vulnerable
targets.
Infected bite: Any creature that is slain by a ghoul
and not consumed will rise as a ghoul the next AC 17
night. PD 15 HP 9 (mook)
MD 11
AC 18 Mook: Kill one newly-risen ghoul mook for every 9
PD 16 HP 36 damage you deal to the mob.
MD 12
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Use these sewer geomorphs to create your own Shadow Port sewers.
Copy and paste them into a paint program and rearrange them for infinite variation, or print
them out and use them as tiles. To the person in the print shop: it is OK if the person in front of you asks you to print this
out. This is us giving permission. In fact they can print out any or all of this document.
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Credits
Author:
ASH LAW
Artists:
Adventure maps and adventurer group tile art by ASH LAW, monster tile art by Lee
Moyer and Aaron McConnell.
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every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any
Contributor unless You have written permission from the Contributor to do so.12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13
Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All
sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable. 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; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 13th Age. Copyright
2012, Fire Opal Media; Authors Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Core Rulebook.
Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Castles & Crusades, Copyright 2004,
Troll Lord Games; Authors: Davis Chenault, Mac Golden.
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2013 Fire Opal Media. All rights reserved. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version
1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new deities, etc.), dialogue, banter and
comments from Jonathan and Rob or ASH, plots, story elements, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open
Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Fire Opal Media
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission. 13th Age is published by Pelgrane Press under the Open Game License version 1.0a Copyright
2000 Wizards of the Coast,Inc. 13th Age is a trademark of Fire Opal Media. 2013 Fire Opal Media. All rights reserved.
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