13th Age The Archmages Orrery PDF
13th Age The Archmages Orrery PDF
A Tales of the 13th Age organized play adventure, in four weekly 2-hour sessions for characters of 8th level.
By ASH LAW
About this adventure
The adventurers are contacted by the Archmage himself and asked by him to recover a missing part of the
Mystic Orrery. An orrery is a mechanical device that predicts the movement of celestial bodies, and for centuries
the Mystic Orrery has accurately predicted celestial events and their effect on magic. However, the Mystic
Orrery’s predictions are becoming increasingly erratic, and it turns out that an Archmage of a previous age
removed some parts and hid them away from her successors. The whole Dragon Empire is at risk, as the rules
of magic begin to fluctuate. Something big is approaching, something that the current Archmage is unable to
foresee.
Powerful wards keep the Archmage and his immediate underlings from retrieving the needed parts, but the
wards don’t account for people like the adventurers.
The adventurers start the adventure in Vantage, a secret flying city run by the Archmage. Once the first part
is retrieved the Archmage will transport the adventurers to the remaining locations.
Credits
Writer & Map-Maker: ASH LAW
Executive Producer: Rob Heinsoo
Art from the 13th Age Bestiary: Rich Longmore
Art from the core 13th Age rulebook and 13 True Ways: Aaron McConnell and Lee Moyer
Other images: ASH LAW, with Jean-Baptiste Pillement and Joseph Wright
Maps created using: Excel, GIMP, and Pro-Fantasy’s Campaign Cartographer.
Additional Resources
Many thanks to Kendall Jung for creating pre-generated characters of levels 1-10 and hosting them on fan site Vault of
the 13th Age
Barbarian (Forgeborn)
Bard (Half-Elf)
Cleric (Halfling)
Fighter (Human)
Paladin (Human)
Ranger (Wood Elf)
Rogue (Halfling)
Sorcerer (Dark Elf)
Wizard (Human)
Advice on running this adventure can be found at the back of the adventure.
If it is published then it is permitted
If it appears in a 13th Age rulebook you can play it. So yes, you can play the classes from 13 True Ways and the new
Twygzog race from the 13th Age Bestiary. We’re also allowing the new races from the Midgard Bestiary for 13th Age, and any new
races that appear in 13th Age Monthly or in adventures published by Pelgrane Press.
If you play something still in playtest send your playtest notes to 13thAgePlaytest@gmail.com. Note that we’re not making
you sign an NDA but we do have a request: if you’d seriously like to help the playtest process for unpublished classes and
races, don’t 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.
Useful resources
General: http://www.pelgranepress.com/?p=8764
Character sheet: http://www.pelgranepress.com/site/wp-content/uploads/2012/08/13th-age-character-sheet-fillable.pdf
Harassment policy: http://www.pelgranepress.com/site/wp-content/uploads/2013/07/13th-Age-OP-Harassment-Policy.pdf
The Chain Drive.
1.0 Prelude/Introduction.
Start by discussing with the players why their characters have been chosen for this quest. Encourage players to link
together their reasons for being chosen by the Archmage, and to say how their characters know other members of the party.
Look for character backgrounds that match up and suggest links between the party members. Here are some ideas that link
to other adventures:
2nd level adventures
Crown of the Lich King
Your ability to penetrate the defenses of the former Wizard King has made you uniquely suited to this task.
Benefits for characters who took part in the previous adventure: +4 to all skill rolls in session 4.
Quest in the Cathedral
Your experience in the cathedral that the Archmage helped to create has suggested that you are well-matched to the task
of piercing the mystic wards set up by the Archmage’s predecessor.
Benefits for characters who took part in the previous adventure: Turn untyped damage to holy damage when fighting the
dracolich.
Shadow Port Shuffle
Your experience with the Prince of Shadows has made you renowned in certain circles, especially after you stole the
Darkskye Diamond.
Benefits for characters who took part in the previous adventure: +2 to social skill rolls when on the flying island of Shockquake.
Wyrd of the Wild Wood
You survived the Wild Wood, poisoned though it was by wild magic; the Archmage recognizes that and has decided that
you might be the just person he needs for this quest.
Benefits for characters who took part in the previous adventure: +2 to non-social skill rolls when on the flying island of
Shockquake.
3rd level adventures
Fungaloid Infection, The Folding of Screamhaunt Castle, Tower of the Ogre Mage, Omenquest
You have experienced weird environments that few others have encountered, a fact that means you are well-matched to
getting past whatever weirdness the previous Archmage has set up to defend her secrets.
Benefits for characters who took part in these previous adventures: +2 to saves against confused during this adventure.
4th level adventures (the Orc War trilogy)
Wrath of the Orc Lord, The Elf Queen’s Enchantment, Domain of the Dwarf King
The Archmage heard of your bravery in the war, and so you have come to his attention. He needs brave adventurers, this
quest is not for cowards or weaklings.
Benefits for characters who took part in these previous adventures: +2 to all death saves and last gasp saves during this adventure.
6th level adventures
Escape from the Diabolist’s Dungeon, The Crusader’s Fist
You have been plagued by demonic influence, and the Archmage has removed it in exchange for you performing a service
for him.
Benefits for characters who took part in these previous adventures: +2 to attacks in sections 2.6 and 2.7.
The Wyrm’s Tale.
The Great Gold Wyrm has recommended you to his ally, after you served him so well in locating his lost paladins. You
used your smarts, and the Archmage respects intelligence.
Benefits for characters who took part in the previous adventure: +2 to attacks against evil dragons during this adventure.
Finally, the adventurers arrive in Vantage. Vantage is a flying city, concealed from those beneath by a permanent bank of
clouds and powerful memory charms. The adventurers can see a peaceful valley far below them, simple farmers going
about their business completely unaware of the magical marvel that hangs motionless above their heads. Vantage itself is
a marvel of dreamlike architecture, and blends enchantment and engineering together in a perfect union of magical
achievement.
1.2 Meeting the Archmage.
The adventurers are shown into a splendidly appointed hall, the ceiling of which is overlaid with an image of the night
sky. Faintly streaking at the edge of the sky is a comet. At the center of the room is a fire pit, which wizards are piling
fragrant logs into, wood taken from the heart of the Dire Wood. The wood is set afire, and the fire pit fills with a sinuous
blue flame. Appearing in the flame is the Archmage himself (or rather his projected image).
• As he manifests those with a positive or conflicted relationship with the Archmage feel as though they are finally
in the right place in the right time, and that all is right in the world. The Archmage’s gaze penetrates to their very
souls, and approves of what it sees there.
• Those with a negative relationship with the Archmage discover that their whole lives have been lies, that they have
been rebellious cogs. Their earlier agitations against the Archmage were all just part of his plan to get them here…
• Those with no relationship with the Archmage feel a sense of power just being in the Archmage’s presence, as
though their destinies are being carried along by a vast magical current. With the Archmage on their side, how can
they lose?
He addresses the adventurers:
“Greetings adventurers. I have brought you here to undertake a momentous quest. In a past age one of my
predecessors hid part of the Mystic Orrery, a device that allows me to predict and counter the effects of the
celestial realms on magic. Her reasons for hiding it are not your concern, but now we need it back.”
The Archmage’s then lists his reasons for choosing each adventurer; his image then points to the comet visible in the
night-sky/ceiling.
“The spells of an Archmage are powerful... fortunately my esteemed predecessor prepared for powerful
wizards, but not for you. Disaster approaches from the sky, and across the Dragon Empire protective wards are
failing. You must recover the missing parts of the Mystic Orrery, and save the world.”
The Archmage’s image vanishes in a puff of blue smoke, and a quaestor steps forward. She is Vastari Durrel, an aasimar
wizard who manages some of the affairs of Vantage—specifically running the teleport rings that propel the Archmage’s
servants through space-between-spaces.
She leads the adventurers to a long tubular chamber that has multiple silver rings arranged along it and explains their
mission. The Archmage’s predecessor hid part of the orrery, a chain, on an island far off the coast beyond sight of land—
far off in the Iron Sea. The teleportation chamber will deposit them as close to a large structure on the island as the wards
there will allow them to scry to. The chain should be somewhere inside the structure. When they have it, she will teleport
them back. The chain is about 6ft long, is made of a light metal, and probably glows blue.
The pearlescent rings in the chamber begin to spin, glowing runes floating up off them, and with a weightless feeling of
speed the adventurers find themselves rushing forwards toward a tear in time and space…
1.3 The Arcane Guardian.
The adventurers feel themselves being stretched like taffy; and suddenly snap back into reality, standing on a wind-swept spit of
land. Around them surges the Iron Sea, roaring and smashing into the black rocks of the beach. A black storm swirls around the island,
lightning blasting at the surface of the water yet never touching the ground. Scattered around the spit of land are corpses of adventurers
past, many of them still gripping the weapons they died holding.
Ahead of the adventurers is a monolithic structure, a solid dome of polished rock with a single massive door set into it. Far above the
dome a pale flame burns in mid-air. In front of the door stands a massive golem, impassively watching the adventurers, its rusted metal
eyes swiveling to follow their movements. As soon as the adventurers move away from the spot that they are standing on, the golem
rumbles forward to attack them.
Number of
PCs
Arcane
Undead
Arcane
Guardian Arcane Guardian
3 2 1 Huge 10th level wrecker [CONSTRUCT]
Initiative: +17
4 4 1
Spell-fist smash +15 vs. AC (two attacks, against two
5 6 1
different targets if possible but if not against the same
6 8 1 target)—The damage depends on how many hits the
7 10 1 guardian has made so far, as the arcane guardian slowly
surges back to life…
First hit this fight: 25 ongoing force and fire
Arcane Undead damage.
The dead adventurers on the beach begin to stir… Second hit this fight: 45 ongoing force and fire
8th level troop [UNDEAD] damage.
Initiative: +7 Third hit this fight: 95 ongoing force and fire
damage.
C: Pale fire +13 vs. PD (one nearby enemy)—28 fire and Fourth hit and every hit after: 70 ongoing force
force damage and fire damage.
Crumbling: The crit range against these creatures is Amazing reach: On turns when the escalation die is odd
expanded by the escalation die value (esc=0/crit=20, the golem can make attacks against nearby enemies as if
esc=1/crit=19+,esc=2/crit=18+, up to esc=6/crit=14+). they were engaged with it.
PCs who jump into the Iron Sea take 2d20 damage per round, until they climb back onto the rocks.
Climbing back onto the rocks is a move action. Rolling a 1 on a disengage check or attack will cause a
character to stumble into the angry Iron Sea
The iron sea thunders endlessly, as the storm roars around the adventurers.
1.4 Knock and the door will be opened.
The dome itself is made of seamlessly joined stone, with but a single door allowing entrance. With the doorway’s
guardian disposed of, the adventurers can pause to examine the entrance. Upon the entrance, carved into it, is a circle which
contains symbols that the characters are unfamiliar with.
Opening the door requires four successes with DC 30 skill checks. Track the number of failures that the party accrues before
they open the door. Each failure increases the danger within the structure. The players can doubtless come up with ways to use
their backgrounds, but here are some ideas:
• A wizard with the background “Student of the Imperial School of Magic” might have a background that allows them
to decipher the symbols.
• A rogue with the background “Thief” might be able to discover concealed locks.
• A barbarian with the background “Strongest woman in New Port” might be able to use their strength to pray the door
partially open.
• A cleric with the background “Servant of the god of knowledge” could prey for guidance.
• A paladin with the background “Former apprentice to the Archmage” might be able to use an incantation to reveal
hidden markings on the door.
• A druid with the background “Best in the Wild Wood at riddles” could possibly decipher the meaning of the message
spelled out by the markings.
The dome itself is empty inside, bar a set of spiral stairs that lead upwards. The stairs fade and disappear as they rise
into mid-air. The stairs themselves are the way forward, but first they must get past any magical traps that the party has
triggered while opening the doors to the dome. Every failure that the party accrued getting into the dome has armed one
of the following traps, which attack the party as they move toward the stairs. If the party accumulated more than 3 failures
then have some of the traps go off multiple times.
Natural 1:
Boots of butt-kicking Cloak of indiscernibility
These sturdy boots have oricalcum toe-caps, and their satin The silk cloak shimmers when in direct light.
lining is embroidered with star charts. Cloak (cursed)
Boots (cursed) Always: +5 PD
Recharge 11+: Until the end of the battle automatically Recharge 16+: Until the end of the battle you become hazy
succeed at disengage checks (attacks against you have a 10% miss chance, stacks with
Aftereffect (if you do not succeed in recharging): Until the spell Blur and other similar effects)
your next full heal-up you cannot remove the boots Curse: When you roll a 1 (on an attack roll) you lose your
Curse: When you roll a 1 or 2 (on any d20 roll) you take next standard action due to temporarily misplacing vital
your level in damage as you kick yourself equipment
Quirk: Tap-dances when nervous Quirk: Practical joker
Ash says: Rob Heinsoo suggests that some GMs, crueler GMs than I, might want to hide the fact that
these boots are cursed. Personally I like giving players cursed items and being open that they are
powerful but cursed, and letting players grapple with their unwillingness to attune to a cursed item vs
their lust for power… which in some ways is itself a kind of cruelty. For GMs who wish to hide the fact
that these items are cursed until after the adventurers have attuned to them and discovered their powers
and abilities (and curses) I’ve put a separate ‘items’ section at the back of this adventure after the GMing
advice. The items write-ups at the end don’t have the curses listed for the Boots of Butt-Kicking or the
Cloak of Indiscernibility so you can use it to create a player hand-out while concealing the fact that some
of the items are cursed.
There are two ways to deal with this threat... The first is to simply yank the chain out and run as fast as they can for the
front door and their teleport back home (1.6a). The second way is to pull the chain and make a stand against the ghost ships
with their backs to the fading flame (1.6b).
1.6a Run and hide.
The adventurers have chosen to flee from the ghostly ships, as their crew begin to phase through the walls of the ghostly
tower. Each player in turn must narrate how they help the party escape the tower, and make an appropriate skill check
using an appropriate background, with a DC as determined by the below chart. When a player succeeds move one place
upwards on the chart, but a failure moves the group one place down. When you move to a space on the chart take any
damage listed there before making the skill check.
The party has taken a wrong turn, or has it? The sound of the sea is louder, but so are the
DC 35
wails of the dead.
The adventurers find a place to temporarily hide as a whole ghost-ship phases right through
DC 30
the tower.
The ghosts phase through a wall close to the adventurers, reaching out for them. The party
Start DC 25
had best move quickly to survive
The character making the skill check takes 3d4 damage from falling down stairs, and the party
DC 25
discovers the way ahead blocked by a throng of ghosts.
The adventurers each take 4d10 negative energy damage as a ghost-ship phases right through
DC 30
them, the crew attempting to snatch out their very souls.
End! All is lost! The adventurers find themselves cornered, and must fight the undead (go to section 1.6b)
Ash says: If the party is spending too much time on the chart, bouncing from bad to worse and back
again yet neither encountering the undead (1.6b) nor exiting the tower (1.7) and dying by inches, or
simply taking up too much game time by neither succeeding or failing I’d suggest having the ghost
tower become increasingly less substantial until the adventurers fall out of it and then moving them
along to section 1.7. Of course if the adventurers are dumped out of the fading tower into mid-air you
might want to call that a campaign loss and have them lose a magic item, or add a phantom sailor or
two from the Lonely Dead fight (1.6b) to the Ghost Ship fight (1.7).
1.6b The lonely dead.
It seems that the adventurers have no choice but to fight the undead…
Phasing: When the escalation die is even this creature can Greater phasing: When the escalation die is odd this
move through walls, drift through floors, and does not creature cannot be targeted by attacks, as it phases away
provoke attacks. from the battle (except for its voice).
AC 24 AC 26
PD 18 HP 140 PD 20 HP 430
MD 22 MD 24
Fleeing
The adventurers can flee this fight, and that takes them to section 1.6a. It is possible for
adventurers to flee 1.6b and fail in 1.6a, get cornered and fight the undead in section 1.6b only to flee
again to 1.6a, and so on until they beat the pirates or successfully get out of the tower.
The pale flame burns bright through the top of the ghostly tower.
1.7 The ghost ship.
The adventurers make it back out of the tower, watching it fade away as they descend the stairs back into the dome, and
then flee out into the storm. Now that the chain has been removed from the flame, the pale fire is dimming and the storm
is closing in; the ghost-ships that the flame kept away come rapidly toward the party. Thankfully they are teleported out.
However, not all is as it should be. One of the ghost ships gets to their location just as the teleportation to Vantage is
being completed. The adventurers find themselves in limbo, on the deck of a ghostly ship rushing through the space-
between-spaces with them. The crew of the ship are hungry… for souls!
This ship has three decks, between which characters can move at-will as a quick action (fading up and down through
the translucent decks). Use d4s to indicate where each character is (1= the hold, 2= below deck, 3= on deck, 4= elsewhere/the
rigging); only characters in the same level of the ship can interact with (i.e. fight or heal) each other—which clever players
might be able to use to their advantage.
The fight ends when the escalation die reaches 6, and the adventurers escape out of the teleport to Vantage.
Iron Sea Lost Soul damage and the target is stuck (save ends).
C: Iron Sea’s Rage +17 vs. PD (1d3 nearby or far away
12 level mook [UNDEAD]
th
Fleeing overboard
Jumping off the ship means that the jumper must start making last gasp saves or be misplaced in
the ethereal space-between-spaces, perhaps forever. Succeeding on the last gasp save means that the
adventurer tumbles out of the teleport and ends up somewhere… alive and in the mortal realm, but
hurt and lost. Either way it will remove the character from the current adventure, but succeeding
means that the adventurer might return in a later adventure.
A semi-transparent ghost-ship hurtling through the un-space of an interrupted teleport. Yikes!
1.8 Return to Vantage.
The adventurers see the ghostly image of Vantage approaching rapidly down the tunnel of un-space through which the
ghost-ship is speeding. With a jolt the adventurers find themselves back in the ‘real’ world, once again on the mortal plain—
and the frustrated screams of the ghosts of the Iron Sea doppler away. The rings of the teleport chamber spin down with a
rumbling descending tone, varicolored smoke coming from the now red-hot runes glowing on them.
Quaestor Vastari Durrel hurries from behind a lead screen to check that the adventurers are all right. A pair of guards
with tongs retrieve the chain, while clerics wearing the priestess’ symbol hurry to tend to the wounded among the party.
Vastari asks the adventurers what happened. The teleport ritual warlocks lost their scrying-lock on the party as soon as
they stepped into the dome, and then the return teleport took an unusually long time. As the adventurers relay what
happened Vastari nods.
“It is as the Archmage feared, the comet’s approach is beginning to disrupt magic in unpredictable ways. We must hurry
to retrieve the rest of the orrery. Unfortunately we can’t allow you any time to rest, but we can offer an hour’s exposure to
the healing chamber”
(The healing chamber, of course, counts as a full end-of-session heal-up)
The Gear Crown.
2.0 Prelude/Introduction.
The adventurer’s quest for the missing parts of the Mystic Orrery continues, with the Archmage’s quaestor Vastari
Durrel sending them almost immediately back out to retrieve something called the Gear Crown.
New PCs that join the party this week will have been recruited by the Archmage directly, or by quaestor Durrel. The
Archmage foresaw that the party would need extra help.
Vantage is a good place to buy and sell items, remember to point out that the adventurers might want to buy healing
potions, magical oils, and the like… especially if they have loot left over from previous adventures.
2.2 To Shockquake.
Quaestor Vastari Durrel once again summons the adventurers to the teleportation chamber. The teleportation warlocks
have finished repairing the spinning rings that line the tubular hall, and are ready once more to fling the adventurers into
the unknown. The assimar Vastari steps forwards…
“The second missing part of the Mystic Orrery was hidden in a prison called Shockquake, far in the Overworld in a place
called the Shattered Realm. Contact was lost with the prison at the end of the last age, when the Diabolist’s plague ravaged
the land. It is only recently that we have discovered the prison’s true importance, and have made a concerted effort to find
it. We do not know what you will find there, except that the prison definitely has something or someone living there.
The missing part of the Mystic Orrery that you are to fetch back is a gear that looks like a crown.
I would wish you luck, but luck is for those that do not have the right spells and skills. You have the right stuff. We will
meet again soon.”
With that she hurries behind a protective screen as the rings in the chamber begin to spin to life. With a sensation like
falling upwards, the adventurers once again find themselves rushing through the space-between-spaces…
… and with a snap suddenly their motion has ceased. The party blinks away the last of the psychedelic colors of un-
space to discover that they are standing on a large rock floating through the air. All around them similar rocks are floating,
bumping into each other. Some are the size of castles, others no larger than a child’s fist. The air itself is gritty, full of the
detritus of eons of erosion. In every direction the adventurers look, there are rocks and more rocks.
In the distance the adventurers can see a glint as though of metal. It is obvious to the adventurers that they have arrived
some distance from Shockquake and must get there themselves. It requires 4 DC 35 skill checks for the party to jump or
crawl from rock to rock. A 25-34 skill check result will result in the adventurer whose player failed the roll facing some
danger, a result below that endangers the whole party.
Skill check result of 25-34 (pick one, and make the attack against the adventurer):
Skill check result of 1-24+ (pick one, and make the attack against each party member):
Number of PCs
3
Rakshasa
3
RAKSHASA
Double-strength 8th level caster [HUMANOID]
4 4
Initiative: +16
5 5
6 6 Claws and bite +11 vs. AC (2 attacks)—25
7 7 damage
Natural even hit: The rakshasa can make a rend
Shapechange: As a standard action, the rakshasa mind attack as a free action.
can change its form to that of any humanoid, or back
R: Striped lightning bolts +13 vs. PD (1d3
to its own shape. Seeing through the shapechange
nearby enemies)—25 lightning damage, or 50
requires a DC 25 skill check.
lightning damage against a staggered target
Nastier Specials Natural even hit: The rakshasa can make a rend
Master of chaos: The rakshasa gains a bonus to all mind attack as a free action.
defenses equal to the current number of confused
C: Rend mind +13 vs. MD (one nearby
enemies in the battle.
enemy)—15 psychic damage, and the target is
Reversal of fate: Once per day as a quick action,
confused (make a basic or at-will attack vs. ally)
the rakshasa steals the escalation die; until the end
until the end of the rakshasa’s next turn
of the battle, the rakshasa gains an attack bonus
equal to the die’s value when it was stolen. Reset the
AC 23
escalation die to 0 for the players and increase it
normally with each new round.
PD 20 HP 280
MD 22
Fleeing
If the adventurers flee they will only have to return and face the rakshasa fiefdom/faction again,
only this time the bandit/guards will be waiting and will spring an ambush.
Number
Dragonic
mooks
Royal
Royal Demonic dragonics
…a mix of Guard These creatures are tougher than regular dragonics,
of PCs Guard
archers & Captain and the adventurers will soon figure out that these
jailers
brutes are possessed of demonic strength.
3 15 1 1
4
5
15
15
2
3
1
1
Royal Guard
Double-strength 8th level troop [HUMANOID]
6 15 4 1 Initiative: +9
7 15 5 1
Spike-fist punch +13 vs. AC (two attacks against
different targets)— 60 damage
Dragonic Archer [once per battle] C: Hell breath +13 vs. PD (1d3 nearby
enemies in a group)—26 ongoing fire damage
8th level mook [HUMANOID]
Crit: Targets that are not staggered take enough
Initiative: +13
damage to reduced them to half hit points.
Blood-iron sword +11 vs. AC—20 damage
R: Hell-stare +13 vs. MD—76 psychic damage
[once per battle] C: Hell breath +13 vs. PD (1d3 nearby
Flame wings: Yes, this monster can fly!
enemies in a group)—18 fire damage
Natural even hit: The hell breath attack recharges AC 24
and can be used again this fight. PD 22 HP 276
R: Iron bow +15 vs. AC—12 ongoing damage MD 18
AC 24
PD 22 HP 36 (mook)
Royal Guard Captain
Double-strength 8th level leader [HUMANOID]
MD 18
Initiative: +9
Dragonic Jailer Flaming zweihänder +13 vs. AC (two attacks)— 60
8th level mook [HUMANOID] damage
Initiative: +13
[once per battle] C: Hell breath +13 vs. PD (1d3 nearby
Blood-iron whip +13 vs. AC—24 damage enemies in a group)—26 ongoing fire damage
Natural 16+ hit: The target becomes hampered Crit: Targets that are not staggered take enough
(save ends). damage to reduce them to half hit points.
[once per battle] C: Hell breath +13 vs. PD (1d3 nearby [quick action] R: Curse +13 vs. MD—target becomes
enemies in a group)—18 fire damage vulnerable to all attacks (save ends).
Natural even hit: The hell breath attack recharges Natural even hit: One of the captain’s allies
and can be used again this fight. engaged with the target can make an attack
against the target.
AC 24
PD 22 HP 36 (mook) Flame wings: Yes, this monster can fly!
MD 18 AC 24
Mook: Kill one dragonic archer or jailer mook for every 36 PD 22 HP 300
damage you deal to the mob.
MD 18
The Royal’s demonic dragonic guards were not expecting company.
2.7 Beheading the king.
The ‘throne room’ is in the underside of the massive flying rock that is Shockquake, and is a series of shafts that are open
on their bottom to the sky. The shafts are crisscrossed with rocky outcroppings, upon which the dragons roost and pile up
their treasure. White dragons hang upside-down from the pillars, while a red dragon rests supine among a huge pile of
gold.
If the adventurers fought the royal guards (section 2.6) and the escalation die got to 5+, then the escalation die for this
fight starts at 1, and the dragons are ready for the adventurers. If the adventurers kill King Threehorn and wish to flee with
his crown, it is a standard action to grab it from his corpse.
Number
of PCs
King
Threehorn
Albino
Demonic Red Albino Demonic Red
3 1
Dragons
1
Dragon
A white dragon, they are vulnerable to fire… right?
4 1 2
Large 8th level spoiler [DRAGON]
5 1 3 Initiative: +16
6 1 4 Vulnerability: holy and cold
7 1 5 Raking claws +12 vs. AC (two attacks)—15 damage
Natural even hit or miss: The dragon can make
King Threehorn a burning bite attack as a free action.
[Special trigger] Burning bite +12 vs. PD (1d3 nearby
A demonic red dragon with a belly full of molten gold!
enemies in a group)—15 ongoing fire damage
Large 11 level wrecker [DRAGON]
th
Initiative: +20 [twice per battle] C: Burning breath +12 vs. PD (1d3
Vulnerability: holy nearby or far away enemies)—20 ongoing fire damage
Miss: The crit range for all dragons’ attacks
Terrible bite +16 vs. AC (one nearby enemy)—140
expands by 1 until the end of the battle or until
damage and King Threehorn can make a molten gold
a dragon next crits.
regurgitation attack
[special trigger, twice per battle] C: Molten gold Flight: The dragon can fly, quickly and well.
regurgitation +16 vs. PD (1d3 nearby or far away Escalator: A dragon adds the escalation die to its attack
enemies, including the one that the king just bit)—40 rolls.
ongoing fire damage (hard save ends, spending a
Nasty surprise (pick one per dragon, or roll d6):
standard action also ends the ongoing damage) 1. Aura of hades: Enemies that start their turn engaged
I am KING: This fight while the king is alive the dragons with this dragon take 24 fire damage.
2. Brimstone teleport: Once per battle this monster can
get to use the escalation die, but each adventurer must
teleport to anywhere nearby or far away.
save at the start of each of their turns (11+) to get to use
3. Diabolical aura: Characters with a relationship with
the escalation die. If the king dies, the other dragons may the Diabolist become confused (save ends) when
decide to flee. they roll initiative.
4. Exact sight: Not only does this dragon ignore
Mine now: King Threehorn will snatch up dying enemies
invisibility, blur etc, but it can target shadow-
and take a turn to bury them under his huge pile of gold.
walking rogues.
Flight: The king can fly, but prefers to sit among his gold 5. Inevitable: Once per battle this demonic dragon can
and let his albino underlings serve him. turn one of its attacks that missed into a hit.
6. Ovorum: The first enemy that is hit by this dragon
Escalator: A dragon adds the escalation die to its attack
must make last gasp saves as they turn into a dragon
rolls.
egg.
AC 27
AC 25
PD 24 HP 560
PD 22 HP 260
MD 19
MD 12
New PCs introduced this week are likely to be already working for the Archmage, or have perhaps infiltrated Vantage
in order to gain information for the icon that they are really working for.
Vastari is sending the adventurers this time to a living dungeon known as the Menagerie of Terror; they are being sent
to recover a rod known as the Staff of Ages. The previous Archmage who hid the components of the Mystic Orrery that
relate to the new comet was fond of enslaving living dungeons, just as the Crusader does with demons. One such dungeon
the Archmage of a previous age put to use has come to be known as the Menagerie of Terror. Its original purpose was as a
flying laboratory focused on experimenting on living creatures to produce governable hybrid beasts for the imperial legions
to ride or to use as guard-creatures. However, with the turning of the ages the Menagerie of Terror slipped from the grasp
of the icons; it now wanders the Dragon Wood scooping up hapless beasts to experiment upon. Quaestor Durrel can teleport
the adventurers to near where the Menagerie of Terror was last seen, but they will have to locate it on their own. As soon
as they have the staff and are out of the flying living dungeon she will have them teleported back to Vantage. One small
problem… the staff is inside the living dungeon’s heart!
Once again the adventurers line up in the tubular teleportation chamber, to be flung through the space-between-
spaces…
3.2 Trail of destruction.
The adventurers arrive back in the mortal realm with a snapping sensation, stumbling to a halt in a forest clearing. A
road leads from the forest clearing, but on closer inspection it turns out that the ‘road’ is in fact a trail of destruction. Trees
have been uprooted and flung about, the burrows of animals have been dug up, and here and there are splotches of blood.
In the distance a creature can be seen, no not a creature, a living dungeon. The Menagerie of Terror floats above the forest,
uprooting trees and plucking up animals into the many maws on its underside—the living dungeon is huge! From its rocky
exterior descend dozens of tentacles, each as wide across as a dragon is long.
Turn to a player and ask them to describe a danger that the party faces while following the trail of destruction. Then
turn to the next player and tell them that their character got the party past that danger, and ask them how they did it. There
is no need to make any skill rolls, this is just a montage. Go around the group until everybody has had a chance to be a hero
during the montage.
As the group co-operatively tells the story of their journey to the Menagerie of Terror, mention that the comet is larger
in the sky here than when they last saw it from Vantage.
3.3 Into the menagerie.
The adventurers need to get into the Menagerie of Terror itself, but being plucked up by a tentacle isn’t a brilliant plan
– most things that are plucked up are crushed and dropped back into the forest again. Instead the adventurers will need to
run up the outside of a moving tentacle and climb in through one of the many rocky orifices of the flying dungeon.
Doing so is a DC 30 skill check, and actually getting inside is another DC 30 skill check. Every time a skill check is failed
the whole party faces one of the following dangers…
The party can decide to retreat and rest, and try again. Trying again means that the party learns what tactics work best
when trying to climb a tentacle, but as the slow mind of the dungeon comes to recognize that it is perhaps under attack it
becomes more aggressive (every time the heroes run away and come back add a cumulative +2 to skill checks, but it also adds a
cumulative +2 to the dungeon’s attack rolls).
Area generator
Main Feature of Area Minor Feature Treasure? Monsters?
(roll 4x d6)
1 Pulsating stalactites Dank and slimy No No
2 Open to the air above Eyes in the walls No Yes, caged
3 Smells of rotting flesh Cloyingly warm No Yes, dead
4 Lit by bioluminescence Sticky floor Chart A Yes, docile
5 Dark, lots of shadows Bad air / fumes Chart B Yes, hungry
6 Strange gurgling noises Veiny walls Chart A+B Yes, hostile
When building a wandering monster fight in the Menagerie of Terror use the following chart. Type ‘A’ monsters are all
10 level, the ‘B’ monsters are all 8th level mooks, and the ‘C’ monsters are all huge 9th level monsters. You may use any mix
th
Claw and bite +15 vs. AC (two attacks against the same target)—38 damage
If both attacks hit: The leopard-wyvern makes a poison breath attack as a quick action.
[special trigger] C: Poison breath +15 vs. PD (two nearby or far away enemies)—23 ongoing poison damage
Miss: 12 poison damage.
Flight: This monster can make long hopping-jumps assisted by the leathery wings-membranes on its legs, which pretty much amounts to
flight over short distances.
AC 26
PD 24 HP 216
MD 20
Unstable orc-horse-boar-thing
10th level wrecker [BEAST]
Initiative: +15
Nastier special
Building rage: If the monster misses with its attack it gains a cumulative +1 to its attack.
AC 24
PD 21 HP 280
MD 16
Phasing panther-squid
10th level spoiler [BEAST]
Initiative: +13
Sudden bite +15 vs. AC—45 damage and the target is stuck while the phasing panther-squid remains engaged with it.
Natural even hit: The monster teleports into engagement with another enemy and makes a tentacle attack as a quick action.
[special trigger] C: Tentacle attack +15 vs. PD (two nearby enemies, or two attacks against the same enemy)—12 poison damage
Displacing teleport: When the escalation die is even, as a move action the monster can pop free and teleport to any point nearby or far
away.
AC 26
PD 23 HP 216
MD 21
‘B’ Monsters
Terrifying spider-snake
The head and legs of a spider, fused to the body of a snake, with the venom of both!
8th level mook [BEAST]
Initiative: +16
Vulnerable: fire
Slither-climb: The spider-snake can move anywhere: over walls, on ceilings, up your trouser leg…
8 legs and a muscular tail: Disengage checks against these monsters take a -4 penalty. If you fail to disengage and roll below the escalation
die value to spider-snake automatically deals you 10 poison damage.
AC 25
PD 21 HP 36 (mook)
MD 21
Mook: Kill one spider-snake mook for every 36 damage you deal to the mob.
Bloodcurdling ant-wolf
8th level mook [BEAST]
Initiative: +14
Chemical howls: Whenever an ant-wolf dies one other ant-wolf may make a free foaming spit attack:
[special trigger] C: Foaming spit +15 vs. PD (1d3 nearby enemies, or far away enemies at -2)—9 acid damage
AC 24
PD 18 HP 36 (mook)
MD 22
Mook: Kill one ant-wolf mook for every 36 damage you deal to the mob.
[Quick action] C: Stinging swarm +13 vs. PD (1d3 nearby enemies)— escalation die ongoing poison damage
Flight: This monster can fly, though in a mad buzzing unpredictable way
AC 22
PD 20 HP 36 (mook)
MD 18
Mook: Kill one hornet-hive octopus mook for every 36 damage you deal to the mob.
‘C’ Monsters
Macabre dragon-bear
It is a terrifying beast, covered in claws and mouths and madly rolling eyes.
Huge 9th level wrecker [BEAST]
Initiative: +9
Fear: While engaged with this creature, enemies that have 60 hp or fewer are dazed (–4 attack) and do not add the escalation die to their
attacks.
Insecure biology: When this monster dies it does 100 fire and thunder damage to all engaged enemies, and all creatures in the battle become
stunned (easy save ends).
AC 25
PD 23 HP 360
MD 20
Ferocious bat-shark
Huge 9th level wrecker [BEAST]
Initiative: +9
Fear: While engaged with this creature, enemies that have 60 hp or fewer are dazed (–4 attack) and do not add the escalation die to their
attacks.
Extra senses: The bat-shark can use echo-location, can smell blood, can sense electrical activity from its preys’ muscles, can read pressure
changes in air and water… there is no hiding from this beast. Treat it as a sort of true-seeing ability: invisibility, illusions, blur spells,
shadow-walking, and so on: all will not work on this monster. It always knows where you are.
Clumsy on land, strong flyer: This monster can fly and swim, but when moving on land has a -4 to disengage checks. The bat-shark while
flying or in water can make its attacks mid-movement without provoking attacks on itself, but at a -2 penalty to hit.
AC 25
PD 23 HP 400
MD 21
3.5 The dungeon’s heart.
The party eventually hears a rhythmic thumping sound, a pulsing that indicates that they are near the heart of the living
dungeon; the Staff of Eons is embedded within the heart. Some living dungeons have calcified dragon eggs as a heart, and
some have crystals, some have elaborate torture chambers at their center, others have glowing balls of pure magic. This
dungeon, appropriately enough given its partly biological nature, has a colossal beating heart.
As the adventurers venture closer the area becomes less and less like a dungeon and more and more like venturing
through a living creature. Veins pulse on the walls, sections of floor shift atop pulsing meat, and everywhere there is blood.
As the adventurers step into the heart’s chamber large crab-like creatures with the faces of humanoids stretched across
their soft shells scuttle in, and tentacles emerge from the meat to defend the heart. It takes 12 standard actions to hack
through the tough meat of the heart, so the adventurers will have to deal with the living dungeon’s final defenses as they
do so. If the adventurers ‘kill’ the heart and retrieve the staff before the end of the battle the meat tentacles become weakened.
Number of Meat
Heart Crab
PCs Tentacle
3 2 1
4 2 2
5 2 3 Heart Crab
6 2 4 8th level spoiler [BEAST]
7 2 5 Initiative: +9
Claws-that-once-were-hands +13 vs. AC—40 damage
C: We-were-people-too +15 vs. MD (1d3 nearby
Meat Tentacle enemies)—13 ongoing psychic damage
First time the target fails to save in a battle: The face
Huge 10th level blocker [ABERRATION] on the back of the crab pleads with the nearest
Initiative: +12 adventurer to put it out of its misery.
All flesh is one +15 vs. PD (1d2 enemies engaged with R: Psychic scream +15 vs. MD (1d3 nearby or far away
the tentacle)—100 (non-lethal) acid damage enemies)—Target is dazed (save ends)
Both attacks hit the same target: The target is stuck Hit but the target is already dazed: The dazed effect
(save ends). becomes a hard save (16+).
Target is reduced to 0 hp or fewer: Instead of death Hit but the target is already dazed with hard save
saves the target must start making last gasp ends: The dazed effect now lasts until the end of
saves as the dungeon absorbs their flesh into the battle or the heart crab dies.
itself. It is a standard action to pull an ally
partially free of the all-absorbing meat of the Nastier specials:
heart chamber and give them an extra free last You know this person: Yep, you know this person, or at least
gasp save. you knew them before the Menagerie of Terror snatched
them up and turned them into a monster. No effect,
Fleshy heaving: Once per round per tentacle, the heart beyond being a source of abject horror.
chamber heaves and one random unengaged enemy is “All praise the Great Heart”: This poor soul has been driven
thrown into engagement with a tentacle. mad. It has +1 to all its attacks and +2 to MD.
Death throws: When the escalation die is 4+ the tentacle Supernaturally parasitic: This heart crab heals half the hit
gains an extra standard action each turn. points of any nearby enemy who heals using a recovery.
AC 26 AC 24
PD 24 HP 660 PD 18 HP 140
MD 20 MD 22
Adventurers standing atop the heart itself at the start of rounds when the escalation die is even must save
(11+) or take 30 thunder damage.
The colossal heart of the Menagerie of Terror beats thunderously loud.
3.6 Escaping the dying dungeon.
The adventurers have hacked through the oak-tough meat of the dungeon’s heart to retrieve the Staff of Eons, a simple
copper rod with strange markings along its length. As soon as they end their work of butchery upon the dungeon they face
fresh new dangers. It requires 3 DC 35 skill checks to get out of the chamber in which the dungeon’s heart was. Each failed
skill check provokes one of the following dangers:
Once the staff is retrieved the dungeon begins to slowly fall out of the sky as it dies, lurching and careening through the
trees of the Dragon Wood. The adventurers must reach the outside with the staff in order to be retrieved via teleportation.
This requires a DC 30 skill check per adventurer, with each failed skill check provoking one of the following dangers:
Ultimately the adventurers reach the surface with thousands of tons of meat and rock about to fall on them, or they
climb onto the plummeting dungeon’s outside, or they tumble out of one of the dungeon’s orifices into the sky. At that
point Vantage’s quaestor, Vastari Durrel, is able to see them through her scrying mirror and quickly teleport them back.
With a sensation like the snapping of elastic the adventurers are hurled into the space-between-spaces and back to the
teleportation chamber of Vantage. As they arrive they shower the teleportation warlocks and Vastari Durrel with the
dungeon’s still-hot blood.
The Comet’s Orb.
4.0 Prelude/Introduction.
The adventurers have almost retrieved all four parts needed to repair the Mystic Orrery so that it may properly foretell
the effects of the strange comet that has appeared in the sky. Only one part remains missing, a mithrillium orb.
New PCs introduced this week are likely to be already working for the Archmage, or have perhaps infiltrated Vantage
in order to gain information for the icon that they are really working for.
Vantage is a good place to buy and sell items, remember to point out that the adventurers might want to buy healing
potions, magical oils, and the like… especially if they have loot left over from previous adventures.
4.2 Return to the grave.
Vantage’s quaestor, Vastari Durrel, calls one last time for the adventurers. The Archmage has identified the final piece
of the Mystic Orrery that his predecessor hid, once it has been retrieved he will be able to learn about the mysterious comet
that has appeared in the sky and is causing magic to go into a strange flux. The only problem is that they don’t know exactly
where the orb is. The last piece of the Mystic Orrery is a weighted mithrillium orb that represents the comet in the repaired
orrery, much like a golden orb represents the sun and a silver one for the moon. The sigils on the orb help to predict what
the comet will do, the sigils changing over time.
The comet’s orb was placed into the skull of an undead dragon, the dracolich known as Termatrix (the Archmage of a
previous age wanted to make really sure that nobody could learn about the comet). The undead dragon is somewhere on
the Lich King’s island of the Necropolis. Vastari has a list of locations that the dracolich might be, but due to the Lich King’s
power the Archmage’s wizards can’t (or perhaps refuse to) scry any closer.
One last time Vastari leads the adventurers into the tubular teleportation chamber, as the rings spin up and the
adventurers are snapped into the space-between-spaces to speed motionlessly to the Necropolis…
Multiple Paths
The rest of the adventure can be approached in any order. The adventurers have four locations to visit, the last of
which will be the location of the dracolich. In one of the other locations the party of adventurers will meet hostile
vampires. In the other two locations the adventurers will have a chance to explore, and the results of those
explorations will either lead some benefit that will aid them in either their fight with the dracolich or with the
vampires. The locations are:
4.3a The Apostate’s Chapel.
4.3b The Unquiet Graveyard.
4.3c The Silent Cove.
4.3d The Throne of Blood.
Our advice is that whatever order the adventurers choose to explore in, that they meet the vampires in the second
location that they choose and the dracolich in the fourth. If you are running short on time you could condense the
adventure by having the dracolich show up earlier. Once the dracolich is defeated go on to section 4.4, but if the
adventurers flee then the Archmage’s people will not retrieve them and the dragon will catch up with them at one of
the locations that they have not yet had a fight in (and the dracolich will be fully healed).
The stats for the dracolich and the vampires are after immediately after this section. The vampire fight is an easy
fight, the dracolich is a very tough fight— potentially a party-killer if the party are not prepared to flee to another
location that they have already explored.
Number of Spawn of
PCs the Master
Vampire
VAMPIRE
3 9 1 10th level spoiler [UNDEAD]
4 9 2 Initiative: +15
5 9 3 Vulnerability: holy
6 9 4 Deathly touch +15 vs. PD—50 negative energy
7 9 5 damage
Natural 11+ hit or miss: The target is also
Spawn of the Master weakened until the end of its next turn (–4
10th level mook [UNDEAD] attacks and defenses). In addition, the target
Initiative: +16 expends one unused limited trait (a spell,
Vulnerability: holy power, or talent with a once-per-battle or
daily use, but not magic item powers) of its
Claws and fangs +15 vs. AC—30 damage choice.
Natural 18+ hit: If the target is staggered, it is
also hampered (makes only basic attacks) Vampiric regeneration: The vampire regenerates 1 hit
until the end of its next turn. point per level at the start of each round indefinitely,
but it turns to mist if it drops to 0 hp
AC 25 (see below).
PD 23 HP 54 (mook) Mist form: Unless it is slain in a manner appropriate
MD 20 for truly killing vampires in the campaign, a
Mook: Kill one spawn of the master mook for every vampire that drops to 0 hp drifts away to return and
54 hp you deal to the mob. fight some other day.
Nastier Specials
C: Vampiric compulsion +15 vs. MD (one enemy;
see below)—the target is confused and vulnerable
(save ends)
Limited use: The vampire can use vampiric
compulsion as a free action only when a nearby
enemy attacks the vampire and misses with a
natural attack roll of 1–5.
AC 26
PD 20 HP 220 (see mist form)
MD 26
Final Death
Each campaign should choose the elements of vampire lore that suit its purposes. Want vampires that can only be
truly slain by having their heads cut off and buried at a crossroads? Surely there’s an Emperor-oriented rationale for
that. Prefer vampires that can be truly slain only by a sharpened wooden stake? Sounds like a lethal message from
the High Druid. Vampires deterred by garlic? Umm, that’s pretty random, so unless you think that garlic is a new
spice that only grows in the Cathedral, maybe say it has nothing to do with the icons. One typical piece of vampire
lore shouldn’t be as mutable: in the 13th Age, the only vampires afraid of cross-shaped objects are vampires who fear
being enslaved by the Lich King. As usual, the fear is a small deterrent, not an actual problem for a determined
vampire. In the hands of someone who is not a devoted follower of the Lich King, a cross-shaped symbol is nothing
but an irritant.
Termatrix the Dracolich
This massive undead monster has a mithrillium sphere embedded in its skull.
Huge 13th level spoiler [UNDEAD/DRAGON*]
Initiative: +30
Vulnerability: holy, force
Fangs, boney claws, and skeletal tail +18 vs. AC (1d6 enemies)—80 negative energy damage
[twice per battle] Natural even hit or miss, if the attack would beat the target’s MD: The target’s soul is temporarily
knocked out of their body! The target is weakened and hampered (easy [6+] save ends both).
C: Grave breath +18 vs. PD (2d3 nearby or far away targets)—80 negative energy damage
Natural odd miss: half damage.
Limited use: Only when the escalation die is odd.
Now I’m mad: The first time the dragon is staggered each battle, it uses its breath weapon as a free action that does not count
against the normal uses of its breath.
Flight: The dracolich can fly, flapping its ragged wings with thunderous beats.
Fear: While engaged with this creature, enemies that have 144 hp or fewer are dazed (–4 attack) and do not add the escalation
die to their attacks.
Resist everything except holy and force 12+: When an attack targets this creature, the attacker must roll a natural 12+ on the
attack roll or it only does half damage. The exception to this is holy damage and force damage attacks, to which the dragon
is vulnerable (they crit on a 17+).
Nastier specials:
“Your soul is mine now”: When the dracolich knocks a target’s soul out of its body the undead dragon snatches hold of it,
making the save to end the hampered and dazed condition normal (11+) instead of easy.
Zombie puppet: If a target fails three times in a fight to save to regain their soul then the dazed and hampered effect on them
ends and is replaced by the confused effect. Until they get their soul back by successfully saving against the confused effect
(or by the dracolich being killed) their creature type becomes undead.
Escalator: A dragon adds the escalation die to its attack rolls. Normally this is a standard dragon ability, but it is up to you if
a dracolich can use it too, or if dragons give up the ability when they are welcomed into the undying service of the Lich
King.
AC 29
PD 25 HP 1300
MD 24
* We don’t usually give monsters multiple types or sub-types; however an undead dragon is very clearly a dragon and is also self-
evidently undead, so in this one case it is justified. As a GM treat it as a dragon and/or undead, depending on what you feel to be most
appropriate. If players have something that affects dragons or affects undead then it affects this undead dragon.
If this is not a combat encounter… the adventurers hear a whistling sound and then burning rocks from the sky begin
impacting all around the hill. It is a DC 25 skill check per adventurer to avoid the hazards that the meteorites pose to the
party, every time the adventurers fail it triggers one of the following hazards.
If this is not a combat encounter… the adventurers, upon reaching the chapel, find it deserted. Meteorites have
damaged the structure, and many of the windows are blown out. Tell the players that if the adventurers get into a fight that
is too tough and they flee back to here that they will get +2 to their attacks due to knowing the lay of the land.
If the adventurers have yet to fight the dracolich then a DC 30 search check will reveal that the book on the lectern is a
blasphemous text that deifies the Lich King. In its pages it lists the Lich King’s servants, and reveals that Termatrix has a
weak spot on her back… in the fight with the dracolich the crit range of the adventurers is expanded by 1.
If the adventurers have yet to fight the vampires then a DC 30 skill check involving examining their environment will
allow the adventurers to realize that the shattered glass window shows a vampire being repelled by a holy icon of the elven
god of smiths. When the adventurers fight the vampires showing that holy symbol (a quick action) will cause all vampires
to pop free and will increase the escalation die by 1.
The meteorites have left behind glowing craters full of molten rock.
4.3b The Unquiet Graveyard.
The Necropolis is one giant graveyard in places, thousands of graves stretching off in every direction. Though it is night,
the sky is lit by falling stars, and the adventurers can see that many of the graves have been opened. Though there are no
undead about, it is obvious that these bodies were about to be awakened to unlife. Maybe the meteorites falling on his
island have caused the Lich King to wish to bolster his ranks, or maybe this was a planned re-awakening of workers that
was interrupted by the falling sky-rocks. Whatever the reason the graves have been left open.
If this is not a combat encounter… as the adventurers pick their way through the graveyard, some of the dead stir to
action. They are not fully revived to unlife, consider them to be sleep walking. They are easy to cut down so this isn’t really
a proper fight. It is a DC 25 skill check per adventurer to avoid getting grabbed by a hand or bitten by an errant skull;
adventurers can use a basic attack roll against a defense of 30 in place of a skill roll. Every time the adventurers fail the skill
check it triggers one of the following hazards.
If this is not a combat encounter… the adventurers stumble about the graveyard, looking for evidence of the undead
dragon’s presence, and although there are claw marks in the ground, they are not fresh. Tell the players that if the
adventurers get into a fight that is too tough and they flee back to here that they will get +2 to their attacks due to knowing
the lay of the land.
If the adventurers have yet to fight the dracolich then examining the graves will show a body of a beast that is similar
to that of a dragon. The dragon-like creature gives the adventurers an idea on how to fight the dracolich if they succeed on
a DC 30 skill check involving dragon physiology, allowing them to start with the escalation die at 1.
If the adventurers have yet to fight the vampires then a DC 30 skill check involving searching the graves will show the
adventurers a vampire staked through the heart. The vampire is buried with a silver dagger, which is magical…
Grave-Silver Dagger
A silver dagger made in the shape of the Lich King’s sigil, forged from silver coins taken from the eyes of the dead.
Epic tier implement, symbol, or small one-handed weapon.
Always: +3 to attack and damage with this weapon, or with spells cast while wielding the dagger. Whenever
this blade kills a vampire it drains part of that vampire’s essence and its wielder can spend a free recovery as
a quick action on the same turn, though some would argue that doing so is itself rather… vampiric.
Recharge 6+: A vampire killed with this weapon won’t return. There may be other ways to permanently kill a
vampire of course, but this dagger is a sure-fire way to prevent its return as the silver blade drinks in their
essence.
Recharge 11+: Make one vampire, were-creature, or other similar ‘creature of the night’ vulnerable to all attacks
until the end of the battle. This won’t work on were-creatures allied with the High Druid.
Quirk: The blood is the life.
The dead are restless.
4.3c The Silent Cove.
The dracolich is fond of washing its bones in a discreet and sheltered cove of the Necropolis’ shore. The cove is also a
favorite spot for smugglers to come ashore and trade goods from the mainland for the gold and silver in the Lich King’s
treasury (or at least for his servants’ grave goods). If the adventurers don’t find the dragon, might at the least find a group
of smugglers and be able to trade with them for things that they need or for information about the dragon. Though it is
night, the strange comet in the sky provides light to see by.
If this is not a combat encounter… as the adventurers pick their way along the shoreline they hear a strange whistling
sound in the air. The adventurers have but moments to find cover among the rocks of the shoreline before the meteorites
that accompany the comet strike the area around the cove. Dodging the comet is a DC 25 skill check per adventurer, every
time the adventurers fail it triggers one of the following hazards.
If this is not a combat encounter… the adventurers see a boat out at sea, struggling amid the sudden waves caused by
the meteorite shower. It is obvious to the adventurers that the ship is a smuggler’s dhow. The adventurers will have half
an hour or so to become familiar with the terrain before the smugglers arrive. Tell the players that if the adventurers get
into a fight that is too tough and they flee back to here that they will get +2 to their attacks due to knowing the lay of the
land.
If the adventurers have yet to fight the dracolich or have yet to fight the vampires then the adventurers will be able to
purchase a weapon that the smugglers refer to as a “scroll of dissolution”, a magical battle-ritual that can kill enemies. It will
cost the adventurers 600 gp for the scroll though a DC 25 skill check will get the price taken down to 500 gp. The smugglers’
black-market weapon will be easy to take by force if the adventurers decide to go that route… the smugglers only expected
to meet some death cultist middle-men who were going to sell the weapon to a party of adventurers from Drakkenhall. The
smugglers names are Dabney Corso (a human) and Nibblin Kendrik (a gnome), and they work for the Prince of Shadows.
They have other items for sale, such as oils, runes, and healing potions.
Scroll of Dissolution
Epic tier one-shot item.
Use: Any ritual caster can use this scroll, as a series of standard actions intended to destroy a target the caster designates.
Reading aloud from the scroll requires a ritual skill check. Keep track of the skill check results, adding them together.
When the ritual caster finishes reading, the scroll explodes and the target takes the escalation die times the total
accumulated ritual result in damage (maximum 600 points of damage) of every type (acid, cold, fire, force, holy, lightning,
negative energy, thunder, poison, etc) as successive waves of magical energy hit it, blasting it apart. If the ritual caster
stops reading the scroll for any reason the scroll ‘goes off’, the damage hitting the intended target. If the target dies before
the ritual is completed, the scroll is not expended.
The smuggler’s boats make for uncertain footing (-1 to attacks when fighting on them unless you have an appropriate
background). The water is chest-deep and rises in unexpected swells (it takes a quick action and a move action to
disengage, instead of just a move action).
4.3d The Throne of Blood.
The dracolich has been known to work for a clan of vampires, flying out from the Necropolis and snatching sailors from
their ships and bringing them back for the blood drinkers. Exactly what the vampires get from the deal is unknown to the
Archmage’s scryers, but they do know that the clan maintain a bastion on the north side of the Necropolis.
Vampires typically don’t leave their lairs unguarded, and this clan is no different. Of course most of the ghouls that
guard the bastion flee when the adventurers show up, they are loyal to the vampires but know when they are outmatched.
If this is not a combat encounter… the adventurers scare off most of the guardian ghouls, but in doing so they attract
the attention of some the Lich King’s mortal subjects who attack them from a distance and flee when confronted. This isn’t
really a combat, more the adventurers running the gauntlet. It is a DC 25 skill check per adventurer to avoid the attacks of
the Lich King’s servants, every time the adventurers fail it triggers one of the following hazards. Spending a 5 with a positive
relationship with the Lich King will excuse an adventurer from having to make a skill check; spending a 6 result with either
a positive or conflicted icon relationship with the Lich King will negate the negative effects of a failed skill check for the
whole party.
If this is not a combat encounter… the adventurers find the bastion empty. The vampire clan is not present, and neither
is the dracolich. Any servants that were here fled when they saw the adventurers coming. Tell the players that if the
adventurers get into a fight that is too tough and they flee back to here that they will get +2 to their attacks due to knowing
the lay of the land.
If the adventurers have yet to fight the dracolich then a DC 30 search check involving searching will reveal to the
adventurers a secret compartment beneath the seat of a throne. It contains the dracolich’s phylactery; smashing that during
the fight (a quick action) will daze the dracolich (save ends).
If the adventurers have yet to fight the vampires then a DC 30 skill check involving knowledge of undead creatures will
allow the adventurers to find the vampire’s coffins. Smashing the coffins will mean that the vampires start the combat
weakened until the end of their first turns.
In this area vampiric regeneration restores double the normal hp when the escalation die is 1-3.
4.4 The Mystic Orrery is repaired, but all is not well.
As soon as the adventurers pry the mithrillium sphere free of the dracolich’s colossal skull and hold it aloft in triumph
the warlocks on Vantage spin up the teleportation chamber and whisk them home. With the now-familiar pulling-twisting
sensation of travelling through un-space the adventurers find themselves back on Vantage. Vantage’s quaestor, Vastari
Durrel, gratefully receives the sphere from the adventurers and hurries with them to the chamber where they first had their
audience with the Archmage. The ceiling of the great hall is still filled with the image of the night sky, but now the
mysterious commet blazes brightly across the sky and shooting stars mar the usual constellations. The attendant wizards
hurriedly ignite the magical wood in the fire pit and pronounce unpronounceable words, and the fire pit once more fills
with a sinuous blue flame and the image of the Archmage.
He addresses the adventurers:
“Greetings once again brave adventurers. Through your efforts we were able to bypass the restrictions and
wards placed by my predecessor upon retrieving those parts needed to repair the Mystic Orrery.”
Vastari passes the orb to the image, and paradoxically the Archmage takes it, reaching across hundreds of miles as easily
as an adventurer would reach for an item on their belt. As he takes the orb all feels right with the world. The Archmage
smiles at the adventurers, and continues.
“The Dragon Empire is safe thanks to you. I wish to reward you, so I h— g— with you— rizon—.”
Suddenly the Archmage’s image cuts out, as the flying city of Vantage lurches to one side. The adventurers can hear
falling masonry and screams, and taste the burnt tin tang of magic in the air. The magical lights in the hall flicker and go
out. The Archmage’s image reappears briefly and reaches out his hand to the adventurers to make a gesture. With a
sickening lurch the party and quaestor Durrel are whisked by magic to a hillside overlooking the valley over which Vantage
floats. By the light of the comet that still burns in the sky, it is clear that something is attacking Vantage!
This concludes the adventure! The party are heroes, and have the gratitude of the Archmage. Characters who survived
this adventure may from now on re-roll one positive icon die with the Archmage each time they roll their icon dice.
Anybody who wishes to swap icon relationship points around so that they have positive relationship with the Archmage
can do so now.
As to Vantage... for that read (or better yet GM or play) Shards of the Broken Sky. Shards of the Broken Sky is aimed to
take adventurers from 1st to 10th level, as a full campaign, and deals with the mystery of who attacked Vantage and why.
You’ll be able to learn more about the comet, its origin, and its effects on the Dragon Empire in the next season of
organized play.
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.
Minis
When running combat in 13th Age remember that miniatures don’t represent exactly where a character really is, it is a rough
approximation of where characters are in relation to each other. You don’t 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 don’t worry about it. There isn’t 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 don’t 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 volcanoes—they 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.
‘Bus Stop’ GMing… What?
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.
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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.. Tales of the 13th Age adventures copyright
Illustrations by rich Longmore, and Aaron McConnell and Lee Moyer, and ASH LAW.
Maps by ASH LAW (With thanks to Jean-Baptiste Pillement for his help with parts of one of the maps’ background, and to Joseph Wright of Derby for his help with the comet
pictures).
Adventure by ASH LAW, Edited by Rob Heinsoo
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