chapter 10
Goblin Messenger
Grunt Imp
1st level troop [humanoid] 2nd level troop [demon]
Initiative: +3 Initiative: +9
Club +6 vs. AC—6 damage if the Festering claws +7 vs. AC—2 damage,
goblins and their allies outnumber their and 5 ongoing damage
enemies; 4 damage if they don’t.
Curse aura: Whenever a creature attacks the imp
R: Shortbow +6 vs. AC—4 damage and rolls a natural 1–5, that creature takes 1d8
psychic damage.
Shifty bugger: Goblins gain a +5 bonus to disengage
checks. Flight: Messenger imps fly high and fast, but it takes them
a few seconds to get their wings buzzing fast enough
AC 16 HP 22 to take off.
PD 13
MD 12 AC 19 HP 32
PD 14
Goblin Scum MD 14
1st level mook [humanoid] Pathetic Goblin
Initiative: +3 Zombie
Club +6 vs. AC—4 damage
R: Shortbow, +6 vs. AC—3 damage 0 level mook [undead]
Initiative: –1
Shifty bugger: Goblins gain a +5 bonus to disengage checks. Vulnerability: holy
AC 16 HP 5 (mook) Withered limb +5 vs. AC—2 damage
PD 14 Natural 16+: Both the zombie and its target take 1d4 damage.
MD 11
Headshot: A critical hit against a pathetic goblin zombie deals
Mook: Kill one goblin scum mook for every 5 damage you deal triple damage instead of the normal double damage for a crit
to the mob. (probably not relevant in this fight, since goblin zombies are a
separate mob from the goblin scum).
Goblin Shaman
AC 13 HP 7 (mook)
2nd level caster [humanoid] PD 10
Initiative: +6 MD 7
Pointy spear +6 vs. AC—5 damage Mook: Kill one pathetic goblin zombie mook for every 7 damage
you deal to the mob (which ironically may not help if these
R: Shaking curse +6 vs. PD—8 damage, and until the end of the zombies surface piecemeal).
shaman’s next turn, the target takes 2 damage whenever an
enemy engages it or disengages from it
Natural even hit or miss: Choose another nearby enemy; it also
suffers from the engage/disengage effect until the end of the
shaman’s next turn.
Shifty bugger: Goblins gain a +5 bonus to
disengage checks.
AC 17 HP 34
PD 12
MD 16
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AT BOLTSTRIKE NPCs at
PILLAR Boltstrike Pillar
Boltstrike Pillar is a massive stone column that twists and Depending on the icon controlling Boltstrike Pillar, there are
turns seven stories into the air. The tower has been a node of three possible NPC leaders of the guards. They are meant to
supernatural forces for ages. It may have started as a more- be NPCs you roleplay rather than NPCs for which you need
or-less natural formation, but over the centuries it has been stats. These leaders are not the traitor, though their second-in-
partially hollowed out and carved into living spaces and magical command might be. In each case, the warriors mentioned below
workshops. Around the tower is a walled area with a few stone are guarding around a dozen non-combatant magicians and
and timber dwellings and storage structures, a well, etc. Other three or four servants.
features of the living space outside the wall depend on which
icon holds power. Play off these areas as you like and be sure to During initial greetings, assuming that one of the PCs
include details of their destruction when the dragon attacks the is arriving to take ownership of Glaezentorg, the second-in-
tower later in the adventure. command guard will explain that the warrior presently holding
Glaezentorg is finishing the rituals that will sever the tower’s
Archmage: Herb gardens, small livestock pens for goats and connection to the weapon, and that those rituals will be finished
sheep, and an archery range for the soldiers. sometime past midnight.
Elf Queen: A tamed stream, butterfly gardens, a symbolic Archmage: The Wizard Militant is a middle-aged half-elf
palisade containing branches from the home forests of each of the female named Ameliefor who wears chain armor beneath her
wood elves at the tower, and roosts for the hunting falcons that wizardly robes. She’s all-business, with little time to chat about
cannot live within the tower itself because of its overwhelming trivialities. She’s served by four or five 1st level human and half-
magical energy. orc warriors armed with crossbows and pikes. They guard around
a dozen non-combatant wizards and a few servants.
High Druid: Caves for an allied dire animal or two, cook
fires, tents, and hammocks. Her second-in-command, Varis, an apparently friendly male
human wizard, will chat about weather control and ley lines and
First Impressions anything else the PCs might want to know about Boltstrike Pillar.
As the PCs get close to Boltstrike Pillar, they’ll probably be met Elf Queen: Quellis is a female high elf wizard. She’s
by the leader of the guards and their second-in-command along extraordinarily beautiful, but if you look at her too long, you see
with a couple of the warriors who help guard the tower in the few lightning bolts dancing in her eyes. It’s disconcerting, particularly
cases when its magical defenses aren’t sufficient. The guards will because she tends to stare a bit too long herself so that you feel
be pleased to hear that the PCs caught lurking goblins. News that compelled to match her gaze until you’re forced to look away.
the goblin raiders are associated with an enemy icon will come as The guards under her command include a half-elf, three wood-
a small surprise and will lead to a request for further assistance elves, and a human, all rangers or fighters of some sort.
after the PCs have had a chance to get settled in the buildings
outside the tower. Her second-in-command is a personable male half-elf fighter
named Zanj who clearly handles all the personal interactions that
The PCs will not be invited into the tower itself, at first, are uninteresting to Quellis.
because its aetheric vibrations gradually harm those who have
not been ritually prepared to endure its magic. Even from the High Druid: The present leader of the guards is a half-elf
outside, the PCs can tell that Boltstrike Pillar and everything in woman named Torrent, a druid who wears a tiger pelt cape that
it is a notch above what they can usually handle. The massive seems to be part of her body when someone gets a good look at it.
doors, the impressive balconies, and even the way the tower She glides from point to point on winds that carry her along while
dominates the landscape all give the PCs a clear impression that merely mussing everyone else’s hair. Her warriors are five human
they’ve reached a site with true power. If your players are the type and half-elven fighters armed with spears and bows.
who want to know what’s going on with the mechanics of the
game, tell them that because the Boltstrike Pillar is a champion Torrent’s second-in-command is a male human fighter
environment (the type of place 5th to 7th level characters are more named Sun, who has golden eyes.
accustomed to), the DCs for doors, traps, and everything else in
the tower are 5 higher than what the characters would normally Discussions & Deceptions
deal with.
News of the goblins’ presence is going to come as a surprise to the
Boltstrike Pillar community. Somehow the goblins were masked
from them. The tower’s commander will call for immediate
targeted divinations that will uncover a group of hobgoblins and
goblins massing in some nearby ruins named Greenstand for the
trees and shrubs that make the ruins appear to be a giant topiary.
Greenstand is a bit of a joke for the defenders of Boltstrike
Pillar: as they explain, enemies preparing for an assault on the
tower nearly always decide that Greenstand is a good place to hide
and prepare for the attack. So the tower’s defenders have seeded
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the ruins with fireball and force blast spells that will erupt and Late to the Massacre
target enemies within the walls of the ruins. All that’s required is
for a spellcaster touching the walls to speak the activation words The PCs were given directions for a route to approach Greenstand
as a quick action. through a hidden culvert. The hidden approach slows them down
slightly, or they might find a way of getting eyes on the ruins
As a quick mission, the leaders at Boltstrike Pillar will ask faster. In either case, they’re going to find a massacre zone. If you
the PCs to handle the problem; they should be able to slip into like, have a couple of goblin survivors attempting to escape in the
Greenstand as night begins to fall and use the seeded magic and darkness, but there’s no true battle there. A great blue dragon
their own powers to blast the hobgoblins and goblins in their strafed the ruins while its allied sorcerers activated the magical
hiding hole. traps set up by the magicians of Boltstrike Pillar.
Ideally, the commander of Boltstrike Pillar wants to send Use as many of the images and events in the short list that
the PCs to handle this attack while she tries to figure out why the follows as you like, along with magical, warfare-related, or dragon-
tower’s detection magic didn’t notice enemies hiding in Greenstand related DC 15 skill checks to figure out what happened at the
sooner. The answer to her question, of course, is that Boltstrike ruins. Failed skill checks could fail forward in the sense that the
Pillar holds a traitor who tampered with all the tower’s detection PC figures out what happened but is hit by a lingering booby trap.
magics, but that’s not going to become clear until it’s too late. • First booby trap: A pea-sized ball of flame pops up from the
MISSION TO eye of a dragon painted on the floor that was partly hidden by
GREENSTAND a corpse and explodes into a fireball; +5 vs. PD (all nearby
creatures)—1d12 fire damage.
If the PCs turn down the mission to attack the goblins at • Second booby trap: Converging lines of force flicker for a
Greenstand, they’re given dirty stares and assigned quarters for moment as a PC steps on a tile that failed to activate earlier;
the night outside the tower’s warded areas. Once they bed down, +6 vs. PD (the PC tripping the trap)—2d8 force damage.
however, their sleep will be interrupted. • Everyone sees that the ruins are littered with hobgoblin
corpses that have sizzled and fried flesh.
The mission to attack Greenstand comes with immediate • Lightning bolts shredded the trees from above.
rewards that the commander will mention as she asks the PCs • Fire and acid scoured the bodies inside the ruins. It looks like
to deal with the hobgoblins: she will get the tower’s defenders the ruins’ booby traps were triggered already. Experimentation
to loan the PCs one suit of adventurer-tier magic armor and one with the trigger phrase would verify that; the magic is expended.
adventurer-tier magic implement or weapon. Both are items that • Claw marks of a very large dragon imprint the mud beside the
have been waiting to be integrated into the tower’s defenses. In hidden culvert where the dragon landed on a goblin shaman. Those
addition, she’ll give each PC a healing potion (one of which will reports of attacks by servants of the Three? Potentially correct.
be a champion-tier healing potion). It should be obvious to the • Whoever did this is already gone and they didn’t even stop
PCs that this gift is a royal haul, and PCs who try to barter for to search the bodies: one of the hobgoblin warmages was
more should be given the feeling that they’ve erred. carrying a +1 magic dagger of spell recovery: The magic bonus
also applies to your attempts to recharge spells. Quirk: When
If the PCs insist on a guide or help from those at Boltstrike Pillar, you get the chance, you want to dip your fingers into blood
or if the PCs seem untrustworthy, the second-in-command will and fingerpaint with it.
accompany them and can be as helpful or as annoying as you wish. • A few hobgoblins who managed to run out of the ruins were
dropped by crude heavy spears, the kind of weapons wielded
Approaching the Ruins by lizardmen, because they’re too stubborn to learn how to
use better weapons.
Greenstand is an hour or two away, depending on how quickly • Depending on whether the PCs figure out what the danger is
the PCs can move in the darkness. When the PCs are fifteen or going to be, you may end up giving them a push by describing
twenty minutes away from Greenstand, they start seeing flashes how the sky in the direction of Boltstrike Pillar is exploding
and hearing explosions from the direction of the ruins. with lightning and magical spells.
What’s happened is that the traitor at Boltstrike Pillar has Grim Wisdom
notified his contact with the Three that there is another enemy
icon preparing to move on the tower. Armed with the knowledge At some point during or after the exploration of Greenstand,
of the booby-trap spells, a large blue dragon and a group of the PCs may realize that they have been drawn out of position
dragonic sorcerers and lizardmen have stopped by Greenstand while their enemies move on Boltstrike Pillar. It could come as
on their way to Boltstrike Pillar to put an end to the competition. a moment of cold wisdom, when hearts sink, teeth clench, and
resolve pushes heroes onward. If the PCs muster any type of
302 resolve or courage, give them an incremental advance on the spot.
It’s not an incremental advance they’ve earned. It’s an
advance they need. If you use music to set the tone of your games,
this is the moment for something grim that promises trouble.
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Notifications Dragon vs. Pillar:
A Narrative
The PCs may realize that warning Boltstrike Pillar is a good idea,
but they’re going to have a hard time of it. Whether they use spells, After a traitor inside Boltstrike Pillar shut down the tower’s main
flying familiars, or other cunning methods, succeeding with a defenses, a large blue dragon named Krovikir landed on top and
message requires a DC 25 check (champion tier opposition, hard blasted the magical flame atop the tower again and again with its
task). Magic interference hurts spells, sudden lightning storms lightning breath. Sorcerers and warriors allied with the dragon
drive away flying familiars, the weather is suddenly a terrible swarmed off its back and descended into the tower, slaying any
stormy mess, etc. they could find.
If a message does get through, the defenders of the tower The commander of the tower used her spells to drive the
succeed in not being wiped out completely, but treachery and the dragon off the tower and to strike off one of its wings, but the
dragon’s overwhelming attack will probably still eliminate most commander was then struck down by the traitor, who can now be
of Boltstrike Pillar’s ability to defend itself. given a name. Having the traitor use Glaezentorg to strike down
the commander feels right here.
DRAGON ATTACK
The traitor is conducting a ritual at the top of the tower
Handle the timing of the following scenes however you like if the with the warriors of the Three that survived the fight with the
PCs head back to Boltstrike Pillar. commander. The crippled blue dragon is either rampaging near
the tower’s base, slaying any it can find, or trying to escape,
The first scene, Dragon vs. Pillar, is something the PCs whichever option you prefer.
either witness from a distance or hear about from a Boltstrike
survivor running away from the battle. Boltstrike Pillar’s original defenders are slain, routed, or
captured and about to be sacrificed in a ritual. Now it’s
The second and third scenes are battles you up to the PCs.
can play in the order that works best. The PCs
will face the first battle as 1st level characters Fighting the
(assuming that’s how they began) with a Dragon
couple incremental advances.
Normally, an 8th level large blue dragon
Leveling up after the first battle: is over the PCs’ punching weight, even if
Whether the PCs confront the traitor or the they already fought the traitor and have
crippled dragon, they’ll have earned second leveled up to second. But if that dragon
level. Yes, it’s a break in the action, but it’s the gets spell-blasted by the tower’s commander
type of break players usually accept. and crashes to the ground with one wing
destroyed, unable to fly away? That’s a fight the
If the PCs don’t go back to Boltstrike: PCs might live through as well as enjoy. The dragon’s
Cowards? Or do they have some cunning plan? injuries are obvious to the PCs when they see it.
The Three take Boltstrike easily, the traitor achieves You can now treat what started as an 8th level monster
monstrous levels of power, and the PCs risk blame for as a 4th level enemy, tough but not impossible. The crippled blue
everything, including running away with magic items that dragon is about right as a fight for four or five 2nd level PCs; if
belonged to the Pillar when the Pillar was being conquered by there’s more than five PCs, you should give it an ally or two.
its enemies. This battle could play out while the traitor is still trying to
assume control of the tower. Or it could come after the PCs have
fought the traitor, if the PCs decide to track down and eliminate
(or interrogate?) the blue dragon, since it can no longer escape to
the skies and is moving on land.
If the PCs are still 1st level, say that the dragon is even more
messed up: subtract 2 from all its attacks and defenses (and don’t
worry, its crippled escalator ability will still make the dragon a
lethal threat).
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Crippled Blue Dragon The Name of the Traitor
Large 4th level caster [dragon] If you haven’t settled on one of the named NPCs or
Initiative: +7 a character from a PC’s backstory as the traitor, you
Vulnerability: force could use the name Zvegdar, the name of the traitor
in our earlier playtest drafts. To players familiar with
Double claws +8 vs. AC (2 attacks)—7 damage those drafts, using the name Zvegdar is foreshadowing.
Natural even hit or miss: The dragon can make a bite attack as
a free action. Fighting the Traitor
[Special trigger] Bite +8 vs. AC—10 damage, and 1d10 lightning Aided by lizardmen that flew in on the dragon’s back, the traitor
damage is attempting to conduct a ritual in the new slightly lower-down
top layer of the tower to take control of the tower’s magic for the
C: Lightning breath +8 vs. PD (1d3 nearby or far away Three. If the PCs don’t stop him, he’ll eventually succeed.
enemies)—15 lightning damage
Natural even hit: The target is also dazed (save ends). The ritual involves the ritualistic slaying and consumption of
the captured non-combatant magicians of Boltstrike Pillar, so the
Already staggered: This dragon is so badly hurt that it counts as sooner the PCs deal with the traitor, the more survivors they save.
being staggered. One wing is destroyed and the dragon cannot fly.
Rather than letting the PCs get all the way to the top of the
Crippled escalator: When the escalation die is even, the dragon tower to fight the traitor right away, treat a battle up the winding
adds the escalation die to its attack rolls. stairs against the lizardman allies as part of the fun. With combat
adrenaline going, it probably takes four or five move actions to
Wheezing breath: The dragon can use lightning breath 1d2 times reach the ritual at the top of the winding stairs. Remember that
per battle, but never two turns in a row. any DCs for stunts inside the tower are champion tier, starting
at DC 20 instead of 15. The lizardmen will get in the PCs’ way,
[vs. 2nd level PCs only] Faltering counter-spell: When an enemy blocking the stairs, firing spells down on enemies beneath them,
targets this dragon with a spell, the dragon might be able to roll and attacking anyone who gets by them to fight the traitor.
a save; success means the spell has no effect on the dragon. If
the level of the spell is lower than the dragon’s level, it’s a hard Fighting the traitor may seem simple at first. He’ll rant and
save (16+). If the spell is equal to its level or higher, it doesn’t rave about the Three and probably use Glaezentorg’s power, and
get to roll a save. the escalation die should be high from the fight up the stairs, so
the PCs may take him down quickly. But there’s a surprise! On his
Resist lightning 16+: When a lightning attack targets this creature, third turn in combat, or when the PCs drop the traitor’s normal
the attacker must roll a natural 16+ on the attack roll or it only humanoid form to 0 hp (or otherwise take him out), the traitor
deals half damage. transforms into a hideous dragon-man mutant (see the art!) and
keeps fighting, ignoring any conditions that had affected him
AC 20 HP 120 before the transformation. It’s a horror-movie moment. And this
PD 18 is officially now a very tough fight.
MD 18
The traitor won’t fight to the death if he can help it. If it
looks like he is going to lose, he’ll try to run for the edge of the
tower and throw himself into the sky . . . and fly away. The PCs
will have gained both a victory and an ongoing villain.
Use the apppropriate Traitor Fight chart below based on the
PCs’ level to see how many enemies the PCs should face.
Traitor Fight Chart: 1st level PCs Traitor Fight Chart: 2nd level PCs
Number of PCs Traitor Lizardman Lizardman Number of PCs Traitor Lizardman Lizardman
Magician Savage Magician Savage
3 1 3 1
4 1 11 4 1 21
5 1 21 5 1 22
6 1 22 6 1 32
7 1 32 7 1 42
33 43
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Lizardman Transformed
Magician Dragon-Thing
1st level caster [humanoid] Large 3rd level wrecker [humanoid]
Initiative: +5 Initiative: +8
Stone dagger +5 vs. AC—4 damage Glaezentorg dropped: Once transformed, the traitor drops the
weapon and ignores it.
R: Acid spray spell +6 vs. PD (1d2
nearby enemies)—3 acid damage Fangs & claws & spikes +8 vs. AC—11 damage
Natural even hit or miss: The target also Unexpected attack: The dragon-thing rolls 3d20 for this attack
takes 3 ongoing acid damage. and uses the highest roll—lots of crits!
AC 15 HP 30 Dragonblooded mutant: Once per battle, the dragon-thing can
PD 11 entirely negate the effects of one attack against it.
MD 15
Flight: Although the traitor didn’t have dragon wings, the dragon-
Lizardman Savage thing sure does, and given the chance, it will fly away to attack
again another night.
2nd level wrecker [humanoid] AC 19 HP 90
Initiative: +6 PD 16
MD 15
Stone-tip spear (or club) +7 vs. AC—7 damage
Natural 16+: The lizardman savage can make a bite attack against AFTERMATH
the target or another creature engaged with it as a free action.
[Special trigger] Bite +7 vs. AC—5 damage, and the lizardman If the PCs defeat the traitor first but can’t face the dragon, the
savage can make a ripping frenzy attack against the target as a devastation the dragon will wreak outside could be considered
standard action during its next turn if it’s engaged with that target a form of acceptable losses. Maybe the PCs hunt the dragon
down afterward.
[Special trigger] Ripping frenzy +9 vs. AC (3 attacks)—5 damage
Or perhaps this situation will be a case where the PCs’
R: Thrown spear +6 vs. AC—5 damage future adventures are spurred by an initial failure.
AC 17 HP 32 If the traitor escaped, plots of the Three will now
PD 16 certainly target the PCs. Or perhaps they’ll be proactive
MD 12 and track the traitor immediately toward Drakkenhall.
The Traitor Depending on how kind you wish to be, victory
against the Three’s attack could certainly be repaid
1st level troop [humanoid] with the permanent gifting of the magic items that were
Initiative: +6 originally on loan. It’s not like the defenders of the tower are
presently in a position to argue. But such selfishness should
Glaezentorg +7 vs. AC—6 damage have consequences later in the campaign. . . .
Glaezentorg’s thirst: Once per battle, when a creature wielding
Glaezentorg hits with an attack that staggers or drops an enemy,
it can make another melee attack that turn as a free action.
Dirty trick: Once per battle after missing with an attack, the
traitor can make a dirty trick attack against the enemy it missed
as a free action.
Dirty trick +6 vs. MD (one missed enemy)—The target is
dazed until the end of the traitor’s next turn.
AC 16 HP 28
PD 12
MD 15
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appendix a
APPENDIX B: STAT ARRAYS
If you’d rather not fiddle with the math of the point-buy system of choosing your ability scores, grab one of these arrays of the six ability
scores. Of course you get to arrange the ability scores in the order you’d like them. (All arrays built with 28 points.)
18 16 10 8 8 8 17 16 12 9 8 8 16 14 12 12 10 10
16 12 12 12 12 10
18 15 10 10 8 8 17 16 10 10 9 8 15 15 15 10 10 8
15 15 14 12 10 8
18 14 12 10 8 8 17 15 12 10 9 8 15 14 14 12 10 10
15 12 12 12 12 12
18 14 10 10 10 8 17 14 14 10 9 8 14 14 14 14 12 8
18 13 12 10 9 8 16 16 14 10 8 8
18 12 12 12 8 8 16 16 10 10 10 10
18 12 10 10 10 10 16 15 14 10 10 8
17 17 10 8 8 8 16 14 14 12 10 8 14 14 14 14 10 10
INDEX & GLOSSARY
Most class talents, spells, and powers are of your party or an NPC on your side. has a basic melee attack and a basic
not included in this index. The feat list You are not your own ally; make of that ranged attack, usually made with
in chapter 2 (pages 45-55) points toward what you will. 164 weapons. Opportunity attacks are basic
many of the talents and spells. Monsters ambush and surprise 164 melee attacks. Some classes deal miss
are also not included in this index—you Anvil 260 damage when their basic attacks miss;
can find the alphabetical monster list Archmage 314, 314 other less combat-skilled classes don’t.
and page numbers on page 204. Icons are armor 56 battle: Many spells and powers last for
Acovered thoroughly in sub-indices starting attacks (melee, spell, ranged) 167 one battle, a single fight scene. If you
on page 314. attack bonus: Your level, plus your need to count the minutes, five or so
ability: One of six character traits ability bonus, plus your weapon’s magic should do. The important thing is that
usually referred to as ability scores
that figure into attacks, defenses, hit bonus, plus any other bonuses you can abilities that last for a battle are meant
points, damage, skill checks, and other
elements of play. Monsters don’t have scrounge up, added to your attack roll. to force a choice: use the spell now; or
Player characters also add the escalation use it in a later battle? 168, 186
die bonus. 159 behind 162
attack roll: A 20-sided die roll, to which CBloodwood, the 261
186
ability scores unless they really need you add an attack bonus. If the total is building battles 200
burrow
them for some reason. 30 at least as high as the target’s defense,
ability scores (rolling & point-buy) 30 the attack is a hit. If it’s a natural 20, it’s
point-buy arrays see above a critical hit. 159 cast for broad effect/power 95
Abyss, the 20, 260 at-will: You can reuse an at-will power Cathedral, the 262-263
AC, Armor Class: A defense stat, the number Bfreely. It never runs out. chakra: A location on the body for a magic
that an attacker must roll to hit a target Axis, city of swords 261 item. You can use only one magic item
when using regular weapons. Technically associated with a particular chakra. 285
it should be your “Armor Defense,” but we background: A broad term or concept Cha, Charisma: An ability, your force of
love “Armor Class.” 31, 160 describing a character’s suite of skills, personality and social grace. Hard to
actions (usually combat actions) 162 talents, knowledge, and experience. You, the define, hard to miss when it walks by. 30
advance: See incremental advance. 189 player, define your character’s backgrounds champion: The champion tier comprises
adventurer: The adventurer tier in free-form game-world terms. 40 levels 5 through 7. Your adventures in
comprises levels 1 through 4. This tier background points 40 this tier take you far afield and to the
is the kobolds and ogres phase of your choosing backgrounds 40-42 halls of power. 183
career. A more general usage is that we examples 42 character creation steps 29
sometimes call all PCs adventurers, but barbarian 77-81 charge, charging 164
that refers to characters in general, not barbarian feats 46 classes 30, 75-157
adventurer-tier PCs. 183 bard 82-91 class spell progression (general) 75
ally: One of your character’s friends; or bard feats 46-47 class options 75
leaving friendship and affection out of basic attack: One of a character’s baseline starting stats for all classes 76
the equation, one of the other members attacks, as defined by class. Each class class talents: Characteristics/powers that
309
13th age
make a class special. Choose three talents to attacks. 172 equipment (see gear)
out of several available to your class to DC (difficulty class) checks 41, 185 escalation die: Starting on the second
help define your character compared to death attack 200 round of combat, the PCs get an attack
other PCs from your class. 76 death and dying; death save 169 bonus. It starts at +1 and increases by +1
cleric 92-101 meaningful death optional rule 170 each round until it maxes out at +6. This
cleric feats 48 defense: Armor Class, Mental Defense, bonus offsets the fact that all the monsters
close-quarters spell: A spell that you can cast and Physical Defense are defenses that have defenses 1 higher than they should
while engaged in battle, without drawing define how hard you are to hit with be. The party starts each fight in the hole
the usual opportunity attacks. 167 various sorts of attacks. 31, 160 and fights its way up. 162
Cloudhome 263 delay an action 161 Fexperience 189
190
combat 158-177 Dex, Dexterity: An ability, your agility, extraordinary experience
combat actions 162-166 reflexes, and handiness. It factors into
combat example 175 Armor Class, Physical Defense, and Fangs, the 265
combat modifiers 171 Initiative, making it generally useful. 30 far away: Distant enough from a battle
combat sequence 161 Diabolist 16, 314 that you won’t get caught in fireballs
Con, Constitution: An ability score, your dice rolling conventions 160 that hit the front rank. Also, enemies
toughness and endurance. It’s the one dicey moves 164 must spend a round closing with
ability that every class needs. 30 Dire Wood 264 you before they can engage you. The
Concord, city of spires 264 disengage/disengaging: You have a opposite of nearby. 163
conditions 172 chance to get away from enemies you’re fear: A creature under the effects of fear
confused: A confused creature can’t engaged with in battle without risking is dazed and can’t use the escalation die
make opportunity attacks or use any opportunity attacks. 163 (in the case of characters). 172, 200
of its powers on its turn. Instead, it domains (cleric) 95-97 feats: Characters gain one each level. They
makes a basic or at-will attack against double-strength monster 200 let you hand-pick your own bonuses and
a random nearby ally. 172 dragonic, aka dragonspawn 71 the boosts to your powers and talents.
coup de grace 172 Drakkenhall, city of monsters 26, 264 Make your favorite attack better, master
The Court, Court of Stars 66, 264 dungeons 265 your favorite spell. Feats are ranked
crit, critical hit: If the 20-sided die comes EDwarf King 17, 314 adventurer, champion, and epic. 43
64
up 20 on an attack roll, the attack is a dwarves feats per level chart 43
dwarven mines 265
crit and deals double damage. Some general feats 44
Elf Queen 18, 314
attacks and class talents do fun things elven woods 67 feat list by race/class 45-55
elves 66
with crits. If you get lucky and you Emperor fight in spirit 166
19, 314
manage to double the damage again, fighter 102
triple it instead. If you manage to fighter feats 49-50
double your triple damage, bump it up First Triumph 266
to quadruple, and so on. 167 engaged/engaging: Locked in battle. fleeing: Sure you’re heroes, but
crit range: If you can score critical hits Engaged characters might draw sometimes you have to survive to be
on natural rolls other than 20, you have opportunity attacks if they use ranged heroic another day. Unlike some games
an expanded crit range. We’re not the attacks or spells. If they move away from that force you to fight to the last hit
type of game that employs a shrunken enemies they are engaged with, they point, you can opt to run away. You just
daily: Some class talents and powers are
crit range. usable once per day. For better play167draw opportunity attacks unless they have to pay the price. . . . 166
balance, a day is defined loosely, and you
Crusader 15, 314 successfully disengage first. If you are flexible attack: Instead of deciding
Dget your used daily talents back when
using miniatures, push the miniatures which attack to use and then rolling,
together to show they are engaged. 163 characters with flexible attacks roll
environment: The difficulty level of the first, then select an attack that the
location/setting where the characters are natural unmodified result of their
adventuring. There are three levels of attack roll can trigger. It suits the bard
you heal up (see full heal-up). environment: adventurer-level, champion- because the bard gets to tell the story
damage: Attacks and special traits deal level, and epic-level. More often than not, properly after seeing their roll; it suits
damage, which reduces the defender’s characters fight in environments of their the fighter because of the fighter’s
hit points. Characters and stories are own tier. The exceptions, higher or lower, many combat tricks. 167
great and all, but it’s also fun to reduce tend to be interesting. 183 flying realms 267
the bad guys’ hit points. 159 environment chart by level 184 Forge 267
miss damage 167 epic: The epic tier comprises levels 8 forgeborn, aka dwarf-forged 72
damage types 160 through 10. Characters in this tier are free: When speaking of combat, a free
dark elves, aka drow 66 dealing with icons and battling really character/monster is not engaged by an
dazed: Dazed creatures take a –4 penalty nasty critters. 183 enemy. When speaking of recoveries, a
310
free recovery doesn’t subtract from the healing (see recoveries) next session. Pick the advancement
number of recoveries you have to use healing potions 169, 283 that you think you need for upcoming
that day. 163/168 Hell Marsh 271 challenges. 189
free action: An action that takes almost no hellholes 269 information transparency 164
time, like speaking, dropping an item in helpless: Unconscious and sleeping initiative: Highest initiative goes first,
hand, or activating some powers. 162 creatures are helpless. A helpless creature and so on. 31, 159
Frost Range, the 268 takes a –4 penalty to all defenses. 172 cyclic initiative 161
full heal-up: Your hit points rise to maximum. high elves 66 Int, Intelligence: An ability, your capacity
You also get back all the spells cast, powers Highdock 271 for analytical and abstract thought. It
used up, recoveries used, and other daily or High Druid 21, 315 is not the same as bookishness, just
limited-use features. 171, 187 history 194 correlated. 30
fumble: When you roll a natural 1 on an hit: Succeed with an attack. 159 intercept: Blocking an enemy from racing
attack or skill check. A fumbled attack has hit points, HP: A measure of how not past you, especially when they’re trying
no effect, not even miss damage. If you’re dead you are. Damage reduces hit to get to an ally behind you. Since the
shooting into a battle or doing something points. At 0 or lower, you’re pretty characters in the battle are not actually
else risky, it might be bad for you. For skill close to dead. Hit points measure toy soldiers on a table, they can move
gather power: A flashy sorcerer schtick
in which the sorcerer spends their turn
setting themselves up for a double-
Gstrength spell next turn while still
checks, the check fails, usually in some more than your physical capacity to to intercept enemies when it’s not their
particularly bad way. 167 suffer wounds; they also represent turn, within reason. 163
intangibles like your will to fight. Use interrupt action 162
Kneedeep, the
your recoveries to get back hit points invisibility 172
JKoru behemoths Iron Sea, the 271
lost to damage. 31, 168 islands 272
Koru Straights Isle of Fire, the 272
holy one, aka aasimar 71
Horizon, city of wonders 271 Kland, the
getting a small random benefit as the huge monster: Bigger than large. Three
power whirls about them. 135 times as much trouble as a regular Jedna’s Folly 272
gear 55-56 monster, in hit points, damage per
armor and weapon categories 56 round, that sort of thing. 200 272
Ihumans Lregular monster. Some normal-size 272
money/coins 56-57 63 273
price guide 57-59
Glitterhaegen, city of coins 268 icon: Each character is related to one to
five of the world’s thirteen mightiest
gnomes 68 heroes and villains, who are known 257
as icons. Ultimately, the icons and
gods 92, 196 their followers drive the action in the languages 41, 44
gold, gp (see money) 56 large monster: Twice the threat of a
gold piece rewards 191
Golden Citadel 269 campaign, especially when the followers monsters are double-strength, earning
Gorogan’s Maw 269 are player characters. 12-27 them large-style stats. 200
grabbed 172 icon alignment chart 27 last gasp save 200
Great Gold Wyrm 20, 315 icon relationships 35-40, 179 lasting-wound (optional rule) 170
Grey Towers, the 269 heroic and ambiguous icons 37 level: How extraordinary you are, from 1,
group, in a group: Spells and effects that icon relationship dice 37 promising beginner, to 10, world-renowned
target a number of enemies who are close relationship points 35, 38, 39 hero. Monsters go up to level 14.
together instead of being in opposite relationships master chart 36 leveling up 189
directions say that they target enemies villainous icons 38 Lich King 22, 315
who are in a group. It’s a loose distinction icon relationships, how to use 37-39, 179 loot 191
from targeting anyone you like without dramatic events 182 lose: When you lose hit points, it’s different
skipping over enemies. If you are not mid-session 182 than taking damage. You can’t prevent
Hhampered: Hampered creatures can only
playing with minis, wing it. 164 start of a session 179 hit point loss, but if you have temporary
group abilities 202 Mhit points, remove those first.
story-guide chart 180
Lost River, the
implement: A class of items used by 273
half-elves 69 spellcasters to improve their spells
half-orcs 65 (staff, symbol, wand). 286 magic items: Special items that give
characters advantages and bonus powers.
halflings 70 impromptu damage 185-186 True magic items are alive, with their
own distinct personality quirks that are
incremental advance: In advance of
make basic attacks, but can still move your next level, you can gain some of
normally. Being hampered also limits that level’s benefits. At the end of most communicated to their users. 189, 283
things like flexible attacks and monster sessions, you can choose one upcoming magic item powers 286
special abilities. 172 benefit and start using it during your magic items, creating 295
311
13th age
in twos and threes. (See mob.) 199 Pper day: See daily and full heal-up.
magic items, cursed 295 PD, Physical Defense: A defense stat,
magic items, true 284 Moonwreck 274 the number that an attacker must roll
magic items, wondrous 293 move action: Usually moving to engage a to hit a target with poison, a bull rush,
Magma Keeps, the 273 nearby enemy, to get away from an enemy a fireball, or other physical attacks
MD, Mental Defense: A defense stat, the engaging you, to climb, or to do whatever without weapons. 31, 160
number that an attacker must roll to Nyou need to do short of attacking. 162-164
hit a target with mental manipulation, movement 163 per battle: Some character talents,
psychic attacks, stealth, trickery, multiclassing 30 powers, and spells can be used one time
obfuscation, and the like. 31, 160 per battle, while others can be used a
Midland Sea, the 274 natural: When talking of attack rolls or limited number of times. After using a
other checks with a d20, the natural
miss: When your attack roll isn’t high result is what you get with the roll per battle feature, you get it back with a
itself, before adding any modifiers.
enough, you don’t get a hit, but you quick rest or full heal-up.
usually get miss damage or some other player advice 60
effect. An attack on the 13th Age- Necropolis, the 274 player picks 189
scale is a serious threat, whether with nearby: By default, all the participants pop free: When you pop free from an
a sword or a lightning bolt, so even a in a battle are nearby each other. That enemy, you’re no longer engaged with
“miss” can deal some damage (but not means that they can get to each other them. Unlike disengage actions, this
if you fumble). with a move action, if they can navigate isn’t an action, it’s a change in your
miss damage: Damage dealt on a miss. any obstacles in the way. If there’s a situation. When you pop an enemy
Big daily attacks often deal half damage. reason for someone to be farther out, free of you, they’re no longer engaged
A player-character’s at-will attacks they are far away. 162 with you.
typically deal miss damage equal to that New Port, city of opportunity 274 position, positioning 162
character’s level. It sucks to miss, but at next to: A few spells and powers require potion: Potions are special items that
least you move the battle forward. 167 creatures to be next to each other. Use provide a magic effect to their drinker,
mob: A group of identical mooks. 199 your best judgment for positioning if especially healing. 283
mod, modifier: Many d20 rolls add the you’re not using miniatures. Generally, power: Powers are things a character
modifier from one of your character’s allies engaged with the same enemy are can do or abilities that a character has,
ability scores to the roll. The modifier next to each other. 162 often attacks of some sort.
for an ability score equals your ability ONomad 274 QPriestess 24, 315
276 25, 315
score minus 10, divided by 2, rounded Northern Colossus Prince of Shadows
Proudfort 277
down. All the character attacks that
say they add an ability to the attack obstacles and traps 185
or damage roll are actually adding oil: Oils are special items that confer a Queen’s Wood 67, 277
the modifier from that ability, but we magic bonus to a weapon, spellcasting quick action: A quick action you can do
decided we didn’t want to write mod or implement, or piece of armor. The once on your turn, like draw a sword,
modifier thousands of times so we’re bonus lasts for one battle. 284 open a door, reload a crossbow, etc. 162
explaining it as the default. 30 Oldwall 276 quick rest: A short break after a battle
momentum: Many rogue powers depend Omen 276 allows you to regain your used per-battle
on having momentum. The rogue one unique thing: You invent a talents, powers, and spells. You also roll
gains the momentum by hitting with characteristic or story element specialized to recharge each used, rechargeable
an attack and loses the momentum by to your character, some advantageous power. You can use recoveries to regain
getting hit. 127 trait that sets him or her apart. 31 hit points as many times as you like,
money 56, 191 unique examples 31-35 Rthough a staggered character must use
monsters 198-255 one-use magic items 283 at least one recovery. 170
monster design 252-253 ongoing damage 173
monster equivalent chart 186, 203 Opals, the 277 races 29, 63
monster list 204-205 opportunity attack: An attack you make optional races 71
monster roles 202 when an enemy gives you a chance to hit it, racial bonuses and ability scores 63, 71
monster special abilities 200-201 usually by moving away from you without racial powers 63
monster stat charts 254-255 disengaging or by casting a spell when rally, rallying: You can rally during a battle
mook: The lowest scale of monster, engaged with you. It’s a free action. 164 to regain a few hit points. It usually takes
equivalent to a fifth of a regular Orc Lord 23, 315 the place of an attack and it usually costs
monster’s threat, except at low levels, other actions 162-166 you one of your recoveries. 166
where they’re a third. GMs use them overworld 257 random icon influence 183
by the dozen. The horde of mooks ranged spell 167
has a single pool of hit points, letting paladin 110 ranger 116
paladin feats 50
powerful attacks cleave through them ranger feats 51
312
ready an action 161 addition, a rune provides a random wizard spells 150
recharge: After each battle, when you get magic ability. The effect lasts for one stabilized: PCs at 0 hp or below are
Sof your turn. You have to roll 6+ (easy
a quick rest, you can roll for each of your battle. 284 unconscious and dying, but if they’ve been
used, rechargeable powers, including stabilized by an ally, they won’t die as a
those used in a previous battle, to see if Santa Cora, city of temples 279 consequence of failed death saves. Another
they recharge. They all recharge when save: A roll to avoid some bad effect or hit from a battle axe could do them in,
you get a full heal-up. 171 to get out from under one that’s already surely, but not a failed death save. 169
recovery: Your ability to regain lost hit affecting you, usually made at the end stacking rules 161
points. When you take a recovery, roll 1 staggered: Reduced to half maximum hit
die per level and add your Con modifier save), 11+ (normal), or 16+ (hard) with points. Sometimes you can only use a
(x2 Con mod at champion level, x3 at a d20 roll. If a save doesn’t specify its particular power when your target is
epic). That’s how many hit points you type it’s a normal save. 173 staggered. Sometimes it’s only if you
regain. You can do that 8 times per day, Sea Wall, the 279 yourself are staggered. 169
more often if you’re exceptional even seven cities, the 260 standard action: An action you can do
for a player character hero. 168 Shadow Port 279 once per round, up to and including
recovery dice: Determines how many shooting into melee 172 making an attack. 162
hit points you can regain when you skill check: A d20 roll made to see how Starport 279
spend a recovery. Depending on your successful you are using a skill. Roll a d20 story-guide dice 179
class, your recovery dice are d6s, d8s, and add your level, the modifier bonus Str, Strength: An ability, your bodily
or d10s. 76, 168 for the relevant ability, and a bonus for power and capacity for force. It’s good
Red Wastes, the 277 any background that applies. The same for more than hurting things (as if
relationship: Each player character has background can be used with different hurting things weren’t enough). 30
relationships with one or more icons. abilities. Your “bodyguard” background, stuck: Creatures that are stuck can’t
At the start of most sessions, and as the for example, can be used with your move, disengage, pop free, change
GM requests, you roll one, two, or three Wisdom to size up a dangerous situation position, or be moved by another
d6s (sometimes even four d6s or more), or with Charisma to give effective orders without teleporting. 172
depending on the relationship’s overall to people you’re protecting. 41 stunned: Stunned creatures take a –4 penalty
usefulness. If you get any 6s, you gain advancement 43 to defenses and can’t take any actions. 172
an advantage of some type. If you roll environment/tier DCs 184 Tsurprise (ambush) 164
any 5s, you gain an advantage but also opposed rolls 41
suffer interesting consequences. 35 natural 20s 42 talents (see class talents) 76
reloading ranged weapons 56 failing forward 42 targeting 164
resting (see quick rest, full heal-up) 170 songs 83 teleport: Magically move from one
resistance: If your target has resistance sorcerer 132 spot to another without crossing the
against your type of attack, you deal half sorcerer feats 53-54 intervening space. Usually you have to
damage unless your natural attack roll special actions 166 see where you want to go. 175
equals or beats its resistance. Resistance special initiative actions 161 temporary hit points: Bonus hit points
is rated 12+, 16+, or 18+. 173 speed: Usually you move fast enough to that are not added to your normal hit
resurrection 101 get where you want to go in a battle. By point total but are the first hit points
ritual magic: The ability for a practiced default, any character is fast enough to you’ll lose when you take damage.
ritualist to use magic in a free-form close with anyone nearby, unless there They also don’t stack with each other.
way, if given time to concentrate and are obstacles. If there’s some real doubt Temporary hit points always go away at
improvise. 192 as to whether you can cover a distance, the end of a battle. 175
roads 277 instead of counting squares, the GM The Three 26, 315
rogue 124 will call for a roll of some type, possibly Throne Point 279
rogue feats 52-53 a skill check (such as with an athlete, tieflings, aka demontouched 72
round: A unit of time that’s something warrior, or acrobat background) or tier: There are three tiers of play:
between three and seven seconds, long maybe just a save. 160 adventurer (level 1–4); champion (level
enough for everyone to get to take a spell: A magical attack or other effect. 5–7); and epic (level 8–10). The tier
turn in initiative order. We’re flexible Spellcasting draws opportunity attacks defines the difficulty of challenges that
thinking about how long each round from engaged opponents, unless it’s the characters will face, with champion
might take because dramatic pacing a close-quarters spell. Some powers tier harder than adventurer, and epic
fluctuates and we’re not being precise and class features are magical without harder than champion. 183
about measuring distances. 161 being spells. 75, 167 traps & obstacles 185
rune: Magic glyphs that grant a magic bard spells 83, 88 treasure rewards 191
bonus to a weapon, spellcasting cleric spells 98 triple-strength monster 200
implement, or piece of armor. In sorcerer spells 139 true magic items 191, 284
313
13th age
turn: Each creature gets its own turn ICONS INDEX Hell Marsh 271
in initiative order during a round, its icon relationship master chart 36
chance to shine or fumble. 161 Infernal Heritage sorcerer talent 138
Twisp, Old Town, and Burrow 279
two-weapon fighting 168
Uuniques (see one unique thing) Hopefully this sub-index will aid GMs insanity option 196
and players searching for story-hooks.
We excluded a few passing references, all plague ended the 12th Age? 195
the monster tile associations, and most of
the monster-related notes from chapter 7. Prince of Shadows entanglements 25
unarmed attack 168 tieflings are touched 72
unconscious 169, 172
villainous icon 38
Undermarch, the 281 Archmage 14 Dwarf King 17
underworld 257 ambiguous or heroic icon 37
Vvulnerable [damage type]: Some Arcane Heritage sorcerer talent 136 Dwarf King’s Drinking Song 86
dwarven mines 265
Archmage’s Quatrain 86 Elf Queen’s blood truce 18
Emperor as security ally 19
Vigil 281 Emperor, close relationship 19 Forge 267
282
vulnerable: A condition that expands the flying realms creator 267 full-page illo 194
giants crushed 1st Age King 36
crit range of attacks against you by 2 full-page illo 143 64
icon relationship master chart 23
(normally 18+). 172 heroic or ambiguous icon 37 magic treasure, master of 25
Orc Lord, enemy in the north 273
High Druid tension 21 Prince of Shadows hater 257
monsters (and occasionally PCs) Horizon, city of wonders 271 Stoneroost behemoth
underworld ruler
are vulnerable to a type of damage, human, usually 144
expanding the crit range of any attack icon relationship master chart 36
Wdefenses. kilt of the mad Archmage item 288
by 2 that deals that type of damage
against the vulnerable creature. 172 Midland Sea control 274
Loremaster bard talent 87
Wake Islands 281 potential for insanity 196
weakened: Creatures that are weakened Priestess, associate of 24 Elf Queen 18
take a –4 penalty to attacks and to road repair 277 Air of the Elf Queen 86
172 silver flame sorcerer spell 142 ambiguous or heroic icon 37
weapon damage 159 Tower extends into overworld 257 Archmage respects her 14
weapons 56 wizard schools 144 bardic relevance 82
weapons, situational 174 Crusader 15 blood truce with Dwarf King 17
37
Wild Wood 281 ambiguous icon 261 Concord influence 264
267
Wis, Wisdom: An ability, your Axis, presence in 86 The Court 66, 264
92
intuition, insight, and perceptiveness. Battle Barge flying realm 39 elves, shards of the elven people 66
Battle Hymn of the Crusader 16
Unfortunately, this trait seems to Clerically relevant 19 Emperor as ally 19
Crusader’s Flunkies art 110
serve unholiness as well as it serves Diabolist’s worst nightmare 266 Fey Heritage sorcerer talent 137
Emperor’s vassal; sort of 266
holiness—maybe even better. 30 evil paladins’ icon of choice 178 full-page illo 62
First Triumph 36
wizard 144 15 half-elves 69
wizard feats 54-55 fortresses 115
High Druid as ‘half-sister’ 21
full-page illo
worlds, the three 257 icon relationship master chart 36
icon relationship master chart
wounds (see lasting wounds rule) The Isle of Fire, plans for? 272
Lich King suspicions
wood elves 66 Way of Evil Bastards talent Orc Lord as creation & nemesis 23
Queen’s Wood 277
Three Shards of the Elven People 66
Three’s hatred 26
Diabolist 16 Emperor 19
Abyss 260 Archmage’s master 14
Axis, City of Swords 261
Crusader enemy 15 106
209 Axis Gladiator illo 197
Demon stats 197 Blessed Emperor is divine 26
291 Blue as Imperial Governor 56
demon-worshipping cultists coins 15
86 Crusader’s ostensible lord 17
Diabolical Staff item 270 Dwarf King ally 256
Ear-Worm of the Diabolist 269 20
full-page illo full-page illo 69
Gorogan’s Maw 20 Great Gold Wyrm’s ally
Great Gold Wyrm nemesis 269
hellholes half-elf origin story
314
half-orc sponsor 65 Lich King 22 Prince of Shadows 25
heroic or ambiguous icon 37
human, so far 63 Dirge of the Lich King 86 ambiguous or villainous icon 37
36
icon relationship master chart 86 Emperor as nemesis 19 bardic inspiration 82
22
Imperial Anthem 238 formerly known as Wizard King 22 Diabolist association 16
Lich King’s conqueror 261
manticore treaty 274 full-page illo 275 Dwarf King’s reward money 17
metallic dragon allies 24
Midland Sea, tamer of 278 Loremaster bard talent 87 flying realms creator? 267
Priestess’ commander 292
Seawall illo 273 icon relationship master chart 36 Glitterhaegen connections? 269
Staff of the Imperium item Iron Sea 271 full-page illo 28
wars with fire giants
Moonwreck 274 halfling origin story 71
Necropolis 274 icon relationship master chart 36
original road builder 277 random icon influence rule 183
Omen, powerless there 277 rogues’ patron 124
Orc Lord’s role in fall 23 A Round for the Prince of Shadows 86
Great Gold Wyrm 20 sacrifices to appease him 274 Shadowport 279
Abyss 260 slayer of the White 26, 274 thievery epic feat 128
Crusader rivalry 15 Staff of the Imperium item 292 The Three 26
Diabolist enemy 16 Three as enemy 26 barbarians for the Red 77
Dragonics, influence on 71 Undead Remnant Heritage 138 Blue City = Drakkenhall 264
Emperor, service to 19 villainous icon 38 breath weapon spells, sorcerer 135
full-page illo 113 white dragons fear him 218 Chromatic Destroyer Heritage 137
Golden Citadel 269 wizardry connections 144 demon killing by Red 277
heroic icon 37 Orc Lord 23 dragon stats 217-223
barbarians follow his banner 77
icon relationship master chart 36 elves created him 18 dragonic associations 71
Emperor collision course 19
March of the Great Gold Wyrm 86 268 Drakkenhall 264
Frost Range 158
metallic dragons in Axis 261 full-page illo 268 eunuch slave sorcerers 132
Glowing Eyes illo 230
Metallic Protector Heritage talent 138 goblin master 36 full-page illo 198
240
Mythkenner bard talent 87 icon relationship master chart 277 icon relationship master chart 36
196
not a god, but . . . 197 ogre friend 195 Incomparable Axe of
patron of paladins 110 Omen origin point? 86 Wyrm Chopping 293
potential cannibal plague 38
Priestess as misfit ally 24 return of the mythic legend insane Blue? 196
Seawall history 279 Throat-Destroying kobolds as chewing gum 237
Tribute to the Orc Lord
Three as bitter enemies 26 lizardmen assassins of the Black 237
villainous icon
High Druid 21 paladins of the Blue 110
ambiguous icon 37
Archmage antithesis 14 Proudfort’s destruction 277
barbarian-friendly 77
Bloodwood defenders 261 the Red doesn’t share 135
Chant of the High Druid 86
dwarven mine regeneration 265 Red Wastes 277
Elf Queen as pseudo-sister 18
full-page illo 74 ruins of the Golden Citadel 269
Great Low Sickle item 295
half-orc births 65 Priestess 24 secret police 264
36 Archmage as comrade 14
icon relationship master chart 273 197 Song of the Three ballad 86
Koru behemoth clans 274 as focus of worship 86
Midland Sea resentment 278 Canticle of the Priestess 263 storm siphoning by Blue 264
New Road destroyers 276 92
Old Wall mysteries 279 The Cathedral 15 ultimate secrets 333
Sea Wall defense 281 19
Wild Wood 195 cleric-centric 262 villainous icon 38
within Imperial borders 67 Crusader as unfriendly rival 71
wild elves, green elves Emperor as liege 37
full-page illo 71
halfling origin tale 36
heroic icon 293
holy ones and the Cathedral 87
195
icon relationship master chart 110
liberation melee weapon 93
Mythkenner bard talent 279
new first-time icon
Paladins of good > law
pantheon-oriented
Santa Cora
315
13th age
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Your acceptance of the terms of this License. 15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free, System Reference Document. Copyright 2000, Wizards of the Coast,
non-exclusive license with the exact terms of this License to Use, the Open Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
Game Content. material by E. Gary Gygax and Dave Arneson.
5. Representation of Authority to Contribute: If You are contributing 13th Age. Copyright 2013, Fire Opal Media; Authors Rob Heinsoo,
original material as Open Game Content, You represent that Your Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and
Contributions are Your original creation and/or You have sufficient rights Skip Williams.
to grant the rights conveyed by this License.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing,
6. Notice of License Copyright: You must update the COPYRIGHT LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
NOTICE portion of this License to include the exact text of the Cook, and Skip Williams.
316 Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis
Chenault, Mac Golden.
the Archmage charts
has preserved the Empire for centuries and created the Great Gold Wyrm
astonishing new lands. He has also threatened the
fabric of reality with experiments you’d have to be is the world’s protector and the inspiration for holy
brilliant or hugely arrogant to attempt. orders of paladins and independent heroes. Although
the Gold Wyrm’s physical form seals the gap that
the Crusader prevents the Abyss from erupting into the world, his
dreams and the agents he employs still move through
is the armored fist of the Dark Gods. So long as the world, helping those who will fight and even die
followers of the Gods of Light stay the hell out of his for what’s right.
way, the Crusader turns his wrath against the demons
that would destroy the world his own gods want to the High Druid
rule. Follow the Crusader if you must win at any cost.
is the champion of the resurgent Wild, and the
the Diabolist spiritual and magical leader of spirits of nature and
the elements that were chained by the Empire but are
controls fiends and tampers with forces even the now working themselves free. She might be the great
Archmage avoids. She likes her victims screaming and her force that shakes the Empire to pieces or the hero who
chaos pure while claiming that the demons she summons destroys the destroyers and points to a new way to live.
would otherwise overwhelm the Great Gold Wyrm who
seals the Abyss. There are two differences between her the Lich King
and her demons: First, she likes keeping destruction
personal rather than universal. Second, she’s capable of is the lord of the undead, a fallen tyrant who intends
kindness, so long as it comes as a great surprise. to conquer the Dragon Empire and restore his
ancient kingdom. He’s not entirely insane and mostly
the Dwarf King understands that ruling a kingdom is not the same as
destroying it.
is lord of Forge, the dwarves’ new homeland beneath
the mountains. He’d love to reclaim the dwarven the Orc Lord
Underhome lost to war against the dark elves and the
creatures of the deeps. But now that the Empire is is a figure of legend. The last time he walked the land the
stumbling, the dwarves find themselves manning the Lich King fell, in part because of the Orc Lord’s attack.
mountain walls that shield the Empire from the orcs Who will fall before his hordes this time? Who won’t?
and monsters of the north.
the Priestess
the Elf Queen
hears all the Gods of Light and speaks for those who
rules the Court of Stars, the one place where wood please her. She is part oracle, part mystic, and part
elves, dark elves, and high elves come together as metaphysical engineer, since she created the Cathedral,
peers and allies instead of as rivals or enemies. Honed an ever-expanding temple with rooms or entire wings
by centuries of experience, the Queen’s innate magic at for each of the faiths she favors.
least equals the Archmage’s spells.
the Prince of Shadows
the Emperor
is part thief, part trickster, and part assassin. To some
rules the world’s greatest human kingdom, known as he is a hero; to others a villain. He has squandered the
the Dragon Empire for the mounts of its mightiest riches of the dwarves, murdered the hopes of a dragon,
warriors. All the signs suggest that the age is turning, and plundered the dreams of a god. His exploits have
but will the Empire fall or shift to a new balance? changed the world, but none can tell you his ultimate
goals or motives.
the Three
were among the first dragons to walk the world. The
Red is a living engine of destruction. The Blue is a
sorceress, perhaps even the original mother of all
sorcery. The Black is queen of shadows and assassins.
Unlike the Great Gold Wyrm, who must fight alone,
the Three have learned to join forces.
317
13th age
Engagement Chart (what you can do) Conditions
When you are When you are 13th Age uses the following conditions. You can only be affected by the
engaged: unengaged: 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
You draw opportunity You move freely lesser effect. Similarly, penalties from these conditions don’t stack. If
attacks if you move you’re both weakened and stunned you only take a –4 penalty to your
defenses (plus other different effects).
You can make melee attacks You can’t make melee attacks Confused: You can’t make opportunity attacks or use your limited
against enemies engaged
with you powers. Your next attack action will be a basic or at-will attack
against at least one of your nearby allies, usually determined
Your ranged attacks draw You make ranged attacks randomly. If you don’t have any nearby allies, you either do
opportunity attacks from normally nothing much or, at the GM’s option, act in a strange confused
enemies engaged with you manner that suits the story.
Dazed: You take a –4 penalty to attacks.
that you don’t target Fear: Fear dazes you and prevents you from using the escalation die.
Hampered: You can only make basic attacks, no frills. You can still
Your spells draw opportunity You can cast spells freely move normally. (Fighters and bards, that also means no flexible
attacks (except close- attacks. Monsters, that means no triggering special abilities for
quarters spells) specific attack rolls.)
Helpless: If you’re unconscious or asleep, you’re helpless and a lot
You can disengage safely as You can engage enemies by easier to hit. While helpless, you take a –4 penalty to all defenses
a move action by making a moving into melee with them and you can be the target of a coup de grace.
Stuck: You can’t move, disengage, pop free, change your position,
normal save (11+) or let anyone else move you without teleporting. You’re not
otherwise penalized, necessarily.
You can’t intercept enemies You can engage an enemy Stunned: You take a –4 penalty to defenses and can’t take any actions.
moving past you Vulnerable: Attacks against you have their crit range expanded by
2 (normally 18+).
You’re considered nearby You’re considered nearby Weakened: You take a –4 penalty to attacks and to defenses.
other combatants by default other combatants by default,
but you can usually move far Environment DCs for
away if you want Skill Checks
Environment Chart by Level
Level Type of Environment
1–3 Always adventurer Adventurer-tier Skill Check DCs
4 Mostly adventurer, some champion Normal task: DC 15
5 Half adventurer, half champion Hard task: DC 20
6 Mostly champion, some adventurer Ridiculously hard task: DC 25
7 Mostly champion, some epic Champion-tier Skill Check DCs
8 Half champion, half epic Normal task: DC 20
Hard task: DC 25
9 Mostly epic, some champion Ridiculously hard task: DC 30
10 Always epic Epic-tier Skill Check DCs
Normal task: DC 25
Hard task: DC 30
Ridiculously hard task: DC 35
318
charts
Skill Check DCs, Trap/Obstacle Attacks & Impromptu Damage by Environment
Tier Degree of Skill Trap or Obstacle Attack Impromptu Damage Impromptu Damage
Challenge Check DC Roll vs. AC/PD/MD (Single Target) (Multiple Targets)
Adventurer +5 2d6 or 3d6
Adventurer Normal 15 +10 3d6 1d10 or 1d12
Adventurer Hard 20 +15 3d6 or 4d6 1d12
Champion 25 +10 4d6 or 4d8
Champion Ridiculously hard 20 +15 4d8 1d12 or 2d8
Champion Normal 25 +20 4d8 or 2d20 2d10 or 2d12
Hard 30 +15 2d20 or 3d20
Epic 25 +20 3d20 2d12
Epic Ridiculously hard 30 +25 3d20 or 4d20 2d12 or 3d10
Epic Normal 35 3d12 or 4d10
Hard
4d10
Ridiculously hard 4d10 or 4d12
Monster Equivalents
Adventurer Champion Epic Normal Mook Large Huge
Battle Battle Battle counts counts counts counts
Monster Level 2 levels lower 1 level lower Same level as… as… as… as…
compared to party level 1 level lower Same level 1 level higher
0.5 0.1 1 1.5
same level 1 level 2 levels
higher higher 0.7 0.15 1.5 2
3 levels higher 1 .2 2 3
4 levels higher
1 level higher 2 levels higher 5 levels higher 1.5 .3 3 4
2 levels higher 3 levels higher 6 levels higher 2 .4 4 6
3 levels higher 4 levels higher 3 .6 6 8
4 levels higher 5 levels higher 4 .8 8
GP Per Full Heal-Up Optional
No Math System
1st Level PCs: 100 gp per character
2nd Level PCs: 125 gp per character Loot per Heal-Up
3rd Level PCs: 175 gp per character
4th Level PCs: 210 gp per character 1–2: Useless stuff, fake potions, costume jewelry, nothing gained.
5th Level PCs: 250 gp per character 3–4: One healing potion, lower tier.
6th Level PCs: 325 gp per character 5–10: One healing potion from PC’s tier.
7th Level PCs: 425 gp per character 11–15: Two potions/oils/runes of PC’s choice from PC’s tier.
8th Level PCs: 500 gp per character 16–20: Three potions/oils/runes of PC’s choice from PC’s tier.
9th Level PCs: 650 gp per character
10th Level PCs: 850 gp per character
319
13th age
Healing Potion Costs Rune Costs
Tier Cost Effect HP Tier Bonus Cost
Cap Adventurer +1 Rune 150 gp
Adventurer 50 gp Recovery +1d8 hp Champion +2 Rune 300 gp
Champion 100 gp Recovery +2d8 hp 30 +3 Rune 600 gp
200 gp Recovery +3d8 hp 60 Epic
Epic 300 gp Recovery +4d8 hp 100
Iconic 130 Random Rune Effect on Armor
Resistance Potion Costs 01–20 The bonus also applies to PD
21–40 The bonus also applies to MD
Tier Resistance Cost 41–60 The bonus also applies to both PD and MD
Adventurer Resist 16+ 100 gp 61–80 As 41–60, and you can reroll one failed save while the
Champion Resist 16+ 200 gp
Resist 16+ 400 gp rune is active
Epic 81–100 You can take your first rally this battle with a quick
Oil Costs Bonus Cost action (if you can already rally with a quick action, the
+1 Oil 100 gp action is free)
Tier +2 Oil 200 gp
Adventurer +3 Oil 400 gp Random Rune Effect on Weapon
Champion
01–20 +4 bonus to opportunity attacks
Epic 21–40 Weapon gains an energy damage type such as fire, cold,
etc., and deals +1d4 damage (champion: +2d6; epic: +5d6)
41–60 +4 attack bonus on first round of combat
61–80 Weapon deals +1d10 damage while escalation die is 3+
(champion: +4d6; epic: +3d20)
81–100 Reroll one missed attack roll with weapon
Random Rune Effect on
Spellcasting Implement
01–20 +1 additional attack bonus if spell has only one target
21–40 Implement gains an energy damage type such as fire,
negative energy, etc., and deals +1d4 damage (champion:
+2d6; epic: +5d6)
41–60 +1 additional attack bonus with daily spells
61–80 +1 additional attack bonus if spell has more than one target
81–100 Reroll one missed attack roll with implement
320