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Omenquest

ATalesofthe13thAgeadventureByASHLAW


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Aboutthisadventure...
In this adventure the player characters follow a rumor about the whereabouts of the missing Darkskye
Diamond to the Blood Wood, where a clan of kobolds were seen with it. Events transpire that see the
adventurers teleported to the dungeon isle of Omen, where they must track downthekoboldsto avolcanic
lair and stop them using the diamond to resurrect five powerful red dragons. Kobolds featureprominently in
thisadventure,anditspotlightsthevariedandoftendeadlykoboldsof13thAge.

WhatlevelcharactersshouldItellplayerstouse?
Omen Quest is an adventure designed to take characters from level 2 to level 4. At the end of the first
session the characters level up from 2nd to 3rd level, at the end of the second session the characterslevel
up to 4th level. Two adventures is quite a quick leveling up for characters. In the ongoing story ofTales of
the13thAgeitfillsthegapbetweentheendofthe2ndlevelseasonandthestartofthe4thlevelseason.
Ifyoudecidetoplaythisadventureasastraightsingleleveladventurethenuse3rdlevelcharacters.
Youcanfindmoreadviceonthisonthenextpage.

Howdoesthisadventuretieintootheradventures?
The Darkskye Diamond was stolen by player characters in Shadow Port Shuffle, and was the ultimate
cause of all the events of Wyrd of the Wild Wood, as well as impacting some ofthe events in Quest in the
Cathedral. While it doesn't feature in Crown of the Lich King, it was created by the Wizard King before his
fall. Characters whohavetakenpart in any previous adventure have good reasontoseek the diamond.If that
isnt a good enough reason it is a huge diamond, and the Dragon Empire would pay to have it back (and
otherswouldpaytokeepitoutoftheEmperorshands).
At the end of the adventure the adventurers will find a teleportation circle that will teleport them away from
the increasingly dangerous kobold lair, possibly leading to the next adventure in this seriesif the playerso
choosestonarrateitassoattheclosingmontage.

Howdoesthisadventureplaycomparedtoothers?
It is a chase. Unlike other adventures in this series,this oneis fairlylinear: chasethediamondfromstartto
end. Thewholeadventure isone giantextended chasescene. However, when running theadventure overtwo
sessions, provided you get to the start point for session 2 (arriving at the cave entrance) andtheendpoint
(the underground stone circle) you are freeto diverge asmuchas you wish. If you are running the adventure
as a single session go wild have kobold NPCs attempt to bribe theadventurers to leave them alone,have
anencounterwithalivingdungeonbreachingthesurfaceoftheDesertofBrokenStatuesgonuts!

IhopeyouhaveasmuchfunplayingthisadventureasIdidcreatingit.

ASH


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Runningthisadventureasasingle2hourgame.
If you run Omenquest asa single session 2hourgame then youll need toskip a lot ofthecontent, anduse
3rdlevelcharacters.
Hereismysuggestedroutethroughtheadventure:
2.1 Starttheadventureoutsidethevolcaniccave,and offer the choice ofenteringthrough the front entrance
or via the cataract. Then use the cataract skill challenge to determine damage or use the cave entrance
hazardchart.
2.2a or 2.3b Fight with the awakened dragon or the fight with the hungry stars. Cut the fights short if
needed.Makesuretheadventurersgettheloot,unlesstheyflee.
Other encounters Let the adventurerswander forabit, but dont use fights. Insteadusethehazard charts
foreachsectionasseemsappropriatetoyou.
2.5Thefinalfightagainstthekobolds.

Runningthisadventureastwo2hourgames.
If you run Omenquest as a two 2hour games then youll need to skip most of thefights. Startadventurers
as level 2 and level up to 3rd level by the end of session one, or do the whole adventure as 3rd level
characters. If you start with level 2 characters give them each three potions or oils from the appendix(orif
they have been played in a Tales of the 13th Age game before they should keep their existing treasure if
theyhaveany,andiftheydonttheygetamagicitemfromtheappendix).
Isuggestonlyusingthefollowingfights:
1.4Koboldfight.
1.5Bulettefight.Makesuretheadventurersgettheloot.
2.2a or 2.3b Fight with the awakened dragon or the fight with the hungry stars. Cut the fights short if
needed.Makesuretheadventurersgettheloot.
2.5Thefinalfightagainstthekobolds.
Run all the other sections ashazards andnotasfights, but feel freetoskippast hazardsif you feel like you
mightrunshortontimeoriftheadventurersstartgettingreallybeatenupbykoboldtraps.

Runningthisadventureasalongeradventure.
Omenquest can be run as a much longer adventure, possibly stretching to 68 hours or more. For each
section use both the hazards and the fight in whichever order seems logical to you. You could even have
somehazardsinasectionoccur,andthenthefight,thentherestofthehazards.


HazardCharts
Throughout this adventure youll find hazard charts. Use thesetointroduce skillchallengestothegame,as
seems appropriate to you. Pick whichever hazards give the flavor to the scene that you are looking for. In
generalpick13eachscene,andmakesureeverybodygetsachancetocontributeduringasession.


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Gameadvice.
Organized play for 13th Age isa little different from normalorganizedplay. Thisdocument gives you toolsto
create a linked series of adventures that will highlight the cool things about 13th Age (One Unique Things,
Backgrounds,IconRelationships).Youwillneedaround2hourspersession.

Theorganizedplayplan
Theplan
Each game of 13th Age is different because the one unique things and backgrounds of the characters in
separate groups will be different. The plan here is to have players be able to find and takepart in 13thAge
games around the world with a continuity of story. As a GMthis will requireyou to beon yourtoes,butwe
think you have the chops for the job. This document gives you six linked adventures to take place over six
weeks,andadviceonrunningtheadventures.
Feedback
Well be asking for feedback from both GMs and players. We want toknow whatworks, whatdoesn't,what
people enjoy, and what could do with revision. Well also want game reports we want to know what
happened, what cool and awesome thingsyoudid with 13th Age. Part ofourethos isgivingyouthetools to
play the game you want soif we get a lot offeedbacksaying Hey what are the rules forexploding gems?
My players found this crystal throne and explodedit,andId likesomerulesfor that.thenwe might wantto
consideraddressingthatinaSeePageXXarticleorinafuturesupplement.
OneUniqueThings
Once youve run a couple of dozen games for strangers youll notice that certain unique things come up
surprisingly often. Illegitimate sonsoftheEmperorseem to populate half ofalladventuringparties, and there
are a ton of adventurers who used to be animals. In your home game it is cool to build a story about the
Emperors only illegitimate son because you know that nobody else in your game is going to pick that, but
in an organized play programyoumay haveplayers who createdtheir character with another organized play
GM. So as to avoid conflicts of Emperors only sonmeets Emperors only son we areputtingintoplacethis
rule:
NoONLYsplease
You can be one of the last of your kind (or one ofthefirst) but you cantbe the onlyone. You can
be a prisoner sent forward in time from the first ageasapunishment but you cantbe the onlyone
to whom that happened. You can be a rare halfhuman halfclockwork creature and you might be
under the impression that you are the only one, but maybe you aren't the only such creature. If
you're oneuniquethingreliesuponyoubeingtheonly something think about how you could make it
coolerandmoreunique.
If somebody does pick an only type of unique remind them that their character believes themselves to be
theonlyonebutinfacttheymaynotbe.
Backgrounds
All characters ave 8 background points, and can spend up to five of them on any one background. Try to
encourageplayerstotellyoustoriesabouttheirbackgroundsratherthanjustalistofwords.This...
Climber4
UrbanSurvival3
Artist1
is boring and as a GM tells you very little about the character and doesn't give you a lot to work with.
Encourage the players to talk about their backgrounds and name them appropriately. With a little nudging
theabovelistofwordscanblossominto...
SecondbestrooftoprunnerinHorizon4


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MemberoftheBeggarsGuild3
ThrownoutofSantaCoraforpaintingblasphemousmasterpieces1
whichisawesomeandtellsyoualotaboutthecharacter.
Statementsabouttheworld
One of the cool things about 13thAgeis that playershelp to definetheworld. There isno standarduniversal
Dragon Empire, each game is different. This presents challenges fororganizedplayand as a GM you need
to be on your feet. Whenever a player mentions something about the world either via a background or one
unique thing orjust asaplain statement make a very quick noteabout itand repeat backtothem whatthey
havejustsaid.
Asanexample:
Player: ... and then I bend down and look into the mechanism. Half orcs know a lot about this
stuff.Howhardisittodisablethetrap?
GM:Halforcsdoknowalotabouttrapswhyisthat?
Player:OhImeanthalforcsknowalotaboutbreakingthings.Welovesmashingclockwork.
GM:Whydohalforcslikesmashingclockwork?
Player:Itgivesusheadaches,nobodyknowswhy.
GM: Ah, you need to get a 15 to break the trap without setting itoff (makes a noteClockwork =
causesheadachesforhalforcs).
Each session recap all the statementsabout the world and ask ifanybody has extrainput onthem. Be sure
to ask each player if they have anything to add to the world. Its a little ritual that helps tobuild astronger
gameforyourplayers.
GM:Ok,solastweekwediscoveredthatorcshateclockworkbecauseitgivesthemheadaches
Player 1: Ah, I figured it is their two natures waring in them. There is something mystical about
clockwork.
Player 2: Yeah, like maybe it is trying to separate out your two natures giving you a splitting
headache
GM: (makes a note) I like that. What else did we learn. High elves fearmice,they think mice are
spiritsofthedead.Thatisanoldelflegend.
Player3:Yeah!Itisjustalegend,buttheystillcreepelvesout
GM:Asyouarenewtothegroup,whatthingsdidyourcharacterdiscoverlastweek?
Player4(thenewplayer):Orcshaveclockworkaxes
GM:(makesanote)Sosometribesoforcareabletouseclockwork,butobviouslynotalltribes.
thenrecapthemwiththeaddedplayerinputandaskifanybodyhasanythingmoretoadd.
GM: So clockwork gives halforcs headaches, but some orc tribes use clockwork. That is true.
Whatelseistrue?
Player 2: Only some orc tribes are lucky enough to mutate into halforcs, and those tribes dont
use clockwork. They have to get rid of it to commune with the spirits and beginthe transormation
process.
GM: Yes, that is true. (makes a note) And elves fearmice due tolegends revolving around mice
andghosts.Thatistrue.Whatelseistrue?
Player 3: Maybe their god ofthedeaduses miceas messengers,and elf necromancershavemice
familiars
GM:(makesnote)Yes,thatistrue
In this way your players buildtheworldwith you,and you remind themeach week of the world that you have
built together. You also let new players know what your game is like, and you let them bring in the bits of
the13thAgegametheyplayedlastweekintoyourgamethatareimportanttothem.


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Skillchecks
Useyourindexcards
The humble index card isone of the bestgaming tools Ive discovered in years.Write down each characters
backgrounds and set the indexcards out in frontof you. As play progresses glancedownand put obstacles
in the path of the party that speak to the backgrounds possessed bytheparty. Forexample ifyourpartys
dwarfhasthebackgroundMistressofMetal:Itraindwarvensmithsthenduringplayannounce
The path is blocked by a partially toppled statue. It is made of metal of intricate design, and then look
aroundandaskDoesanybodyhereknowanythingaboutdwarfmetalworking?.
Bring in interesting options for success and failure (perhapssuccessrevealsthat the statuehascoins in the
base to keep itupright, a common practicefroman agewhere goldwasmore plentiful and failureresults in
the hollow statue shifting and making a huge racketsuretoattractmonsters). By bringingbackgrounds into
playyoumakethestoryaboutthecharactersthemselves.
Whennottoroll(letthewookiewin)
Being a gamewith limitedtime you dont wanttoroll for everylittle thing,especiallyif pass/fail doesn'treally
matter. Only have players rolldice when failurewouldbe aninterestingoutcomeand would impactthestory.
If a character has a background specific to a task and failure wouldnt be interesting bring them into the
task.
Thatwalllookstoughtoclimb,butyourDwarffriendusedtobeanacrobat.Hecouldeasilyclimb
thewallandpassaropedowntoyou
Onerollshoulddoit
When you have a character attempting something with lots of steps in it you dont have them rollforevery
step, in fact you probably shouldnt. If a character is drinking from every bottleofwine in acellarlooking for
thebestelvenwinedonthavethemrollonceperbottlejustonerollshoulddoit.
Failforwards
RemembertoFailForwards.
...outside of battle, true failure tends to slow action down rather than move the action
along. A more constructive way to interpret failure is as a near-success or event that
happens to carry unwanted consequences or side effects. The character probably still fails
to achieve the desired goal, but thats because something happens on the way to the goal
rather than because nothing happens.
Suppose a player makes a Charisma check to have his or her rogue rustle up some clues as
to where a certain monk of the black dragon might be hiding. The player fails the check.
Traditionally, the GM would rule that the character had failed to find any information. With
13th Age, we encourage you to rule that the character does indeed find clues as to the
monk's location, but with unexpectedly bad results. Most likely, word has gotten to the
monk that the rogue is looking for him, and he either escapes before his lair is found, or
prepares for the group, either setting up an ambush or leaving a trap. The failure means
that interesting things happen.
Escalatingrisks
If a characterfailsit isinterestingto offer achoice to the playerfail forwards as above OR succeed but with
a complication. In this case the player gets what they want but it causes another problem. Youthen pass
that problem on to the next player and ask them if they want to attempt to solve it or leave it where it is.
Consecutive failures can have interesting results as the consequences escalate as shown in the example
below...
The halfling rogue successfully climbs the stable wall but drops their lantern into the straw below
startingafire.
The elf wizard successfully convinces the angry crowd that the firetheroguestartedwasthedoing


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oftheDwarfKing,butnowthecrowdwantstolynchdwarves.
The dwarf paladin successfully smugglesthedwarves out of townaway from the angryguardbutthe
dwarves figure out that the party are to blame for the fire and are going to tell agents of the Dwarf
King.
The human sorcerer successfully bribes the dodgylooking boat captain to take the dwarves
somewhere where they cant contact the Dwarf Kings agents but as he sails away the party
realizesthatthecaptainisaslaver.
Montage!
Sometimes you dont want to go into details but do want to give a sense of time passing. Overland travel,
random dungeon exploration, fortifying an old farmhouse against zombies. Allthese things can happen in a
montageiftheyarenotthefocusoftheMontage!
Goroundthetableandaskeachplayer:
Describeanobstaclethatthepartyencounteredbutdefeated.
Thenturntotheplayertotheirleft:
Yourcharacterwastheonetogetthepartypastthat.Howdidyousucceed?
They dont need to roll for this they just tell you an awesome thing that their characterdid thatsolved the
problem.
Repeat this around the table until everybody hashad a chance to come up withadeathtrap ora wandering
monster or whatever their imaginations can conjure up and a chance to overcome an obstacle. As each
player tells you how their character saved the day narrate back to themwhat theyhave saidandputaspin
onittohighlighttheirheroism.
Yes! The party encountered a minotaurs ghost and you entertained him with your bagpipes. Not
onlydid thatpacifytheghostbutseveralother ghostsappeared to hear you play andin gratitudeled
youpartwaythroughthemaze.
Awesome you killed the magically animated pagoda with your mighty axe. Later you came to an
undergroundriverandcrosseditusingyourfoesremains.Goodjob.
Brilliant. With a flick of your wrist you turn overyourlast card. The skeletal guards are amazed by
your winning streak and untie your companions as agreed. They are so impressed with your
pokerface that they tell you how to get to the center of the maze. Congratulations you have a
betterpokerfacethanskeletonsandtheydontevenhavefaces!
Pacing
Sometimes thingsgo slowly. Players get theidea thatthere isa secret door they can find if only they spend
another 10 minutes searching for it. In organized play youve got limitedtime available to you. If the players
start going off track supply them with unambiguous information by using the phrase It is obvious to you
that...
Itisobvioustoyouthatthereisnosecretdoorhere.
Itisobvioustoyouthatthedwarfistellingthetruth.
Rolls>follow>fictionnotrolls=fiction
What does that mean? YOU tell the players when to roll, based upon what they say their characters are
doing. If somebody announces Im rolling to see if I can get past the guards put your hand out inastop
motion and ask HOW are you attempting to get pastthe guards? and playonwards from there. Talkabout
how the guards look halfasleep, how the character notices one of them iswearing new boots but the other
one is dressed shabbily, how the guard on the left gets distracted when he looks at the food cart nearby.
Roleplay the encounter, and build the scene using a backandforth exchange of information and
suggestions between you and the player. Onlycall foraroll once the characteracts to change the situation
and the outcome is in question andfailure would beinteresting. Let the rolls flow from whatcharactersdo.It
isasmallthing,butimportant.


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Monsters
Someofthemonstersthatappearherearefromthecore13thAgebookbutothersappearinforthcoming
booksliketheBestiaryor13TrueWays.
Choosingandbalancingmonsters
Intheadventuresweveputinthemonstersthatwethinkyoullneed,andaguidetohowmanytoincludein
afight.
Usingalternatemonsters
The backgrounds and uniques of the player characters and the statements by players about theworldmay
mean that the monsters weve provided are notsuitable foryourneeds.Inthat casethereare three options.
Hopefully you can stretch the existing monsters to fit your needs if oneoftheadventurers has the unique
Raised by giant rats you can just say that the skeletons the party are about to fight are the skeletons of
giant rats. If that doesn't work for you you can reskin the monsters for the adventure instead of fighting
skeletons you use the skeleton stats but call them giant ratsor pixie swarmsor loquacious rustgolems
or whatever the story needs. If neither of those options works for you weve also included extra monster
statsatthebackofthebook.
Bigdamnheroes
Combatisaprimeopportunitytoremindplayersthattheircharacterisawesome.Whenanadventurerhits
anenemytaketheopportunitytodescribethehit.
Withamightyswingoftheswordyouslicethezombieintwo!Hyah!
Lightningcracklesfromyoureyesasyouunleashyourspell.ZZZZT!
Theeyesofyourenemieswideninshockasyoudestroytheirshamanwithawellplacedarrow.
Zonk!
Thehagrunstowardsyouscreamingandreachesouttowardsyou,butyouduckherswingand
launchaboltofpuresizzlingmagicintoher.Shescreamsastheburningenergysinksintoher
body.
You swing the sword and the dragon jerks it head back but your cunning backswing slices
deep into its gums it roars in rage and you dash in under its maw to strike a deep blow into the
tenderfleshunderthechin!
Evenmissdamageiscool...
You do miss damage? Your axe whizzes past the goblins head, but your foot connects with his
kneecap!
The zombie staggers backwards and your axe misses. You take the opportunity to kick it in the
groin.normallythiswouldntfazeazombiebutyourkickisboneshatteringlypowerful!
Dont be afraid to really get into it. Stand up from the table. Mime the zombie who takes an arrow through
both eyes. Snarl like the hobgoblin chieftain as you caperabout with bent back swearing vengeanceon the
cleric. Just a second or so of playacting each round to highlight an awesomehit or near missgoesa long
waytowardsdrawingourplayersoutoftheirshells.Onceyoustartdoingityourplayerswilltoo.

Tone
The tone of your game will depend a lot on who you are running it for. A group of 12 year olds may not
appreciate gory decapitations (or they may, preteens are a bloody lot) but it is partofyour job as a GM to
gauge what your audience wants. In the words of Tyler Durden If someone says "stop" or goes limp,taps
out then you may want to tone it back a bit. If you know your audience well and have previously
discussed what their limits arethen you can play within those limits. Remember if you arerunning the game
in a public place to keep itappropriate. Whatis cooltoshout out at the top of yourlungsatafriendshouse
maynotbeacceptabletosayatallinagamestoreorataconvention.


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Pacing
The escalation die and the design of monsters in 13th Age fixes combat dragging on for too long, but you
may still be pressed for time. The store that you are playing in isclosing for the night, oryouhave a limited
time at a table at a convention, or one of your players needs to leave early. Some outside constraint is
limiting your time. In which case end the combat early. Drop the defencesof the monsters andadjust their
damage downwards. If you are still pressed for time have the monstersrun awayor use adramatic moment
to kill the big bad guy (the gnome bard who hasnthit all day gets in a critand takes the head of the dragon
inoneblow).

Tipstomakeyourjobeasierandthegamemorefun
Indexcards
Seriously.Grabapackand...
Makenametents
Each player gets a name tent. Fold the index card in two and write the character name on it and put it in
front of the player. Now instead of saying your dwarf or the ranger you cancall the characters byname.
Thisisanawesomethingforyoutodo,itlinksplayerstotheircharacters.
Writeoutoneuniquethingsandbackgrounds
Go around the table and have players recap their uniques. As they do so jot down their uniques on index
cards two or three uniques per card using a short phrase.Usebig letters so you can quicklyglance down
and see what is going on. As thegame progresses glancedownand introduce skillchallengesor obstacles
tailored for the party. As each party member succeeds (fails in an interesting way that advancesthestory)
crosstheiruniqueorbackgroundoff.
Usethemtomakescenery&minis
If you are using minis to map out battles (while 13th Age does not rely upon minis usingthemdoesmake
visualizing relative positioning in battles easier) you can draw sceneryon index cards andputthemdownon
the table to indicateterrainor objects. If you need to improvisealargecreature that you dont have amini for
youcanmakeatentoutofanindexcardandwritethemonstersnameonbothsides.
Seriouslygetsomeindexcards!
Minis
When running 13th Ageminiaturesdontrepresentwhere a characterreallyis,it isarough approximationof
where characters are in relation to each other.You dont need minis to run 13th Age combat but your jobof
letting players know what is happening and where things are in relation to each other is made easier by
havingthem..
Terrain
Robhasthistosayaboutterrain:
Play terrain any way you like, but dont worry about it. There isnt really time to get deeply into terrain
action when people are playing for the first time. The ease of simply moving yourcharacters aroundand
attackingshouldbethepriority.
If you dont know 13th Age already, grab any style of fantasy terrain/settingas the location of the battle.
Miserable swamps, ruined temples, ghost towns, haunted orchards, regenerating graveyards, living
dungeons,spiraltowers,woodlands,grumblingvolcanoestheyallexistsomewherein13thAge.


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Initiative
ThisishowIdoinitiative.Youmightpreferyourownsystem,butIfindthisspeedsupplay
1. Everybody rolls initiative. All monsters share the same initiative, unless they are of very different
types.Allgoblinsshareaninitiative,allspiders,etc.Ifindoubtfudgemonsterinitiativedownwards.
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)youwouldhavecardsnumbered18.
3. Start counting upward from 1. When you get toan initiative that an adventureror monster has,hand
them the highest numbered card you have. In a fight with six adventurers and two monsters the
lowestinitiativegetsthecardwith8onit,thenextlowestinitiativegetsthe7card,andsoon.
4. Each roundjust lookaround the tableforthepersonwiththenumber1 in front of them andtell them
it is their turn. After that glance around for the number 2 card, then the number 3 card, andso 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.

BusStopGMing...
What?
The idea behind the Tales of the 13th Age organized play program is that players shouldbe abletoplay 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 arenotrailroadadventures either. Eachsessionhas
a start point and an end point and how you get from one bus stop to the next is uptoyou, the driverofthe
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. Sidequests, digressions, and playergenerated plots are cool encouraged even. You
cango whicheverroute you choose and do whatever weird stuffyouandyourplayerslike along the way,just
makesureyougettothenextbusstopsothatanybodywhowantstogetonyourbusatthatpointcan.
DealingwithaTPK.Total.Party.Kill.
We haven't made this adventure superdeadly... but sometimes the dice are against the players, bad
decisions aremade, andtheunthinkable isthought.Ifthe entire party dies thenthefollowing session tellthe
tale of how their new characters were following their oldcharacters, alwaysa day orso behind onthesame
quest, finding dungeons prelooted and monsters already defeated they have finally caught up with the
heroes only to find them dead.The nextsessionstartsnormally, but perhaps theirnew characters start with
somerecoveredlootfromtheirformercharacterscorpses.OrifyoupreferuseJonathansideafrompg170.

Whentogivetreasureout
At the start of every session rollicon relationship dice. Ifthedicewould seem to indicate it haveadventurers
find treasure during montage scenes. Aim to give out one item of treasure each week like this. Some
sessionsalsohaveasectionentitledLoot!thatwilltellyouthatitistimetohandouttreasure.


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CharacterCreation

Ifitispublishedthenitispermitted
If it appears in a 13th Age rulebook you can play it, and we are allowing anything the designers have
released for current playtest too. So yes, youcanplay the monk class(13True Waysplaytestversion) and
theTywyzograce(Bestiaryplaytestversion).Youcanfindtheseathttp://www.pelgranepress.com
If you play something still in playtest send your playtest notes to 13thAgePlaytest@gmail.com. Note that were not
making you sign an NDA but we do have a request: If youd seriously like to help the playtest process for
unpublished classes and races, dont post your playtest feedback publicly or discuss it on the internet. In our
experience, publicly discussed playtests generate less useful data because people start agreeing and echoing each
other (or getting concerned about disagreeing with other people) rather than testing things for themselves.
Once 13 True Ways and the Bestiary are out you can play with the full options from those. Players and
GMsshouldbeguidedbytheadviceonpage3ofthisadventurewhencreatingOneUniqueThings.
Incrementaladvances
Each week every character that participated should receive an incremental advance...unless somehowthe
party fouled up beyond belief, or chose to flee a battle.Details on incremental advancesareon page 189of
the core rules. 13th Age has 10 levels, so playing through a level with incremental advances is roughly
equivalent to playing through three levels of a 30level game or levels two of a 20level game. You are
actuallycoveringalotofground.Aimforafullhealupattheendofeverysession.
BarbarianvsWizardscharactercomplexity
Theclassesinorderofcomplexitytoplayfrommostsimpletomostcomplexare:
BarbarianRangerPaladinFighterClericSorcererRogueBardWizard
Some character classes like the barbarian are very simple and selfcontained and dont benefit as much
from multiple incremental advances as more complex classes do.The wizardis the most complexclass to
play offering intricate choices both during play and during incremental advances. Theclasses arebalanced
againsteachotherpowerwise,somearesimplymorecomplexthantheother.
Remember Barbarian, dont whine you getmostofyour power upfront in anice easyfoeslayingpackage.
Whiningisforwizardswiththeirspelllistsandpointyhats.
Mighty Wizard, dont grumble for yours to wield is the everbuilding arcane power of the cosmos.
GrumblingisfortinybrainedbarbarianswhocantcastCharmPerson.

Usefulresources
Generalresourcepage,includingpregenerated2ndlevelcharactersandotherusefulthings:
http://www.pelgranepress.com/?p=8764
Charactersheet:http://www.pelgranepress.com/site/wpcontent/uploads/2012/08/13thagecharactersheetfillable.pdf
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page11/107

1.0TheIcons.
So what do each of the icons want? What istheirinterestinthisquest?Whosent the adventurers after the
diamond?Herearesomesuggestions,butfeelfreetofittheirgoalstotheunfoldingstoryofyourgame.

The Archmage wants the Darkskye Diamondcaptured and brought to himin Horizon for study.
There arelessons to be learned from it,secretsthathewaspreventedfromuncovering whileitwasin
theEmperorsgrasp.OfcoursethemagicalgemwillbereturnedtotheEmperoreventually.

The Crusader sees apowerful weapon that couldbe his, and wants the Darkskye Diamond for
himself and his dark gods. Just think what could be done witha giant glowingresurrection stone.His
darkpaladinswouldneedfeardeathwhiletheyservehim.

The Diabolist has big plansfortheDarkskyeDiamond,plansthatinvolvetheChuulfen,plansthat


wouldbespoiledbyabunchofkoboldslosingthediamondbeforeshegetsherclawsonit.

TheDwarfKingwantstreasure!

The ElfQueen wouldlikeagiantdiamondforhercollection.Ifshehasanothermotiveforwanting


the diamond she has not told her court that, but one doesn't become the ruler of the Court of Stars
withoutbeingcunningbeyondmortalmeasure.

The Emperor wantsthe Darkskye Diamond returned, for it wasstolenfromhim in ShadowPort.


Normallyafakediamondwouldbeprovidedforparadesaninvestigationhasbegun.Headswillroll.

The Great GoldWyrm wants to prevent the resurrectionofevildragons, dragonsthathisown
paladins sacrificed their lives to slay in thefirstplace.NaturallytheGreatGoldWyrmwillhand overthe
DarkskyeDiamondtotheEmperor,butonlyafterhispaladinshavemadesureitissafetodoso.

The High Druid wants to prevent the World Burners from destroyingherforest,astheydidmany
ages before. Recently a whole load of glowing crystals were dropped into the heart of her realm and
upsetthebalanceofnature,andrumorhasitthattheDarkskyeDiamondwasinvolvedinthatevent.

The Lich King feels he has a monopoly on holding the keys to the gates of undeath, and no
bunch of lowlife kobolds aregoingtoupstagehim!Hecreatedthe Darkskye Diamond,anditmay even
holdthekeytohiscontinuedexistence.

The Orc Lord wants theDarkskyeDiamondbecause everybody else wantsit. He haspromised


his generals, warmarshals, and underbosses that when he gets the diamond he will allow them to
fightforit.Tothevictorgoesthespoils.

The Priestess believes the Darkskye Diamond is an evil that must be properly contained. Her
clericshavecreatedachamberintheCathedraltosafeguardtheaccursedgem.

The Prince of Shadows stole thediamondin thefirst placeand set it loose in theworld.He
wants to give the wheel another little spin, to seewherethe diamond willendup next. Maybe hehasa
plan,maybehesusingthediamondasadistraction.Itisnevereasytotellwhatheisupto.

The Three want tousethemagicofthediamondtoreturntheWhitefromlichdomandbecomeThe


Four. Theyhave no objection to eventually resurrecting the five dragons known as the World Burners,
buttheWhitetakesprecedenceovertheplansofmerekobolds.


page12/107

The kobolds in this adventure are religious fanatics intent on bringing their draconic gods back to life and
driving away anybody who isnt part of their tribe even if they did share a language with the adventurers
there is not much room for conversation there. Similarly bulettes, hungry stars, and angrydragons justout
ofhibernationwillnothavemuchtosaytotheadventurers.

However the adventurers are not the only adventuring group in the area. Below we present seven
adventuringgroupsand theirtiestotheicons.We recommenddropping at leastone of these groupsintothe
adventure (pick the one that willhavethe most interesting interaction with the PC group), either asrivals,as
a rescue in a tough fight, or just meeting friendly faces after a hard day fighting kobolds. Each group has
three icons it has positive relationships with, and assume that each group has at leastone person working
forthePrinceofShadows.

TheVerdantCircle
Associations:TheElfQueen,TheHighDruid,TheGreatGoldWyrm
Notable Members: Ailwin Theodemar, Nesterin Pelleas, OristNithenoel,
ShalistaElliththran,KuornosBlackleaf,ElofDriftmoon,VaonMistsword.

A group of elven and halfelven druids and paladins, the Verdant Circle is
dedicated to preventing magical treasures from falling into the hands of
those would would use them for evil. Thecircleisleaderless,theydraw lots
everymorningforwhoshouldissueordersthatday.Duetotheirpastactions
theyare friendly with the court of theElfQueenandthepaladins of theGreat
GoldWyrm,andhaveearnedthetrustandrespectoftheHighDruid.

TheCelestialOrderoftheStar
Associations:TheArchmage,TheDwarfKing,ThePriestess
Notable Members: Roberto Octakor (leader), Nala, Diogenia, Waltsam
Fallowgut,UteusMymther,UberoViktorRunebluffIII,ThardStonegrog.

These wizards travel the Midland Sea in their ship, seeking out new
knowledge and treasures, and boldly delving into dungeons. Though some
have taken holy vows and serve as clerics and others have trained as
knights, all of them studied magic together in Horizon. The Archmage
rewards them for the knowledge they uncover and for protecting his wards,
the Dwarf King underwrites their voyages in exchange for a cut of the
treasure from any dungeons that they investigate, and the Priestess keeps
themonhandincasesheneedssomebodytosmitetheunrightious.

BardicThun
der
Associations:TheCrusader,TheDiabolist,TheLichKing
Notable Members: Forgefang the Undying (leader), Black Therion,
AxebiterMcBrain,MystauneElfson,Zoso,OpethDarquesoule,Korien.

These dark bards serve the forces of evil, having sold their souls to gain
power and when the devils came to collect, they played theirway outofhell
itself. Now they wander the worldwithanappetitefordestruction,ridingtheir
hellmastodons and slaying everyone they encounter. They live for the kill,
and their songs are ones of worship to the dark gods. Their leader is the
undead forgeborn Forgefang the Undying. When they do go hunting for
treasureitiswiththesoleaimofincreasingtheirdestructivecapabilities.


page13/107

TheBloodDragons
Associations:TheEmperor,TheOrcLord,TheThree
Notable Members: Graf Onetusk (leader), Xythene Dubree, Bazur,
Salthu,SimonUrlgan,ZilduaraFarSeer,ZethosNakir,Vig,JenKrogan.

A mercenarygroup consisting mostly of halforcs and dark elves, the Blood


Dragons investigate rumors of dragon lairs and sell the information to
whichever of their patrons pays the most. Sometimes times theyreturnwith
treasure,onlyrarelydotheybringeggsbackforsale.

TheOutcasts
Associations:TheCrusader,TheElfQueen,ThePrinceofShadows
Notable Members: Dezbek GroCaldar, Zila Martel, Salisha Muraden,
TyazTheUnwritten(lastofHouseSeradayne),RashelDelmor

This ragtag group of reprobates have banded together more out of mutual
support and true friendship than any common driving goal. They are the
scions of icons, the chosen onesofchaosgods,assassins,dispossessed
heirs, and escapees fromtheirrespectivefates.Adventureissomethingthat
just seems to happen to them as they stumble from one escapade to the
next. Theironlyconsistentaim(andtheonlythingthattheygo outoftheir way
to do) is ruining the Diabolists plans, which has gotthemdeep intotrouble
more than once. When met this group is just as likely to be fleeing from
somemisadventureastheyaretobeattemptingtosavetheday.

FriendsForever
Associations:TheArchmage,TheDiabolist,TheGreatGoldWyrm
Notable Members: Seleste (the favoritefriend), Arthuris andCassandra
Hawkins,andothervictimsastheyfallunderSelestesshadow.

Thetiefling Seleste was desperate for friendship, so cast a diabolical spell


(fueled by a deal with the Diabolist), to make two newlyweds her friends.
Now Arthuris and Cassandra literally can't imagine having a better friend
than Seleste. The tiefling wizard Seleste leads her friends on adventures,
mostly in the Red Wastes. The group frequently run into and fight powerful
evil forces, which seem drawn to Seleste. This adventuring group has a
variable roster,andSelesteoftensendshervictimsoffonerrandsforher,so
thefiendmightnotalwaysbewiththegroup.

TheTollSlayers
Associations:TheCrusader,TheDwarfKing,TheHighDruid
Notable Members: Shiraz of Zinfandel, Diligaph the Bard, Sir Triumphian
(only paladin of Glorian the god of glory), Sai (a panther), Vesperusthe
SheAbomination,MinervaoftheBow.

Thisgrouphasthreeprinciplesthattheyfollow:theyalwayskeeptheirendof
any bargain they make, nobody steals from them and gets awaywithit, and
they refuse to pay any tolls. So vehement are they about the last point that
they have gained a reputation for psychotically gratuitous levels of brutality
when it comes to toll bridges and tax collectors. They have worked for the
Dwarf King who admires them for their flintsharp focus on getting the job
done and keeping their word, andsomeofthemhave served theHighDruid
orCrusaderinthepast.TheTollSlayersarenotgoodpeople,butneither are
they necessarily evil they are honest and can be trusted to keep their word
once it is given (whether that is a promise to save a life or to burn down a
village).


page14/107

If you need to build a battle, then use the generic adventurers below (one enemy per PC) and
giveeachadventurerintheenemygroupagroupspecificspecialability.
MagicUsingAdventurer FightingAdventurer LeaderAdventurer
3rdlevelcaster[HUMANOID] 3rdleveltroop[HUMANOID] 3rdlevelleader[HUMANOID]
Initiative:+9 Initiative:+9 Initiative:+10

Dagger+8vs.AC9damage Hack/Slash +10 vs. AC7 Lead from the front +9 vs. AC7
damage. damage
Rolling thunder +11 vs. PD (1d3 Natural 16+: 3 ongoing Natural 16+: One ally may
engaged enemies)4 thunder damage. end an ongoing effect on
damageandthetargetpopsfree it.
R:Bow+8vs.AC10damage
R: Kaleidoscopic wondertainment Shouted orders: If the leader
+11 vs. MD5 ongoing psychic Back to back: For every ally forgoes their standard action they
damage engaged with the enemy that this may grant one ally +6 to their
character isattacking it gains +2to attacks until the end of that ally's
AC19 attacks(maximum+4) nextturn.
PD13HP32

MD17 AC19 AC20


PD17HP45 PD17HP45
MD13 MD13
TheVerdantCircle
Elvenmists:Onceperround1d41membersoftheVerdantCirclemayteleportasafreeaction.

TheCelestialOrderoftheStar
Arcaneburst:AnynaturalevenhitwithanattackthattargetsAChasthefollowingeffect(rolld6)
1 Targetisdazedbystrobingrainbowlights(easysaveends).
2 Targetisassaultedbyetherealassailantstargetishampered(easysaveends).
3 Targetisstuck(easysaveends)astheirfeetareboundinplacebyglowingenergy.
456 Theattackermaymakethefollowingattackasanimmediatefreeaction:
C:ConlynsInvisibleWhips(1d3nearbyorfarawayenemies)2d6forcedamage.

BardicThun
der
Clashofmetal:Allattacksdoanextra1d6thunderdamage,hitormiss.

TheBloodDragons
Tougherthanoldleather:Criticalhitsagainsttheseenemiesdonormaldamage.

TheOutcasts
Troubledpath:Membersofthisgroupdo4damageonamiss.

FriendsForever
Thepoweroffriendship:Onanynatural19+hitormissthetargetbecomesconfused(saveends).

TheTollSlayers
Secondchances:Onceperbattle,atanytime,restoreonememberofthisgrouptofullhitpoints.


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1.1Thekoboldcamp.


page16/107


Dont forget to roll icon relationship dice at the
start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

Go around the group and ask each player a problem or challenge the group had tracking downthekobolds
to the Blood Wood. Move to the next player and ask them how their adventurer solved the problem, then
work that into the narrative. Repeat this until each player has had a chance to tell of a challenge that the
groupencounteredandofhowtheiradventurersolvedadifferentproblem

Once the group has recounted their journey to the Blood Wood explain how they have finally tracked the
kobolds down toacircle of tents ona path through the jungle.The path iscleared of vegetation and is rutted
bymanykoboldtracksalotofkoboldshavebeenpassingthroughhereoveraperiodoftime.

The Darkskye Diamond is obviously not here: it is too large for any of the kobolds to have hidden on their
person,anditisreputedtoglowverybrightly.


If you decide that kobolds are present use the kobold camp fight chart below, if not use thekobold traps
hazardchart.Iftheadventurersdecidetogoaroundthecampthenusetheforesthazardchartbelow.

ForestHazardChart
Koboldpittrap Koboldfootsnare Poisonousberries

A simple pit, covered with twigs The snare will jerk you right up Theylooksotasty...
andleaves intothecanopy!

DC15toavoid DC20toavoid DC15toavoid

+5vsAC2d6damage +10vsAC3d6damage +5vsPD2d6poisondamage

Stranglevines Koboldhivetrap Stormants

Aplantthat kills forestwildlifefor A hive of hornets swings down They swarm over animals that
useasfertilizer. onastring,triggeredbytripwire. cometooclosetothenest.

DC15toavoid DC20toavoid DC25toavoid

+5 vs AC (all adventurers) +10 vs AC (all adventurers) +10 vs AC (all adventurers)


1d10damage 1d12poisondamage 2d8lightningdamage


page17/107

KoboldCampFightChart KoboldArcher
Number Kobold Kobold 1stlevelmook[HUMANOID]
of PCs Archer Warrior Initiative:+4
3 10 5
Simpleknife+6vs.AC3damage
4 10 7

5 10 9 R:Tinycrossboworjavelin+7vs.AC3
6 10 11 damage
7 10 13
Evasive:Koboldstakenodamagefrommissed
KoboldWarrior attacks.
1stleveltroop[HUMANOID]
Initiative:+4 Splitoff:Whenoneofthekoboldsalliesengagesa
creatureengagedwiththekobold,thekoboldcan
Spear+8vs.AC4damage popfreeasafreeaction.
Naturalevenhitormiss:Thekoboldwarrior
canpopfreefromthetarget. AC16
PD14HP6(mook)
Evasive:Koboldstakenodamagefrommissed
MD10
attacks.

Mook: Kill one kobold archer mook for every 6


Notbrave:Koboldwarriorswithsingledigit
damageyoudealtothemob.
hitpointswillrunawaythefirstchancetheyget.

AC18
PD15HP22
MD12

KoboldTrapsHazardChart
Koboldbeartraps Koboldhivetrap Largespikedpittrap

Long grasses hide these metal A hive of hornets swings down The pit roof is sturdy, until
footremovers. onastring,triggeredbytripwire. multiplenonkoboldsstandonit.

DC15toavoid DC20toavoid DC25toavoid

+5 vs AC (all adventurers) +10 vs AC (all adventurers) +10 vs AC (all adventurers)


1d10damage 1d12poisondamage 2d8damage

Diremousetrap Stinkpot Smallspikedpittrap

Snap! Amobilekoboldlatrine Justbigenoughforafoot

DC15toavoid DC20toavoid DC25toavoid

+5vsAC1d10damage +10vsPD3d6damage +15vsAC4d6damage


page18/107

1.2Treacherouscircle.


page19/107

The Darkskye Diamond glows brightly, and through the trees the adventurerscancertainly see a brightand
clearly very magical glow. In a clearing in the thick forest is a stone circle, and a group of kobolds in red
robes are stood at the center of it chanting and waving around the draconic relics that the degenerate
creatures prize so highly. This is a teleportation circle, and kobolds are queueing up to step intothe orbof
brightlightatthecenter.

Just as the adventurers spot it, four kobolds straining under theweight of the huge Darkskye Diamond step
into the orb of light and vanish. Unfortunately this happens far too quickly for the adventurers to do much
aboutit,excepttofollowthediamondthroughtheorbtowhereveritmaylead.

There are a lot of kobolds about, together with the redrobedkobold wizards,so sneaking uptotheorbisnt
an option (the area around the orb is clear of cover, and all the kobolds are looking at it). Fortunately this
allows the adventurers to spring an unexpected attack. Unless an adventurer does something to alert the
kobolds first, the escalation die for the fight with the kobolds starts at 1. The kobolds will see the
adventurers as soon as they get close enough to fight (bow range), but the adventurers will definitely have
themomentuminthefight.

If the adventurersstop to slaughterthekoboldsthey will find the orb of lightdimming. After the fightthere will
be barely moments to go through the portal before it closes. It is not possible to see what is on the other
side of the portal. An adventurer who steps into the glowing orb before the fight is over has removed
themselvesfromthefight,butakoboldherowillalsofleeeitherthroughtheportalorintotheforest.


page20/107

KoboldCircleFightChart KoboldHero
Number Kobold Kobold Kobold 2ndlevelleader[HUMANOID]
of PCs Archer Hero Grand- Initiative:+3
Wizard
3 9 3 8 Shortsword+7vs.AC6damage,andeach
nearbynonleaderkobolddeals+3damagewithits
4 12 4 7
nextattackthisbattlethathits
5 15 5 6
Naturalevenmiss:3damage/
6 18 6 5
7 21 7 4 Evasive:Koboldstakenodamagefrommissed
The grandwizards do not really add much to the fight, but attacks.
killingthemwillsurebesatisfying.
AC18
PD16HP34
MD12

KoboldArcher KoboldGrandWizard
1stlevelmook[HUMANOID] Bewaremymightypower!Mightypower!
Initiative:+4
0levelmook[HUMANOID]
Simpleknife+6vs.AC3damage Initiative:+8

R:Tinycrossboworjavelin+7vs.AC3 Staticjolt+5vs.AC2lightningdamage
damage
R:Painfulliverinversionhex+7vs.PD4
Evasive:Koboldstakenodamagefrommissed poisondamage,or6poisondamageagainst
attacks. dwarves

Splitoff:Whenoneofthekoboldsalliesengagesa Evasive:Koboldstakenodamagefrommissed
creatureengagedwiththekobold,thekoboldcan attacks.
popfreeasafreeaction.
AC15
AC16 PD13HP5(mook)
PD14HP6(mook) MD9
MD10
Mook:Killonekoboldgrandwizardmookforevery
Mook:Killonekoboldarchermookforevery6 5damageyoudealtothemob.
damageyoudealtothemob.


page21/107

1.2TheDesertofBrokenStatues.


page22/107

The adventurers awake near a glowing blue orb. Obviously they passed out as they travelled from glowing
orb to glowing orb, but it doesn't feel likethey have been here for long,probably only moments. Theorbhas
bought them all here at once, they seem to have caused a magicalbottleneck with the teleportationspell.
Theglowingorbisslowlyfadingawaytheywontbeabletoreturnfromwherevertheyarenow.

Looking around the adventurers see that theyareon a great plain of greydust.Statuesfrompast ageslitter
the landscape, and surrounding the desert like a ring of mountains is a series of living dungeons, their
monsterhaunted spires jutting up into the sky like claws. This unfriendly place is the Desert of Broken
StatuesontheisleofOmen.

In the extreme distance a glow can be seen retreatingatspeed the DarkskyeDiamondis headed north in
thedirectionofariverthatflowsslackishlythroughthelifelessdesert.


If you decide that thereare kobolds presentthey springoutfrombehindthenearest statues,usetheDesert
Kobold fight chart. If you decide that no kobolds are present use the Desert of Broken Statues hazard
chart.

DesertofBrokenStatuesHazardChart
Powderydust Unstablefooting Runeofchromaticmadness

The dust of ten thousand years The severed hand of a statue An inscription on a broken
isachokinghazard. shiftsunderyourweight. statuestillholdsalittlemagic.

DC20toavoid DC15toavoid DC25toavoid

+10vsPD3d6damage +5vsAC2d6damage +15 vs MD (all adventurers)


3d4psychicdamage

Vultureflies Hiddenvoid Firerosethicket

These footlong insects eat the A hollow statue collapses A rare spot of color among the
decaying flesh of those who die beneaththe grey dust, causing a grey dust, this plant has a
of exposure. Rest for too long void that sucks in everything cunning defence against desert
andtheyllthinkyouaredead. nearby. herbivores. Fire roses contain
waterintheirroots.

DC20toavoid DC15toavoid DC15toavoid

+10vsAC3d6aciddamage +10 vs PD (all adventurers) +10 vs PD (all adventurers)


1d8damage 1d12firedamage


page23/107

DesertKoboldFightChart KoboldArcher
Number Kobold Kobold 1stlevelmook[HUMANOID]
of PCs Archer Dog-Rider Initiative:+4

3 10 3 Simpleknife+6vs.AC3damage

4 10 4
R:Tinycrossboworjavelin+7vs.AC3
5 10 5
damage
6 10 6
7 10 7 Evasive:Koboldstakenodamagefrommissed
attacks.
KoboldDogRider
Herecomesthecavalry!Ridingferalterriers, Splitoff:Whenoneofthekoboldsalliesengagesa
savagecorgis,anddireschnauzers!Thetinydoggy creatureengagedwiththekobold,thekoboldcan
armorisadorable,theflaminglancesoftheriders popfreeasafreeaction.
muchlessso.
AC16
3rdleveltroop[HUMANOID] PD14HP6(mook)
Initiative:+8 MD10

Flaminglance+8vs.AC6damage,and3 Mook:Killonekoboldarchermookforevery6
ongoingfiredamage damageyoudealtothemob.
Natural16+:Thekoboldanditssteedpop
freefromallenemiesandcanmoveasa
freeaction.

R:Tinycrossbow+8vs.AC9damageandthe
koboldanditssteedcanmoveasafreeaction.
NaturalrollisabovetargetsWisdom
(trapster):Thereisalinetiedtothebarbed
Trapster(rolld6)
dart,pulling/trippingthetargetintoatrap. 1.Oilbladderexplodesunderfoot.
SeeTrapster. Target takes double damage from fire for the
restofthefight.
Evasive:Koboldstakenodamagefrommissed 2.Footsnare.
attacks. Targetisstuck(saveends).
3.Springloadeddartsconcealedunderastatue.
Caninesteed:Thesteedcantbetargeted 1d4+escalationdiedamage.
4.Blastingpowderunderastatue.
separatelyfromthekobold.Ifthekobolddiesthe
3 damage and target is dazed(4toattack)until
dogrunsaway. theendoftheirnextturn.
5. A patch of ground is really a grey cloth
AC19 covered in flammable glue, and here comes the
PD16HP41 litlantern!Fwoosh!
4ongoingfiredamage.
MD12
6.Headofnearbystatueexplodes!

1d4+escalationdiedamage.


page24/107

1.4Descentintodarkness.


page25/107

The kobolds leave deep tracks in the powdery grey dust of the lifeless desert. The tracks turntofollow the
river, as the sluggish water starts to pick up speed. Soon the sound of a waterfall can be heard from the
direction of what look at first to be camp fires. Approaching closer the smoke proves not to be camp fires
but pockmarked holes in the ground. It is obvious that volcanic vapors and thick dark smoke are coming
from the holes, chimneys to an underground inferno. Everybody knows that Omen is not volcanic, it is an
accretionoflivingdungeons.Whatisgoingonhere?

The river thunders over the lip of a chasm into a dark void. Peering over the edge it is possible to see
kobolds making their way around cracks in the groundthat glow with molten magma. Thechimneysthrough
the rock here are so hot that they glow on the inside, and the air isthickwithfumes thatscorch the lungs.
For a moment the pure white light of the Darkskye Diamond can be glimpsed as the kobolds carry it into a
tunnel. The kobolds below are too far away to attack, and even a featherfall spell would likely run out too
soon to carry the adventurers down safely. It appears that they will have to climb. The kobolds superior
knowledge of the terrain has allowed them to get far ahead of the party, but the adventurers are still inhot
pursuit.

Astheadventurersconsidertheiroptionsarockskittersdownintothechasmfromtheoppositeside


If you decide that there are kobolds present herethen use the kobold falls fight chart below, otherwise use
thechasmhazardchartbelow.

HazardChart
Volcanicoutgassing Hotrocks Dustexplosion

A superheated blast of The dusty ground beneath your With no warning sudden
poisonous air erupts from feet is getting very warm all of a explosive outgassing has turned
beneathyourfeet! sudden... the powdery dust into a sheetof
flame!

DC20toavoid DC15toavoid DC25toavoid

+10 vs PD (all adventurers) +5 vs PD (all adventurers) +15 vs PD (all adventurers)


1d12poisondamage 1d10firedamage 2d8firedamage

Uncertainfooting Volcanicfumes Koboldcaltrops!

The rock crumbles away The volcanic fumes poison the Small metal spikes hidden just
beneath you as thechasm walls veryairthatyoubreathe. where an adventurer would be
shakeandrumble likelytostep.

DC15toavoid DC25toavoid DC20toavoid

+5vsPD1d8damage +15 vs PD (all adventurers) +10vsAC3d6damage


2d8poisondamage


page26/107

KoboldFallsFightChart KoboldSkyclaw
The kobolds hurl themselves into battle wearing
Number Kobold Kobold
dragonwinged backpacks. Landing among the enemy they
of PCs Engineer Skyclaw
begin to hurl alchemical flasks aboutthose kobolds that
3 1 16 dontexplodeonimpactthatis!
4 2 16 2ndlevelmook[HUMANOID]
5 3 16 Initiative:+8

6 4 16
Spiketoedboots+5vs.AC4damage
7 5 16
C: Alchemical flask +6 vs. PD (one nearby
KoboldEngineer enemy or one far away enemy at 2 to
Koboldengineersarepartofthereasonwhykoboldsthrive
attack)Spiketoed boots +5 vs. AC3 damage,
inalmostanyenvironment,althoughtheyarealsoadeptat
creatingtrapsandunderminingdwarvenmineshafts. androlld4fortheeffectoftheflaskscontents
1. Distilled ankheg spit: The target takes 3
3rdlevelleader[HUMANOID] ongoingaciddamage.
Initiative:+8 2. Reconstituted remorhaz lymph: The target
takes3ongoingfiredamage.
Wrench,pick,orshovel+8vs.AC8damage 3. Essence of giant spider web: The target is
Natural 16+: The engineers kobold allies stuck(saveends).
gain a +2 attack bonus against the target 4. Kobold blasting powder: Theres a loud
untilthestartoftheengineersnextturn. bang and the battlefield is obscured with thick
smoke. Each nonkoboldcreature takesa2 attack
R: Explosive flask +5 vs. PDThe target is penaltyduringitsnextturn.
vulnerable to nonmagical attacks(easysave ends, Natural1:Thekoboldexplodes(seemook).
6+)
Natural roll is above targets Wisdom Erratic flight: The kobold flings itself from a
(trapster): The blast knocks the target into trebuchet or ignites an unstable alchemical
atrap.SeeTrapster. propellant andlandsamongitsenemies. Eachtime
thekoboldusesamoveactiontofly,rollad20.
Evasive: Kobolds take no damage from missed 1: Itcrashesandexplodes(seemook).
attacks. 215: Itlandssafely,
16+: Itstaysaloftandcankeepflying.
AC19
Evasive: Kobolds take no damage from missed
PD17HP45
attacks.
MD13

AC18
Trapster(rolld6) PD16HP7(mook)
1.Patchofstrategicallyplacedslipperyoil.
MD13
2.Footsizedspikepit,hiddeninthedust.

3. A foot snare attaches bag of 1000 biting
millipedestoadventurer'sleg! Mook: Kill one kobold skyclaw mook for every 7 damage
4.Brokenglassandafootsnare.Ouch! you deal to the mob. If an attack roll against a skyclaw is a
natural 20 or a skyclaw rolls a natural 1 attack roll or flight
5.Explosivepowderandalitfuseblam!
roll, it triggers a chain reaction that ripplesthrough all nearby
6.Metalspikescoatedinkobolddung.
skyclaws in the mob each one makes an alchemical flask
Allthesetrapsdo1d4+escalationdiedamage.
attackasafreeactionasitexplodesanddies.


page27/107

1.5Thetunnel.


page28/107

Though there is no sign of the kobolds bythetime the adventurers reachthefloor ofthe steepsided chasm,
there is only one possible way they could have gone.Tothewestis crackedand broken rock, glowing with
heat. Scalding fumes would cook any kobold (or adventurer) who tried to go that way. To the east the
redirectedriverflows,towardsthetunnelthattheadventurerssawthekoboldsenter.

The tunnel is dark, and is hip deep in the icecold water from the river. The bottom of the new river isthick
with greyish mud, the fine choking dust of the Desert of Broken Statues has become a sucking sludge. A
rumbling sound echoes out of the tunnel, and rocks fall from its ceiling. Unless the adventurers want to
abandon the Darkskye Diamondand find theirownwayoff the dread isle ofOmen thenthisis their only way
forwards.


If you decide to run a combat here then use the bulette fight chart below, otherwise use the tunnel danger
chart below. Loot: There are 1d3+1 magic items (from the appendix), either inthegulletofthebuletteor in
apileofitsdroppings(dependingoniftheyfightthebuletteorfacethehazards).


ArtbyRichLongmore,fromthenew13thAgeBestiary.

If you are running this as a twosession game and levelling characters from 2nd to 4th level thenafterthis
section you should stop and let players level their characters up. Narrate how theycometo alavafield with
what looks like a cave entrance withatrailofdirtleadingto it,thegreyishmudthatcame from the riverthat
theyhavejustwadedthrough


page29/107

BuletteFightChart
Number Bulette Hatchling
of PCs Bulettes
3 1 0
4 1 1
5 1 2
6 1 3
7 1 4

HatchlingBulette
Newbornsbulettesarehungry
3rdlevelwrecker[BEAST]
Initiative:+6

Bulette
Barbedclaws+8vs.AC8damage Certain specialists claim to be able to attract or repel
Natural even hit: The target takes 4 bulettes by creating rhythmic sounds transmitted into the
damage each round until the hatchling is ground through metal poles. Judging by results, the most
dead or they are no longer engaged with effective type of metal pole is a hollow prosthetic worn in
placeofamissingleg.
thehatchling.
Large5thlevelwrecker[BEAST]

Initiative:+7
Blood frenzy: The bulettes crit range expands to

16+whiletheescalationdieis4+.
Gigantic claws +12 vs. AC (2 attacks)15

damage
AC19
Dual hit: If both claws hit during the same
PD17HP45 turn, the bulette can make a terrible bite
MD10 attack during its next turn as a standard
action.

[Special trigger] Terrible bite +14 vs. AC45
damage
Miss:22damage.

Blood frenzy: The bulettes crit range expands to
16+whiletheescalationdieis4+.

Serious burrower: A bulette can burrow incredibly
quickly for short distances. Theyre renowned for
the mounds of dirt and rock they push above them
as they surge through the ground like land
torpedoes.

AC22
PD19HP170
MD14


page30/107

TunnelDangerHazardChart
Fallingrocks Suckingmud Rushofwater

The tunnel roof shakes. Rocks The dustmud beneath you wont A wall of icy water slams into
fall. let go. You are being sucked you from behind, knocking you
downtodrownintheriver. down.

DC25toavoid DC20toavoid DC15toavoid

+10 vs AC (all adventurers) +10 vs PD (all adventurers) +10 vs AC (all adventurers)


1d12damage 2d6damage 1d10damage

Deadend Quake Steamexplosion

You take the wrong fork of the A tremor opens a small fissure The water ahead of you explodes
tunnel causing you to spend in the earth just where you were inagoutofmud.
hours marchinghipdeep through about to step. It traps your foot
icewater. andbeginstoclose...

DC20toavoid DC25toavoid DC15toavoid

+10 vs PD (all adventurers) +10vsAC4d6damage +10vsAC2d8+4damage


1d12colddamage

Youcanfindseveraldifferentspeciesofbulettesinthe13thAgeBestiary.


page31/107

2.1Deaddungeon.


page32/107


Dont forget to roll icon relationship dice at the
start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

Exiting the tunnel the adventurers are faced with a choice, proceed forwards towardswhat looks like a cave
entrance, or keep following the river as it plunges into a dark cataract and disappearsdeep into therock.It
is obvious that the kobolds went into the cave, they have even tracked the rivers grey mud towards the
entrance.Astheyareconsideringtheirchoice,thegroundshakesandmakesuptheirmindforthem...

Skipping to the end: If you need to cut to the endthen anearthquakehappensat thispoint. Theentrance
tothecavecollapses,andthewaythattheriverplungesdownintowidens.

Presenting a choice:If you want thismore openendedthen this isagoodbranchpoint for the players.The
quake opens up both paths for theadventurers.Takingtherouteinto therock through the cataracthas the
same dangers as listed above and then dumps the adventurers into a living dungeon (use 2.2b in place of
2.2a,and2.3binsteadof2.3a)beforeitexitsatsection2.4or2.5.


Iftheadventurersgointhefrontentrance
Decide ifthere are kobolds at the cave entrance andif so use the kobold caves fightchartbelow, otherwise
usethecaveentrancehazardchartbelow.
Iftheadventurerschoosethecataract
The adventurers will each need to make a DC 25 skill check against an appropriate background or take
damage from tumbling through sharp wet rock as an icecold riverrushespast them through the darkness:
if they get 2024 ontheir roll they take2d6 damage,1519 theytake 2d8damage, anythinglessthan 15 and
thatadventurertakes2d12damage.Thenheadtosection2.2b


page33/107

KoboldCavesFightChart
Number Kobold Kobold KoboldBravescale
of PCs Bravescale Archer These ironclad woadpainted kobolds dont run
3 2 5 awayfromdanger!

4 3 0
4thlevelblocker[HUMANOID]
5 3 10
Initiative:+9
6 4 5
7 5 0 Spear+9vs.AC13damage
Natural roll is above targets Wisdom
(trapster): The kobold pushes or trips the
targetintoatrap.SeeTrapster.

Disciplined maneuver: If the escalation die is 3+
and this creature has at least two bravescaleallies
in the battle, whenever an enemy movesto engage
the bravescale, it can make a spear porcupine
attackagainstthatenemyasafreeaction.
Spearporcupine+11vs.AC10damage

Lock shields: For each other kobold bravescale
next to the bravescale or engaged with a creature
KoboldArcher that thisbravescaleis engagedwith, the bravescale
1stlevelmook[HUMANOID] gains a +2 bonus to AC (maximum of +4), and
Initiative:+4 each enemy engaged with the bravescale takes a
2penalty(maximumof4)todisengagechecks.
Simpleknife+6vs.AC3damage
AC20
R: Tiny crossbow or javelin +7 vs. AC3 PD18HP55
damage MD14

Evasive: Kobolds take no damage from missed
attacks. Trapster(rolld6)
1.Lavaspillsoutofstonebucketupabove.

1d4+escalationdiefiredamage.
Split off: When one ofthekoboldsallies engages a
2.Steamventuncorkedbytripwire.
creature engaged with the kobold, the kobold can 1d4+escalationdiefiredamage.
popfreeasafreeaction. 3.Footsnarehiddenundervolcanicdust.
Stuck(hardsaveends).
AC16 4.Boilingoilflungfromtinycatapultinshadows.
3ongoingfiredamage.
PD14HP6(mook)
5.Suddenlycaltrops!Caltropseverywhere!
MD10 1d8ongoingdamage.
Mook: Kill one kobold archer mook for every 6 6.Hallucinogenicdustfromconcealedbillows.
damageyoudealtothemob. Confused(easysaveends).


page34/107

CaveEntranceHazardChart
Weakfloorandlava Headheightbeartrap Swingingrocks

The kobolds have dug out rock A tripwire releases a beartrap Rocks on ropes swing out of the
beneath the floor. Theycanwalk upon the head of an unwary darkness, each rock designedto
over it just fine anybody heavier adventurer. swing at roughly crotchheight
willbedroppednearthelava. onanadventurer.

DC15toavoid DC20toavoid DC15toavoid

+5vsPD2d6firedamage +10vsAC3d6damage +5vsAC2d6damage

Boilingoiltrap Trappedkoboldcorpse Crazykoboldchickentrap

A bladder filled with water has This dead kobold still keeps the A hen darts from the shadows,
been left above a steam vent, clan safe. Under his body is a trailing a lit rag on a string. Too
and is covered with dust to look springloaded bucket of nails, late the adventurers realize that
like a rock. An unwary ready to meet the face of an they are standing on a floor
adventurer stepping on it will be adventurer. sprinkledwithblastingpowder!
squirtedwithboilingoil.

DC 15 to avoid, for each DC20toavoid DC25toavoid


adventurer

6 fire damage, and fire does +10vsAC3d6damage +10vsPD2d10firedamage


double damage until after the
adventurersnextshortrest.

Extremeheat Landslide Flyingrocks

The adventurers path takes The rock and soil shifts A violent blast of rocks and gas
them close to the lava. The air dramaticallyandunexpectedly. hurtles towards the adventurers
here is hot enough tosearlungs outofasidetunnel.
andboileyeballs!

DC15toavoid DC 15 to avoid, for each DC25toavoid


adventurer

+5vsPD2d6firedamage +5vsAC2d6damage +15vsAC2d8damage

Ashcloud Minilahar Firejet

The grey cloud rolls in without Arushofboilingashenmud! A sudden ball of fire shootsfrom
warning,chokingandblinding. betweencracksintherock.

DC 15 to avoid, for each DC20toavoid DC15toavoid


adventurer

All DCs raised by 5 for the party +10vsPD3d6damage +5vsAC2d6firedamage


untiltheirnextshortrest.


page35/107

2.2aTephratheStoneBurner.


page36/107

Skip this section if the players chose the route through the adventure that went via the living dungeon
(2.2b),orifyouareskippingaheadtotheend..
Usethissectioniftheplayerschosetoenterthekoboldlairthroughthefrontentrance.

The adventurers proceed further into therock,passingby the ruins of living dungeons thatwere killedby the
recent volcanic activity. Strange doorways and steps uncarved by any creature that has seen the sun
beckontodangersuntold.Echoes ofmonstrousnoises issue forth from cracks in the walls,and it is unclear
ifthesoundsarevolcanicorsomethingelse.

However, as tempting as plunging unprepared into monsterinfested darkness isforadventurers, the path is
clear. The kobolds have left paintings on the wallshere,and followingtheseleadstomore.Someare maps
and diagrams of the tunnels showing which ones are safe and which pose dangers, and some are crude
pictograms of dragons. One set of drawings show up over and over, a hexagonallyframed illustration of a
diamond being used to resurrect five red dragons so that they may lay waste to the world. These dragons
arelegendary the World Burners. In a past agethey nearlyextinguishedalllife in the lands surrounding the
Midland Sea. Entire armies perished attempting to fight the beasts. The World Burners were not big, but
they were powerful, commanding the power of volcanoes from their fortress in the Magma Keeps. The
koboldsseem to believethat theyhave foundthefinal resting placeof the monsters,and intendto raisetheir
godstolifeoncemore!

As the party of adventurers proceeds forwards a wall cracks open, and lava begins to pour out. As the lava
lights up the cavern, the adventurers realize that they are standing on a dragon! The lava awakens the
dragonfromherdeathlessslumber,sheburstsoutfromtherock,andsheattacksthem.


Note: This is not one of the huge big five World Burners the koboldtribe aretryingto revive.No, theyare
muchworse.ThisisTephra,oneoftheWorldBurnerslesserchildren.Shewashibernatingintherock.


page37/107

AwakenedDragonFightChart TephratheStoneBurner
Number Tephra Living The volcanic heat has reawakened Tephra from
of PCs Lava her hibernation deep within the rock shesunhappy
3 1 0 atthedisturbance.Sheishungryafterhernap...

4 1 1
Large5thlevelwrecker[DRAGON]
5 1 2 Initiative:+9
6 1 3
7 1 4 As a standard action, Tephra makes two or three*
attacksfromthefollowinglist:
Livinglava Stonemelting claws +10 vs. AC12 fire
Tephras magic has animated the lava itself! damage
Adventurers fighting it are probably not striking C: Pyroclastic breath +10 vs. PD (one
directly at it but are instead knocking rocks in its nearby or far away enemy)12 fire
pathortryingtodigtrenchestodivertit. damage
R: Burning eyes +12 vs. MD (1d3
Large1stlevelwrecker[CONSTRUCT] enemies)Targets either take 4 ongoing
Initiative:+0 fire damage or can chose to losetheir next
moveactionastheyputouttheflames.
Everythingburns+6vs.AC10firedamage *If Tephra only makes two attacks in a round
instead of three, then both attacks roll 2 x d20 to
Lava immunity: The lava only takes half damage hit and the dragon takes the higher attack roll for
from all attacks, no damage at all from attacks eachattack.
involving fire damage, and attacks involving cold
damagedotripledamagetothelava. Flight: Thephracanflyfastand well. Ifsheuses her
standard action to fly, then all engaged enemies
Fighting lava: Whenever an enemy would do miss pop free from her before she moves and they take
damage to lava, instead that enemy takes 5 fire 2d12firedamageeach.
damagefromoutgassingandheat.
Dragon fear: Enemies with 24 HP or fewer thatare
AC17 engaged withTephracannotusetheescalation die
PD17HP55 andaredazed(4toattack).
MD 30 (...a crit will still hit, but otherwise lava is
very hard to affect at all with psychic powers, to Escalator: Tephra adds the escalation die value to
mindcontrol,ortofoolwithillusions.Itslava.) herattackrolls.


Fire heals me!: When Tephra takes fire damage
DRAGON!Runaway!Runaway! from an enemy she heals hit points instead of
While Tephra is only just awakened, it is still a losing them. This becomes obvious the first time
tough fight. They might all die let them know shereceivesfiredamagefromanenemy.
that going in. Remind the players that fleeing
this battle is a valid option. If they do so they AC21
escapethelavaanddragon,butgetnotreasure.
Thereisnoshameinrunningfromadragon.
PD19HP144
MD15


page38/107

Loot!
The dragon doesn't have treasure,it istreasure! The dragonhasslumberedforso long in the rockofahighly
magical isle of Omen that its remains are magicitems. There are enoughintactbones andsuchlikefor one
magicitemperadventurer,playersgettopickwhattheygetfromtheitemsbelow.

DragontoothNecklace TephricBlade Dragonscaleshield

Necklace Weapon(anybladed) Shield

It is just the tips of the horns, One of the sharp claws has The chest scales of some
but you can tell people that survived intact. Wrap some dragons make excellent
theyareteeth. leather around the root and shields.
youhaveaperfectweapon!
Always: +1to saves when you Always: Increase your
have 10 HP or fewer Always: Bonus to attacksand maximum hit points by +4
(adventurer) 25 Hp or fewer damage: +1 (adventurer) +2 (adventurer) by +10
(champion) 50 HP or fewer (champion)+3(epic). (champion)by+25(epic).
(epic).
+5 bonus to death saves Recharge 16+: Dealyour level Recharge 16+: Subtract your
whenfightingdragons. in fire damage to each enemy level from any fire damage
youareengagedwith. that you take, until the end of
Quirk: Likes meals very very thebattle.
overcooked.Charredreally. Quirk: Only comfortable when
sleepingon(orin)rock. Quirk:Fascinatedbyflames.


OrbofTephra
BagofDragonTeeth DragonwingWeapon
Implement
Wondrousitem Weapon (staff, club, warhammer,
Tephraseyesarecrystals. spear,polearm,etc)
The shattered teethfragments
Always: Bonus to attacksand holdpowerstill. One of the long hollow
damage: +1 (adventurer) +2 wingbones is perfect for a
(champion) +3 (epic, only Summon up to thirteenstrong hafted weapon. So light and
skeletonstodoyourbidding! swift!
whenmountedonastaff).
They can not fight but they
candig,carry,lift,fetch,etc. Always: Bonus to attacksand
Recharge 16+: Detect all
Free unskilled labor for one damage: +1 (adventurer) +2
hiddentreasurenearby.
hour a day (after thehourthey (champion)+3(epic).

Quirk:Covetousness. crumble to dust). Sunrise (or


sunset, or moonrise, or Recharge 16+: Fly (more like
darkfall whatever, it is only glide)foroneround.
one use per day) restores the
magictothebagofteeth. Quirk:Claustrophobia.


Quirk:Lazywhentoocold.





page39/107

2.3bKoboldwatchpost.


page40/107

Skip this section if the players chose the routethrough the adventurethatwent viatheliving dungeon(2.2b
and2.3b),orifyouareskippingaheadtotheend..
Usethissectioniftheplayersenteredthekoboldlairthroughthefrontentranceinsteadofthecataract.

Koboldsarenotstupid.Cautioustothepointofcowardicesometimes,butneverstupid.

Koboldsarecunning.

The kobolds of this clan know that somebody mighttry to stopthemresurrecting theirgods, and have taken
appropriate measures to destroy who or whatever tries to stop them. To that end they have set up a
perimeter of watch posts in the dark caverns. This is not apermanenthome for the kobolds,this is across
between a military expedition and aholy pilgrimage, andhasbeenundertakenina hurry. Theusualpanoply
of carefully dug traps is missing, but what they have managed to rig up in the time available to them is
amazing.

Either through planning or lucktheadventurers haveavoided the koboldwatchpostsso far, but this one can
not be avoided. The thing is, there doesn't appear to be any kobolds present. A fire is burning and their
sleepingrollsarethere,butnokobolds.Maybetheyareoutonpatrol?

If you decide that kobolds are present use the kobold ambush fight chart below (the camp is a decoy). If
you decide that kobolds are not present usethe undead hazard chart below (the camp was abandoned due
toundeadwanderingoutofalivingdungeonthatintersectsthiscavernsomewhereinthedarkness).

UndeadHazardChart
This is not a proper fight. These undead are a shambling rotting mass less coordinated than zombies and
weaker than kittens, but there are a lot oftheundead andthey tendto getabit bitey.Ifyouwant to run
a full undead fight rather than treat them as a hazard use the undead from the appendix and give them an
extra+6totheirattacks.

Tidalwaveofcorpses Skeletalhands Undeadgnatcloud

The undead come in a huge The hands thrust up from the Millions of microscopic flying
wave, full of rotting cadavers and floor,trippingandgrabbing. carapaces, each trying to drain
brittlebones. yourblood!

DC15toavoid DC20toavoid DC25toavoid

+5 vs AC (against each +10 vs PD (against each +15 vs PD (against each


adventurer)1d10damage adventurer)1d12damage adventurer)2d8damage


page41/107

KoboldFightChart KoboldShadowWarrior
Number Kobold Kobold Stealthy kobolds with colorchanging skin, they
of PCs Shadow- Archer climb the walls like lizards and strike from the
Warrior shadows.
3 9 1
4thlevelmook[HUMANOID]
4 11 2
Initiative:+9
5 13 3

6 14 4 C: Throwing star +9 vs. AC (one nearby
7 17 5 enemy)7damage

KoboldArcher C: Stinging dust +6 vs. PD (up to 2 nearby
1stlevelmook[humanoid] enemies in a group)5 damage, and the target
Initiative:+4 takes a 1 penalty to attacks until the end of its
nextturn
Simpleknife+6vs.AC3damage
Elusive: If a shadowwarrior hasnt been attacked
R: Tiny crossbow or javelin +7 vs. AC3 since the end of its last turn, it can spend all ofits
damage actions to disappear from sight (remove itfromplay
as it getsintoposition). Atthestart ofitsnext turn,
Evasive: Kobolds take no damage from missed it reappears (dropping down out of the ceiling or
attacks. springing out of cover and reentering play) andcan
makeanelusivestrikeattackasastandardaction.
Split off: When one ofthekoboldsallies engages a C: Elusive strike +13 vs. AC (one nearby
creature engaged with the kobold, the kobold can enemy)18damage
popfreeasafreeaction.
Evasive: Kobolds take no damage from missed
attacks.
AC16

PD14HP6(mook)
Wallcrawler: Akobold shadowwarriorcanclimb on
MD10 ceilings and walls as easily as it moves on the
Mook: Kill one kobold archer mook for every 6 ground.
damageyoudealtothemob.

AC20
PD13HP14(mook)
MD17

Mook: Kill one kobold shadowwarrior mook for
every 14 damage you deal to the mob. Apply
damage to shadowwarriors using the elusiveability
last(orignorethatdamage).


page42/107

2.2bThelivingdungeon.


page43/107

Skipthissectioniftheplayerschosetheroutethroughtheadventurethatwentviathedragon(2.2a).
Use this section if the players chose to enter the kobold lairthroughthecataract,butyouarenotskipping
straighttotheendoftheadventure.
Use this section if you are running this as a longer adventure, as a sideexploration of one of the living
dungeonsthatintersectthecavernsthatthekoboldsarein.

Iftheadventurersenteredviathecataract:
The roaring water pushes the adventurers deeper into the rock. The roar of the water is deafening,
adventurers tumble against therocks, and thereis no air. Just as their lungs are bursting and theyare close
to blacking out, disaster strikes. One of the adventurers ends upwedged upsidedownin a narrow passage,
blocking the flow of water. Everybody is stuck and the adventurers begin to drown. The pressure backs up
andatthepointofnoreturntheypopfreetorushfurtherdownintotheterrorfilleddarkness.

It takes a minute for the gasping adventurers to realize that they can breathe. The water is still rushing
around them but there is space enough to wiggle along on their backs and gasp air. Up ahead there is a
light! It takes some pushing and a lot of scrapedoff skin, but they exit the rushing water into a room. It is
oneofthelivingdungeonsofOmen!

Iftheadventurersenteredviaasidepassageinthekoboldcaverns:
A loud echoing roar issues forth from behind a wall in thecavern. Thewall splitsopen withagush ofwater,
and then collapses. Behind the rock is dressed green stone, regularcubic blocksthat form ageometrically
perfect wall. In the wall is asquare passageway, down whichcan be seen a greenglow. Exploring down the
passageway reveals a series ofempty rooms. Everything istiled. Following the light reflected from the stone
blocksleadstheadventurerstothesourceoftheillumination.

Then...
A strange greenish light fills the room.A sluggishly moving slimefills carvedtroughsin the ground, giving off
a brightgreenglow. In the floor isa deep shaft,fromwhich blows the scent of jasmine andlavender. Ametal
grate in the shaft blocks off exploration in thatdirection, but it looks likeit might bepossible for the grate to
bedislodgedwithenoughforce.


If you want there to be a combat here use the glowing undeadfight chart. Otherwise use the living dungeon
hazardschartbelow.


page44/107

GlowingUndeadFightChart
Number Glowing Glowing Glowingphantasm
of PCs corpse phantasm Thephantasmfloatsaroundtheroom,phasingintovictims.
4thlevelspoiler[UNDEAD]
3 3 3
Initiative:+7
4 4 4

5 5 5 Phasing possession: Once per turn a glowing
6 6 6 phantasm may enter an enemy. That enemy
7 7 7 becomes possessed and glows. While possessed
the phantasm controls where the enemy moves on
Glowingcorpse the enemys turn, and the enemy is confused.
Itssilenceiseerie. While possessing an enemy the phantasm maynot
1stlevelarcher[UNDEAD] betargetedbyattacksagainstitsACorPD.
Initiative:+6 The phantasm remains inside the enemy and
possessing it until the enemy takes damage or
C: Baleful glare +6 vs. MD (one nearby or far succeedsonasave.
awayenemy)5aciddamage
Chilling aura: Once per turn as a fullround action
Ethereal senses: Glowing corpsescanseeinvisible the phantasm may deescalate the escalation die,
or obscured characters (spells like blur will not reducingitsvalueby1(toaminimumof1).
work on them), can target characters who are
shadow walking, and will not target characters AC20
possessed by glowing phantasms, dybbuks, or PD18HP54
similar.
MD14


AC17
PD15HP24
MD10


page45/107

LivingDungeonHazardChart
Shiftingwall Suddenstairs Droppingroom

The wall moves with alarming This was a room just a second Without warning the whole room
speed into the room, and you ago! plunges downwards, stopping
areinfrontofit. suddenlyasitslamsintoplace.

DC15toavoid DC20toavoid DC25toavoid

+5 vs AC (against each +10 vs PD (against each +15 vs PD (against each


adventurer)1d10damage adventurer)1d12damage adventurer)2d8damage

Aciddust Wiretrap Pivotingcorridor

The dungeon keeps itself clean A grid of nearly invisible What was a corridor is now a
of debris with these puffs of razorsharp wires moves down verticalshaft!
flesheatingdust. thecorridorathighspeed.

DC15toavoid DC20toavoid DC25toavoid

+5 vs PD (against each +10 vs AC (against each +15 vs PD (against each


adventurer)1d10damage adventurer)1d12damage adventurer)2d8damage


page46/107

2.3bThebirthingchamber.


page47/107

Skip this section if theplayers chose the routethrough the adventurethatwent viathefrontentrance to the
caves(2.2aand2.3a).
Use this section if the players chose to enter the kobold lairthroughthecataract,butyouarenotskipping
straighttotheendoftheadventure.
Use this section if you are running this as a longer adventure, as a sideexploration of one of the living
dungeonsthatintersectthecavernsthatthekoboldsarein.

A gurgling sound issues forth from down the shaft. The smellofjasmine and lavender is more powerful from
there. Either this living dungeon is very young, or it is in a state of dormancy. The places of real interest
seemtobedowntheshaft.

Kicking the grate out and using ropes attached to its remains, it is possible to descend the smoothsided
shaft.Atthebottomaremoretiledrooms,butthelightismuchbrighterhere.Thescentisoverpowering.

Everywhere glowing maggots squirm acrosstheceiling. occasionally oneofthemwilldropdowntheback of


anadventurersshirt,orintotheirhair.Theonlysoundistheechoingfootstepsoftheadventurers.

In a large room square pools and oddlyshaped troughs of glowing liquidbubbleaway,theobvioussourceof


the odor.The smell isnowchokinglystrong,an unpleasantsmell.All adventurersmustsucceed ona DC15
constitutioncheckorgetanosebleedandbecompletelyunabletosmellfortherestoftheadventure.


If you decide to have a fight here use the hungry starfight chart below,otherwise use the birthing chamber
hazardschartbelow.

BirthingChamberHazardChart
Hallucinogenicmists Splashinggreenslime Slime

Glowing green mists swirl The normally placid green fluid You didnt notice it crawling up
towards the adventurers with bubbles and splashes as the into your boot, finding a nice
purpose, deliberately trying to adventurersapproach. warm spot between you toe to
getintotheirlungs. The sticky goo adheres to your grow in. Soon the green ooze
implements, weapons, clothing, willgethungry.
andequipment.

DC 20 for each adventurer to DC 20 for each adventurer to DC 20 for each adventurer to


avoid. avoid. avoid.

At the start of the next fight Reroll the first attack roll for the The next time you roll initiative
initiative,taketheworstresult. nextfight,taketheworstresult. take2d4ongoingaciddamage.


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Loot!
In the breeding vats can be found magic items. Living (and disgustingly biological) magic items! They are
made of bone, pulsing flesh, and black carapace. These are chuul symbiote magicitems (see the 13thAge
Bestiary for more details on the horrid chuul). There is enough for one item per adventurer, players get to
pickfromtheitemsbelow.

Quirks: Chuul items weave their flesh into the flesh of those that attuned to them, becoming as one. This
causes minormutations,mutations thatbecomeobviousand impossibletodisguise iftheuser overattunes.
Sometimesunattuningrequiressurgery.Caveathospes!
Recharge: Chuul items that have a recharge do so on a 16+.Those whoarewilling toexpendsome of their
lifeessence may lower this to 11+ for a cumulative 1 penalty to all saves until their nextfull healup, orto
6+ for a cumulative 2 penalty to saves until the next full healup, or to an automatic recharge for a
cumulative3penaltytosavesuntilthenextfullhealup.

DeathClaw EvilEyes ImplantedAventail

Gloves Gloves LightArmor

A lobsterclawed gauntlet that This gauntlet has armored The symbiote is normally
fits over the forearm of the eyes on the knuckles, aiding hiddenbeneathyourskin.
offhand. The clusters of eyes archers and spellcasters When commanded, a wave of
at the fleshy joints blink alike. small crablike creatures
unnervingly. pours out of gilllike openings
Always: Bonus to attacksand inyourskin,providingyouwith
Chuulish recharge: Reroll a scalelikearmor.
damage with ranged attacks:
missed melee attack with a +1 (adventurer) +2
+1 attack bonus (champion: (champion)+3(epic). Always: +1 AC (adventurer)
+2epic:+3). This bonus does not stack +2 AC (champion) +3 AC
with bonuses from magic (epic).
Quirk: The claw flexes and implementsorweapons. Unleashing the armor is a
snaps when the host is quick action, and you retain
excited. the AC bonus foras long asit
Chuulish recharge: Until the
is out and in place. Whenthe
end of the battle or for five
insects are backbeneathyour
minutes, you can see the
skin you do not appear to be
unseen. Invisible creatures are
(orcountas)wearingarmor.
visible to you, and you spot
illusionsforwhattheyare.
Quirk: Gilllike slits cover the
hosts body, leading to the
Quirk: The host has bone
aventail symbiote insects
ridges and strangelypatterned
fleshhives next to the hosts
callousesonthearms.
lungs.




You can find out more about chuulish items and the benefits and dangers of attuning to them in the new
13thAgeBestiary.


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HungryStarFightChart HungryStar
Number Hungry Horrid Theyre clearly deviant, malevolent, octopuslike
of PCs Stars Things flying monsters from a dimension where space
obeys a different geometry. No one understands
3 3 5 their language, but everyone can understand their
squealsofgleewhentheykillandfeed.
4 4 5

5 5 5 3rdlevelwrecker[ABERRATION]
6 6 5 Initiative:+8
7 7 5
Rippingtentacles+8vs.AC10damage
Natural even hit: If the target is taking
Horridthing
ongoing psychic damage the attack deals
The bloop and blorp out of the vats, slimy
+2d6damage,
manyangled things that phase through living

matter.Fleshwithersattheirtouch.
[Group ability] R: Warppulse +8 vs. PD (1d3

enemiesinagroup)5ongoingpsychicdamage
Level0mook[ABERRATION]
Natural 1618: While the target is taking
Initiative:+8
ongoing psychic damage, it is dazed (4

attacks).
C: Phasing tentacles +5 vs. AC4 negative
Natural 1920: While the target is taking
energydamage
ongoing psychic damage, it is confused

insteadofdazed.
AC16

PD16HP5(mook) Group ability: For every two hungry stars in the
MD8 battle (round up), one of them can use warppulse
onceperbattle.

Limited flight: Hungry stars flap and glide and
hover, always within aboutseven oreight feetof the
ground.Nooneknowshowthatworks.

AC16
PD12HP54
MD15


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Usethismaptoexpandadventuresinthelivingdungeonifyouarerunningthisasalongeradventure.


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Usethismaptoexpandadventuresinthelivingdungeonifyouarerunningthisasalongeradventure.


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Usethismaptoexpandadventuresinthelivingdungeonifyouarerunningthisasalongeradventure.


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Usethismaptoexpandadventuresinthelivingdungeonifyouarerunningthisasalongeradventure.


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Usethismaptoexpandadventuresinthelivingdungeonifyouarerunningthisasalongeradventure.


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2.4Theinfinitestair.


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The sound of rushing water echoes through the tunnels. The river reappears, roaring out of a crack in the
wall.Thepreviouslyicecoldwaterisnowboilinghot!

Up ahead is a sickly green glow.A hexagonal openinginthecavernfloor reveals a setof steps going down,
descending into the unknown depths of the world. Large glassjarsfull of glowing maggots line the stairs for
a few floors, but beyond their light all is darkness. The crudely drawn hexagonallyframed picture that the
adventurers saw earlier instantly comestotheir minds: down these inhuman stairs the ritual to resurrect the
WorldBurnerswilltakeplace.


If you decide that kobolds arepresent use the kobold shamanfight chart below.Ifyoudecide thatkobolds
arenotpresentusetheinfinitestairshazardchartbelow.

InfiniteStairHazardChart
Lureoftheages Slipperysteps Shiftingstair

The stairs just seem to godown The water gushing down the The kobolds have loosened
forever into the void After a shaft splashes over the stairs, someofthestone slabsfromthe
whileitstartstogettoyou. makingthemslick. hexagonalwalloftheshaft.

DC 15 for each adventurer to DC 20 for each adventurer to DC25toavoid


avoid avoid

+5 vs MD1d10+2 psychic +10vsPD3d6damage +5vsAC4d6damage


damage

Freezingmist Koboldthundertriptrap Koboldsurprise

Water rushes out of a crack in A snare attached to a ceramic The kobolds have greased one of
the rock, freezing those that globe filled with volatile dwarven the steps.A simple, buteffective
venture too close. Those with thunderpowder. An adventurer way of dealing with intruders. A
frozen hands and feet will fare with this wrapped around their longdropwithasuddenstop.
poorlyonthestairs. foot had best get free quickly,
beforeitexplodes.

DC 15 for each adventurer to DC20 DC25


avoid

+5 vs PDThe adventurertakes +10 vs PD3d6 fire damage, +15 vs PD3d8 damage from
a 5 penalty to any other andpossiblyanewnickname. sliding into the shaft and
hazardsencounteredthisscene. impactingamuchlowerstair.


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KoboldShamanFightChart
Number Kobold Kobold KoboldDungeonShaman
of PCs Dungeon- Archer Dungeonshamans are wizardengineers guided by
Shaman dreams. They usually serve living dungeons,
3 1 0 repairing traps and restocking treasure and
4 1 10 monsters. In return a dungeonshaman can call
upon a dungeon to mystically entrap an area.
5 1 20
Although small and seemingly frail a
6 1 30
dungeonshamanhasmysticdungeonstrength.
7 2 0
Doublestrength4thlevelcaster[HUMANOID]
Initiative:+9
KoboldArcher
1stlevelmook[humanoid] Bear traps on chains +9 vs. AC (2 attacks)13
Initiative:+4 damage
Natural roll is above targets Wisdom
Simpleknife+6vs.AC3damage (trapster): The kobold drags the target into
atrap.SeeTrapster.
R: Tiny crossbow or javelin +7 vs. AC3
damage R:Hexofentrapment+9vs.MD26damage
Natural roll is above targets Wisdom
Evasive: Kobolds take no damage from missed (trapster): The kobold summons atrap that
attacks. was not there a moment ago, which the
targettriggers.SeeTrapster.
Split off: When one ofthekoboldsallies engages a Miss: The target is stuck and hampered
creature engaged with the kobold, the kobold can (saveendsboth).
popfreeasafreeaction.
Evasive: Kobolds take no damage from missed
AC16 attacks.
PD14HP6(mook)
MD10 AC19
Mook: Kill one kobold archer mook for every 6 PD17HP110
damageyoudealtothemob. MD15

Trapster(rolld6)
1.Blastpowderunderarocksendsshrapnelintotheadventurersfeet.1d8+escalationdiedamage.
2. Barbed spikes shoot from the ceiling into the adventurers head. The spikes are on strings, and they
begin to winch the adventurer upwards into the darkness. 1d4+escalation die ongoing damage and the
adventurerisstuckuntiltheysaveagainstthedamage.Akoboldsomewhereisplayingwithapuppet!
3.Abucketofangryscorpions,hiddenunderafakerock.1d8+escalationdiepoisondamage.
4. Acidfilled needles shoot deep into the adventurers eyes. 1d4+escalation die ongoing acid damage,
andtheadventurerisdazed(4todefences,noactions)untilthestartoftheirnextturn.
5.Flamingoilbladderdisguisedasarocksendsfireuptrouserlegs.1d8+escalationdiefiredamage.
6.Tripwiresendsadventuringtumblingdownthestairs.2d8+escalationdiedamage.


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2.5Hotwater.


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The river pours down the stairs and from a hundred cracks in the walls. Once the adventurers reach the
bottomof thestairsthey are drenched andhave each been scalded andburned bythe magmaheated liquid.
The cavern at the bottom of the stairs is beginning to fill with boiling water. Staying down here for toolong
will mean getting cooked alive! In the distance a red glow can be seen, andan eldridge toothvibratinghum
fills the air. It is hard to see what is going on through the steam, but it looks like the diamond is inside a
glowingorb!

Getting closer the adventurers see kobold priests performing a ritual inside a stone circle. Nearby a huge
pile of gold sits unattended, doubtless an offering for their unholy dragon gods once they are once more
extant.Thewaterisrising,andgettinghotter.

If the adventurers can defeat the koboldsandstop the ritual they will be able tousethecircle to teleport out
ofherebeforetheyarecookedalive.

If the adventurers fail to stop the ritual and escape then they will be boiled by the rising water, or cooked
aliveintheirownskinsbythesteam,orperhapstheywillsimplygeteatenbydragons.


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KoboldFightChart
Number Kobold Kobold Kobold KoboldDragonPriest
of PCs Dragon- Dragon- Archer She is the highpriest of the kobold clans
Priest Soul dragonworshipingcult.
3 1 0 5
4 1 1 0 6thlevelcaster[HUMANOID]
Initiative:+10
5 1 1 5

6 1 2 0 Dragonrage+16vs.AC18thunderdamage
7 1 2 5
The Kobold DragonPriest iskindofbusy andwillnot join in R: Wild black magic lightning +16 vs. PD18
thefightuntiltheescalationdieis1+oruntilsheisattacked.

lightningdamage
Natural even hit or miss: The target
KoboldDragonSoul teleports to a point (nearby or far away) of
Thesekoboldsobtaineddragontearsanddrank thedragonpriestschoosing.
them,becomingmoredraconic.Theyhaveclaws
thatdripwithacid,canflyusingdragonlikewings, Evasive: Kobolds take no damage from missed
andcanevenspitoutgobsofburningmucus. attacks.

5thleveltroop[HUMANOID] AC22
Initiative:+10 PD19HP70
MD14
Claws+10vs.AC17damage

Naturalevenhit:Thetargetalsotakes8

ongoingaciddamage
KoboldArcher
R:Firespit+10vs.PD18firedamage 1stlevelmook[humanoid]
Naturalevenhit:Ifflying,thekoboldcan Initiative:+4
remainintheairuntiltheendofitsnext
turnifitwouldnormallyhavetolandatthe Simpleknife+6vs.AC3damage
endofthisturn.
R: Tiny crossbow or javelin +7 vs. AC3
Evasive:Koboldstakenodamagefrommissed damage
attacks.
Evasive: Kobolds take no damage from missed
Flight:Adragonsoulswingsarentstrongenough attacks.
forsustainedflappingflight,butwithaheadwind
andatallplacetolaunchfromitcanglidefor Split off: When one ofthekoboldsallies engages a
hours.Duringthebattle,however,itmustlandat creature engaged with the kobold, the kobold can
theendofitsturniftheescalationdieiseven(but popfreeasafreeaction.
seefirespit).
AC16
AC22 PD14HP6(mook)
PD19HP70 MD10
MD14 Mook: Kill one kobold archer mook for every 6
damageyoudealtothemob.


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2.6Theresnoplacelikenothere.
This concludes the adventure! Let the players know that their adventuring party managed to grab 1000 GP
each from the pile of gold before they teleported out, though much more had to be left behind (gold isvery
heavy,andtheyneededtojumpupwardsintotheglowingorb).

Go around the table for a final montagescene. Explainthat eachcharacterwas teleportedtosome place of
relative safety. It could betoa tavern roof, a cliffledge, a meadow, a battlefield between two armies about to
clash in mortal combat,theprivatechambersofa dwarven courtesan,up a treein the SpiderWood, ten feet
above the Goldleaf river anywhere where they are immediately safe (though they may soon be in mortal
peril) and not currently imprisoned or trapped(thoughthey maysoon be). Ask each playerinturn wherethe
character of the player to their leftgot teleportedto, thenaskthat playertobriefly narratewhat happenedto
theircharacternext.

Thank the players for being great. IfyouenjoyedGMing forthe group(and wehopeyoudid)then
letthemknow.

Askforfeedbackontheadventure,andon13thAgeingeneral.Wewanttohearwhatyouthink.

andfinallyTHANKYOU.


page62/107

Appendix 1: Temporary Magic: Potions, Oils, and


Runes.
Playerscanpurchaseorfindtemporarymagicitemsduringtheadventure...

Item Cost Effect

Healingpotion 50gp Recovery+1d8hp(max30hpofhealing)

Resistancepotion 100gp Resist16+againstonedamagetype

Oil 100gp +1(seeoilchartinthecorebook)

Rune 150gp +1(seetherunechartbeloworinthecorebook)

RandomRuneEffectonArmor
0120ThebonusalsoappliestoPD
2140ThebonusalsoappliestoMD
4160ThebonusalsoappliestobothPDandMD
6180As4160,andyoucanrerollonefailedsavewhiletheruneisactive
81100Youcantakeyourfirstrallythisbattlewithaquick
action(ifyoucanalreadyrallywithaquickaction,theactionisfree)
RandomRuneEffectonWeapon
0120+4bonustoopportunityattacks
2140Weapongainsanenergydamagetypesuchasfire,cold,
etc.,anddeals+1d4damage(champion:+2d6epic:+5d6)
4160+4attackbonusonfirstroundofcombat
6180Weapondeals+1d10damagewhileescalationdieis3+(champion:+4d6epic:+3d20)
81100Rerollonemissedattackrollwithweapon
RandomRuneEffectonSpellcastingImplement
0120+1additionalattackbonusifspellhasonlyonetarget
2140Implementgainsanenergydamagetypesuchasfire,
negativeenergy,etc.,anddeals+1d4damage(champion:+2d6epic:+5d6)
4160+1additionalattackbonuswithdailyspells
6180+1additionalattackbonusifspellhasmorethanonetarget
81100Rerollonemissedattackrollwithimplement


page63/107

Appendix2:Cheatsheet.
Conditions
13th Age uses the following conditions. You can only be affected by the sameconditiononce at a time for
example, if two effects would daze you, the worst one affects you and you ignore the daze portion of the
lesser effect. Similarly, penalties from these conditions dont stack. If youre both weakened and stunned
youonlytakea4penaltytoyourdefenses(plusotherdifferenteffects).
Confused: You cantmakeopportunityattacks oruseyourlimited powers. Your next attackaction will bea
basic or atwill attack against at least one of your nearby allies, usually determined randomly. If you dont
have any nearbyallies, you eitherdo nothingmuch or,at the GMsoption,act in astrange confusedmanner
thatsuitsthestory.
Dazed:Youtakea4penaltytoattacks.
Fear:Feardazesyouandpreventsyoufromusingtheescalationdie.
Hampered: You can only make basic attacks, no frills. You can still move normally. (Fighters and bards,
that also means no flexible attacks. Monsters, that means no triggering special abilities forspecific attack
rolls.)
Helpless: If youre unconsciousor asleep, youre helpless anda loteasier to hit. While helpless, you takea
4penaltytoalldefensesandyoucanbethetargetofacoupdegrace.
Stuck: You cant move, disengage, pop free, change your position, or let anyone else move you without
teleporting.Yourenototherwisepenalized,necessarily.
Stunned:Youtakea4penaltytodefensesandcanttakeanyactions.
Vulnerable:Attacksagainstyouhavetheircritrangeexpandedby2(normally18+).
Weakened:Youtakea4penaltytoattacksandtodefenses.

SkillCheckDCs,Trap/ObstacleAttackBonuses&ImpromptuDamagefor2ndLevel
Characters

Degreeof Skill Trapor Impromptu Impromptu


Challenge CheckDC Obstacle Damage Damage
Attack (SingleTarget) (Multiple
Rollvs. Targets)
AC/PD/MD

Normaltask 15 +5 2d6or3d6 1d10or1d12

Hardtask 20 +10 3d6 1d12

Ridiculously 25 +15 4d6 1d12or2d8


hardtask


page64/107

Appendix3:MagicItems.
Remembertomentionthatitemsarealiveandhavepersonalities,sothatcharactersusing
magicitemscanhavepersonalityquirksiftheywish.Ifyouhavemoreitemsthanyourlevel,
youritemstakeoverandyoubecomeavehiclefortheirpersonalities!

ChainArmorofIronWill SuppleBootsofthe ElvenCloak


SlipperyEel

The steel links of this heavy chain These soft boots are made from the Each elven cloak, often called a
armor have an opalescent quality that skin of the giant black eels that live forestfold cloak, is said to be sewn
reflects light around the wielder in a among the Wake Islands in theMidland by the handmaidens of the Elf Queen
and holds the memory of her forest
splayofmutedcolors,whichsome Sea. The eelskinsoles are surprisingly
courtwithinitsthreads.
claim represent the gods dominions. resilientandsurprisinglyslick.
Whatever the case, the armor does
bolster the mental defenses of its
wearer.

+1ACandMD. +1todisengagechecks. +1toPD.


AddyourDexteritymodifiertoyour Add+10tocheckstoremainhiddenin
disengagechecks. natural
surroundings.

Quirk:Pronetoabstractspeculation. Quirk:Lovespuns. Quirk:Prefersthefinestthingsinlife


ofcourse,theyareelven.

HelmoftheUndaunted ShieldofProtection SymbolofGatheredPower


Hero
Those who have the will to follow the This stout kite shield bearing the This odd symbol has a different
Crusader can do anything, many of likeness of the Great Gold Wyrm once precious gemstone forming each of its
their helms become imbued with their belonged a paladin who fought beside threeprongs.
endless courage. Many of them also theGoldinapastage.
donthaveownersanymore.

+1toMD. Enemiesengagedwithyoutakea1 Rechargewithfullhealup:Duringa


Recharge6+(aftersaveroll):Atthe attackpenaltyagainstyourallies. shortrest,youcanregainan
startofyourturn,youcanrollasave expendeddailyadventurerlevelspell.
againstoneongoingsaveendseffect
asafreeaction.Make
therechargerollimmediatelyafteryou
usethepowerinsteadofduringyour
nextshortrest.

Quirk:Favorstraditionalbattlehymns. Quirk:Tendstootherswithtoomuch Quirk:Onetrackmind.


familiarity.


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WeaponofVengeance HaughtyWeapon PotionsandOils


Thisbrutallookingweaponoozes Twotypesoftheseweaponsare Not as permanent asatruemagicitem,
emotionalviolenceandanger,andits knowntohavebeencreated:those butalso lesslikely to posses youorget
obviousthatitssoledesignistoharm designedfortheimperialsoldiers you killed by others who seek your
others.Thesimplebuteffectivestyling againstthecreaturesoftheWild,and precioustreasure.
isacommonelementamongthe thosedesignedfortheservantsofthe
barbarianweaponsmithswhocreate WildagainsttheagentsoftheEmpire.
suchweaponstofightfororagainst Ineithercase,theseweaponsare
theOrcLord. highlyeffectiveattakingdownenemy
leaders.

[MeleeWeapon] [RangedWeapon] (standardactiontouse):


+1bonustoattacksanddamage. +1bonustoattackanddamage. Healingpotions(2):Healusinga
Whileyouarestaggered,youdeal Whenyouhitanenemywiththis recovery+1d8hp
+1d6damagewithattacksthathit weapon,ifits PotionofFireResistance:Gainfire
usingthisweapon. themostdangerousfoeinthebattle(or resistanceforrestofbattle.Attacker
tiedfor mustrollnatural16+orfireattackdeals
mostdangerous,GMsassessment), onlyhalfdamage.
youdeal MagicOil+1:Untilendofbattle,an
+1d3pertierdamagetoit. itemoilisappliedtogainsa+1bonus.
Forarmor:+1AC.Forweaponor
implement:+1toattackanddamage.

Quirk:Quicktotakeoffense. Quirk:Challengesotherstoimprovised
contests.


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Appendix4:Bonusmonstergroups.

BANDITS
Use these monsters ifthePCsrunacrossbanditsoriftheyendupfightingsoldiers.Witha1to
hitanddamagetheyworkwellasrowdytavernpatrons.
BanditFightChart
Number of PCs Human Bandit
3 6
4 7
5 9
6 10
7 12

Bandits
Fugitives from the imperial law, these humans are desperate and dangerous.
1st level troop [humanoid]
Initiative: +3

Spiked club +5 vs. AC4 damage


Natural even hit or miss: The thug deals +6 damage with its next attack this battle.
(GM, be sure to let the PCs know this is coming, its not a secret.)

AC 17
PD 14 HP 27
MD 12


page67/107

SPIDERS
Use these monsters if the PCs need to fight a natural enemy, if they are enemies of the Elf
Queen,orjustbecausespiders.
SpiderFightChart Spider Hatchling
Number Giant Hunting Spider Urgh! They are coming out of the eggs!
of PCs Web spider Hatch- 0 level mook [beast]
Spider ling Initiative: +0
3 1 1 5
Needle-like fangs +5 vs. AC3 damage
4 1 2 5
5 1 2 10 Wall-crawler: A spider hatchling can climb
6 1 3 10 on ceilings and walls as easily as it moves
7 1 4 10 on the ground.

AC 14
PD 13 HP 5 (mook)
MD 11
Mook: Kill one spider hatchling mook for
every 5 damage you deal to the mob.

Giant Web Spider Hunting Spider


The vile thing stalks slowly across the Your face is reflected in the many eyes of
web-covered cave towards you. this hairy scuttling horror. It is as big as a
Large 2nd level blocker [beast] cat!
Initiative: +4 2nd level wrecker [beast]
Initiative: +6
Bite +7 vs. AC5 damage, and 5 ongoing
poison damage Bite +6 vs. AC8 damage
Natural even hit: The target also Natural 16+: The target also takes
takes 2d6 ongoing poison damage if 1d8 ongoing poison damage.
its dazed or stuck.
Scuttle: A hunting spider can turn its own
C: Web +7 vs. PD (1 or 2 nearby enemies failed disengage check into a success by
in a group)3 damage, and the target is taking 1d4 damage.
dazed until the end of the spiders next turn
Natural 18+: The target is also stuck Wall-crawler: A hunting spider can climb on
until the end of the spiders next ceilings and walls as easily as it moves on
turn. the ground.

Wall-crawler: A giant spider can climb on AC 17


ceilings and walls as easily as it moves on
the ground.
PD 14 HP 34
MD 11
AC 17
PD 16 HP 68
MD 12


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GNOLLSANDDEMONS
Use these monsters ifthe PCs seem to beenemies of the Diabolist, or if theyre on thesideof
the High Druid or even the Crusader, or ifyouwantthemfighting demoncultists.Thisisatough
little fight if you get the feeling that the PCs are gonna have trouble or you are short on time,
subtractagnollsavage.
GnollsandDemonsFightChart
Number of Gnoll Gnoll Ranger Gnoll War Imp
PCs Savage Chief
3 1 2 0 0
4 2 2 0 0
5 2 2 1 0
6 1 2 1 1
7 2 2 1 1


page69/107

GnollSavage GnollWarChief
3rdleveltroop[humanoid] 4thlevelleader[humanoid]
Initiative:+7 Initiative:+8

Spear+7vs.AC10damage Heavyflail+9vs.AC14damage
Naturaleven hitormiss:Thetargetismarked
Pack ferocity: If more than one gnoll is engaged with for death until the end of the battle, all gnoll
the target, each gnoll melee attack that misses that attacks against the target gain an attack
targetdealshalfdamage. bonusequaltotheescalationdie.

R:Thrownspear+6vs.AC8damage Pack ferocity: If more than one gnoll is engaged with
the target, each gnoll melee attack that misses that
AC19 targetdealshalfdamage.
PD16HP42

MD13 AC20
PD17HP56
MD14

GnollRanger Imp
3rdlevelarcher[humanoid] A batwinged ball of chaos with a taste for torture
Initiative:+9 whereotherdemonswouldchoosetoslay.
3rdlevelspoiler[demon]
Handaxes+6vs.AC(2attacks)6damage Initiative:+8

Pack ferocity: If more than one gnoll is engaged with Festeringclaws+7vs.AC3damage,and5ongoing
the target, each gnoll melee attack that misses that damage
targetdealshalfdamage.
R: Blight jet +7 vs. PD7 damage, and the target is
R:Longbow+8vs.AC8damage dazed(saveends)
First natural 16+ each turn: The imp can
Naturalevenhitormiss:Thegnollcanmakeasecond choose one: the target is weakened instead
longbowattack(nomore)asafreeaction. of dazed OR the imp can make a blight jet
attack against a different target as a free
Quick shot: When the gnoll ranger is unengaged and action.
an enemy moves to engage it, roll a d20. On an 11+,
the gnoll ranger can make a longbow attack against Curse aura: Whenever a creature attacks the imp and
thatenemyasafreeactionjustbeforebeingengaged. rolls a natural 15, that creature takes 1d10 psychic
damage.
NastierSpecials
{{Usethisifthefightseemstooeasy!}} Flight:Impsare hard topindownbecausetheyfly.Not
that fast or well, but you dont have to fly well to fly
Blood fury: +1d10 melee damage if the gnoll or its betterthanhumansandelves.
targetisstaggered.
AC20
AC18 PD13HP40
PD17HP46 MD16
MD14


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LIZARDMENWORKINGFORTHETHREE
Use these lizardmen as the monsters if the PCs could be enemies of the Three,orenemiesof
theHighDruidinaplacethatcivilizationisviolentlyunwelcome.
LizardmenFightChart
Number of Giant Lizardman
PCs Dragonman Savage
3 1 1
4 1 2
5 1 3
6 1 4
7 1 5

GiantDragonman LizardmanSavage
Large3rdleveltroop[humanoid] You might think that they stick with the traditional
Initiative:+5 stone weapons of their ancestors as a form of
conscious ancestor worship. But actually they just
Bighonkinclub+7vs.AC18damage like the way stone sounds when its going through
Miss:Halfdamage. bone.
2ndlevelwrecker[humanoid]
Breathin fire: Instead of disengaging, the Initiative:+6
dragonman can breathe as a quick action +9 vs.
PD (each enemy engaged with the Stonetipspear(orclub)+7vs.AC7damage
dragonman)1d6 fire damage, and the Natural 16+: The lizardman savage can
dragonmanpopsfreefromthetarget. make a bite attack against the target or
another creature engaged with it as a free
AC19 action.

PD16HP90
[Special trigger] Bite +7 vs. AC5 damage, and
MD12 the lizardman savage can make a ripping frenzy
attack against the target as a standard action
duringitsnextturnifitsengagedwiththattarget.

[Special trigger] Ripping frenzy +9 vs. AC (3
attacks)5damage

R:Thrownspear+6vs.AC5damage

AC17
PD16HP32
MD12


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ORCS
Fight orcs if the PCs seem to be enemies of the Orc Lord or if the PCs are allied with the
EmperororDwarfLordorifyouwantmonsterswhocouldbetryingtowreckmostanything.
OrcFightChart OrcWarrior
Number Orc Orc Orc 1stleveltroop[humanoid]
of PCs Berserker Shaman Warrior Initiative:+3

3 1 1 2 Jaggedsword+6vs.AC6damage
4 1 1 3
5 2 1 3 Dangerous: The crit range of attacks by orcs
6 2 2 4 expandsby3unlesstheyarestaggered.
7 3 2 4
This is an easy fight at the 4 PC and 5 PC thresholds to AC16
make it tough like the other fights,add anotherberserkeror
throwinalizardmanorwhatevermakesyouhappy. PD14HP30
MD10

OrcShaman OrcBerserker
2ndlevelleader[humanoid] 2ndleveltroop[humanoid]
Initiative:+5 Initiative:+5

Spear+6vs.AC6damage Greataxe+7vs.AC8damage

Dangerous: The crit range of attacks by orcs Dangerous: The crit range of attacks by orcs
expandsby3unlesstheyarestaggered. expandsby3unlesstheyarestaggered.

R: Battle curse +7 vs. MD (1d3 nearby Unstoppable: When an orc berserkerdrops to 0 hp,
enemies)4 psychic damage, and for the rest of it does not immediately die. Ignore any damage in
the battle, melee attacks by orcs deal +1d4 excess of 0 hp, roll2d6, andgivetheberserkerthat
damageagainstthetarget(noncumulative) many temporary hit points. No other healing can
affect the berserker or give it more temporary hit
AC18 points: when the temporary hp are gone, the
PD12HP36 berserkerdies.

MD16
AC16
PD15HP40
MD13


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UNDEAD
Shambling,rotting,andperfectforadventuresfeaturingtheLichKing.Perfectforanyadventure.
UndeadFightChart Zombie
Number Ghoul Newly Zombie Brains...
of PCs Risen 2ndleveltroop[undead]
Ghoul
Initiative:+1
3 1 8 1
4 1 5 2 Vulnerability:holy
5 2 3 2
6 3 3 2 Rottingfist+7vs.AC6damage
7 3 12 2 Natural16+: Both the zombie anditstarget
take1d6damage!

Headshot: Acriticalhit against azombie drops it to
0hp.

AC15
PD13HP60
MD9

Ghoul NewlyrisenGhoul
Theyhungeronlyforwhattheyusedtobe. Newlyslain,barelyconscious,terriblyhungry.
3rdlevelspoiler[undead] 2ndlevelmook[undead]
Initiative:+8
Initiative:+5
Vulnerability:holy Vulnerability:holy

Clawsandbite+8vs.AC8damage Scrabblingclaws+7vs.AC3damage
Natural even hit: The target is vulnerable Natural 16+ The target is vulnerable
(attacks vs. it have crit range expanded by (attacks vs. it have crit range expanded by
2) to attacks by undeaduntil theend of the 2) to attacks by undeaduntil theend of the
ghoulsnextturn. ghoulsnextturn.

Pound of flesh: The ghouls claws and bite attack Pound of flesh: The newlyrisen ghouls scrabbling
deals+4damageagainstvulnerabletargets. claws attack deals +2 damage against vulnerable
targets.
Infected bite: Any creature that is slain by aghoul
and not consumed will rise as a ghoul the next
AC17
night.

PD15HP9(mook)
AC18 MD11
Mook: Kill one newlyrisen ghoul mook for every 9
PD16HP36
damageyoudealtothemob.
MD12


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Appendix5:Bonusmaps.


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UsethesesewergeomorphstocreateyourownShadowPortsewers.
Copy and paste them into apaintprogramandrearrangethemforinfinitevariation,orprintthem
out andusethemastiles.Tothepersonintheprintshop:it isOKifthepersoninfrontof youasksyoutoprintthisout.
Thisisusgivingpermission.Infacttheycanprintoutanyorallofthisdocument.


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Credits
Author:
ASHLAW
Artists:
Adventure maps andadventurer group tileart by ASH LAW, monstertileartbyLeeMoyer
andAaronMcConnell.


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