Battle of Axis
Battle of Axis
Battle of Axis
By ASH LAW
©2015 Fire Opal Media, Inc. All rights reserved. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered
trademarks, proper names (characters, icons, place names, new deities, etc.), dialogue, banter and comments from Jonathan and Rob or ASH, plots, story elements, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Fire Opal Media game product are Open Game Content, as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. 13th Age is published by Pelgrane
Press Ltd. under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13th Age is a trademark of Fire Opal Media, Inc. ©2015 Fire Opal Media, Inc. All rights reserved.
About this adventure
The adventurers head to their friend Zadro’s farm for either a well-deserved rest or a reason or two connected
to their icon relationships and previous adventures, depending on the adventurer. Unfortunately they get caught
up in a bold invasion by the forces of the Lich King, and are forced into action to defend Axis from attack.
Credits
Writer & Map-Maker: ASH LAW
Executive Producer: Rob Heinsoo
Art from the core 13th Age rulebook and 13 True Ways: Aaron McConnell and Lee Moyer
Additional Resources
Many thanks to Kendall Jung for creating pre-generated characters of levels 1-10 and hosting them on fan site Vault of
the 13th Age
Barbarian (Forgeborn)
Bard (Half-Elf)
Cleric (Halfling)
Fighter (Human)
Paladin (Human)
Ranger (Wood Elf)
Rogue (Halfling)
Sorcerer (Dark Elf)
Wizard (Human)
Several pages of GM advice on running this adventure can be found at the back.
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If it is published then it is permitted
If it appears in a 13th Age rulebook you can play it. So yes, you can play the classes from 13 True Ways and the new
Twygzog race from the 13th Age Bestiary. We’re also allowing the new races from the Midgard Bestiary for 13th Age, and any new
races that appear in 13th Age Monthly or in adventures published by Pelgrane Press.
If you play something still in playtest send your playtest notes to 13thAgePlaytest@gmail.com. Note that we’re not making
you sign an NDA but we do have a request: if you’d seriously like to help the playtest process for unpublished classes and
races, don’t post your playtest feedback publicly or discuss it on the internet. In our experience, publicly discussed playtests
generate less useful data because people start agreeing and echoing each other (or getting concerned about disagreeing
with other people) rather than testing things for themselves.
Useful resources
General: http://www.pelgranepress.com/?p=8764
Character sheet: http://www.pelgranepress.com/site/wp-content/uploads/2012/08/13th-age-character-sheet-fillable.pdf
Harassment policy: http://www.pelgranepress.com/site/wp-content/uploads/2013/07/13th-Age-OP-Harassment-Policy.pdf
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Your old friend Zadro
1.0 Prelude/Introduction
Start by telling the players that their characters know each other, and that they’ve arranged to meet in the market square of
Axis before traveling together to see their old friend Zadro on his quiet farm out towards the tip of Sword Point. The
adventurers, weary from their many successful quests and escapades, are looking to rest up somewhere peaceful for a
while. They all know Zadro and have decided to take up his invitation to visit him out at the watch station he calls Glimmer
Farm.
Zadro used to be an adventurer but retired to be the warden of an early warning beacon kept on a spot of middling farm
land. Should the Lich King attack out of the Necropolis, Zadro is supposed to send a magical message to Axis using a
specially enchanted magic orb, then light a giant warning beacon at night. Of course the Lich King is never going to attack
(you did read the title of this adventure, right?) so Zadro has been spending his twilight years in a farm-cottage reading books
and experimenting on his chickens.
Some of the PCs may just be looking for a brief vacation on the coast. Others may have more pressing reasons to visit
Zadro. The player characters will have the chance to say more about how they first met Zadro later in this adventure, during
the actual travel time. Just below, we’ve listed some advantages that PCs who completed earlier OP adventures could have,
along with associated deeper reasons why that PC might want to visit Zadro at Glimmer Farm.
When the action starts just below the list of previous adventures, , the PCs get a chance to acquire some loot using coins
instead of swords in the magical (?) markets of Axis.
2nd level adventures
Crown of the Lich King
You have come to bring Zadro something that you found in the Necropolis.
Benefits for characters who took part in the previous adventure: reroll one attack roll against an undead enemy per session, due
to your experience fighting the undead.
Quest in the Cathedral
The Priestess has sensed your presence will be needed, and has asked you to go visit Zadro.
Benefits for characters who took part in the previous adventure: Once per session switch the damage on an attack that hit an
undead creature to holy damage (worthwhile if that turns the hit into a crit…).
Shadow Port Shuffle
You’ve ended up with a price on your head, and Zadro’s farm is a good place to lay low.
Benefits for characters who took part in the previous adventure: +2 to defenses against traps, due to your suspicious nature.
Wyrd of the Wild Wood
Either you are going to Zadro’s farm to hide from the High Druid, or going there to meditate on the wild.
Benefits for characters who took part in the previous adventure: You have the High Druid’s blessing. You only take half poison
damage during this adventure.
3rd level adventures
Fungaloid Infection, The Folding of Screamhaunt Castle, Tower of the Ogre Mage, Omenquest
After all you’ve been through, you just need a quiet place to rest. Zadro’s place at Glimmer Farm is nice and quiet.
Benefits for characters who took part in these previous adventures: +2 to saves against confusion during this adventure.
4th level adventures (the Orc War trilogy)
Wrath of the Orc Lord, The Elf Queen’s Enchantment, Domain of the Dwarf King
You’ve seen things in war, and need a place to sort your head out. Zadro’s farm sounds like the perfect spot.
Benefits for characters who took part in these previous adventures: +2 to all death saves and last gasp saves during this adventure.
6th level adventures
Escape from the Diabolist’s Dungeon, The Crusader’s Fist, The Wyrm’s Tale.
You have wounds and scars, both physical and mental, and you need a place to rest and heal.
Benefits for characters who took part in these previous adventure: Reroll one recovery per session and take the better roll, due to
your high pain threshold.
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Note that the other 8th level adventures, The Dungeons of Drakkenhall and The Archmage’s Orrery, are taking place
at the same time as this 8th level adventure. Technically the same PCs aren’t going on both, but feel free to hand-
wave that and get on with it. Just be aware that things that happened in those other adventures (notably the first
arrival of the bizarre comet) haven’t happened yet.
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Prayer beads of the war god. A favorite among soldiers of the Crusader, and of arena fighters. Wrapping these beads
around the grip of a weapon (or around a fist) allows a weapon to deal holy damage with one hit once per day. 150 gp, or
200 gp for prayer beads that have a good story behind them.
Sanctified banner. It is said that the Emperor himself blessed these banners, though that is possibly false; still, the
psychological benefit of these banners can’t be understated. Once per session the person who carries the banner into battle
can reroll the battle die. 250 gp.
Sprite lantern. This lantern has a genuine Wild Wood sprite inside, just shake it to anger the sprite and get it to light up.
20 gp, or 100 gp for a lantern that the furious little sprite won’t break out of one day when it is least convenient.
Talisman of protection. This minor magical item (no need for attunement) will absorb half the damage from one attack
upon its wearer, and will then explode into dust around five minutes later. Only one talisman per wearer may activate each
battle. Imperial officers who can afford these tend to attach them to their shield straps. 150 gp, or 200 gp if the talisman came
from Horizon. Talismans of protection from horizon sometimes have minor magical effects when they are used (15% chance of something
useful happening—roll when activated, otherwise it is just lights and strange smells).
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Shopping complete? Marketplace chatter absorbed? Then we’re off to see the (gnome) wizard!
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The cottage.
The cottage is on a slight rise, surrounded by a
drystone wall. At the front of the farm is a stream
crossed by a bridge in a state of disrepair. At the back
of the farm is a wall, and an archway in the wall from
which a path leads to a ruined stone watch-tower and
the beacon.
Barn. There are two large rats here. A success
reveals that these one of these rats is Zadro’s familiar,
which means that he can’t be far away. The other rat is
a pet.
Living room. There is evidence of broken glass near
the table, glass that Zadro swept up. A success shows
that something round (an orb) was broken here.
Kitchen. Zadro was mid-way through making his
breakfast. A success shows that Zadro had time to
move his bacon off the stove before he left.
Bed & wardrobe. A success in this area lets the
adventurers find Zadro’s monthly pay under a loose
floorboard, which he would not have willingly left
without. There is 1000 gp here.
Round study. Zadro has a lot of glassware here, but
none of it is broken. Looking out of the window shows
a sheep grazing on the lawn. A success here allows the
adventurer to remember that Zadro is allergic to sheep.
The beacon.
The beacon is a stone pyramid with wood piled on top
of it. There is no store of wood or oil to feed the fire with, Zadro has been using these for heating the cottage. The wood of
the beacon is damp. The path continues past the beacon and turns east to the ruined watch-tower.
The wood. Under the wood are several large broken bottles. A success here revels a strong smell of yeast, from wine-
making, and that the glass is from demijohn carboys (bottles used in home-brewing). There is no evidence of wine making
in the cottage.
The stone platform. There is a faint smell of ammonia. A success reveals that a gnome has recently urinated here.
The watch-tower.
The ruined watch-tower stands on a cliff overlooking the Midland Sea. At one point this watch-tower was part of a more
impressive structure, but that has fallen into the ocean leaving only an ivy-covered edifice lacking a roof.
The ocean. Moored far below is a boat. A success means that the adventurer figures out that Zadro didn’t leave by sea,
this is his boat that he goes sea fishing in.
The fort. There is a pile of wooden detritus here. A success means that the adventurer realizes that Zadro has spent time
here, this is not detritus but is fuel intended for a fire.
The lawn.
Just east of the farm is an area of the cliffside which includes the waterfall that the farm’s stream feeds into. Zadro likes to
come out here and sit with his back to the farm’s wall and watch the sun rise while he drinks some of his home-made wine.
The tree. Under the tree is some broken glass, possibly a bottle. A success here reveals that it is Zadro’s orb, the one that
he was supposed to warn Axis with if there is danger approaching from the sea.
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1.4 Adventurers vs. Undead
The adventurers are alerted to the sound of something scrabbling up the cliff-face. With surprising suddenness the forces
of the Lich King pour over the cliff face and toward the adventurer’s location. If the adventurers found Zadro he recovers
in time to join the fight, in which case at the start of each round roll a d12 on Zadro’s contribution table below. Otherwise
Zadro won’t be found / recover until the end of the fight, or until someone manages to find the hidden door to the area
beneath the watchtower during the fight. Or maybe the sound of the fight will wake him up and he’ll start pounding on
the door asking to be let out. Who’ll get there first, a PC or a vampire?
We’ve included four maps of the four areas of the farm. Adventurers who move to another area are counted as being far away from
adventurers on another map. The fight begins wherever the story dictates.
Number
of PCs
Revenan
Multi-
headed
Vampire
Necromance
Vampire
t
3 10
Skeleton
3
r
1
Necromancer
10th level leader [UNDEAD]
4 10 5 1 Initiative: +15
5 10 5 2 Vulnerability: holy
Multi-headed Skeleton AC 26
8th level archer [UNDEAD] PD 24 HP 216 (see mist form)
Initiative: +13 MD 20
Vulnerability: holy
Vampires and you: A PC killed by a vampire
Twin bite +13 vs. AC—30 damage necromancer might turn up later as an NPC revenant
Natural even hit: Make a second attack against the same target. enemy!
R: Bone arrows +13 vs. AC (1d3 enemies in a group)—20 damage and
the target is vulnerable (save ends).
Zadro’s contribution (d12)
After-effect: Once the target saves they take 6 damage (from 1-4. Magic Missile. Deal 2d8 damage to one
pulling the arrow out). enemy.
AC 24 5-6. Dancing lights. One enemy has a -2
PD 22 HP 144 penalty to attack this round.
MD 18 7-11. Catch the Potion! One ally can roll a
save (11+), on a success they heal 20 hp.
12. High magic. Zadro shuts down the
revenants’ never say die ability (save ends).
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1.5 The calm before the storm.
Axis must be warned that the Lich King has sent a huge force of undead ashore, coming across the ocean in ghost ships.
Unfortunately Zadro’s rat familiar broke the one-use orb he was supposed to use, so the party must wait until nightfall and
light the great beacon. The Lich King’s fell magic is preventing magical communications that would warn Axis of the
impending invasion. Even teleportation spells are uncertain—best to use the low-tech solution first and be sure.
Though the adventurers have fought off the undead, many more of them are on their way. The adventurers can prepare
some of the locations at the farm for the upcoming battle. It is a DC 30 skill check to prepare a location. If the adventurers
fail a roll they can still keep on preparing, but only have time for 6 skill checks before the undead arrive.
The cottage.
Improvised weapons. Boiling pans of water, heavy things to hand to throw... if you succeed
on this roll then while fighting inside the cottage you gain +1d12 miss damage on all attacks
against engaged or nearby enemies.
Fortification. Enemies trying to get into the cottage must roll a save to do so, if you are
successful with this roll.
The beacon.
More wood. A success means that enough dry wood is found to create a suitable beacon fire.
The fight with the undead can be fled from when the escalation die is 5+ instead of 6+ without it
being a campaign failure.
Oil. There is just enough oil and animal fat around the cottage to get the fire started quickly
if the adventurers succeed on their skill check. Succeeding at this skill check starts the escalation
die at 1.
Pits. Successfully digging covered pits here allows the players to remove 1d4 mooks from the
fight, if the fight starts in this location or moves to this location.
The watch-tower.
The fort. Hurried repairs to the fort will allow the adventurers +1 to their defenses against
their attackers if they are in the fort and the undead are outside the fort.
Rocks. Gathering rocks in this location allows them to be rolled off the cliff onto the Lich
King’s forces as they climb up. A success on the preparation skill roll means that the adventurers
may remove a cultist prior to the start of the fight.
Pits. Successfully digging covered pits here allows the players to remove 1d4 mooks from the
fight, if the fight starts in this location or moves to this location.
The lawn.
Pits. Successfully digging covered pits here allows the players to remove 1d4 mooks from the
fight, if the fight starts in this location or moves to this location.
Rocks. Gathering rocks in this location allows them to be rolled off the cliff onto the Lich
King’s troops as they climb up. A success on the preparation skill roll means that the adventurers
may remove a cultist prior to the start of the fight.
Clever players can doubtless think of other ways to prepare, epic magical ways to lay traps or summon help. The options above
are sticking to the Glimmer Farm setting but they’re not all that epic, are they? Reward skill checks that pass the DC 30
mark with a real benefit (+1 to attack, or +1 to defenses) and the opportunity to make up something more grand, but failing
forward might only give a benefit that lasts the first turn of combat. Spending a 6 on an icon relationship die result can turn
a failure into a success on the skill check to prepare, if the player can explain why a relationship with a particular icon helps
them prepare.
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Spending a 6 with an icon relationship roll with the Archmage, or spending a 5 and succeeding at a DC 25 skill check,
or succeeding at a DC 35 skill check, allows an adventurer to profit from this disruption in the flow of magic—during the
upcoming battle they will be able to reroll a single failed spell attack roll.
If anyone profited by listening to the seer in the marketplace, this battle might be where the ravings suddenly make
sense.
If not, well that’s what heroes are for. Self-made heroics.
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1.6 Defend the beacon
If Zadro is still with the party then roll on his chart from the previous battle each round. When the escalation die reaches
6 another beacon in the distance is lit, starting the chain that leads back to Axis, and the party can flee with no campaign
loss. Let the players know that once the second beacon lights up that they can retreat with honor and victory intact.
Number of
PCs
Revenan
Winter Cult
Necromance
Mourn Mourn Chanter
t Chanter This ghostly apparition simply drifts up to its enemies and sings its
r
sad song.
3 5 2 2 10th level spoiler [UNDEAD]
4 5 4 2 Initiative: +13
5 5 6 2 Vulnerability: holy
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To Axis!
2.0 Prelude/Introduction
The adventurers defend Axis from the Lich King’s forces.
New PCs introduced this week have a reason for being in Axis and joining with the adventurers in defending it. Discuss
with players of new characters why their adventurer is in Axis, then keep that character out of travel montage, or come up
with a clever way to work them in!
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But what if Zadro is dead?
I wrote this section assuming that Zadro made it through session 1. However, while there is nothing that would
kill Zadro written into that session a PC might have pushed Zadro off the cliff, or stabbed him in the back, or
somehow bought Zadro to a violent end because of some grudge discovered in the story montage. If you are
running this game for your home group you’ll know Zadro’s fate, but if you are running this game in a store
check with the players to see if any of them played session 1 with a different GM and if so if Zadro was killed.
If Zadro was killed in session 1 in the game that any of the players played in, then the adventurers will need to
report to the city guard what happened at Glimmer Farm, and will receive a reward of 400 gp each for bringing
truthful news of a threat to Axis.
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2.3 The killpuker
13 detachments of the Imperial Home Guard protect the crater wall of Axis and its many tunnels, and can close off any gaps
with mithril-mesh curtains at a moment’s notice… but the comet’s magic has caused the nets to heat up to an unbearable
temperature. The soldiers are working to cool the mithril down, get it into place, and protect the city. They need somebody
to slow the advance of the undead down until the gaps in the walls can be closed.
The adventurers are found by a guard captain who directs them to one of the gaps. Outside the city hundreds of huge
bug-like things are rising out of the soil and crawling up the flanks of the volcano. With the soldiers and dragons occupied
in the city anybody who is armed is being pressed into service. The adventurers are asked to take out one of the giant bugs
that is headed for a gap in the caldera wall that is known to be a weak point in the city’s defenses. The adventurers can’t
stop every giant bug thing, but if they can stop this one they can buy the guard captain time enough to call for
reinforcements from Garrisons South to get the nets closed.
But the adventurers need to get there FAST. Ask each PC what they’re doing to help the group travel quickly, forcing
their way past scenes of incredible chaos. It’s a DC 25 skill check; keep track of the number of successes.
This is a mass battle. Though the adventurers are focused on just one part of the battle, there is a greater battle going on all around them. At
the start of every round, one player (we suggest whoever has the best relationship with the Emperor) must roll a battle die. The size of the battle die
depends on how many successes the adventurers got when they were scrambling into position. With 0 successes (they failed the roll, or did something
else) the battle die starts as a d8. If they got 1 success the battle die starts as a d10. If they got 3+ successes the battle die starts as a d12.
1. A dracolich blasts the city’s defenders with ice. 5. Rain of blood! All PCs take 5 ongoing 9. The Lich King’s forces fall back! Increase the
Reduce the battle die by 1 dice step. damage. escalation die by 1.
2. A miasma of death creeps over the battlefield. 6. Bats! All PCs must save or take 10 10. Wizards! One enemy becomes weakened
Miasma +15 vs PD (character with lowest damage. (save ends).
Con)—3d8 poison damage. 7. Clerics heal from afar. One PC can spend a 11. A dragon swoops past! Dragon fire +15 vs
3. Arrows rain down on the PC’s position. Volley recovery on their next turn as a free PD (1 enemy)—15 fire damage.
+15 vs AC (character with lowest Dex)-4d6 action. 12. The dragon riders fly by! Dragon fire +15
damage. 8. Friendly forces fire into your fight. One vs PD (1d3 enemies in a group)—15 fire
4. The Emperor’s banner is spotted! Increase the enemy engaged with a PC takes 3d6 damage.
battle die by 1 die step. damage at the end of that PCs next turn.
Number of
PCs Multi-headed Skeleton Killpuker Killpuker
3 1 1 The Lich King probably has a different name for this undead
monstrosity.
4 3 1 Huge 10th level wrecker [UNDEAD]
5 5 1 Initiative: +8
Vulnerability: holy
6 7 1
Trample into the dirt +15 vs. AC (all targets engaged
7 9 1 with the killpuker)—50 ongoing damage and the
target is stuck as it is dragged under the killpuker
Multi-headed Skeleton (save ends both).
As a standard action stuck targets can free themselves and end
8th level archer [UNDEAD] both the stuck condition and the ongoing damage. Enemies stuck
Initiative: +13 under the killpuker can only target the killpuker.
Vulnerability: holy
C: Vomitus spray +15 vs. PD (2d3 nearby or far away
Twin bite +13 vs. AC—30 damage targets in a group)—40 ongoing acid damage.
Natural even hit: Make a second attack against the same target.
Vomit forth the undead: Once per round when the killpuker is
R: Bone arrows +13 vs. AC (1d3 enemies in a group)—20 damage and the hit it rolls a save; on an 11+ a new multi-headed skeleton
target is vulnerable (save ends). climbs out of it and joins the fight.
After-effect: Once the target saves they take 6 damage (from pulling Climber: This creature, given enough time, can climb up and
the arrow out). over any surface. It’s slow, but implacable.
AC 24 AC 26
PD 22 HP 144 PD 24 HP 666
MD 18 MD 19
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2.4 Street to street fighting
The dragons are blasting the undead from the rim of the crater wall, the curtains have been lowered, and the soldiers from
the 13 garrisons are fighting in the tunnels. The adventurers get pulled back from the front lines, as regular soldiers rush to
take their place in the battle. The adventurers have a chance to rest and bandage their wounds, in the chaos of the city.
However, after the party has had a chance to rest they discover that all is not well within the city. Undead have slipped
past the front lines and are causing problems across the city. No location in the city is safe for long, and the adventurers are
forced from one location to another as the army commandeers houses or the siege engines of the undead hurl stones across
the crater rim. As the adventurers move to new locations it is up to them to solve the problems that they find there: each
character must pass a skill check or suffer an attack or other consequences, with a different adventurer taking the lead or
being put on the spot in each new location. Every adventurer who passes the skill check and solves a problem is cheered
by the citizens of Axis, worth a +1 attack bonus in the first round of combat due to boosted morale in the next fight.
Arena Town Goldring The Docks
Right at the heart of Axis, this district The district of jewelers and artisans is The ocean side of Axis is open, and a
contains not only the famous 13 arenas but jumpy. A crossbow maker, Bjorn fleet of warships stands ready to repel
restaurants, taverns, and theatres. Stronginthearm, has gone mad with fear invaders. Unfortunately some zombies
Unfortunately the attack on Axis and is shooting at anybody who gets too have walked right across the seafloor past
happened during a well-attended close to his shop. It is a DC 30 skill check to Axis’ defenses and have climbed up on
gladiatorial bout and the panicked crowd talk Bjorn down, or get out of range. shore. The dock workers fought them off
riots towards the party as they try to find a “You won’t take me alive” +15 vs AC— but in the chaos fires have started. It is a
safe place to rest. It is a DC 25 skill 4d10 damage DC 25 skill challenge to avoid the thick
challenge to avoid being trampled and black smoke and rescue some sailors.
calm the crowd. Black smoke +15 vs PD—2d20 poison
Trampled by the crowd +15 vs AC—2d20 damage
damage
Wyrmshadow Rabbleward Upside
There goes a dragon flight overhead! The poorest district of Axis always was Upside is a small middle-class enclave.
And another one! Wait, they are swooping too a bit flammable. It might have been a secret A perfect breeding ground for ambition,
close! DC 25 to dodge and get some other death cultist, a stray blast of dragon fire, or and apparently for death cultists. It is a DC
citizens out of the way. just an accident—but Rabbleward is 25 skill check to avoid entanglements with
Buffeted by the wind of their wings +15 burning now. It is a DC 35 kill check to a bunch of robed cultists while attracting
vs AC—4d10 thunder damage and loss of outrace the deadly conflagration while the attention of the beleaguered city guard.
dignity saving some citizens. Curved daggers +15 vs AC—3d10 damage
Firestorm +15 vs PD—4d20 fire damage
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Icon option: A flight of dragons
Characters with a relationship with The Three are familiar with dragons. Spending a 6 with an icon relationship roll with
The Three, spending a 5 and succeeding at a DC 25 skill check, or succeeding at a DC 35 skill check, allows the adventurer
to estimate the position of dragons circling above the city, without looking up for the battle at hand.. During the battle at
the end of the session replace the battle die result for 5 with this:
5- Dragon fire: Deal 3d12 fire damage to 1d3 enemies, as you receive air-support from the city’s dragon defenders.
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2.5 The Nobles
The PCs end up in a street where a group of nobles have decided to hold a dinner party! The nobles are convinced that they
have nothing to fear (“The city is defended by dragons, surely no undead could get through”). The nobles have had a sturdy
barricade of stone built, which they think will protect them from harm. Unfortunately just as the dinner party is starting a
flying undead monster lands a couple of streets away and disgorges its deadly cargo of Necropolis troops. The dinner party
is now trapped between their own barricade and the approaching undead… and so are the adventurers!
This is a mass battle. Though the adventurers are focused on just one fight, there is a battle going on all around them. At the start
of every round of the battle one of the players must roll a battle die (the players can nominate who does it, but we suggest whoever has
the best relationship with the Emperor). The size of the battle die depends on how many successes the adventurers got during the street-
to-street fighting that preceded this unfortunate dinner party. If they got 0 successes (they failed all rolls, or did something else) the
battle die starts as a d8. If they got 1 success the battle die starts as a d10. If they got 3+ successes the battle die starts as a d12.
1. The Lich King’s banner is spotted! Reduce 5. Rain of blood! All PCs take 5 ongoing 9. The Lich King’s forces fall back!
the battle die by 1 dice step. damage. Increase the escalation die by 1.
2. A miasma of death creeps over the battlefield. 6. Angry nobles throwing things! Badly! 10. Stevedores from the docks! One enemy
Miasma +15 vs PD (character with lowest All PCs take 5 damage. takes 3d6 ongoing damage.
Con)—3d8 poison damage. 7. Soldiers from Garrison. One enemy 11. A dragon swoops past! Dragon fire
3. Arrows rain down on the PC’s position. takes 10 ongoing damage and is +15 vs PD (1 enemy)—15 fire
Volley +15 vs AC (character with lowest stuck (save ends both). damage.
Dex)-4d6 damage. 8. Servants and barricade-builders lend a 12. The dragon riders fly by! Dragon fire
4. The Emperor’s banner is spotted! Increase the hand. One unengaged enemy takes +15 vs PD (1d3 enemies in a
battle die by 1 die step. 3d6 damage. group)—15 fire damage.
Number of
PCs
Vampire
Blood-mage
Mourn
Chanter
Vampire Blood-mage
10th level caster [UNDEAD]
3 2 2 Initiative: +15
4 3 2 Vulnerability: holy
5 3 3 Draining bite +15 vs. AC—50 negative energy damage.
6 4 3 Natural 11+: The target is weakened until the end of their next
turn.
7 4 4 Natural 16+: The target expends one unused limited trait (a
Mourn Chanter spell, power, or talent with a once-per-battle or daily use, but
not item powers) of the target’s choice.
This ghostly apparition simply drifts up to its enemies and sings its
C: Blood drain +15 vs. AC (1d4 nearby enemies in a group)—18
sad song.
ongoing damage.
10th level spoiler [UNDEAD]
Initiative: +13 R: Blood spear +15 vs. AC (1d3 enemies)—40 damage.
Vulnerability: holy [Special] The blood-mage can choose to make this attack originating
from an enemy that it has previously bitten. If it does so that enemy
Song of lonely endings: All engaged enemies take 30 psychic
takes 10 ongoing damage.
damage at the start of the mourn chanter’s turn.
Sanguineous teleport: As a move action the blood-mage can teleport
[once per battle, is not expended if all targets are missed] C:
into engagement with an enemy that it has previously bitten, and that
The dark tongue +15 vs. MD (1d3 nearest enemies)—Targets
enemy takes 10 ongoing damage.
become confused (save ends).
After-effect: When the target saves it takes 58 psychic Mist form: When the vampire is reduced to 0 hp or fewer, unless an
damage adventurer drives a stake through its heart before its next turn (a
standard action) it becomes a mist and flees the battle.
Not of this world: Natural even attack rolls against AC
automatically miss this creature, with no miss effects. Attacks
Nastier specials
that do holy damage ignore this ability.
Drain the stupid nobles: As a standard action, one blood mage kills a
Fly: This ghost can fly, or rather can drift sorrowfully. few nobles, is restored to full hp, and all blood mages lose this ability.
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City under siege
3.0 Prelude/Introduction
The adventurers defend Axis from the Lich King’s forces.
New PCs introduced this week need a reason for being in Axis and joining with the adventurers in defending it. Discuss
with players of new characters why their adventurer is in Axis.
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Dragon Riding
13th Age monthly has the full rules for Dragon Riding. While we haven’t
included a scene in this adventure where the PCs ride dragons and fight
tremendous aerial battles against the unholy dracoliches and white
dragons in the Lich King’s service, you could certainly find a place to insert
such a fight anywhere in this adventure. If riding dragons high above the
imperial capital while the battle rages on in the streets far below sounds
like good fun, then by all means go for it, but you’ll have to handle the link-
up yourself.
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3.3 Building the barricades
The adventurers have a short time to prepare for the undead. The citizens of Axis are starting to barricade the streets, and
helping with that seems to be the best bet for survival. Barricading is a DC 25 skill check, and each adventurer who succeeds
on the skill check to barricade the marketplace gains +1 to all their defenses until the escalation die reaches 2+.
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Number Abhartach Abhartach
of PCs Revenant
Shade Necromancer Abhartach Shade
3 5 15 3 8th level mook [UNDEAD]
Initiative: +13
4 5 15 5
Vulnerability: holy
5 5 15 7
Aurora of corruption +13 vs. MD (1d3 enemies)—16 psychic
6 5 15 9 damage.
7 5 15 11 Three attacks hit: Add a new abhartach shade to the fight
at the start of the next turn, and act when the other
Abhartach Necromancer shades act in the initiative order.
8th level spoiler [UNDEAD] AC 25
Initiative: +13 PD 23 HP 36 (mook)
Vulnerability: holy
MD 15
Gravechill claws +13 vs. AC—16 ongoing cold and negative energy Mook: Kill one abharatch shade mook for every 36 damage you do to
damage and the target is stunned until the start of their next turn the mob.
[quick action] R: Miasma of corruption +13 vs. MD—The
necromancer adds a new shade to the fight (see the shade’s aura of Revenant
corruption ability for how that works) OR the next time the target rolls Smarter than a zombie, less infuriating than a vampire.
a d20 they take that amount of psychic damage OR—target’s choice 8th level mook [UNDEAD]
as to which happens. Initiative: +13
Vulnerability: holy
AC 30 (or 22 vs. holy damage attacks)
Strength of the dead +13 vs. AC—23 damage
PD 22 HP 100
Never say die: Provided their necromancer(s) stand and are
MD 27 nearby, one ‘dead’ revenant mook gets back up at full hp each
round.
AC 25
PD 23 HP 36 (mook)
MD 15
Mook: Kill one revenant mook for every 36 damage you do to the
mob.
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Icon option: Hope against all odds
Characters with a relationship with the Great Gold Wyrm might receive a mystically inspiring vision, or at the very least
be motivated by the memory of those that have gone before. Spending a 6 with an icon relationship roll with the Great Gold
Wyrm, spending a 5 and succeeding at a DC 25 skill check, or succeeding at a DC 35 skill check, allows the adventurer to
give a rousing speech. During the upcoming battle (in section 3.6) replace the battle die result for 5 with this:
5- Motivated residents: Deal 6d4 damage to 1d3 non-flying enemies, as the people of Axis hurl slates from rooftops
down upon your foes.
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3.6 The rock or the hard place
The adventurers have a choice of two big fights headed their way. If they run in one direction they will encounter a
downed flying undead, a monster called a dusthelkite; others of its kind are circling overhead, dropping skeletal troops
down on the city’s defenders and blasting necrotic energy at buildings. If the adventurers run in the other direction they
will encounter one of the Lich King’s troop transports, a killpuker as the soldiers of the city are calling it. This killpuker
contains the bodies of citizens that are in the process of being reanimated by the killpuker’s foul fluids.
This is a mass battle. Though the adventurers are focused on just one part of the battle, there is a greater battle going on all around
them. At the start of every round of the battle one of the players must roll a battle die (the players can nominate who does it, but we
suggest whoever has the best relationship with the Emperor). The size of the battle die depends on how how many PCs are willing to
suffer 3d6 damage while defending citizens of Axis before the battle even starts. None? Start with a d6. One or two? D8. Three? D10.
Four or more = d12... Of course the adventurers could choose to fight one set of enemies and then run back to help with the
other fight! If they choose to do that let them have a rest with half the usual amount gained from spending recoveries, and
start the new fight with the escalation die set at whatever it ended the first fight at. And in that case, the battle die is d12.
1. Prince Vicitrocious flies by far above on a 5. Rain of blood! All PCs take 5 ongoing 9. The Lich King’s forces fall back!
skeletal dragon with the Lich King’s banner. damage. Increase the escalation die by 1.
Reduce the battle die by 1 die step. 6. Upside district prayers. All PCs do 10. Wizards! One enemy becomes
2. A miasma of death creeps over the battlefield. holy damage with their next attacks. weakened (save ends).
Miasma +15 vs PD (character with lowest 7. Arena fighters race in and briefly engage 11. A dragon swoops past! Dragon fire
Con)—3d8 poison damage. the enemy. Each PC gains hp equal to +15 vs PD (1 enemy)—15 fire
3. Arrows rain down on the PC’s position. their next d20 roll. damage.
Volley +15 vs AC (character with lowest 8. Wyrmshadow dragonic brigade. 1d3 12. The dragon riders fly by! Dragon fire
Dex)-4d6 damage. unengaged enemies take 3d6 +15 vs PD (1d3 enemies in a
4. The Emperor’s banner is spotted! Increase damage (1=Acid, 2=Cold, 3=Fire). group)—15 fire damage.
the battle die by 1 die type.
Number of
PCs Risen Citizen Killpuker Killpuker
3 5 1 The Lich King probably has a different name for thus undead
monstrosity.
4 10 1
Huge 10th level wrecker [UNDEAD]
5 15 1 Initiative: +8
6 20 1 Vulnerability: holy
7 25 1 Trample into the dirt +15 vs. AC (all targets engaged with
the killpuker)—50 ongoing damage and the target is stuck
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Number of
PCs Giant zombie
Freebooter
Necromancer
Dusthelkite Dusthelkite
Large 11th level wrecker [CONSTRUCT]
3 5 1 1 Initiative: +13
4 5 0 2 Vulnerability: holy
5 5 2 2 Sand-storm +17 vs. AC (2 attacks)—50 damage
6 5 1 3 and the target cannot use the escalation die until
the end of their next turn.
7 5 0 4 Miss: 5d10 damage.
Double-strength mook: The giant zombie mook counts as two 9th level mooks when Escalator: The dusthelkite uses the escalation die
you are building battles. for attacks.
Enervating touch +13 vs. AC—20 ongoing negative energy damage Nastier specials
Crit: The necromancer heals 30 hp. Bone vacuum: When staggered the dusthelkite
attempts to pull new bones into its body to
R: Gaze of the departed +13 vs. MD—Target is stunned and vulnerable to attacks
replace lost or broken bones. Adventurers with
by the undead; easy save (6+) ends stunned, vulnerability is until end of the battle.
bones who are nearby the dusthelkite take
[limited use] Only one enemy can be stunned by this attack at a time; if a new
damage equal to 20 minus their die roll when they
enemy becomes stunned the existing stunned enemy becomes un-stunned.
miss with an attack.
AC 18 AC 28
PD 22 HP 124 PD 24 HP 360
MD 24 MD 20
1. Prince Vicitrocious flies by far above on a 5. Rain of blood! All PCs take 5 ongoing 9. The Lich King’s forces fall back!
skeletal dragon with the Lich King’s banner. damage. Increase the escalation die by 1.
Reduce the battle die by 1 die step. 6. Monstrous fleas! All PCs must save 10. Wizards! One enemy becomes
2. A miasma of death creeps over the battlefield. or take 10 damage. weakened (save ends).
Miasma +15 vs PD (character with lowest 7. Saltpork district toilers offer aid. One 11. A dragon swoops past! Dragon fire
Con)—3d8 poison damage. PC can spend a recovery on their +15 vs PD (1 enemy)—15 fire
3. Arrows rain down on the PC’s position. next turn as a free action. damage.
Volley +15 vs AC (character with lowest 8. Arena fighters race in and briefly 12. The dragon riders fly by! Dragon fire
Dex)-4d6 damage. engage the enemy. Each PC gains hp +15 vs PD (1d3 enemies in a
4. The Emperor’s banner is spotted! Increase the equal to their next d20 roll. group)—15 fire damage.
battle die by 1 die step.
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The Orc Well
4.0 Prelude/Introduction
The adventurers defend Axis from the Lich King’s forces.
New PCs introduced this week need a reason for being in Axis and joining with the adventurers in defending it. Discuss
with players of new characters why their adventurer is in Axis.
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4.2 The Great Seal
The dragons are returning to the city in force, having defeated the Lich King’s navy. However, the whole naval battle, the
entire battle at Axis, has been a feint. The Lich King is after something specific within the city, and the chaos and destruction
was merely a diversion. While the dragons have cleared the airspace above the city of undead, and soldiers are clearing up
the streets, hundreds of undead are now under the city (or trying to get there at least).
The adventurers notice that increasing numbers of undead are searching for something. They are digging up parks and
gardens, tearing up flagstones, and descending into basements and sewers. The Lich King is looking for something under
the city… but what?
This is a skill challenge. Go round the group had have each player explain how their character is searching the city for
undead that are in hiding or are attempting to get under the city, then have them roll a skill check with an appropriate
background. The skill challenge difficulty is DC 35 for most PCs, DC 30 for PCs with icon relationships with the Lich King,
or Archmage, or Orc Lord, and DC 25 for PCs with icon relationships with the Emperor. The more successes accrued in this
skill challenge the earlier the adventurers figure out that the undead are concentrating their activity around the Great Seal,
and so the sooner the PCs will arrive at the Great Seal. The earlier the adventurers arrive at the Great Seal the easier a time
they’ll have of defending it.
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Icon option (any icon): Prince Vicitrocious
The assault on Axis is being led by Prince Vicitrocious, a vampire of great renown. The vampire is said to be so old that he
remembers the time before the Wizard King, and the rumor has it that Vicitrocious was a tutor in the dark arts of undeath
to the Wizard King (before his student outgrew him).
Prince Vicitrocious is overseeing the battle from the back of an undead dragon, carrying the Lich king’s battle banner
and using his baleful influence to strike at the living and bolster the dead. The vampire prince is staying far enough away
from the fighting that he can’t be targeted, but is close enough that those that have heard of him might be able to spot him
and seek shelter as he passes overhead.
Spending a 6 (positive, negative, or conflicted) with any icon lets one adventurer avoid one ‘Prince Vicitrocious’ result
on the battle die; and spending a 5 lets the adventurer roll a save against a ‘Prince Vicitrocious’ result’s effects.
Prince Vicitrocious will be turning up personally in the final fight to seize the prize that the Lich King seeks, so the
adventurers will get a chance to fight him. Until that time he will show up in the skies above the city, often passing over
the fights that the adventurers are taking part in.
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4.3 Defending the Great Seal
The adventurers arrive at the Great Seal. There has already been fighting here, and some of the flagstones have been
partially melted by the corrosive blood of the Lich King’s elite troops. If the adventurers can hold out here until the
escalation die is 6 they can leave the battle without it counting as a campaign loss. If the adventurers flee before the
escalation die is 6 (or lose the fight) it is a campaign loss and the next scene will be much more difficult.
Regardless, at the end of this fight (either the escalation die is 6, or the adventurers flee), the seal and the ground around
it cracks open and the adventurers are flung into the depths below.
GMs: Stress to the players that the undead will just keep coming… they have found themselves at the center of all
undead activity in the city. To WIN this fight they just have to hold out until the escalation die is 6+.
This is a mass battle. Though the adventurers are focused on just one part of the battle, there is a greater battle going on all around
them. At the start of every round of the battle one of the players must roll a battle die (the players can nominate who does it, but we
suggest whoever has the best relationship with the Emperor). The size of the battle die depends on how many adventurers had a natural
initiative roll of 11+. Zero quick PCs? The battle die starts as a d8. One or two quick PCs, the battle die starts as a d10. Three or more
quick PCs and the battle die starts as a d12.
1. Prince Vicitrocious flies by far above on a 5. Rain of blood! All PCs take 10 9. Imperial army healer. One PC can
skeletal dragon with the Lich King’s banner. ongoing damage. spend a recovery on their next turn
Reduce the battle die by 1 dice size. 6. Rain of blood! All PCs take 5 ongoing as a free action.
2. Prince Vicitrocious turns into a blood-mist. damage. 10. Wizards! One enemy becomes
Reroll twice on this chart and use the roll 7. Imperial army healer. One PC can weakened (save ends).
that is worse for the PCs. spend a recovery on their next turn 11. A dragon swoops past! Dragon fire
3. Prince Vicitrocious’s dragon breathes a as a free action. +15 vs PD (1 enemy)—15 fire
miasma upon the battlefield. All PCs take 10 8. Imperial army archers. 1d3 unengaged damage.
ongoing poison damage. enemies take 10 damage each, and 12. The dragon riders fly by! Dragon fire
4. Rain of blood! All PCs take 15 ongoing each PC may choose to pop free. If +15 vs PD (1d3 enemies in a
damage. nobody chooses to pop free increase group)—15 fire damage.
the escalation die by 1.
Number
of PCs
First Age
Draugar
Gestalt zombie Gestalt zombie
9th level mook [UNDEAD]
3 30 4 Initiative: +8
4 30 10 Vulnerability: holy
5 30 16 Hundred fists +14 vs. AC—30 damage
6 30 24 Natural even hit: The zombie absorbs some of your
blood—its next attack does +15 damage.
7 30 30 Natural even miss: The zombie starts to fall apart, and
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4.4 Into the unknown
The ground around the Great Seal cracks, and the whole plaza collapses into a void beneath. If the adventurers held out in
the fight until the escalation die was 6 then they managed to stop the undead swarming the great seal, and there are only a
few undead down here in the darkness with them. Otherwise there are dozens of still moving undead crawling out from
the rubble, and more pouring in over the lip of the hole far above. (There’s no time for a quick rest, but see the Icon Options
for the possibility of earning one through icon relationships.)
It is obvious to the adventurers that they can’t get back up, and it is even more obvious that whatever is down here is
what the Lich King is after. Down a long tunnel the adventurers can see a glowing light, but what is it? It might be the
fabled Orc Well, and if so allowing any undead to each it would be a mistake. If the adventurers get there first they will be
able to defend the Orc Well from any undead that make it down into the tunnel beneath the plaza of the Great Seal, as well
as from undead that are digging down from elsewhere.
The only problem is that the tunnel has wards that were set up by the Archmage of a past age. Being this close to the
magical Orc Well the wards, though weakened by the strange comet in the sky, are still intact! The adventurers must brave
the wards in order to reach the Orc Well and properly defend it! Each adventurer must face one of the following magical
traps.
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4.5 Defending the Orc Well
The adventurers are now standing at the very edge of the shaft that leads down to the Orc Well. The undead flood into the
tunnels that lead to this area.
If you are running short on time you can skip this fight.
Number
of PCs
First Age
Multi-
headed
Dusthelkite
Dusthelkite
Draugar Large 11th level wrecker [CONSTRUCT]
Skeleton
Initiative: +13
3 10 0 1 Vulnerability: holy
4 10 1 1
Sand-storm +17 vs. AC (2 attacks)—50 damage and the
5 10 3 1 target cannot use the escalation die until the end of their
6 10 5 1 next turn.
Miss: 5d10 damage.
7 10 7 1 [special] The dusthelkite can perform this attack mid-
First Age Draugar move while flying, but with a -2 penalty to attack.
Golem immunity: The dusthelkite looks undead, but is in
Not quite a lich, far more than a zombie.
fact a bone golem. Non-organic golems are immune to
8th level mook [UNDEAD]
effects. They can’t be dazed, weakened, confused, made
Initiative: +13
vulnerable, or touched by ongoing damage. You can
Cursed sword +13 vs. AC—20 damage and 6 ongoing negative energy damage a golem, but that’s about it.
damage.
Escalator: The dusthelkite uses the escalation die for
[special] If the adventurer does not save against the ongoing damage it
attacks.
becomes a hard save (16+). If the adventurer still fails to save the ongoing
damage lasts until all the first age draugar are destroyed or until the Flight: The dusthelkite flys about on wings made of
adventurers flee the battle or the battle ends. sand, grave dirt, and tomb dust.
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Icon option (any icon): Inspired to greatness!
An adventurer can trade a 6 with an icon to gain inspiration and inner strength equivalent to a quick rest. The rest only
applies to that adventurer. Trading in a 5 allows that adventurer to either spend a single recovery, roll a recharge on a
recharge power, or regain the use of an x-times per battle ability—and spending multiple 5s to spend multiple recoveries
or recharge/regain multiple powers is a possibility. Lastly a 6 can be traded in to inspire another player character as though
they had spent a 6—provided the adventurer doing the inspiring makes a suitably inspiring speech.
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Number of
PCs
Vampire
Blood Mage
Prince
Vicitrocious Prince Vicitrocious
3 2 1 13th level troop [UNDEAD]
4 3 1 Initiative: +20
5 4 1 Vulnerability: holy
6 5 1
Frenzied bite +21 vs. PD (1d3 engaged enemies)—25
7 6 1
ongoing negative energy damage
Vampire Blood-mage Natural 11+, but only once per adventurer: The
10th level caster [UNDEAD] target is also weakened until the end of its next
Initiative: +15
Vulnerability: holy
turn (–4 attacks and defenses). In addition, the
target expends one unused limited trait (a spell,
Draining bite +15 vs. AC—50 negative energy damage
Natural 11+: The target is weakened until the end of power, or talent with a once-per-battle or daily
their next turn. use, but not magic item powers) of its choice.
Natural 16+: The target expends one unused limited
trait (a spell, power, or talent with a once-per-battle Life drinker: When a nearby enemy or ally takes damage
or daily use, but not item powers) of the target’s
choice.
Prince Vicitrocious heals 2d10 hp, even if he is at 0 hp
or fewer. If the prince takes holy damage this shuts
C: Blood drain +15 vs. AC (1d4 nearby enemies in a
group)—18 ongoing damage. down his life-drinker ability until the start of his next
R: Blood spear +15 vs. AC (1d3 enemies)—40 damage. turn.
[Special] The blood-mage can choose to make this attack
originating from an enemy that it has previously bitten. If it C: Vampiric compulsion +21 vs. MD (one enemy; see
does so that enemy takes 10 ongoing damage. below)—the target is confused and vulnerable (save
Sanguineous teleport: As a move action the blood-mage can ends)
teleport into engagement with an enemy that it has Limited use: The vampire can use vampiric compulsion
previously bitten, and that enemy takes 10 ongoing damage.
as a free action only when a nearby enemy attacks the
Mist form: When the vampire is reduced to 0 hp or fewer,
unless an adventurer drives a stake through its heart before
vampire and misses with a natural attack roll of 1–5.
its next turn (a standard action) it becomes a mist and flees
the battle. Nope, if it dies down here it is gone! AC 24
AC 26 PD 20 HP 440
PD 24 HP 216
MD 20 MD 26
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4.7 Honored heroes
The Lich King’s forces have been destroyed, and the vampire Prince Vicitrocious has been destroyed. The Orc Well was
never actually in the city of Axis, and the Lich King has paid dearly for his mistake. Forces loyal to the icons allied with the
Emperor are driving the last of the undead into killing grounds, destroying them once and for all. The Lich King has not
been defeated forever (how do you kill something that will not die), but he certainly won’t be up to much mischief in the
coming years.
The adventurers are hailed as heroes. They are invited to dine with the Emperor himself (along with the rest of his court),
and are awarded high honors. For their part in defending the city each adventurer is rewarded in some way, the nature of
the rewards depends on their icon relationships. (We’ve included traditional gender-based names for the noble titles, but
feel free to skip any of the titles that will sound awkward or silly to your table.)
Icon Relationships Rewards
Positive = + If an adventurer fulfils several criteria they may be awarded multiple titles, lands, and so forth.
Negative = - Nobles usually use their highest rank in formal company, but might use their local title if they have
Conflicted = ~ an estate far from Axis.
Emperor The adventurer is awarded a dukedom with rich and fertile lands near Azure Bay. The
+ + + + or better adventurer will receive 200 gp with each incremental advance that they take, as the
farmers on their estate pay taxes to them. The adventurer may use the title “Duchess” or
“Duke”. The dukedom comes with a castle, servants, and all the trappings of high nobility.
The adventurer also has a fine mansion (with servants, a carriage, formal gardens, etc) in
the imperial capital. The adventurer is always welcome at the imperial court, and only
rank beneath kings, queens, archdukes, and princes in terms of nobility... and although
the Dwarf King and Elf Queen might treat the adventurer as holding a lesser position
when in their domain they are likely to still treat them as though they were a high-ranking
noble.
Emperor The adventurer is granted a marquisate and a small mansion in the imperial capital of
+++ Axis. The mansion comes with servants, and all the expected accoutrements of nobility.
~ ~ ~ or better The adventurer will also hold a position (keeper of the gates, warden of the realm, mistress
of keys, etc) that is largely but not entirely ceremonial and which entitles them to a regular
income of around 100 gp each time they gain an incremental advance. The adventurer may
use the title “Marquis” or “Marchioness” (pronounced mar-kee / mar-shon-ess).
Emperor The adventurer gains a position in court, and the rank of count. The position in court
+ to + + comes with a stipend for clothing, rent, and other expenses of attending court (5d20 gp
~~ with each incremental advance that they take). The adventurer has no real position or
responsibility in the royal court, but is sometimes called upon by the imperial court for
advice or given tasks to fulfil or quests to oversee. The adventurer may use the title
“Countess” or “Earl”.
Emperor The adventurer is awarded a tract of land on the shores of the Bronze River, and may use
~ the title “Viscount” or “Viscountess” (pronounced with a silent S, vi-count / vi-countess).
The adventurer is expected to administer the region and collect taxes, and can make about
50 gp per incremental advance from the tenants of their land. The region comes with a
large fortified farm or manor house, complete with a handful of servants.
Any positive relationship The adventurer receives the title of Baron (the lowest rank of nobility) and may call
with a good icon themselves “Baroness” or “Baron”. The barony is close to the lands of the good icon that
they have a positive relationship with, and comes with either a small fort or a large farm.
The adventurer is expected to administer the region and collect taxes, and can make about
50 gp per incremental advance from the land.
Lich King The adventurer is granted the rank of Baronet (it technically ranks higher than a knight,
Any negative but not by much) and is addressed as either “Dame” or “Sir”. A baronet is a member of
the gentry, but is not considered a noble (unless they have other titles as well). The title is
one conferred on somebody who has proven themselves in battle, and comes with a
Page | 45
territorial designation (“Sir James of Chihves” or “Lady Stabitha of Twisp” for example).
Baronets are in high enough regard in polite society that their businesses or interests will
prosper, earning 5d12 gp each time they level up.
Emperor The adventurer receives a knighthood and may call themselves “Lady” or “Sir”. The
- knighthood is hereditary, and comes with a farm near Pocket Bay. The farm supplies
enough income to maintain a small yet comfortable house in Axis and a much pleasanter
house in or near Eldolan, and employ a dozen servants to run the farm on the adventurer’s
behalf. If the adventurer sells the farm they receive 75 gp the next time they level up.
Emperor The adventurer receives a knighthood and may call themselves “Lady” or “Sir”. The
-- knighthood is hereditary, and comes with a farm near New Port. The farm supplies
enough income to maintain itself and pay a few servants to manage the farm, and would
be a comfortable place to retire to when the time comes. If the adventurer sells the farm
they receive 50 gp the next time they level up.
Emperor The adventurer receives an honorary knighthood and may call themselves “Lady” or
- - - or worse “Sir”. The knighthood is non-hereditary, and the title could be sold for 5d20 gp (though
doing so would be considered a sign of ingratitude).
Other, not listed above or The adventurer receives the title of Esquire or Ispire, a courtesy title for commoners. They
below may put “Esq” or “Isp” after their name in formal correspondence, though when being
spoken to they are still “Mr. Underhill” or “Ms. Greenleaf” or “Sov. Darkshadow” or whatever
they would normally use. If they have any other rank they’ll probably use that instead,
and might not mention the honorary title at all if they are a rough-and-tumble barbarian
type. They are also invited to attend a ceremony where they are publically honored along
with other heroes of the Battle of Axis. The adventurer never need to pay for a drink in
Axis again, as fellow veterans will always buy them drinks. They also receive a hereditary
coat of arms, as though they were a member of the gentry or nobility.
Lich King The adventurer is put up for a week in a fine Axis establishment (where spies carefully
Any positive watch them), and then attends a discrete ceremony where they receive a medal. If sold the
medal is worth 100 gp. The imperial spy apparatus turns its focus on the adventurer.
This concludes the adventure! The party are heroes, and have the gratitude of the Emperor, and possibly land and titles
too. Anybody who wishes to swap icon relationship points around so that they have positive relationship with the Emperor
can do so now (kinder GMs than I might want to allow that before the rewards in the previous section are handed out).
Thank the players for being great. If you enjoyed GMing for the group (and we hope you did) then let them
know.
Ask for feedback on the adventure, and on 13th Age in general. We want to hear what you think.
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Game advice
Organized play for 13th Age is a little different from normal organized play. This document gives you tools to create a
linked series of adventures that will highlight the cool things about 13th Age (One Unique Things, Backgrounds, Icon
Relationships). You will need around 2 hours per session.
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Statements about the world
One of the cool things about 13th Age is that players help to define the world. There is no standard universal Dragon Empire,
each game is different. This presents challenges for organized play and as a GM you need to be on your feet. Whenever a
player mentions something about the world either via a background or one unique thing or just as a plain statement make
a very quick note about it and repeat back to them what they have just said.
As an example:
Player: “... and then I bend down and look into the mechanism. Half orcs know a lot about this stuff. How hard is it
to disable the trap?”
GM: “Half orcs do know a lot about traps - why is that?”
Player: “Oh I meant half orcs know a lot about breaking things. We love smashing clockwork.”
GM: “Why do half-orcs like smashing clockwork?”
Player: “It gives us headaches, nobody knows why.”
GM: “Ah, you need to get a 15 to break the trap without setting it off” (makes a note ‘Clockwork = causes headaches
for half-orcs’).
Each session recap all the statements about the world and ask if anybody has extra input on them. Be sure to ask each
player if they have anything to add to the world. It’s a little ritual that helps to build a stronger game for your players.
GM: “Ok, so last week we discovered that orcs hate clockwork because it gives them headaches”
Player 1: “Ah, I figured it is their two natures warring in them. There is something mystical about clockwork”.
Player 2: “Yeah, like maybe it is trying to separate out your two natures - giving you a ‘splitting’ headache”
GM: (makes a note) “I like that. What else did we learn. High elves fear mice, they think mice are spirits of the dead.
That is an old elf legend.”
Player 3: “Yeah! It is just a legend, but they still creep elves out”
GM: “As you are new to the group, what things did your character discover last week?”
Player 4 (the new player): “Orcs have clockwork axes”
GM: (makes a note) “So some tribes of orc are able to use clockwork, but obviously not all tribes.”
… then recap them with the added player input and ask if anybody has anything more to add.
GM: “So clockwork gives half-orcs headaches, but some orc tribes use clockwork. That is true. What else is true?”
Player 2: “Only some orc tribes are lucky enough to mutate into half-orcs, and those tribes don’t use clockwork.
They have to get rid of it to commune with the spirits and begin the transormation process.”
GM: “Yes, that is true.” (makes a note) “And elves fear mice due to legends revolving around mice and ghosts. That
is true. What else is true?”
Player 3: “Maybe their god of the dead uses mice as messengers, and elf necromancers have mice familiars”
GM: (makes note) “Yes, that is true”
In this way your players build the world with you, and you remind them each week of the world that you have built together.
You also let new players know what your game is like, and you let them bring in the bits of the 13th Age game they played
last week into your game that are important to them.
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Skill checks
Use your index cards
The humble index card is one of the best gaming tools I’ve discovered in years. Write down each character’s backgrounds
and set the index cards out in front of you. As play progresses glance down and put obstacles in the path of the party that
speak to the backgrounds possessed by the party. For example if your party’s dwarf has the background ‘Mistress of Metal:
I train dwarven smiths’ then during play announce
“The path is blocked by a partially toppled statue. It is made of metal of intricate design,” and then look around and ask
“Does anybody here know anything about dwarf metalworking?”.
Bring in interesting options for success and failure (perhaps success reveals that the statue has coins in the base to keep
it upright, a common practice from an age where gold was more plentiful - and failure results in the hollow statue shifting
and making a huge racket sure to attract monsters). By bringing backgrounds into play you make the story about the
characters themselves.
When not to roll
Being a game with limited time you don’t want to roll for every little thing, especially if pass/fail doesn't really matter. Only
have players roll dice when failure would be an interesting outcome and would impact the story. If a character has a
background specific to a task and failure wouldn’t be interesting narratively invite them into the task.
“That wall looks tough to climb, but you know that your Dwarf friend used to be an acrobat. He could easily climb
the wall and pass a rope down to you”
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Montage!
Sometimes you don’t want to go into details but do want to give a sense of time passing. Overland travel, random dungeon
exploration, fortifying an old farmhouse against zombies. All these things can happen in a montage if they are not the focus
of the montage itself.
Go round the table and ask each player:
“Describe an obstacle that the party encountered but defeated.”
Then turn to the player to their left:
“Your character was the one to get the party past that. How did you succeed?”
They don’t need to roll for this - they just tell you an awesome thing that their character did that solved the problem.
Repeat this around the table until everybody has had a chance to come up with a death-trap or a wandering monster or
whatever their imaginations can conjure up and a chance to overcome an obstacle. As each player tells you how their
character saved the day narrate back to them what they have said and put a spin on it to highlight their heroism.
“Yes! The party encountered a minotaur’s ghost and you entertained him with your bagpipes. Not only did that
pacify the ghost but several other ghosts appeared to hear you play and in gratitude led you part-way through the
maze.”
“Awesome - you killed the magically animated pagoda with your mighty axe. Later you came to an underground
river and crossed it using your foe’s remains. Good job.”
“Brilliant. With a flick of your wrist you turn over your last card. The skeletal guards are amazed by your winning
streak and untie your companions as agreed. They are so impressed with your poker-face that they tell you how to
get to the center of the maze. Congratulations - you have a better poker-face than skeletons and they don’t even
have faces!”
Pacing
Sometimes things go slowly. Players get the idea that there is a secret door they can find if only they spend another 10
minutes searching for it. In organized play you’ve got limited time available to you. If the players start going off track supply
them with unambiguous information by using the phrase “It is obvious to you that...”
“It is obvious to you that there is no secret door here.”
“It is obvious to you that the dwarf is telling the truth.”
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Monsters
Some of the monsters that appear here are from the core 13th Age book but others appear in books like the Bestiary or
13 True Ways. In this adventures we’ve put in the monsters that we think you’ll need, and a guide to how many to include
in a fight.
Using alternate monsters
The backgrounds and uniques of the player characters and the statements by players about the world may mean that the
monsters we’ve provided are not suitable for your needs. In that case there are three options. Hopefully you can stretch the
existing monsters to fit your needs - if one of the adventurers has the unique ‘Raised by giant rats’ you can just say that the
skeletons the party are about to fight are the skeletons of giant rats. If that doesn't work for you you can ‘reskin’ the monsters
for the adventure - instead of fighting skeletons you use the skeleton stats but call them ‘giant rats’ or ‘pixie swarms’ or
‘loquacious rust-golems’ or whatever the story needs. If neither of those options works for you the core rule book has a ton
of advice for creating new monsters on the fly.
Big damn heroes
Combat is a prime opportunity to remind players that their character is awesome. When an adventurer hits an enemy take
the opportunity to describe the hit.
“With a mighty swing of the sword you slice the zombie in two! Hyah!”
“Lightning crackles from your eyes as you unleash your spell. ZZZZT!”
“The eyes of your enemies widen in shock as you destroy their shaman with a well placed arrow. Zonk!”
“The hag runs towards you screaming and reaches out towards you, but you duck her swing and launch a bolt of
pure sizzling magic into her. She screams as the burning energy sinks into her body.”
“You swing the sword and the dragon jerk’s it head back … but your cunning backswing slices deep into its gums -
it roars in rage and you dash in under its maw to strike a deep blow into the tender flesh under the chin!”
Even miss damage is cool...
“You do miss damage? Your axe whizzes past the goblin’s head, but your foot connects with his knee-cap!”
“The zombie staggers backwards and your axe misses. You take the opportunity to kick it in the groin. normally this
wouldn’t faze a zombie but your kick is bone shatteringly powerful!”
Don’t be afraid to really get into it. Stand up from the table. Mime the zombie who takes an arrow through both eyes. Snarl
like the hob-goblin chieftain as you caper about with bent back swearing vengeance on the cleric. Just a second or so of
play-acting each round to highlight an awesome hit or near miss goes a long way towards drawing our players out of their
shells. Once you start doing it your players will too.
Tone
The tone of your game will depend a lot on who you are running it for. A group of 12 year olds may not appreciate gory
decapitations (or they may, pre-teens are a bloody lot) but it is part of your job as a GM to gauge what your audience wants.
In the words of Tyler Durden “If someone says "stop" or goes limp, taps out …” then you may want to tone it back a bit. If
you know your audience well and have previously discussed what their limits are then you can play within those limits.
Remember if you are running the game in a public place to keep it appropriate. What is cool to shout out at the top of your
lungs at a friend’s house may not be acceptable to say at all in a game store or at a convention.
Pacing
The escalation die and the design of monsters in 13th Age means combat is pretty fast moving, but you may still be pressed
for time. The store that you are playing in is closing for the night, or you have a limited time at a table at a convention, or
one of your players needs to leave early. If some outside constraint is limiting your time you may want to end the combat
early. Drop the defences of the monsters and adjust their damage downwards. If you are still pressed for time have the
monsters run away or use a dramatic moment to kill the big bad guy (the gnome bard who hasn’t hit all day gets in a crit
and takes the head of the dragon in one blow).
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Tips to make your job easier and the game more fun
Index cards
Seriously. Grab a pack and...
Make name tents
Each player gets a name tent. Fold the index card in two and write the character name on it and put it in front of the player.
Now instead of saying “your dwarf” or “the ranger” you can call the characters by name. This is an awesome thing for you
to do, it links players to their characters.
Write out one unique things and backgrounds
Go around the table and have players recap their uniques. As they do so jot down their uniques on index cards - two or
three uniques per card using a short phrase. Use big letters so you can quickly glance down and see what is going on. As
the game progresses glance down and introduce skill challenges or obstacles tailored for the party. As each party member
succeeds (or fails in an interesting way that advances the story) cross their unique or background off.
Use them to make scenery & minis
If you are using minis to map out battles (while 13th Age does not rely upon minis using them does make visualizing relative
positioning in battles easier) you can draw scenery on index cards and put them down on the table to indicate terrain or
objects. If you need to improvise a large creature that you don’t have a mini for you can make a tent out of an index card
and write the monster’s name on both sides.
Seriously - get some index cards!
Minis
When running combat in 13th Age remember that miniatures don’t represent exactly where a character really is, it is a rough
approximation of where characters are in relation to each other. You don’t need minis to run 13th Age combat but your job
of letting players know what is happening and where things are in relation to each other is made easier by having them.
Terrain
Rob has this to say about terrain:
Play terrain any way you like, but don’t worry about it. There isn’t really time to get deeply into terrain action when people
are playing for the first time. The ease of simply moving your characters around and attacking should be the priority.
If you don’t know 13th Age already, grab any style of fantasy terrain/setting as the location of the battle. Miserable
swamps, ruined temples, ghost towns, haunted orchards, regenerating graveyards, living dungeons, spiral towers,
woodlands, grumbling volcanoes—they all exist somewhere in 13th Age.
Initiative
This is how I do initiative. You might prefer your own system, but I find this speeds up play
1. Everybody rolls initiative. All monsters share the same initiative, unless they are of very different types. All goblins
share an initiative, all spiders, etc. If in doubt fudge monster initiative downwards.
2. Count out how many characters and groups of monsters there are. Write numbers from 1 to the total number of
characters and groups of monsters acting on index cards. Write big. If there are 6 adventurers and 2 types of
monsters (or two different groups of monsters acting on different initiatives) you would have cards numbered 1-8.
3. Start counting upward from 1. When you get to an initiative that an adventurer or monster has, hand them the
highest numbered card you have. In a fight with six adventurers and two monsters the lowest initiative gets the card
with ‘8’ on it, the next lowest initiative gets the ‘7’ card, and so on.
4. Each round just look around the table for the person with the number 1 in front of them and tell them it is their turn.
After that glance around for the number 2 card, then the number 3 card, and so on. Players can also use the cards
to write you quick notes if they wish to, or to take notes during combat. I like to use the index cards with the monster
initiatives on them to track conditions, HP left, etc.
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‘Bus Stop’ GMing… What?
The idea behind the Tales of the 13th Age organized play program is that players should be able to play in London one
week and New York the next and be able to pick up where they left off. This means that the games cannot be completely
freeform. However, they are not rail-road adventures either. Each session has a start point and an end point and how you
get from one bus stop to the next is up to you, the driver of the bus. If you decide to substitute goblins for kobolds or your
players decide to circumvent an encounter or battle then that is fine, provided you end the session in such a way as it leads
naturally on to the next session as written. Side-quests, digressions, and player-generated plots are cool - encouraged
even. You can go whichever route you choose and do whatever weird stuff you and your players like along the way, just
make sure you get to the next bus stop so that anybody who wants to get on your bus at that point can.
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System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
13th Age. Copyright 2012, Fire Opal Media; Authors: Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Castles & Crusades. Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden.
Tales of the 13th Age Adventures. Copyright 2013, 2014, 2015, Fire Opal Media, Inc..; Author: ASH LAW.
Battle of Axis. Copyright 2015, Fire Opal Media, Inc.; Author: ASH LAW.
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