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DomainoftheDwarfKing

ATalesofthe13thAgeadventurefor13thAgecharactersof4thlevel,infivetwohoursessions

ByAaronRoudabush,RyvenCedrille,andASHLAW

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Aboutthisadventure
The adventurers find themselves caught in the dwarven stronghold of Ironvale when it is suddenly attacked
byorcs.Abeleagueredguardcaptainturnstothemforhelp.

The adventure is a mission of mercy that just so happens to coincide with the adventurers savingtheirown
hides.

Credits
Writers:AaronRoudabushandRyvenCedrilleandASHLAW
With:LawrenceAMignolaandEdKabara
AdventureDevelopment,Editing,Maps:ASHLAW
ExecutiveProducer:RobHeinsoo
Artfromthe13thAgeBestiary:RichLongmore
Artfromthecore13thAgerulebookand13TrueWays:AaronMcConnellandLeeMoyer
Mapscreatedusing:Excel,GIMP,andProFantasysCampaignCartographer.

AdditionalResources
ManythankstoKendallJungforcreatingpregeneratedcharactersoflevels110andhostingthemonfan
siteVaultofthe13thAge

Barbarian(Forgeborn)
Bard(HalfElf)
Cleric(Halfling)
Fighter(Human)
Paladin(Human)
Ranger(WoodElf)
Rogue(Halfling)
Sorcerer(DarkElf)
Wizard(Human)

Mapsfromthisadventureandfrompreviousadventurescanbefoundhere.
LinkstoallpublishedTalesofthe13thAgeadventurescanbefoundhere.

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TheIcons
The Orc Lord has been uniting the belligerent orc tribes under his banner, through a combination of
reawakened race memory, charisma, and conquest. Hes been drilling theorcs,training them,turningthem
into a unified force. General Gul, leader of the RedFlag Army, has got tired of waitingand has marched her
portionsoftheorchordesouth.

The Archmageknowsthattheorcswilldestroymanyofhiswardsiftheyareallowed to rampage.


The odd orc incursion he can tolerate, but General Guls forces are headed right towards the hidden

BlackglassTower.Thecloakingspellsaroundthetowerwontholdiftenthousandorcsmarchpastit.

The Crusader knows that if the renegade general continues unimpeded the Emperor will call
upon him to march against them. Hes in the middle of a delicate military operation with his forces
scattered across theareasouthoftheStalkingTrees,hecantjust drop everythingtodeal withGeneral
Gul. A well placed strike force, or a team of adventurers, might save him a long march and many
headaches.

TheDiabolistisinterestedinGeneralGul,suchathirstforpoweropensthewaytotemptation.

The Dwarf King is being attacked by General Gul. Hes called upon ancient treaties, andthe
elvesareontheirway,butheneedshelpmoreurgentlythantheelvescanprovide.
The Elf Queen is bound by treaty, and is rushing to the aid of the dwarves. Sheis hesitant to
commit fully to battle against the orcs, after all it was the elves that created the Orc Lord. She will

providewhathelpshecan,butneedstoguardagainsttretcheryfromwithinandwithout.

The Emperor seesthe startofhis empireunravelling,ormaybejustthefirsttruetestofhisreign.


Either way this orc army must be stopped. A band of adventurers might do the job of an army if they
strikequickandtrue.

The Great GoldWyrm has had recently paladins disappear in the Frost Range. Theorcs are
probably to blame. The gold dragon can not afford to have an all out war, not with already fighting off

demonicincursionselsewhere.

The High Druid knows orcs to be despoilers of nature. The march of the orcs needs to be
stoppedbeforetheyburnoreateverythingintheirpath.

The Lich King fearsandrespects theOrc Lord, as it was the Orc Lord that slew him. IfGeneral
Gulwants to make a name for herself it is logical that shed march to The Fangs and set sail for the
Necropolistotryherstrengthagainsttherightfulruleroftheknownworld.

The Orc Lord is very angry. Ravenously angry. If GeneralGul goes unpunished it willencourage
his othersubordinatestorebel.EventuallytheOrcLordwillleadhis forcestovictory,butthey willmarch

athiscommandnotGeneralGuls!

The Priestess stands with the forces of light against the debased primal things that the orcs

worship.

ThePrinceofShadowsisprobablygrinningtohimselfrightnow.Asalwayshisinvolvementis

anunexpectedtwist.Whocansayforsurewhichsideheisreallybacking?

The Three have trade interestsintheregion,particularlyinIronvale.The Bluetradesforwater,said


tohavemagicalpotency.Rumorhasitthatshewontpolishherscaleswithanythingelse.

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PreviouslyinTalesofthe13thAge...
Howtointegratecharactersfrompreviousadventures?Herearesomeideas.

CharactersfromCrownoftheLichKing
The Lich Kings agents have found you! You need to flee, and into the heart of the Orc Lords
territory is the safest place or at least the place where the Lich King is least likely to send his
agents.Theywantthephylacteryback!Ironvaleisaniceanonymousplacetolielow.
You have impressed the Lich King. The theft of the phylactery was an audition to see if you were
worthy of acting as his agents in the frozen north.He has asked youtoreporttohim thegoingson
withthedwarvesandorcs.
The Orc Lord isamusedatthebloody nose you have dealthis ancient enemy.Not thatthelich king
hasanoseanymore.TheOrcLordwishestorewardyoubygivingyouaquesttokillGeneralGul.

CharactersfromWyrdoftheWildWood
The High Druid is grateful to you for helping to restore balance in the Wild Wood,and arrangesfor
bards across the land to sing your praises. The dwarves of Ironvale invite you to come feast with
them.
The High Druid is angry.Fleeing to the frozen north seems likea goodidea. Ironvale isa goodplace
tolielowforabit.
Your investigations into the crash of the Darkskye prison show that orcs were on board with a
glowing shard of something or other. The dwarves know a bit about magical treasure, and your
investigationsbringyoutoIronvale.

CharactersfromQuestintheCathedral
ThefuturethatyousawaglimpseofinvolvedagoldenstatueofyouinthetownofIronvale.

CharactersfromShadowportShuffle...
The Prince of Shadows left youwitha loadoforcs deep in the Bitterwood. You fled from them,right
into the arms of a group of orcs loyal to the Orc Lord.Nowyouareworking for one orboth ofthem
asaspyindwarvenlands.
The Prince of Shadows had you steal a diamondthat controlsa flying island that orcscrashed into
the Wild Wood! The Prince of Shadows had you steal a flying ship thattheorcs used to get to the
cathedral and set up a portal to kidnap somebody important. It looks like the Prince of Shadows
hasdonealotofdamagethroughyou,nowyoumustundoit.
ThePrinceofShadowshasasmallfavorthathewantsyoutodoforhim...

CharactersfromOmenquest
YoureturnedtheDarkskyeDiamondtoanicon,andtheysentyounorthtokeepIronvalesafe.
YousteppedthroughtheportalandendedupinIronvalejustastheorcsattack.

CharactersfromTheFoldingOfScreamhauntCastle...
You can not unsee the horrors of that night. You throw yourself at the first dangerous quest that
comesyourway.AfterScreamhauntCastleyoucanfaceanything.
When you escaped Screamhaunt Castle you found yourself haunted bya spirit. Clericsoflightcan
not do anything about it. Maybe heading to the farnorth can put enoughdistance between you and
thataccursedplace?

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Startingwithmagicitems

Characters may start the game with one magic item peradventurethat theyhave completed.Ifthey gained
more than that then they have since lost them in battle orsold the excess magicitems. If they gained less
than one magic item per adventure completed then they have found some magic items in their offscreen
adventures.

Additionalbenefits...

Characters who wenttotheNecropolis in Crownof the Lich King gain+1 to attack halfling watchdogs and
dwarvencentipedes,astheyareusedtofacingdistortedmonstrosities.

Characters who escaped the Wild Wood in Wyrd of the Wild Wood gain +2 to hit in the final fight with
GeneralGul,astherockthefinalbattleisonissacredtotheHighDruid.

Characters who sought knowledge of their future in Quest in theCathedralgain one reroll of a d20 during
thisadventure(theird20rollorsomebodyelses)duetohavingsomepriorknowledgeoftheirfates.

Characters who worked for the Prince of ShadowsinShadowportShuffle gain +5 to two stealthtyperolls
duringthisadventure.

Characters who chased the Darkskye Diamond in Omenquest gain +1 to defences against magic for one
fight,duetothelingeringenergiesoftheenchantedgem.

Characters who survived The Folding of Screamhaunt Castle gain +1 to their attacks in session 4 and
when facing time elementals in session 5 of this adventure. They have experience fighting supernatural
creatures.

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Gameadvice
Organizedplayfor13thAgeisalittledifferentfromnormalorganizedplay.Thisdocumentgivesyoutoolsto
createalinkedseriesofadventuresthatwillhighlightthecoolthingsabout13thAge(OneUniqueThings,
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.Youcangivefeedbackhere.
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.SoastoavoidconflictsofEmperorsonlysonmeetsEmperorsonlysonwearesaying:

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...
SecondbestrooftoprunnerinHorizon5
MemberoftheBeggarsGuild3
whichisawesomeandtellsyoualotaboutthecharacter.

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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
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 narratively invite them
intothetask.
Thatwalllookstoughtoclimb,butyouknowthatyourDwarffriendusedtobeanacrobat.He
couldeasilyclimbthewallandpassaropedowntoyou
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.Ifa character isdrinking from every bottleofelvenwine inacastlecellar
lookingforthebestvintagedonthavethemrollonceperbottlejustonerollshoulddoit.
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
oftheDwarfKing,butnowthecrowdwantstolynchdwarves.

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The dwarf paladin successfully smuggles thedwarven ambassador outof townaway from the angry
guard but the ambassador figures out that the party are to blame for the fire and is going to tell
agentsoftheDwarfKing.
The human sorcerer successfully bribes the dodgylooking boat captain to take the dwarven
ambassador somewhere where theycant contact the Dwarf Kings agents butas hesailsaway the
partyrealizesthatthecaptainisaslaver.
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
montageiftheyarenotthefocusofthemontageitself.
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 the core rule book has atonof advice
forcreatingnewmonstersonthefly.
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 means combat is pretty fast moving, 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. 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 hasnt hit all day gets in a crit and takes the head of
thedragoninoneblow).

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 (or fails in an interesting way that advances the
story)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 combat in 13th Age remember that miniatures dont represent exactly where a character
really is, it is a rough approximation of where characters areinrelation to each other.Youdont need minis
to run 13th Age combat but your job of letting players know what is happening and where things are in
relationtoeachotherismadeeasierbyhavingthem..

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.

BusStopGMingWhat?
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
some recovered loot from their former characters corpses. Or if you preferuseJonathansideafrompg170
ofthecorerulebook.

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
sessionsalsohavesectionsthatwilltellyouthatitistimetohandouttreasure.

12/63

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, you can play the classes from 13 True Ways and the new
TywyzogracefromtheBestiary.

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.

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
thecorerules.Thisadventureisdesignedforlevel4charactersfrombeginningtoend.

Aimforafullhealupattheendofeverysession.

Usefulresources
General:http://www.pelgranepress.com/?p=8764
Charactersheet:http://www.pelgranepress.com/site/wpcontent/uploads/2012/08/13thagecharactersheetfillable.pdf
Harassmentpolicy:http://www.pelgranepress.com/site/wpcontent/uploads/2013/07/13thAgeOPHarassmentPolicy.pdf

13/63

Session1:Straightintothefire
1.0Prelude/Introduction.
The characters are caught up in a sudden assault on dwarven territories and must help fend off
GeneralGulsRedFlagArmytobuyenoughtimeforproperdefensestobeestablished.

SessionStart

SessionEnd

Adventurers are immediately caught up in an TheadventurersdiscoverthatIronvaleiscutoff.


attackinadwarventempleinIronvale.

The characters are wandering through the large and well known templeintheDwarven town of Ironvale. The
town of Ironvale is well protected by mountains and high walls, and is considered impregnable. Its stability
and safety has led to it becoming a prefered location for merchants to stop and trade. Many regional
merchants travel here to sell their goods and collect dwarven crafteditems tosell elsewhere. Thestreetsof
Ironvale have a noisy and almost festive atmosphere as people of all races call out to passing travelers to
look at their wares. Go around the table and ask each player to describe something unique or interesting
about the temple of Thorodin that their character notices. Here are some examples you can use to give
playersideas.

(Scent)Yourenotsurewhatkindofincenseisburning,butitsmellsfantastic.Spicyandsmoky.
(Touch)Amountainbreezethroughahighwindowleavesyoufeelingcoolandrefreshed.
(Hearing)Youoverhearanargumentbetweenapriestandamerchantaboutthepriceofcheese.
(Sight) Children clap & cheer outside as two street performers reenact a legendary duel between
dwarves.
(Taste) Youd never heard of swampdrake jerky before coming to Ironvale, andafter tasting ityou
knowwhy.

Overall the party need a unifying reason to be together. Theyre going to get one in the next
section when the orcs attack. Mutual selfinterest in staying alive is a fantastic motivator to work
wellwithothers.

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.

14/63

1.1Inmediares
The adventurers are at the temple of Thorodin in Ironvale,whenthey feel astrange rumblingin their feet and
chests, followed by the sound of crumbling and falling rocks somewhere nearby. With a scream, a nearby
priest falls into a hole that opens up beneath hisfeet. Before anybody can check if hesalright,dirtcovered
orcsandgoblinspouroutoftheholewithbloodthirstyscreamsandbalefulcackling.
IronvaleMarketfight
Numberof
PCs

OrcTusker

3
4
5
6
7

2
3
4
5
6

CaveOrc GoblinSapper

8
9
10
11
12

9
10
11
12
13

GoblinSapper
rd

3 levelMook(Humanoid)
Initiative:+7

Pickaxe,hand
drill,orhammer+7vsAC6damage

Calamityinabottle
Atthebeginningofeachturn,,rolla
d6orchooseoneofthefollowingeffects:1
2:DemoCharge,
3
4:FireGrenade,5
6:AcidBomb.
R: Demo charge (1d3 nearby enemies) +8 vs
AC4damage
R: Fire grenade (Up to 2 nearby enemies)+7vs
PDOngoing3firedamage
R: Glue pot +7 vs PDTarget becomes stuck
(saveends)

Whatsthatnoise?
WheneveraGoblinSapperrollsa
natural1onanattackrollorishitwithfireorlightning
damage,rollaregular(11+)saving throw. Onafailedsave,the
Goblin Sapper immediately suffers theeffectsofasuccessful
calamityinabottleattack

AC18
PD18HP10(Mook)
MD13
Mook:Killonegoblinsappermookforevery10damage
youdealtothemob.

OrcTusker
3rdleveltroop[HUMANOID]
Initiative:+7

Clubntusk+5vs.AC7damage
Furiouscharge:Theattack instead deals12damage on ahit if
the orc tusker first moves before attacking an enemy it was
notengagedwithatthestartofitsturn.
Miss: 4 damage and the orc tusker pops free of all
enemies.

AC22
PD17HP45
MD13

CaveOrc
3rdlevelmook[HUMANOID]
Initiative:+6,or+12atnightorindarkcaves

Obsidian knife +8 vs. AC4 damage,and+1d4damagefor


eachotherorcengagedwiththetarget(max+4d4).

R:Rock+7vs.AC5damage

Hears everything:Increasethe DCto sneakpastcaveorcsby


5.

Nocturnal predator: If the battle is at night (or in darkness),


the orc gains a +2 attack bonus. If the battle is during the
day(orindaylight)ittakes2penaltytoalldefences.

AC19
PD18HP10(mook)
MD12
Mook: Kill one cave orcmookforevery10damageyou
dealtothemob.

15/63

Thetemplehascollapsedintothegoblintunnelbeneathit.

16/63

1.2Ironvalerescues
The orcs and goblin tunnelers are running rampant through Ironvale. Elsewhere in Ironvale orcs are pouring
out of cellars and swarming intohouses. Thetown guard have mobilized and arevaliantlyattemptingto fight
off the sudden incursion from below. Fires, sinkholes, collapsing buildings, panicked mules with carts, all
are a threat to life and limb for adventurers and townsfolkalike. Goaround the table and ask each playerto
describe a danger that they saved someone else from (thiscanbe a member ofthetown guard, a citizen,a
trader, or a fellow adventurer), then have them make a skill roll with a suitable background against a DC of
25. If they fail, choose an appropriate danger from the list below for their character to run into. If players
arent the rescuing sort, lower the DC by 5 (to 20) and the threat instead represents an obstacle they run
intowhilegettingoutofthedangerzonesthemselves.

ACollapsingBooth

ExplodingAleBarrels

RunawayCart

Shelves full of goods andthewalls


theyre attached to areabouttofall
withcrushingweight.

Dwarven ale is renowned across


the land for its high alcohol
content. Shame it doesntplaynice
withfire...

This donkey is angry, scared, and


has a cart full of ironworks still
attached to it. If the hooves dont
getyouthefireworkswill.

+10 vs PD3d8damageandlose1
recovery

+15vsAC4d6firedamageeach

+10vsPD3d6damage

Panickedcrowd

FoodPoisoning

Sinkhole

No orderly queues to be found as


the citizens in the marketplace flee
fortheirlives.

In the middle of chaos, you realize


that goat skewer you ate earlier
tastedsuspiciouslyliketrolljerky.

Orcs and goblins arent exactly


known for the quality of their
tunnels.Unluckyforyou.

+10vsAC2d10damage

+10vsPDlosearecovery

+10vsPDlosearecovery

17/63

1.3Theneedsofthemany
With both the efforts of the players and the town guard, the orcs and goblins have been pushed back into
their tunnels, at least for the time being. The scent of blood and smoke fill the air, screams and cries for
helpringoutfromallaround,andcitizenspullingpeopleoutofrubble.

As the adventurers are catching their breath from the mayhem, a dwarf in bloody and dented armor
approaches them. He sits down on some rubble and lights a pipe on a smoldering piece of wood,allwhile
directlylookingattheplayers.Breathingoutapuffofsmoke,hespeakstothem.

Id heard thattherewassomeone else out here giving thesescuma hard timeand youretheones thatwere
pointedouttome.ImGuardCaptainAxeheartandifyourenottoobusy,Ivegotajobofferforyou.

Guard Captain Axeheart goes on to outline the situation and what he needs. The orcs have dugtunnelsto
bypass the defenses of Ironvale. The town guard doesnt have enough manpower, even with volunteers, to
both guard from further attacks and to send troops to collapse theorctunnels. In additionan orc army with
redflagshasbeenspottedmarchingoveramountainpasstowardsIronvale.

Captain Axeheart needs the adventurers to follow one of thetunnels up totheorc camp, kill as many ofthe
tunnelers as they can, destroy their supplies, and then collapse as muchofthetunnel aspossible as they
return. His men and other volunteers will take care of the other tunnels and any orc camps they find. The
situation is bad enough that Axeheart is even offering the payment up front. He hands eachplayer a pouch
with a healing potionand apromissory note for100 GP ofpuregold (or equivalentpreciousmetals,gems, or
goodsandservices)thattheycanredeeminanydwarfsettlementloyaltotheDwarfKing.

If any players rolled a 5 or a 6 on their Icon Relationships at the beginning of the session, they
also receive a true magic item (for a 6) or a magic oil (for a 5). See Appendix3for truemagical
itemsthattheadventurerscouldreceive.

18/63

1.4Tunnelrats
The tunnel the adventurers follow is littered with detritus. Broken pickaxes, rotting food, shattered tunnel
supports, empty lanterns, and unwholesome and unidentifiable things. The tunnel intersects with natural
caverns at several points, but its clear to the adventurers which way they need to keep going. Eventually,
theadventurersseedaylightaheadandthetunnelopensintoanabandonedminewhoseroofhascollapsed.

The orc camp is a mess: disorganized boxesofmining equipment, rattyand smelly tents, andbonfireswith
charred mystery meat onspits. Thetatteredred banners are the first indication to the adventurersthat these
orcs arent necessarily here on orders of the Orc Lord (use theIt is obvious to you that technique). A few
of the orcs are here, as are some strangelyhunchedover goblins,butitsunclear wherethe restof the orcs
are.CertainlymoreorcsretreatedfromIronvalethanarehere.

Previously This is the vanguard of the Red Flag Army that appeared in Wrath of theOrcLordand Elf
Queens Enchantment. Ironvale itself appears in session 2 ofWrath of the Orc Lord, where the forcesleft
behindbyGeneralGulintheconqueredIronvalearemetbytheplayercharactersfromthatadventure.

Let the players come up with a plan of attack for the camp. This is a narrative exercise, not a mechanical
one. Encourage the most awesome or fun plan you hear and give everybody at the table a chance to
contribute to it. If players insist on doing something that is patently ridiculous (like tricking a nearby giant
into sleeping on the camp) or almost impossible (like diverting a nearby river into the camp to drown the
orcs), ask for background checks at a DC of30. If moreadventurers succeedthan fail, thenthey manage to
pull off an incredible idea against despite sanity, reality, or geography beingagainstit succeeding.Aslong
as the players do put together a coherent and fun plan, start the next fight with the escalation die at 1 to
representthemomentumthecharactershavegoingintocombat.

If the players have blown you away with a creative, witty, or completely awesome plan here or
have roleplayed coming up with the plan in a fantastic way, feel free to go ahead and skip the
following fight if your group agrees to it. Creative collaborative efforts should be rewarded inthe
strongestwaypossible.Ifyoustillwouldliketodothefight,starttheescalationdieat2instead.

19/63


OrcTunnelCampfight
Numberof
PCs

GuardDog
Goblin

Orc
Beastmaster

OrcHunter

3
4
5
6
7

12
15
17
19
21

2
2
3
3
4

1
2
2
3
3

Orc Funk There is an odor that lingers inthearea.


You cant smell ityour nose refuses to report
backbut the back of your sinuses burn and your
eyes water. While in the area of funk, when an
enemy of the orcs rolls a natural 1 or 2 onan attack
rolloronasave,itsdazed(saveends).

OrcHunter
Whetheritsdinnerorenemies,theseorcsknowhowtomake
thingsbleeduntiltheydie

3rdleveltroop[HUMANOID]
Initiative:+9

HuntingSpear+8vs.AC9damage
NaturalEvenHit:Ongoing5damage(saveends)
Natural Odd Miss: Target is vulnerable to all attacks until
thestartoftheorchuntersnextturn

R:Shortbow9vs.AC7damage

Closing Shot: When the orc hunter isunengagedandan enemy


moves to engage it, rollad20.Onan11+,theorchuntercan
make a shortbow attack against that enemy as a free action
beforebeingengaged.

Bloodthirsty: The crit range for an orchunterisexpandedby3


unlessitisstaggered

AC19
PD16HP42
MD13

What are those things? Really play up the


disturbing nature of the warped halflings. Most
adventurers might not even know that such a
terrible thing was possible. The Orc Lord is more
than just another chieftain or warlord,hesan icon
filledwiththehorrifyingpowerofcorruption!

HalflingWatchdog
Thesepitifulhalflingshavebeenmentallyandphysically
warpedbythedirepoweroftheOrcLord!

3rdlevelmook[BEAST]
Initiative:+8

ClawsandFangs+8vs.AC6damage
NaturalEvenHit:3additionalpoisondamage

Tenacious: Enemies attempting to disengage from a halfling


guard dog take a 2 penalty for each halfling watchdog
engaged.

GoForTheThroat:Ahalflingwatchdogcritsona1920.

AC19
PD18HP11(Mook)
MD11
Mook:Killonehalflingwatchdogforevery11damagedone
tothemob

OrcBeastmaster
Theresnomotivationproblemthattheseorcscantsolve.

3rdlevelleader[HUMANOID]
Initiative:+7

Thorn Whip +8 vs. AC8 damage, plus an additional1d4


foreverybeastengagedwiththetarget(max+4d4)

Pack Master: Nearby beast allies gain +1 to attack and


damage
Not YetYouDont:Onceperbattle, whenevera nearbybeast
ally is reduced to 0 HP, that ally mayimmediatelymakean
attackbeforedying.

Get A Move On: Asa quickaction, theorc beastmastermay


allow any 1 nearby ally tomakeamoveaction.This maybe
usedmorethanonceperturn.

AC18
PD17HP48
MD14

20/63

21/63

1.5Axeheartssacrifice
Its not difficult to bring down the orcdug tunnels. Theyre practically falling apart even without interference
from the adventurers. Its obvious to the characters that there are plenty of methods which will ruin the
tunnels (burn the supports, chop them nearly through, blow areas up with spells) for further use while still
allowing the characters to retreat back to Ironvale. When theydo reachIronvale,thetown guard, volunteers,
and mercenaries are keeping a watch on the tunnels, having clearly been insome fighting themselves.The
PCsareaskedtoreturntoCaptainAxeheart,whowantedtospeakwiththemwhentheyreturn.

Axeheart is in his office in the Ironvale Bastion, a grand title for a rather unimpressive two story building of
quarried black stone. He has maps spread out on his desk, and itis clear that Ironvale issoon tobe under
siegebytheorcscomingoverthemountains.

When the weary dwarf sees the players enter his office, he nods to a handful of chairsand tells them to sit
and have a rest. He starts to speak, beginning with thanking them for their efforts, when the door to the
office bursts open and a injured dwarf guard steps inside with aworried look onhis face. Read thefollowing
aloudtotheplayers(orparaphraseasyouchoose,ofcourse).

It is obvious that Ironvale is doomed. An army of orcsmarchesuponus.Thereis a dwarventreasure vault


hidden deep beneath the earth, and the refugees will need to head there for safety. Im going to lead the
defence to give you heroes time to either light abeacon fire to signal for help, or toattempt to rescue some
ofthedwarves that have been taken. I can giveyouan hour orso, andthen were collapsing the underway to
thevaultandmakingourlaststandinthecity.

The captain steps out into the corridor to leave the adventurers to decide whatthey would liketodo.Based
on the maps that are on hisdesk,the onlywayout ofthevalley is throughthevault.Inthenext session the
adventurershaveachoicetomakerescuethecaptivesorsendforhelp.

22/63

Session2:OutofIronvale
2.0Prelude/Introduction.
The dwarves are leaving Ironvale before it is overrun with orcs, but first there is a chance to
eithersignalforhelporattemptarescueofthemissingdwarves.

SessionStart

SessionEnd

The adventurers set out on a daring


mission.

The adventurers flee Ironvale into a longsealed


offtunnelnetwork.

Take this opportunity to recaplast weeksadventure. If new playercharacters are joiningthegroup,hereare


someideasforhowtointegratethem...

Thecharacterisanescapedprisoneroftheorcisharmy
Thenewcharacterisadwarfwhohasbuiltupthenervetobecomeahero
The character is a refugee from another dwarven town that has been destroyed, and reached
Ironvalejustaheadofthedwarvenarmy.

Oncethegrouphasreasontobeworkingtogether,itstimeforaction!

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.

23/63

2.1Gettingoutofthecity
The dwarves are opening up a longsealed dwarven tunnel, and plan to evacuatethroughit. The adventurers
have been invited to go with the dwarves (to remain in Ironvale is a death sentence). However, the
adventurers have been asked to either light a beacon fire to signal for help, or attempt to rescue some
captureddwarves.

Before they can do that they have to get out of Ironvale itself. It is montage time. Goaround the groupand
ask each playertodescribea hazardor problem thatthe partyfaces on its wayoutof Ironvale. Then ask the
player to their left to narrate how they solved that problem and allowed the party to move closer to leaving
the dwarven settlement. Go around the group until everybody has had a chance to create a problem, and
solve a problem that originated with another players description of the confused and hurried evacuation of
thecity.

2.2Thechoice
Theadventurershavethreechoices:

Rescue captured dwarves. The adventurers could use one of the orc tunnels that was not fully collapsed,
pop up somewhere behind orc lines, and intercept a groupoforcs with captives then flee backto thecity
collapsingthetunnelbehindthem.
Firstrunsection2.3a.Thisisthepartycatchingupwiththecaptureddwarvesandfightingtheircaptors.
Thenrunsection2.3b.Thisisthepartyfightingtheirwaybackacrossariverfordtothecity.
Finallyrunsection2.4a.Thisisthepartyescapingbacktothecityandbeingamongthelastout.

Light the beacon. The adventurers could sneak past the orcs and light the beacon, then attempt to get
back into the city and into the dwarven tunnels with the refugees before the orcs overrun Ironvale. The
beacon will alert other dwarven settlements of the danger, andeventually the newswillreach the Dwarf King
andhecansendhelp.
Firstrunsection2.3c.Thisisthepartycreepingupclosetothebeacon.
Thenrunsection2.3d.Thisisthepartyfightingthetrollthatguardsthebeacon.
Finallyrunsection2.4a.Thisisthepartyescapingbacktothecityandbeingamongthelastout.

What have the dwarves ever done for us anyway? Bah! The adventurers decide theyowethedwarves
nothing. They creep into a dwarven tunnel (not the one that the dwarves are escaping through)andhopeto
makegoodtheirownescape.
Firstrunsection2.3e.Thisisthepartycreepingaroundindarktunnels.
Thenrunsection2.3f.Thisisthepartyblunderingontoturfdefendedbyparanoiddrow.
Finallyrunsection2.4b.Thisisthepartymeetingupwiththerefugeesinthetunnels.

24/63

2.3aAttacktheorcs
The orcs are very surprised to see the adventurers climb out of the tunnel. They are not, however, entirely
unprepared. Giving the leashes of the captured dwarvesto anearby groupofsnivelling goblins theyadvance
upontheadventurers.

OrcWarrior

RescuetheDwarvesFightChart
Numberof
PCs

Orc
Warrior

SlaversHP

Orc
Filthbearer

3
4
5
6
7

2
2
3
4
5

65HP
65HP
65HP
120HP
120HP

0
1
2
1
2

OrcSlaver

3rdleveltroop[HUMANOID]
Initiative:+3

Longsword+8vs.AC10damage.
Naturalevenmiss:3damage.

AC19
PD14HP45
MD14

5thlevelleader[HUMANOID]
Initiative:+5
OrcFilthbearer

The orc carries a sling and clay jars of orcish filth that orcs
Longsword +11 vs. AC18 damage, and willingunderling knowtheotherraceshate.
triggers
3rdlevelspoiler[HUMANOID]
Miss:5damage
Initiative:+6
Willingunderling: Until the start of its next turn, the first
time an attack would hit the orc slaver, it can partiallyavoid Sickle+8vs.AC7damage
that attack if it has a nearby orc ally. It only takes half
damagefromtheattack,andthatallytakestherest.
R: Filthjar +8 vs. PD (up to 3 nearby enemies in a

group)5 poison damage and target is vulnerableto all damage


I said move,youworms!:Onceperbattlewhenthe orcslaver (saveends)
rolls a natural multiple of 5 (5, 10, 15, 20) for an attack, all
lowerlevelnonmookorcalliesheal10HP.
Fling: When an enemy rolls a natural 3orlessonan attack,the

orc filthbearer can use an interrupt action to make a filthjar


Wellarmored: Ignore all damage from a hit (but not a crit) attackthattargetsjustthatoneenemy.
againstAConceperbattle.

AC21
PD18HP(seechartabove)
MD15

AC18
PD16HP40
MD14

Fleeing this fight means that the adventurers will not rescue any dwarves. If they win the fight the
adventurers rescue around one hundred dwarves. Thoughthedwarves arenoncombatants andcannothelp
the PCs in future fights, they do have a priest with them who can bless each of the adventurers(once only
per adventurer: the adventurer may heal using a recovery as a free action, provided they are with the
refugees).

25/63

26/63

2.3bFightingretreat
The tunnel that they used to come here has collapsed. The adventurers must make their own wayback to
Ironvale.

Their fight with the orc slavers didnot go unnoticed, and bya ford at ariverthepursuingorcforces catch up
withthem.

FightingRetreatFightChart
Numberof
PCs

Orcish
Archer

Orc
Berserker

OrcShaman

3
4
5
6
7

2
3
3
4
4

3
3
5
5
7

2
3
3
4
4

OrcishArcher

2ndlevelarcher[HUMANOID]
Initiative:+5

Scimitar+6vs.AC6damage

R:Shortbow+6vs.AC7damage
Natural 15: Reroll the attack against a random
nearby creature. If the rerolled attack is also a
natural 15, the orcish archer takes 3 damage from
sheer agonized frustration, but it doesnt get to
makeanotherattack.

Final frenzy: When the escalationdieis3+,the orcisharcher


gainsa+3bonustomeleeattacksandmeleedamage.

AC18
PD17HP32
MD11

OrcBerserker
2ndleveltroop[HUMANOID]
Initiative:+5

Greataxe+7vs.AC8damage

Dangerous: Orcs have a melee crit range of 17+ unless they


arestaggered.

Unstoppable: When an orc berserker drops to 0 hp, it does


not immediately die. Ignoreany damageinexcess of 0 hp, roll
2d6, and give the berserker that many temporary hit points.
No other healing can affect the berserker or give it more
temporary hit points: when the temporary hp are gone, the
berserkerdies.

AC16
PD15HP40
MD13

OrcShaman
2ndlevelleader[HUMANOID]
Initiative:+5

Spear+6vs.AC6damage
Dangerous: Orcs have a melee crit range of 17+ unless they
arestaggered.

R: Battle curse +7 vs. MD (1d3 nearby enemies)4


psychic damage, and for the rest of the battle, melee attacks
byorcsdeal+1d4damageagainstthetarget(noncumulative)

AC18
PD12HP36
MD16

Fleeing this battle means that the adventurers are forced to leave the rescued captives behind as they run
away.

27/63

28/63

2.3cSneakingabout
The adventurers can see the hill with the beacon fire atop it in the distance. At the foot ofthehillis an orc
encampment. Fortunately as the adventurers crawl through thelong grass towardsthefoot of the hill a horn
blows in the distance and most of the orcs jump to their feet and run to answer the call of the battle. The
encampment looks empty, all the adventurers have to do is stay low and get through the emptyorccamp,
thendashupthehill.

Orcish camps ripe are, of course, rife with hazards, which are mostly likely to affect characters who
takeamomenttosearchforloot...

HAZARDS
CorrosiveLichen

Wolves

Pittrap

The orcs cultivatethis for food.At


the moment, though, its trying to
eatthroughyourhand.

Orcs and wolves have a long


historytogether.
This is not a fight, they bite but
aredrivenoffquickly.

You discover that the orcs have


dug a latrine, you discover this by
fallingintoit.

DCtodisarm/dodge/detect:15

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:20

+5vsPD1d10aciddamage

+15vsAC4d6damage

+10vsAC3d6poisondamage

Stuffslide

Rustymetal

Orctotemspirit

The orcs have left a load of looted


weapons in apileandasyousneak
pastitnoisilycollapses

You put your foot through


discarded rusted andgooeyarmor,
sufferingpotentialinjuries.

Orcish shamans leave the darndest


things lying around, including
angryancestors.

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

+10vsAC1d12damage

+10vsAC2d6damage

+15vsMDlosearecovery

Eachadventurerisallowedasinglepillagingskillrolliftheywishtopausetolootthecamp.

Ask whether each adventurer is attempting to look for anything useful not nailed down (DC 10), properwar
trophies (DC 15) or unique and magical goods (DC 25). A failed pillaging skill roll may be rerolled by
accepting an attack from an environmental hazard (see the chart above), but only onetime per adventurer
andthereisnoskillrolltoavoidthehazardifyouvererolledthelootingcheck.

Anythingusefulnotnaileddown:2healingpotionsapouchcontaining3d6x10gpinlootedjewelrya
Championtier(+2)oilanormalweapon

Properwartrophies:Orcishjewelryworth2d4x100gold(intherightcities)awickedlookingweaponbuilt
usingthebonesandskinofvanquishedenemiesanornateelvenshield,probablystolen.

Uniqueormagicalitems:Acrueldagger(orsimilarlightweapon),abeltofvictorybyinches,banded(heavy)
armorofironwill,bootsofferociouscharge(alladventurertier,seecorerulebook).

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2.3dThemountaintrolls
The beacon has been left to the care of trolls. They are not the brightest of creatures, but the orcs have
promisedthemthattheycaneatanyonewhotriestolightthebeacon.Ohlook,herecomeslunch!

Troll

TrollsFightChart
Numberof
PCs

Trolls

3
4
5
6
7

2
2
3
3
4

(Ifthereareanoddnumberofadventurersgivethe
trolls1tohitonroundswhentheescalationdieisodd)

Large4thleveltroop[GIANT]
Initiative:+9

Greedywickedclaw+8vs.AC(twoattacks)15damage
Rending:Ifbothclawattackshitthesametarget.thattarget
alsotakes10ongoingdamage.

Trollish regeneration: In order to kill a troll, you have to deal


damage equal to its total remaining HP in a single round. All
damage dealt to a troll that does not come from fire or acid is
erased at thebeginningofthe round. Fireandaciddamage lowers
theHPtotalasnormalandmakesiteasiertokill.

NastierSpecials
Mutant:Fireandaciddonotmesswiththetroll'sregeneration,
lightningorcolddoesinstead.

Hungrygnarlybite+10vs.AC(quickaction)10damage
Special:Useableonlyonroundswheretheescalationdieis
even.0isanevennumber.

AC17
PD17HP60
MD13

It takes two standard actions to light the fire. If the adventurers light the fire and fightthetrolls for4rounds
after that then they will see a signal fire on a far mountain peak be lit in response to theirs. At that point
fleeingthefightdoesnotincuracampaignloss.

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Lightingthebeacontosignalforhelp

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2.3eIntothedeepertunnels
The adventurers decide to escape the valley and leave the orcs and dwarves to their argument. Overland
escape is impossible, so the adventurersare forcedto investigatethetunnelsthat the orcs dug. Thetunnels
connecttoanothernetworkthatlooksmucholder.

Theoldertunnelnetworkistrapped

Each adventurer traversing the tunnels must face a hazard. If they fail a skill roll to detect the hazard and
avoid it, or dodge out of the way, or mitigate a trap by disarming it then the hazard makes an attack on
themandifithitsdealsdamage.

HAZARDS
Pittrap

Giantspiders

CorrosiveSpiderWeb

A simple pit, covered with a


rockcoloredcloth.

Urgh!Spiders!
This is not a fight, they bite but
aredrivenoffquickly.

Thin metal wires coated with an


acidic slime, the whole thing is
barelyvisible.

DCtodisarm/dodge/detect:15

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:20

+5vsPD1d10damage

+15vsAC4d6damage

+10vsAC3d6aciddamage

Mechanicalscorpiontails

Swingingblades

FallingRocks

A pressure plate stepped up


unleashes a down brass tails with
theirsingersaimedatyourankle!

Whatisthatwooshingsound?

Is this a trap, or just the results of


the goblin sappers digging those
tunnelsupabove?

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

+10vsAC1d12damage

+10vsAC2d6damage

+15vsAC2d6damage

Traps,weirdspiderwebsandoccasionalcarvingssuggestthatthesetunnelsarepartofthedomainofthe
darkelves.

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2.3fWrongturn
Thedwarvesarenttheonlyoneswhohavetunnelsunderthisvalley.Someofthedeepertunnelsareatthe
edgeofadrowkingdom.Thedrowarewellawareoftheorcsupabove,andwantnothingtodowiththe
dwarvesfight.Theycertainlydontwantdwarvenrefugeesenteringtheirkingdom.

DrowScoutsFightChart
Numberof
PCs

YoungSpider
Mount

DrowCavalryCadet

3
4
5
6
7

2
3
2
3
2

2
2
3
3
4

YoungSpiderMount
Itslargerthanahorseandhasfangsthesizeofsteakknives.
Itmoveswithaseriesofsuddenscuttles.
4thleveltroop[beast]
Initiative:+15(orsameasriderifithasone)
Bite+9vs.AC10damage,and4ongoingpoisondamage
C: Web +9 vs. PD (up to 2 nearby enemies in a
group)Thetargetisstuck(saveends)
Wallcrawler: A spider mount can climb on ceilingsandwalls
aseasilyasitmovesontheground,andsocanitsrider.
Uncontrolled: A riderless spider mount will eventually run
away. At the start of the spiders turn roll a d4ifyouroll
lessthantheescalationdie,themountflees.

AC20
PD18HP40
MD12

DrowCavalryCadet
Scuttling into view with lances and sabers, the drowcavalry
moves like a dark and silent wave. Thedrow are youngand
poorlyequippedfordrowcavalry,theyarejustcadets.
Doublestrength3rdlevelwrecker[humanoid]
Initiative:+8
Glasstipped lance+8vs.AC14damage, andthe target
popsfreefromthecavalryandisweakened(saveends)
Limited use: 1/battle, during a surprise round or the first
roundofbattle.
Spidersaber+8vs.AC14damage
Expert spiderrider: While mounted, the drow cavalry
deals +6 damage with its attacks, hit or miss, against
unmountedenemies.
Mounted combatant: Reduce the drow cavalrys attack
damageby6whenitsnotridingaspider.
Spider mount: Whenever the drow cavalry rolls a natural
110 on an attack roll, its spider mount acts
independently,choosingoneofthefollowingoptions:
BiteThespidermakesabiteattack.
Jump & ScuttleThe spider and its rider popfree
fromallenemiesandcanmovesomewherenearby.
WebThespidermakesawebattack.

AC19
PD17HP64
MD13

This is not a fair fight. Let the players know that. Remind the players of this
rule:
Flee
Fleeing is a party action. On any PCs turn, any player can propose that all the charactersfleethe fight. If
all players agree, they successfully retreat, carrying any fallen heroes away with them. The partysuffersa
campaign loss. The point of this rule is to encourage daring attacks and to make retreating interesting on
thelevelofstoryratherthantactics.
In this case the campaign loss will be that the dwarves will learn of the adventurers cowardice in neither
attemptingtofreethecaptivesnorlightthebeacon.Wordwillspreadquicklythroughthedwarvenranks.

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2.4aAheroeswelcome!
The adventurers reach Ironvale with but moments to spare. As soon as the adventurers are through the
gates the defenders slam them shut in the face of pursuing orcs and pour boiling oil over the walls on the
pursuers.

There is cheering from the battlements if the adventurers return having lit the beacon or rescued the
captives,otherwisetheyaremetwithgrimsilence.

The adventurers are led by the dwarven defenders to the entrance to the tunnel that the dwarves are
escaping through. The last the heroes see of Ironvale is the orc horde pouring over the wall and
overwhelming the meagre defenders.The defenders buythe refugeesand the heroes just enoughtime to get
deepintothetunnelbeforetheentrancetothetunneliscollapsed.

2.4bAheroeswelcome?
Theadventurersfollowthesoundofvoicesandcomeintoacavernwherethedwarvenrefugeesarehuddled.

The dwarves initially think that the adventurers are heroes that helped light a signal fire. However, if the
adventurersrevealotherwisetheyaretreatedwithcontempt.

If the adventurersranfromthefight with the drowthen the drow will follow them and warn the dwarvestostay
out of their tunnels (and iftheadventurers have liedabout settingthesignalfirethen the dwarves will see the
lieforwhatitis).

Rob says: Personally, I might say that the scorn of dwarven refugees isn't enough. Adventurers who
chose this route chose the path of cowardice and I'd probablydo something to them like this: any magic
items they possess that arefueled byvalor refuse to functioninthenext battleand any 6s rolledwith the
nexticonrelationshipdicecountas5sinstead.

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Session3:Thevault
3.0Prelude/Introduction.
The citizens of Ironvale flee through longsealed tunnels to a longsealed dwarven vault. The
adventurers are sent into the vault itself to check that it is a safe place for thefleeingdwarvesto
takesanctuaryin.

SessionStart

SessionEnd

TheadventurersareinthetunnelsunderIronvale.

The adventurers have learned about the orc pitthat


hasappearedinthetunnelsnearby.

If you have new players joining the group this week then new characters this could be rescued prisoners
helping as a way of paying off that (figurative) debt, Ironvale guardsmen or citizens inspired by the
adventurers efforts in defending Ironvale, or mercenaries who have decided to rob the vault while nobodyis
looking.

Overall the party needaunifying reason to be together. The fact that if theadventurers dontwork
togethertheywillsurelydieatthehandsoftheorcsshouldbeenoughtomotivatethem.

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.

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3.1Thelongmarchinthedark
It has been several hours since the last dwarves left Ironvale. Go around the group and ask each player to
describe something that the refugees of Ironvale came across in thelong sealedoff tunnels, a problem that
threatened their safety. Turn to the next player and ask them to describe how their character resolved the
problem and allowed the refugees to move onwards.Go around thegroupuntileverybodyhashad achance
tointroduceaproblem,andeverybodyhashadachancetosolveaproblem.

Eventuallythedwarvescometoasetofcarvedstairsandpauseintrepidation.

As the dwarves prepare to move out the head ofthe minersguild, HalePacestone,gesturesto the party to
joinhimandpullsoutaflaskofstrongdrinkthathepassesaround.

Readthefollowingaloud(orparaphraseasneeded):
Drink up now while I talk. Thats some of the best ice ale south of the Northern Colossus. Now, I dont
know how many of the folk from Ironvale those orc scum have, but Idwager thatthey are dead orworse by
now. No turningback lads.Thereare too many orcsfor ustofight andsooneror later were going to run into
them down here too. Orcs are stupid but there were closeon ten thousandofthem inthat army,soI recon
anybodyleadingthemisntthatdaft.

Im sending you ahead. You can move faster than a couple of thousand dwarf families and theirlivestock,
and I cant send my guards with you because Ineedthemherekeeping the civilianssafe from the dangers
thatlurkdownthisfar.YouheadtotheVault,andmakesurethatitssafeforustoenter.

These tunnels are normally forbidden to us, by ancient treaties with the Drow. No doubt theyll show up
sooner or later, and we need to be inside the vault by the time that they do. The Vault is ours, see? Our
territory. Its been so long since anybody was down here that nobodycanrememberwhat traps are guarding
thetreasure.

Yougoin,clearapath,setoffthetraps,erImeandisarmthem,andcometelluswhenitssafetoenter.

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3.2Monstersofthedark
The long stairs downwards lead to a bridge, at the other side of whichis a mighty setofdoors surelythe
vault.Firstthereisthecaverntocross...

Creatures have been lured from the depth by the smell and sound of thedwarvenrefugees. Suchmonsters
willbemorethanhappytoattackthedwarves,buttheadventurerslooklikeaneasiertarget...

TunnelFight
Numberof
PCs

OchreJelly

FungaloidDrudge

OchreJelly

Large3rdlevelwrecker[OOZE]
Initiative:+2
3
2
0

C:Aciddrenchedpseudopod+8vs.PD(1d4attacks,each
4
2
1
againstadifferentnearbyenemy)6aciddamage
5
3
1
Naturalevenhitormiss:3ongoingaciddamage.
6
4
0

Splitter:Thefirsttimeanochrejellytakes20ormore
7
4
1

damagefromasingleattack,itsplitsintotwonormalsize
ochrejellies,eachwithhalftheoriginalscurrenthitpoints
FungaloidDrudge
plus2d6hpforgoodluck.Treatthenewjelliesasundamaged
Some look like walking mushrooms with arms and
jelliesattheirnewhitpointtotals,buttheydonthavethe
faces, others are clearly skeletons that have become
splitterability.(Maybetheygetbacktogetheriftheysurvive
infested with spores, and still others are shambling
thefight.Maybetheydont.)
mounds pulling crude carts with their misshapen

limbs.
Flowswhereitlikes:Theoozeisimmunetoopportunity

attacks.
3rdleveltroop[PLANT]

Initiative:+5
Ooze:Theoozeisimmunetoeffects.Whenanattackapplies

Pitchfork+8vs.AC10damage
aconditiontoanooze(dazed,hampered,weakened,ongoing
Natural 16+: Thedrudge canmakea fungalattackthisturnas damage,etc.),thatconditiondoesntaffectit.
aquickaction.


Fungal attackMake ONE fungal attack. Choose from one AC18
PD17HP90
ofthefollowing.
C: Piercing shriek 8 vs. PD (1d3 nearby enemies)7 MD16
psychicdamage
OR
C:Brownnoise8vs.PD(1d3nearbyenemies)6ongoing
thunderdamage

AC19
PD17HP32
MD13

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3.3Thevaultitself
The vaultdoors stand askew,as ifrent by an explosion,but the duston them suggests thatthis happeneda
longtimeago.

Outside the vault are several skeletons, some wearing armour. They clutch gold in their hands, and pilesof
coins are near them.Someof the skeletons are facingaway from the vaultas if theydied running awayfrom
it, while others fell in poses suggesting that they were attempting to throwthe stolentreasure backintothe
vault.Thisissurelytheresultofthedwarvencurseonthevault.

Inside the vault mirrors reflect any light source a hundred fold and show off many different trophies and
objects placed on bright white marble pillars and tables. Most of the objects are actually worthless as
treasure, but are treasure to the dwarves due to the histories attached to the items. Here is a dusty old
brush, there a broken spear shaft, there a piece of fabric that might once have been a flag. Thick layersof
dustcovermostoftheobjects,showingthatthisplacehadnothadvisitorsinsometime.

Doors lead deeper into the vault Go around the group and ask each playertoprovide a danger orsituation
that the party faced in the outer vault as they exploredit. Thenturn totheplayer nexttothemand ask how
their character was instrumental in overcoming that challenge. Go around the group until each player has
hadachancetointroduce a trapor problem,andeverybody has had a moment in thespotlight solving atrap
orproblem.

The Dwarf King is notoriously possessive of magic items like the ones found within the vault, andthere will
be objections to someone looting a site ofsuch significance likethis.Offer eachadventurera choiceto loot
amagicitem:theycanclaimatruemagicitem,buttheymightbesubjecttoacurse.

(See the appendix for a list of magic items that adventurers could receive, or use the treasuresinthe core
rulebook)

Iftheplayerchoosestotakeamagicitemtheninsection3.4theysuffertheeffectsofacursemidcombat.

CurseofHungrySpiders

CurseofInversion

CurseofBonelessness

One of your eyeballs transforms


intoamassofspiders!

Your outsides attempt to become


yourinsides!

Blurk!

+15vsPD3d8damage

+15vsPD4d6firedamageeach

+10 vsPDYoubecomestuck and


hampered(hardsaveends).

CurseofSnakes

CurseoftheMoon

CurseofHunger

You vomit snakes, that then bite


yourfaceoverandover!

Yougoabitloony.

Your own flesh looks mightytasty.


A quick nibble wouldnt hurt
much.

+10vsMD2d10poisondamage

+10vsMDDazed(saveends)

+15 vs MD3d8 damage the next


timeyoumissincombat.

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3.4Theinnervault
The penultimate room is also the biggest room in the vault complex. The adventurers dont have long to
examine or admire the treasures here almost immediately, guardian constructs made of steel and stone
strideoutofrecessesinthewalls
TreasureRoomfightchart
Number
ofPCs

Thunderous
Protector

3
4
5
6
7

1
1
2
2
2

VaultKeeper BrokenDown
Guardian

1
2
2
2
3

5
10
5
10
10

GolemImmunity:Nonorganicconstructs(which
theseallare)havegolemimmunity.Theycantbe
dazed,weakened,confused,madevulnerable,or
touchedbyongoingdamage.Youcandamagea
golem,butthatisaboutit.

VaultKeeper
Thisconstructresemblesastonedwarfguardsman

3rdleveltroop[CONSTRUCT]
Initiative:+6

OrnateSpear+11vs.AC10damage
Natural16+HitTargetisStuckuntiltheendof
itsnextturn.

R:ArmMountedCrossbow+11vsAC10damage
QuickshotOnceperroundasanimmediate
interrupt,thevaultkeepermaymakeanarmmounted
crossbowattackatanenemymovingtoengageanally.This
maynotbeusediftheenemyismovingtoattackthevault
keeperitself.

AC19
PD16HP32
MD13

ThunderousProtector

BrokenDownGuardian

Thismassiveconstructssteelfistscracklewith
electricity

Thesevaultkeepershavenearlysuccumbedtothe
ravagesoftime.Nearly.

3rdlevelmook[CONSTRUCT]
Initiative:+4

ShatteredSpear+7vs.AC6damage
Naturaloddmiss:Thebrokendownguardianmay
rerolltheattackwitha2penalty

R:DecrepitCrossbow+8vsAC7damage
HoldThemSteady:Iffiringatatargetalready
engagedwithanally,add+1totheattackrolland+2to
damageiftheattackhits.Onanatural1,inflictthisdamage
insteadontheally.

Huge3rdlevelwrecker[CONSTRUCT]
Initiative:+5

ThunderFists+8vs.AC25damageandthetargetis
Dazed(saveends)
Miss:12damage.
Natural20Insteadofdoingdoubledamage,this
attackadds10ongoinglightningdamageandstunsthetarget
(saveendseachseparately)
Natural2:Rerolltheattackifyoumissedwitha
natural2.

C:Thunderwave+7vs.PD(eachenemyengagedwith
thethunderousprotector)15thunderdamageandeach
targethitpopsfree.
Quickuse:Thispoweronlyrequiresaquickaction(onceper
round)insteadofastandardactionwhentheescalationdieis
even.

AC18
PD16HP14(Mook)
MD13
Mook:Remove1BrokenDownGuardianforevery14
damagedonetothemob

AC19
PD17HP135
MD12

Remember:Ifanadventurerhasacursefromthelastsection(3.3)thenitkicksinduringthiscombat.

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3.5Theheartofthevault
The center of the vault, the innermost chamber, is a simple roomwitha very large stone sphere hoveringin
the center in a shaft of light. The sphere slowly rotates,revealingthat itis carved with astylizeddwarfface.
Theeyesofthefaceopentorevealthetheinsideofthesphereismoltenrock

WHO.ARE.YOU?

The rest ofthis sceneis pure roleplay,and we leave it up toyouhowit pans out. Once the heartofthevault
understands that dwarves are in danger it will gladly disarm any remaining traps inthevault,and will ensure
thatthemanygolemdefendersofthevaultdonotattackthedwarves.

However, the heart of the vaulthasbadnews. Ithassensedan orc spawning ground, anorcpit, somewhere
nearby. This is a recent thing, and if the adventurers hurry they could shut it down before it floods the
tunnels with orcs. If it is not shut down then within a day or so all of the underrealm will be awash with
savageorcsbentondestructionandmayhem.

It will even offer the adventurers their pick of magic items from the vault as incentive to go sort out the pit
(provided the adventurers have not already engaged in looting, in which case it only attempt to bribe those
who haven't looted the vault). It will also undo the effects of any curses that triggered insection 3.4 after
theydealwiththepit.

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Session4:Theorcpit
4.0Prelude/Introduction.
Theadventurersencounteranddestroyanorcpit.

SessionStart

SessionEnd

Theadventurerssetouttodestroytheorcpit

Theadventurersfacetheorcpit

If a character is new to this week, ask the player about how their character ended up in the deep under
darknesswiththedwarvenrefugees

Overall the party need a unifying reason to be together. If nothing else, the fact that they are
abouttobeoverrunwithorcsshouldgivethemthedesiretoworkasateam.

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.

4.1Nearingtheorcpit
The heart of the dwarven vault informed the adventurers that anorc pitwassomewhere nearby. Thetunnels
here have a miasma of corruption, andthewallsdrip withslimethatoccasionally bubbles up into asnout or
eye.

Go around the group and ask each player to provide a description of an obstacleor dangerthatthey facein
locating the orcpit. Turn tothenext playerand askthemhow theircharacter solvedtheproblem. Goaround
the group until each player has had a chance to narrate a danger that the party faces, and has had a
chancetosolveadangertoo.

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4.2Theneworcs
The adventurers hear something up ahead. It is the sound of splashing. When they investigate they see a
host of orcs standing waist deep in a lake. They are watching one of their number strangle and drown
another.Theorcsarenakedandunarmed.

These orcs have obviously just been born from the pit. As the adventurers watch the dim light of orcish
intelligencesparksinoneofthem,anditpicksuparockandbashesitsneighboursheadin.

The orcs have left a trail of bodies leading back to the orc pit, finding it should be easy. Unfortunately that
meansgettingpasttheseorcsfirst.
OrcPitFightChart
Numberof
PCs

OrcGrunts

3
4
5
6
7

25
30
35
40
45

OrcGrunt
rd

3 levelmook[humanoid]
Initiative:+5

Rock+8vs.AC7damage

Mob of seven: The maximum size of a mob of orcspear


grunts is 7 mooks. Whenyou include more thanseven
orcspeargruntsinabattle,useanothermob.

Bestial reversion: When anorcgruntsattackdropsan


enemy to 0 hp or below, or whenoneormoreorcspear
grunts drops,roll a single normalsavefor theorcspear
grunt mob, with a bonus totherollequaltothenumber
of remaining mooks in the mob (for example, 4 mooks
left=+4).Ifthe savefails,alltheremainingmooks inthe
mob cast away their weapons and become savage
grunts until the end of the battle (use that stat block
instead).

SavageGrunt
3rdlevelmook[humanoid]
Initiative:+5

Clawandteeth+6vs.AC5damage

Feralaversion:Whenasavagegrunt isengaged witha


nonstaggered target at the start of its turn, roll a d20
that will become either an attack roll or a disengage
check!
On a natural evenroll, thegruntusestherollasaclaws
andteethattack.
On a natural odd roll, the grunt uses that roll as
disengage check that may or may not succeed. If the
grunt disengages, it will move to engage and attack a
staggered enemy, if possible. If the grunt doesnt
disengage,itwillstayandfight.

AC20
PD16HP13(mook)
MD12

AC17
PD15HP10(mook)
MD12

Mook:Killoneorc speargruntfor every13damageyou


dealtothemob.

Mook: Kill one savage grunt for every 10 damage you


dealtothemob.

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4.3Killingthepit
The adventurers come to a deep pit in the earth, full of writhing bodies covered in filth. The many large
creatures in the pit areobviously in pain. Thecreaturesareorcs being born. Around the edgesofthepitare
the filthencrusted clothes of captured humans and dwarves fueland raw material forthepit, brought here
byotherorcs.

This place is an orc pit, where the power of the Orc Lord taints the forms of those he has decided will
become his children and where orcs spring fully formed from the wound in the world. This is far from
anything that General Gul is involved with, it looks like the Orc Lord is raising an army beneath General
Gulsfeet.

There is grave danger here. The longer the adventurers stay here the morelikelythat some contagion of foul
magicwillcausethemtobecomeorcs.

There are thousands of protoorcs in the pit. The pit is very deep and very wide, and the tunnels that lead
awayfromithaveanasty,almostmagical,tendencytoleadbacktowardsit.

Somehow the adventurers have to kill this orc pit, to shut it down before it kicks into high gear and starts
pumpingoutorcsbythethousand.

There is no right or wrong way to go about this.Maybea ritual castercoulduseamagicalritual. Maybe the
adventurers could attempt to collapse the tunnel. Maybe the party could climb into the pit and set a fire.
Howevertheychoosetogoaboutit,thiswillrequireskillrolls.

This requires three separate skill rolls. The first has a DC of 10, the next of 15,thenext of 20. Every failed
skillrollintroducesanextraPitOrcMutanttothefightinsection4.4.

If all three rolls fail then the party needs to start again, but this time the DCsare easier(5, 10, 15)astheir
lastattempttaughtthemhowbesttoshutthepitdown.

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4.4Thepitdies
As the adventurers succeed in killing the pit, it erupts in death throes. The writing bodies in thepit turnto
sludge and coalesce into noisome tentacles, and the pit attacks the adventurers. Those orcsnotabsorbed
intothetentaclesfusetogethertobecomemindlessmonstrositieswhichattackanythingnonorcish.

OrcPitFightChart
Numberof
PCs

ThePit

PitOrcMutant

3
4
5
6
7

1
1
1
1
2*

0
1
2
3
0

* Although this says 2 pits, it is representing a


singlelarger,moreferocious,pit.

PitOrcMutant
4thlevelwrecker[humanoid]
Initiative:+6

Toomanyarms,toomanyclaws+9vs.AC14damage
Natural 16+: The pit orc mutant can make a
too many jaws attack against the target or another
creatureengagedwithitasafreeaction.

[Special trigger] Too many jaws +9 vs. AC7


damage, and the pit orc mutant can make a savage
frenzy attack against the target as a standard action
duringitsnextturnifitsengagedwiththattarget

[Special trigger] Savage frenzy +11 vs. AC (3


attacks)7damage

Orcblind: This creature will prefer to target nonorcs


over halforcs, ignoring halforcs unless there are no
nonhalforctargetsleft.

AC20
PD18HP54
MD14

ThePit
Huge5thlevelwrecker[beast]
Initiative:+9

Noisometentacles+10vs.AC(5attacks)10damage
Miss:5damage.

Immunetoconditions:Thepitcannotbeconfused,
dazed,hampered,stunned,orweakened.

Hugereach:Ifyouareinthebattleyouareengaged
withthepit

Orcishstrength:Thefirstandsecondtimesthepit
becomesstaggered,asafreeactionitgains40hit
pointsandanextranoisometentaclesattack.

AC20
PD19HP150
MD15

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4.5Anewhope
With a final shudder the pit dies the pit becomes nothing more than a deep hole in the ground filled with
halfformedbonesandslime.

The pungent smell of the pit would cause thosemade of weaker stuffthanadventurersto gag andretch, but
totheadventurersitsmellslikevictory!

Propelling the repugnant odor is a breeze. Somewhere nearby is a tunnel that leads to the surface. The
adventurers realizethatthey areno longer underIronvale,and mayeven be somewhereneartheimperial fort
of Scarsdale! If they can find the tunnel they can lead the dwarves out of the vault in whichthey are hiding
andtowardshelp.

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Session5:TheendofGeneralGul
5.0Prelude/Introduction.

Theadventurersleadthedwarvestowardsthesurface,hopingtofindhelpatScarsdaleFort

SessionStart

SessionEnd

The adventurers leadthedwarvenrefugees towards GeneralGulhasbeenfinallydealtwith.


safety.

At the start of the session recap the adventurer so far: The town of Ironvalewasoverrun byorcs of the Red
Flag army, and the dwarves fled to avault deep undertheirhome. Trapped with thedwarves the adventurers
foundthemselvesfacingfirsttheguardiansofthevaultandthenanorcspawningpit.

Nowtheadventurersbelievetheyhavefoundapathtosafety.

If you have new players joining your group take this timeto help themwork out how theyended up with the
dwarves.

Overall the party need a unifying reason to be together. Being down in the dark far from help
shouldconvincethemthattheyneedtoworktogether,remindthemofthisfact.

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.

5.1Intothedark
The adventurers, last week, found a way to lead the dwarvesfromthevault in which they were shelteringup
into the light, possibly even to Scarsdale Fort where help can be had. However, taking thousands of
refugeesthroughdarkanddangeroustunnelsisnoeasytask,evenwhentherefugeesaredwarves.

Go around the group and ask each player to provide a description of a problem that the dwarven refugees
face. Perhaps they run out of food, or become ill, or are slowed down by their injuries. Turn to the next
player and ask them how their character solved the problem.Go around thegroupuntileachplayer has had
achancetonarrateaproblemthatthedwarvesface,andhashadachancetosolveaproblemtoo.

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5.2Navigatingthetunnels
The closer the adventurers lead the dwarves to Scarsdale the more dangerous the tunnels grow. Most of
thesetunnelswerecutbywater,notbyhand,andsoarewet,slippery,uneven,andsometimesunstable.

Each adventurer must succeed on a DC 15 skillroll to navigate through the tunnels.Asuccessmeansthat


theyareclosertothesurface,butafailuremeansthattheadventurerencountersahazard.

HAZARDS
Pit

Shifting shale and falling


rocks

Lowceilings

In the dark it looked just like


another depression in the uneven
floor.

Thiscavejustdoesn'tlikeyou!

This section is tricky too tall to


crawl through but too low to walk
through.

DCtodisarm/dodge/detect:15

DCtodisarm/dodge/detect:15

DCtodisarm/dodge/detect:15

+5 vs PD2d6 damage and some


ofthedwarvesareinjured

+15 vs AC2d6 damage andsome


ofthedwarvesareinjured

+10 vs AC2d6 damage if you


aren'tadwarfofhalflingorgnome

Once all the adventurershavemade theirskill rolls theycomeupon awindingdwarfmade stair.The dwarves
have heard of this stair, it was once partofacastlethat waswashed awaybythesame riverthat cutthese
tunnels.Iftheadventurershavefoundthestairtheycantbetoofarfromthesurface!

The dwarves say that if they follow the stair upwards then theyll reach the waterfall, and daylight. From
there the imperial garrison of ScarsdaleFortwillbe in sight,and therethey can find refuge from General Gul
andherorcs.

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5.3Thelurkerinthedark
Theadventurersleadtherefugeesupthelongdwarfstairtowardsthedaylight.Butsomethingislurkingin
thedarkonthestairs

LurkerintheDarkFightChart
Numberof
PCs

Fresh
PitSpawn
Orc

3
4
5
6
7

20
20
20
20
20

Dwarven #ofdwarven
CentipedeHP centipede
attackson
eachofits
turns.

180
240
300
360
420

FreshlymadePitSpawnOrc

3
4
5
6
7

DwarvenCentipede
These dwarves have been merged into one singular beast by
thecorruptingpoweroftheOrcLord.
Weird3rdleveltroop[BEAST]
Initiative:+6

C: Clawed fingers +8 vs. AC6 damage, +1d6 damage for


each other clawed fingers attack made against thetarget this
turn(toamaximumof+4d6).

Dyingsegments:Forevery 60 HPthe dwarvencentipedeloses


itmaymakeonelessattackoneachofitsturns

AC19
PD18HP(seechart)
MD12

Doublestrength3rdlevelmook[HUMANOID]
Initiative:+2

Punchorbludgeon+7vs.AC8damage

Mob attack: The crit range for pitspawn orcs is 17+.


Whenever a pitspawn orc scores a critical hit, each
pitspawn orc mook in the battle gains a +1 cumulative
bonustodamageuntiltheendofthebattle.

NastierSpecials
Boiling rage: Whenanenemyengagedwith theorc hitsit with

an attack, the enemy takes 4 damage as the orc bites and


clawsitback.
What is thisthing? Really play upthedisturbing

AC17
PD15HP12(mook)
MD12
Mook: Kill one pitspawn orcmookfor every12damage
youdealtothemob.

nature of the dwarven centipede. Most


adventurers might not even know that such a
terrible thing was possible. The Orc Lord is more
than just anotherchieftain or warlord,hesan icon
filledwiththehorrifyingpowerofcorruption!

This is not a fair fight. Let the players know that. Remind the players of this
rule:
Flee
Fleeing is a party action. On any PCs turn, any player can propose that all the charactersfleethe fight. If
all players agree, they successfully retreat, carrying any fallen heroes away with them. The partysuffersa
campaign loss. The point of this rule is to encourage daring attacks and to make retreating interesting on
the level of story rather than tactics. In this case the campaign loss will be that they many of the dwarven
refugeestheywerehelpingarekilledbytheorcsanddwarvencentipede.

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5.4Intothelight
Theadventurersseedaylight!Theyhearthewaterfall!

Up a slick wet shaft, a crack in the rock leads to behind the waterfall. However, as they get closer they
discover that the crack is so smallthat theyalmost can not navigate through it. Only by removing theirgear
and pushing painfully through the crack can they pass to behind the waterfall. The adventurers find
themselveson a spitof rock between the cataract of two waterfalls. To their backs isonewaterfall,infrontof
themanother.

As the adventurersputtheir armor backon theybegin to hear a great soundoverthe roar ofa waterfall. They
are on a cliff far above the plain that Scarsdale Fort is upon. The sound that they hear is that of a mighty
battlebetweentheforcesofelvesanddwarves,andthefoulRedFlagArmy.ScarsdaleFortissurrounded.

Far below the adventurers is an orc encampment. It appears that the army is following the instructions of
whomeverisinthecamp.ItmustbeGeneralGul.

Go around the group and ask each player to provide a description of something thatthey see takeplacein
the battle. Turn to the nextplayer andask themhowthat situationresolved.Goaround the groupuntileach
player has had a chance to narrate a scene of battle, and has had a chance to resolve a scene of battle
too.

The battle looks like it is going to be won by the orcs, then the dwarves and elves, then finally the orcs
mount a roaring charge that seems destined to win them the battle. Just then asmall raiding party attacks
General Gul, and pushes her off a waterfall (see Wrath of the Orc Lord, session 6). Whateverhold she had
overtheorcarmyhasgone.

Theorcarmycrumbles,andbeginstorunawayinfear.

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5.5Anunexpectedguest
As the adventurers watch the battle from their vantage point, they see the great orc General Gul fall. The
great orc catches the wing of one of the elven eagles and attempts to wrest control of it fromitsrider. In a
spiraling aerial battle the general rises into the sky. The other eagleriders fightthe greatorc, who falls from
the back of the eagle that she was attempting to commandeer. The great orc lands with a thudon the rock
thattheadventurersarestandingon.

Previously If the players have played through Wrath of the Orc Lord then they might hear their
characters from that adventure fighting at the top of the waterfall. If the players have played through Elf
Queens Enchantment then they might hear and see theircharacters from that adventurefightingGeneral
Gul onthebacksof theeagles! This is anideal timetoevoke those earlier adventures, with some recalled
dialogandashoutouttomomentsofawesomenessthattheplayershadwiththeirothercharacters.

The massive orc stands up, and from her size and her battered yetstill ornate armor itis clear thatthis orc
wasoncefavoredbytheOrcLordandcarriesaportionofhispower.

The gap back into the tunnel is too narrow to fit through in a hurry, and the climb down too dangerous to
attempt with General Gul there. She pulls out a pair ofbattleaxes andbegins swingingfortheadventurers,
hopingtoclearawayforhertoescapethebattlethatshehaslostbeforeherenemiesfindher.

GeneralGul
The giant orc towers overthe adventurers. In each hand she holds anaxewithabladeaslarge
asataverntable.
Huge6thlevelwrecker[HUMANOID]
Initiative:+9

Massiveaxes+11vs.AC(3attacks)21damage
Critical hit: Normal crit (double damage) and the target is weakened (easy save ends) and
GeneralGulmakesamightykickattackagainstthetargetasaquickaction.
[specialtrigger]Mightykick+8vs.AC20damageandthetargetpopsfreeandisbootedfaraway.

Tribal rage: General Gul rolls two d20 for each melee attack and takes the better roll if both dice are
11+,themeleeattackisacriticalhit.

Orcishescalator:GeneralGulscritrangeexpandsbytheamountontheescalationdie
(0=20,1=1920,2=1820,3=1720,4=1620,5=1520,6=1420)

Reach: If General Gul has nobody engaged with her she canattackanynearby enemy withhermassive
axesattackbutnothermightykickattack.

AC19
PD18HP400
MD17

FleeingFromthisfightyoucantflee.

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5.6TheDeathofGul
Gul dies. If her corpse is taken to the Dwarf King the adventurers will be showered with praise, and
presentedwithachampiontiermagicitemeach.

Gul dies. If her corpse is presented to the Elf Queen the adventurerswillhave songscreated in their honor,
andwilleachreceivefourepictierhealingpotions.

Gul dies (or is incapacitated and captured bythe adventurers).Iftheadventurers take the corpse to the Orc
Lordhewilleatitraw.

Gul dies. If the adventurers leave her corpse where it isor takeit backtocivilizationthen theywillreceivea
message from the Diabolist inviting them to stay at her pleasure in a location in HellMarsh (and if they are
foolishenoughtoacceptthatinvitationthatwillleadneatlyintooneofourlateradventures).

Provided the adventurers survived they are able to climb down the waterfall and fetch help for the dwarven
refugees.

IngratitudethedwarvesofIronvaleerectastatueoftheadventurers.

Itisagoldstatue,itistwentyfeettall,anditrevolves.

Rob says: And is it a statue of everyone? Encourage one final roleplay moment as the adventurers
determinewhichoftheheroesischosenasthemainsubjectofthestatue!

Thisconcludestheadventure!
Go aroundthetable andask each player what their adventurer doesnext.Do aminimontage to give closure
totheadventure.
Iftheyheadsouthwardsyoumightwanttorunthe5thleveladventuresinThreeHeartsOverGlitterhaegen.

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

Askforfeedbackontheadventure,andon13thAgeingeneral.Wewanttohearwhatyouthink.

andfinallyTHANKYOU.

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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

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Appendix2:Cheatsheet.
Conditions
13th Age uses the following conditions. You can only be affected by the same conditiononce at anytime
for example, if two effects would confuse you, the worst oneaffects you andyouignoretheconfuse portion
of the lesser effect. Similarly, penalties from these conditions dont stack. If youre both weakened and
stunnedyouonlytakea4penaltytoyourdefenses(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&ImpromptuDamageforAdventurer
TierCharacters
Degreeof
Challenge

Skill
CheckDC

Trapor
Obstacle
Attack
Rollvs.
AC/PD/MD

Impromptu
Damage
(SingleTarget)

Impromptu
Damage
(Multiple
Targets)

Normaltask

15

+5

2d6or3d6

1d10or1d12

Hardtask

20

+10

3d6

1d12

Ridiculously
hardtask

25

+15

4d6

1d12or2d8

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

DwarvenCloakofCold

FarReachingGloves

SummoningStone

A skyblue velvet cloakthatfeelschilly


to the touch. When used to move
stealthily, the wearer is invisible to
detectionbyheat.

A pair of supple black leather gloves


that radiate soft magic to those who
canseesuchthings.

Some say the facets of thegemshow


you a thousand other dimensions.
Others say you see all the facets of
your own mind. Maybe theres no
difference.

+1toPD.
Resistfire12+

Asaquickactioncastmagehand
onceperfightorabouteveryfive
minutes,lastingforoneminuteper
casting.

Daily:Whenyoucastaspellthat
summonsmorethanthreecreatures,
yousummononeextra.

Quirk:Sweatsprofuselyinwarm
weather.

Quirk:Likestostealsmallitemsofno
consequence.

Quirk:Tendstomiscountmoney,
people,etc..

GauntletsofSpeed

DwarvenGemRing

EternityRing

These simple gauntlets are lined with


silver and gold threads on the inside,
grantingyourhandslightningspeed.

This ring is set with thirteen different


gems.

A ring inscribed with the names ofthe


months. The bearer develops an
uncannysenseoftimingandrhythm.

Onceperfight,whenyoumakemore
thanoneattackinaturnadda
cumulative+1toeachattackroll.

Onceperfight,whenyourollfora
randomeffectanddontlikeyour
result,take5damageandrollagain.
Youmustacceptthesecondresult.

Daily:Youmayuseaninterruptaction
thatwouldnormallyrequireatriggeror
cost,ignoringthetriggerorcost.

Quirk:Insistsoneatingwithout
utensils.

Quirk:Gambler.

Quirk:Drumsfingerswhenidle.

AdamantineArmor

DemonbaneWeapon

OrcishWand

Heavy steel armor reinforced with a


special metal that can only be forged
onhighholydays.

A weapon empowered by a dark rite.


Falls neatly into the category of good
isnotalwaysnice.

A rough bone spike from an orc pit. It


isntprettybutitgetsthejobdone.

+1toACandPD
Recharge16+afterbattle:Turnone
criticalhitmadeagainstyouintoa
normalhit.

+1toattackanddamage
CriticalhitrangeagainstdemonsOR
devils(choosewhichwhenyou
attune)isexpandedby2.

+1toattackanddamagewithspells.
Increaseallongoingdamagedealtvia
thisimplementby3.

Quirk:Parsimonious.

Quirk:Saysoutloudthethingeveryone
elseisthinkingbutwontadmitto.

Quirk:LoveofcorruptionImean
change.

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62/63

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are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new deities, etc.),dialogue, banter andcomments from Jonathanand Rob or ASH,
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