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.Escapefrom.

.TheDiabolistsDungeon.

ATalesofthe13thAgeadventurefor13thAgecharactersof6thlevel,infivetwohoursessions

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Aboutthisadventure
The adventurers start the adventure captured by the Diabolist, and must
escape her dungeon. Their escape is complicated by traps that the
Diabolist has settoslay the weak,and squads ofCambion Assassinswho
are trying towin acommisionfromthe Diabolisttokillanicon.Ofcourseif
the adventurers win out then they will have proven themselves worthyof
herservice.

Credits
Writer&MapMaker: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 Diabolist has decided that she is making her big move for power. She intendsto killan
icon and usurp part of that icons place in the scheme of things. To kill an icon she needs the
best assassin alive, and has decided to set a test for her hopeful cambion assassins. Whoever
descends a tower full of traps and kills all the monsters in her dungeon at its base will get the
job.Thetwist?Themonstersinherdungeonarecapturedadventures.

The Archmage andThe Emperor fearthatoneofthem arethe target of

the Diabolists plans. If they slip agents in among the captured adventurers then
they might get a clue as to how to defend against the machinations of the demon
queen. The Great Gold Wyrm desires that the Diabolist not attack his
allies,andstandswiththeArchmageandEmperor.

The Crusader and the The Priestess oppose the Diabolist on general
principles, probably the only time that the servants of thegodsoflightanddark will
cooperateistostoptheDiabolist.

The DwarfKing, TheElfQueen,and TheOrcLordarecurrentlyin

an uneasy state of peace after the renegade General Gul almost plunged the
north into allout war. If the Diabolist kills one of these icons the others may
faceawarthattheydonot(yet)desire.

The High Druid is intrigued by the possibilities that the Diabolist opensup.

The12th Age ended when the Diabolist unleashed a plague upon the world. Ifthe
Diabolist isaiming to kill an icon then knowingaheadoftimewouldallow theHigh
Druidtotake advantage of the situation. The Lich King considershimselfthe
true ruler of the empire, and knowing the target would allow him to marshal his
forcesandreadyhimselfforhisreturntopower.

The Prince of Shadows is probably behind it all. Assassinations? This


caper has all the signs of his involvement. Still, it is probably best that he sends
someagentstokeepeverybodyguessing.

The Three are interested in knowing whatthe Diabolist is up to. Certainly any

castoff failed assassins would make for excellent servants of the Black if they
couldbeconvincedtocomeovertothesideoftheevilrulersofDrakkenhall.

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PreviouslyinTalesofthe13thAge...
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, lost them gambling, or had a catastrophic quirk
meltdown. . If they gained less than one magic item per adventure completed then they have found some
magicitemsintheiroffscreenadventures.

Additionalbenefits...
2ndLevelAdventures
Characters who went to the Necropolis in Crownof the Lich King gain+1 to theirdefences in the
BurningHandencounterduetotheinfluenceoftheLichKing.
Characters who escaped the Wild Wood in Wyrd ofthe WildWoodgain +1 to their first attackin
anyfightthatinvolvesgnolls.
Characters who sought knowledgeof theirfuturein Questin theCathedralgain one reroll of a d20
during this adventure (their d20 rollor somebody elses)dueto havingsome prior knowledgeof their
fates.
Characters who worked for the Prince of Shadows in Shadowport Shuffle gain +5 to two
stealthtyperollsduringthisadventure.
3rdLevelAdventures
Characters who chased the Darkskye Diamond in Omenquest gain +1 to defences against magic
foronefight,duetothelingeringenergiesoftheenchantedgem.
Characters who survived The Folding of Screamhaunt Castle take half psychic damage for one
battleorforonetrap(theplayerchooseswhenthiskicksin).
Characters who explored the fungal kingdom in Fungaloid Infection maymaximizetheir recovery
dice twice during this adventure, assuming they eat a mushroom that they found in the fungal
kingdomandhavebeendryinguntilnow.
Characters who explored the Tower of the Ogre Mage gain +2 to their defences against traps in
thetower(sessions25ofthisadventure).
4thLevelAdventures(theOrcWarTrilogy)
Characters who are veterans of the orc war (Wrath of theOrc Lord,Domain ofthe Dwarf King,
The Elf Queens Enchantment) may reroll one missed attack or failed roll each session of this
adventure,providedtheyarestaggeredwhentheymakethereroll.
5thLevelAdventures
Characters who survived Three Hearts Over Glitterhaegen gain +1 to theirattacksand defences
while defending an ally: if their character is standing over a dying or helpless ally and keeping an
enemyawaytheygainthebenefit.

LinkstoallpublishedTalesofthe13thAgeadventurescanbefoundhere.

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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 have 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

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MemberoftheBeggarsGuild3
whichisawesomeandtellsyoualotaboutthecharacter.

Statementsabouttheworld
One of the cool things about 13thAgeis that playershelp to definetheworld. There isno standarduniversal
Dragon Empire, each game is different. This presents challenges fororganizedplayand as a GM you need
to be on your feet. Whenever a player mentions something about the world either via a background or one
unique thing orjust asaplain statement make a very quick noteabout itand repeat backtothem whatthey
havejustsaid.
Asanexample:
Player: ... and then I bend down and look into the mechanism. Half orcs know a lot about this
stuff.Howhardisittodisablethetrap?
GM:Halforcsdoknowalotabouttrapswhyisthat?
Player:OhImeanthalforcsknowalotaboutbreakingthings.Welovesmashingclockwork.
GM:Whydohalforcslikesmashingclockwork?
Player:Itgivesusheadaches,nobodyknowswhy.
GM: Ah, you need to get a 15 to break the trap without setting itoff (makes a noteClockwork =
causesheadachesforhalforcs).
Each session recap all the statementsabout the world and ask ifanybody has extrainput onthem. Be sure
to ask each player if they have anything to add to the world. Its a little ritual that helps tobuild astronger
gameforyourplayers.
GM:Ok,solastweekwediscoveredthatorcshateclockworkbecauseitgivesthemheadaches
Player 1: Ah, I figured it is their two natures warring in them. There is something mystical about
clockwork.
Player 2: Yeah, like maybe it is trying to separate out your two natures giving you a splitting
headache
GM: (makes a note) I like that. What else did we learn. High elves 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.

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The elf wizard successfully convinces the angry crowd that the firetheroguestartedwasthedoing
oftheDwarfKing,butnowthecrowdwantstolynchdwarves.
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

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isasmallthing,butimportant.

Monsters
Someofthemonstersthatappearherearefromthecore13thAgebookbutothersappearinbookslikethe
Bestiaryor13TrueWays.

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

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maynotbeacceptabletosayatallinagamestoreorataconvention.

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.

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CharacterCreation

Ifitispublishedthenitispermitted
If it appears in a 13th Age rulebook you can play it. So yes, you can play the classes from 13True Ways
andthenewTwygzogracefromtheBestiary.

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.Thisadventureisdesignedforlevel6charactersfrombeginningtoend.

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

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Session1:Outofthefryingpan
1.0Prelude/Introduction.
The adventurers awake to find themselves in the Diabolists dungeon, andmustfight their wayto
freedom.

SessionStart

SessionEnd

The adventurers awake in cages suspended over a The adventurers exit the lava pits and enter the
fierychasm.Theymustescapeorbecookedalive. gnolltrainingground.

Overall the party need a unifying reason to be together. Mutual selfinterest in staying alive is a
fantasticmotivatortoworkwellwithothers,seeingaseverythinginhereistryingtokillthem!

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.

Startwithaflashback!
How did the adventurers get captured? Go around the group and ask each player how their adventurer got
captured. Were they drugged, tricked, beaten in a fight, or caught using magic?What didthey doto anger
the Diabolist? Did they allow themselves to be captured by her forces? Are they working for another icon,
andifsodidtheyallowthemselvestobecaptured?

13/54

1.1Thecagesandthebatthings
The adventurers awake in cages suspended over a river of fire. The hatches on top of the cages are
unlocked, and the adventurers have all of their usual gear and items with them. The chainsthat lead tothe
edgesofthechasmarehottothetouch,andwillrequirecarefulmaneuveringtogetacrosswithoutinjury.

Give the players a little time to converse incharacter with each other. Ask players how their characters
react to their situation, and allow them some time to converse incharacter. After a bit remind the players
that the cages that the adventurers are in are getting hotter as they talk.If the adventurersdo not leave the
cagestheystarttakingfiredamage,onlyapointorsoeveryminuteatfirstbutgivethemtimetotalkfirst.

As soon as the adventurers start to climb across the chains strange batlike things swoop in and attack
them. Fighting while on top of a cage imposes no penalties, there is enough room to move and fight.
Fighting from within a cage gives the adventurers 5 fire damage on their turns but gain +2 to their AC.
Moving across the chains midfight imposes a 2 penalty to AC and attack rolls, and takes two turns to
move from cage to cage or cage to the side of the chasm. The batthings will not attack those who have
reached the edge of the cavern they like their food scared and cooked.Theseareopportunistic demons
outforfun,tormentingthosetheyperceiveasbeinglesspowerfulthanthem.
Fleeingfromthisbattleisnotacampaignloss.
BatThingsfightchart

Numberof
PCs

BatThings

3
4
5
6
7

7,with72HPeach
9,with72HPeach
8,with144HPeach
9,with144HPeach
10,with144HPeach

BatThing
5thleveltroop[DEMON]
Initiative:+10

SwoopingAttack+10vsAC9damage
Natural even hit or miss: pop free and move as afree action,
andmakeascreamattack.

[triggeredaction]C:Scream+10vsPD9damage
Natural even hit or miss: pop free and move as afree action,
and make a scream attack. Each target can only be screamed
atonceperturn.

Flight:
These demonic creatures can fly, crawl on ceilings,
clingtotheundersideofcages,andsoforth.

True seeing: Thebatthingscan seeincompletedarkness,can


alwaysdetecthidingcreatures,canseetheinvisible,etc.
RoguescannotuseShadowWalkwhenbatthingsareabout.

AC21
PD19HP72(or144)
MD15

14/54

ThebottomsofthecagesarestartingtogetVERYhot.

15/54

1.2Afreshnewhell
The adventurers have escaped the cells above the river of fire.Theyfindthemselves in avast cavecomplex,
with cages suspended from ceilings and embedded in walls. Some of the cages are empty, and some
containcorpses.

A few of the corpses are armed and armoured, and there is an obvious glow of magic from a few of the
cages. Climbing up to a cage to loot it will yield a championtier magic item, but is a dangerous task and
the adventurer will have to face one of the hazards from the chart below. You can find suitable loot in
appendix1ofthisadventure,inthecore13thAgerulebook,orintheBookofLoot.

Howtousehazardcharts:
1. Pickacharactertoencounteratraporhazard.
2. Describetotheplayerofthecharacterasceneinvolvingthetraporhazard.
3. The player describes how the adventurer attempts to avoid the trap or hazard (dodging it,
disarming it before it goes off, discerning it is there and avoiding it entirely, etc), and makes an
appropriateskillcheck.
4. Iftheplayerfailstherollthetrapmakesthelistedattackagainsttheadventurer.
5. Iftheattacksucceedstheadventurertakesthedamageorconsequencelisted.

Hotrocksandsteam

Suddenfall

Demonicvermin

Climbing this wall involves risking


beingbroiledalive

The chain holding this cage to the


ceilingisnotthatsecure

They are like fleas, but faster and


theydrinkyoursoul, insteadofjust
drinkingyourblood

DCtododge/disarm/discern:20

DCtododge/disarm/discern:25

DCtododge/disarm/discern:30

+10vsAC4d6firedamage

+15vsAC4d8damage

+20 vs AC2d20 negative energy


damage

Deathcurse

Flamespurt

Hellrune

The inhabitant of thiscagespokea


final deathcurse, and youve just
triggeredit

As you climb the wall begins to


warm up,asthe burninggasbehind
therocklooksforawayout

This cage is warded with a chilling


hellrune

DCtododge/disarm/discern:20

DCtododge/disarm/discern:25

DCtododge/disarm/discern:30

+10vsMD4d6psychicdamage

+15vsPD4d8firedamage

+20vsMD2d20colddamage

If a character died in the fight against the batthings, then this is a perfect opportunity to introduce a new
charactertotheparty,asurvivorfreedfromoneofthecages.

16/54

1.3Thegigglingimplings
The adventurers reach a narrow passage that winds upwards. Though narrow the ceiling is high above, and
the red glow from the cracks in the walls do little to illuminate the higher reaches of the natural rock
passage.

Thesoundofhighpitchedevillaughterechoesdown,andapairofvoicesbeginstauntingtheadventurers.

Voice1:Ooh,braveadventurers.Sofarbelowthesky!
Voice2:Ibetthreeskullsonthetallonedyinginthehallofblades.
Voice 1: Ill take that bet dearie, and bet five skulls that the ladyfaced one makes itrighttheway tothe
templeofpain.
Voice2:Doneanddone.Illexpectmyeightskullsshinyandredandfreshfromthecradle!

Astheadventurerscontinueupwardsthevoicesbegintotauntthemdirectly.

Voice1:Hehehe,thecambionswillhavethee.
Voice2:Bigtoughadventurers.Yourejustanothermonstertostockthisdungeon.Itsnotevenforyou.
Voice1:Yes,youarejustsetdressing.Theassassinsaretheheroesofthisstory.

AnybodywitharelationshipwiththeDiabolistwillrealizewhatisgoingon.
The Diabolist likes to test her servants before she uses them,running them through a dungeonandmaking
them face monsters. If they pass they receive her dark blessings, if they fail she gets free entertainment.
The implings are implying that the Diabolist is testingoutsomecambionassassins, halfdemon killerswho
live to take the lives of others. The adventurers have been allowedtoescape and roamthedungeon as part
ofthetestthattheassassinsareundertaking.

If nobody has a relationship with the diabolist then a DC 20 skill roll with an appropriate background will
revealtheaboveinformation.

The imps are too high up to target, and wisely stay out of range and out of sight while taunting the
adventurers.

CambionAssassins,aquickprimer
Cambions are the demonicallytainted offspring of mortals. They
live to kill, and naturally gravitate to the profession of assassin.
Most cambions have demonic features such as bone blades,
strange digitigrade legs, glowing eyes,bonespurs, andespecially
bonespikesontheirheads.
Cambion assassins grow their own weapons, and the more
contracts they complete the larger and more impressive their
bladesbecomes.
There exists a hierarchy among cambion assassins, with the
Cambion Dirks at the bottom and the Cambion Hellblades at the
top. Only very rarely will Hellblades cooperate, though Cambion
Dirksoftenganguptoearntheirfirstproperkill.
The gold that they earn from killing is either a way for them to
keepscoreamongthemselvesorsomethingtrulytwisted.

17/54

1.4Thegnollshrine
At the center of a a lava field that the adventurersarecrossing theyencounter astatue ofthe Diabolist. The
reclining statue is 50ft tall and is made of what at first looks like marble, but is in fact bone gnawed upon
until it fits closely together. At the base of the statuea group of capturedadventurers are tied up. Gnolls are
campednearby,andaretakingabreakfromtorturingthecapturedadventurers.

Freeing the adventurers without the gnolls seeing them doing so is a DC 20 skill roll, freeing a number of
captured adventurers equal to the number of adventurers in the party. If the party fails therollthey still free
the adventurers, but they are spotted by the gnolls and a fight ensues. If any characters died during the
earlier parts of this session then this is a good opportunity to introduce a new character. Otherwise, the
freedadventurersaretooneardeathtocontributetothisbattle.

Sneaking across the lava field past the gnolls and bypassing a fight requires a DC 25 skill roll from each
adventurer (DC 30 if the party rescued the captured adventurersand werenotspotted). If the gnolls spot the
adventurers they will gnolls fight. The gnolls are quite at home down here and know that fighting on the
semicooledlavagivesthemanadvantage.

GnollShrinefightchart
Numberof
PCs

GnollCultLeader

GnollCultist

GnollCultLeader

4
6
6
8
8

1
1
2
2
3

3
4
5
6
7

GnollCultist

7thlevelcaster[HUMANOID]
Initiative:+15

Whip+10vs.AC20damage

C: First curse of Yeggren +12vs. MD (2 attacksagainst


nearby or far away enemies)Target must move on
theirnextturnortake15psychicdamage

C: Second curse of Yeggren +12 vs. MD (one nearby or


far away enemy)Until the end ofthe battlethetargets
that end their turn engaged with a gnoll take 10 psychic
damage(saveends)

Yegrens dark blessing: The two curses of yeggren


automatically hit enemiesif theyareengagedwiththecult
leader.

ServantsofdemonlordsandtheDiabolist
5thlevelarcher[HUMANOID]
Initiative:+12

Handaxes+9vs.AC10damage
AC23

PD19HP100
R:Longbow+10vs.AC13damage
MD17

Longshot: Once per round, when an enemy moves an


unengaged gnoll cultist may make a longbowattackasafree Rolling a 1: During this fight any adventurer who rollsa1
action.
takes 2d6 points of fire damage, from stumbling onthelava

field.
Hateseverybody:Thecritrangeofgnollcultistsis17+

AC20
PD18HP70
MD15

18/54

Thegnollschoosetofightonthelavafield,tobeneartheirgoddess.

19/54

1.5TheUnfriendlyAdventurers
The adventurers are not the only group who have been captured by the diabolist. A lot of adventurers have
endedupdownhere.

As the party next takes a rest it sees another group approaching. This other group are adventurers, stuck
down here and down on their luck. They are injured, and in nomood forniceties. They wantthings from the
party: food, healing potions, boots. Basically they want whatever the party has.Alternately this other group
are the adventurers the party freed in section 1.4 and this can be a continuation of that scene. If the
adventurers did not choose to free the captured adventurers then at least one of the adventurers here isa
captured adventurer who escaped thegnollson their own and areangry at the party for leaving them behind.
There are the same equal number of unfriendly adventurers in the other group as thereare playercharacter
adventurersintheparty.

The unfriendly adventurers explain that they have been wandering the caverns forweeks, constantlyhunted
by demonic assassins. The diabolist has captured hundreds of adventurers and stucktheminherdungeon
with the intention that they actaswanderingmonsters for her assassins totesttheir mettleupon. They have
heard from another group that there is a way outof thecaverns,atrapfilled tower thatleads tothesurface.
All the other group needs is everything the party has. Thereis a chance thattheunfriendly adventurerscan
getwhattheywantfromthepartywithoutafight,butifitdoesturnintoafight...

Unfriendly
Adventurer

Britta Attforge Rinalda Black DaviLeafwalker


(dwarven
(gnomerogue) (woodelf
fighter)
Specialadventurerability: ranger)

6thleveltroop[HUMANOID]
Initiative:+10

Sword +11 vs. AC21


damage

R: Crossbow +11 vs.


AC21damage

Special adventurer ability:


On a natural 16+ hit the
adventurers special ability
triggers.

Specialadventurerability:
If she is the only one
engaged with the target
then she does an extra
10 damage with the
triggeringattack.

Samuel
Redbridge
(humancleric)

AC22
PD18HP90
MD18

The rogue disappears


(shesshadowwalking) Special adventurerability:
If it was engaged the
and reappears on her
unfriendly adventurer
next turn, doing an
pops free, but if it was
extra 14 damage with
not engaged it makes a
her first attack that
ranged attack asa quick
turn,hitormiss.
action.

Brithany
Proudhair
(halfling
sorcerer)

Specialadventurerability:
One ally of the cleric
gains15temporaryhp. Specialadventurerability:
The target becomes
weakened until the end
ofitsnextturn.

Xe Xith Xilidar
(drowwizard)
Special adventurerability:
The target takes 7
ongoingfiredamage.

20/54

Session2:Intothefire
2.0Prelude/Introduction.
The adventurers are deep beneath Hell Marsh, in caverns controlled by forces loyal to the
Diabolist.

SessionStart

SessionEnd

The adventurers set out lookingfor a way


toescapetheclutchesoftheDiabolist.

The adventurers spot a tower that stretches to the


faroffroofofthecavern...apossiblewayout!

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


someideasforhowtointegratethem...

Thecharacterisacapturedadventurerfromanothergroupwhoislookingforawaytoescape.
Thenewcharacterisanescapeefromhellitself!
The character is a prisoner of the Diabolist who has escaped and has already been wandering
throughthegreatcavernsforweeksormonths.

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.

2.1TheDeadAdventurers
The adventurers have found yet another adventuring group. This other group of adventurersis dead,perhaps
killed by the diabolists forcesor fallen afoulof thevolcanicoutgassing of this thelowerlevel of the dungeon.
Perhaps they were even killed by their fellow adventurers, another group of desperate surfacedwellers who
ambushedthem.

This is a montage scene. Ask a player to describe a dead adventurer, then turn to the person on their left
and ask them exactly how the adventurer died, then turn to the next player and ask them what mundane
nonmagical item they can loot from the body. Go around the group until each player has described a
corpse,amannerofdeath,andsomethingthattheycouldlootiftheyweresoinclined.

This is a good point to reward 5s and 6s on the startofsession icon relationship results. A 5 could be a
rune, oil, or potion but that must beusedby the end of this session. A6is 1d3 such items, which donot
expirebytheendofthesessionormaybeevenatruemagicitem.

21/54

2.2TheBurningHand
The gnoll cult leader from last session (in section 1.4) is searching for more adventurers to torture in his
worship of the Diabolist. If the cult leader waskilled lastsessionthen hehasbeen raisedtolife, perhapsa
sideeffect of the way thathe diednearthestatue of the Diabolistor perhaps becausehe was raisedby the
dark forces bubbling up through hell. If the gnoll is resurrected it shows signs of its death andreferences
its last encounter with the party.The gnollpursuestheadventurers keepingat adistance,always justoutof
range. The gnoll shouts, letting the party know that he wants to flay them alive. The gnolls are bidingtheir
time, waiting for the adventurers to get to a place where the gnolls will have an advantage. As the
adventurers move cautiously across a cavern, the gnollcult leader strikes. Thegnoll cult leadersummons a
giantskeletalburninghandrisesfromthegroundandcallsupdemonicsoldiersfromthelowerdepths.

At the start of the fight the burning hand rising does 5 fire damage toeach adventurerthat fails a
DC 20 skill check. During this fight any adventurer fighting near the hand who rolls a 1 becomes
vulnerabletofiredamageuntiltheendofthefight.

BurningHandFightChart
Numberof
PCs

GnollCultLeader

3
4
5
6
7

2
2
3
4
4

SummonedDemon
Soldier

5
10
10
10
15

(Resurrected?)GnollCultLeader

SummonedDemonSoldier
7thlevelmook[DEMON]
Initiative:+10

Burningsword+12vs.AC18firedamage
Natural18+hit:Aviciousimplingjoinsthebattle.

AC23
PD21HP27(mook)
MD17
Mook: Kill one summoned demon soldier for each 27 damage
thatyoudealtothemob.

7thlevelcaster[HUMANOID]
Initiative:+15
SummonedViciousImpling

Whip+10vs.AC20damage
5thlevelmook[DEMON]

Initiative:Actsimmediatelyafterthesummoneddemonsoldiers
C: First curse of Yeggren +12 vs. MD (2 attacks against
nearby or far away enemies)Target must move on Burningdagger+9vs.AC7firedamage
theirnextturnortake15psychicdamage

R:Fieryvomit+10vs.AC9firedamage
C: Second curse of Yeggren +12 vs. MD (one nearby or
far away enemy)Until the end of the battle the targets
that end their turn engaged with a gnoll take 10 psychic
AC18
damage(saveends)
PD21HP18(mook)

Yegrens dark blessing: The two curses of yeggren MD19


automatically hit enemies if they are engaged with thecult Mook: Kill one vicious impling for each 18 damage that you
leader.
dealtothemob.

AC23
PD19HP100
MD17

22/54

Whatgiantcreaturediedhereandleftitsstillburningbones?

23/54

2.3TheWhisperingForestofStones
The adventurers reach astonyplain that seems at first tobe emptyatfirst. However, the adventurersstart to
notice stone trees. At first it is just one stone tree in the distance, then another stone tree appears. They
aren'tgrowingfromthegroundtheyarejustsuddenlyappearingwheneveranareaisnotbeinglookedat.

The trees look like normal trees, albeit made of stone. As time goes on the trees get closer and more
numerousastheadventurersmoveacrossthestonyplain.

One of the adventurers feetbegin to itch, a pleasant itching.Soon greybrown patcheswillbegin to showon
thecharactersskinandclothing.

Those that touch the trees will begin to hear them. The trees arein pain, andwant to befree.The treescry
outforlostlovedones.Thetreesgrowlandyellandthreatenandbeg.

Eachadventurerissubjecttooneofthefollowingtwoattacks.

Turningintoastonetree

Endlesswhispersfromthetrees

Your skin becomes stiffer and bark like. Thetinglingis


pleasant, andeven the blood that wells up aroundthe
nowstone patches on your skinand runs down your
legsfeelsgood.Nicewarmblood.

The trees are so close together. So hard not to touch


them. The trees get louder the more of them that you
touch.

DCtododge/disarm/discern:20

DCtododge/disarm/discern:25

+10vsPD4d6damage

+15vsMD4d8psychicdamage

24/54

2.4TheBridge
A tower is visible in the distance, it looks like it leads upwards beyondthecaverns and into the light.So far
it is the only means of escape that the adventurers have seen. The only problem is that a riveroflava runs
between where the adventurers are, and where the tower stands. Around the bridge can be seen sleeping
demons.SneakingpastthedemonsisaDC35skillroll,buttherealtroublesitsinvisiblyonthebridge.

BridgeFightChart
Numberof
PCs

FrenzyDemon

GelatonousCube

3
4
5
6
7

3
5
7
9
11

1
1
1
1
1

FrenzyDemon
5thlevelwrecker[DEMON]
Initiative:+10

Claw+9vs.AC(2attacks)9damage

Raging frenzy: Whenever the frenzy demon misses with a


melee attack, it gains a +1 attack bonus and deals +1d4
damage until the end of the battle (maximum bonus +4,
+4d4).

Teleport: Thisdemoncanteleporttwiceeachbattle as amove


action.

AC21
PD17HP70
MD17

GelatinousCube
Anyone who encounters agelatinouscubeisclearly inaplace
where they shouldbeexpectingtobe smothered inajellylike
substance that cleanly reflects the image of their flesh
dissolvingbackintotheirdisintegratingeyeballs.
Huge5thlevelblocker[OOZE]
Initiative:+4

Shlupnschlorp +10 vs. PD30 acid damage, andthe cube


engulfs the target (functions like a grab see below) if its
smallerthanthecube
Miss:Thecubecanmakeaspasmsattackasafreeaction.
[Special trigger] C: Spasms +10 vs. AC (up to 2 attacks,
eachagainstadifferentnearbyenemy)15damage

Engulf and dissolve: Targets engulfed/grabbed by the cube


take 30 acid damage at the startofthecubesturn butare not
viable targets for additional attacks by the cube. Multiple
targets can be held within the cube simultaneously. Any
engulfed creature that is alsostaggeredmustbeginmakinglast
gasp saves or become paralyzed as the cubes toxins
overwhelmit.

Flows where it likes: The ooze is immune to opportunity


attacks.
Ooze: The ooze isimmuneto effects. Whenan attackapplies
a condition to an ooze (dazed, hampered, weakened, ongoing
damage,etc.),thatconditiondoesntaffectit.

AC20
PD18HP200
MD15

Grabbed: Some monstersgrabyou. Generallytheygrab youafterasuccessfulhit.Mostmonsterscanonlygrabonecreature


at atime,but there are exceptions.Acreaturecan letgoof a creatureit is grabbingasafreeaction.Individualmonstersmayadd
extra effects to their grab, but here are the basics: when youre grabbed you are engagedwiththecreature grabbingyouand
you cant move away unless you teleport, somehow pop free first, or successfully disengage. Unfortunately, your disengage
checks take a 5 penalty unless you hit the creature that is grabbing you thesameturn thatyouretryingtodisengage.Inother
words, when you attack a creature grabbing you, its easier to get away from it. If you are smaller than the creature that is
grabbing you, it can move and carry you along with no problem. If you are the same size or larger, it has to let go of you if it
wants to move. Grabbed creatures cant make opportunity attacks. That also applies if the creaturegrabbingyoudecides tolet
go and move away from you it doesnt have to disengage or take an opportunity attack from you, it just leaves you behind.
Grabbed creatures cant use ranged attacks, although melee and close attacks are fine. The creature grabbing you generally
getsa+4attackbonusagainstyou,soyoullwanttogetawayunlessyouresupermacho.

25/54

Ariverofflowingstonepoursintoacanyonfarbelow.Thetowerisstillalongwayoff

26/54

2.5Acrossthecavern
In the far distance a tower of green stone reachesup from the expanse of burning rock.At the top,nearthe
cavernceiling,alightcanbeseen...maybesunlight.Thislookslikethewayout.

To get there the adventurers mustfirstcrosstheplain of fire.Each adventurer mustface one ofthefollowing
hazards:

StranglingSmoke

StoneWorm

ExplosiveOutgassing

The smoke billows towards the


adventurers, it billows with sinister
purpose.

It explodes upwards from the


ground, attempting to bite off an
adventurershead.
This is not a fight, the worm is
drivenoffquickly.

The ground cracks open, and there


isastillpensivesilence.
Suddenlyanexplosion.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsPD4d6poisondamage

+15vsAC4d8damage

+20vsAC2d20firedamage

HalucinationofEyes

FallingStones

KillerWasps

Eyes begin to grow in the flesh of


your arms, and look accusingly at
you.Atleast,thatiswhatyousee.

A rock tumbles from the cavern


roof. The giggling of imps can be
heardfromfarabove.

A swarm of bloodred wasps


attacksapartymember.
This is not a fight, the wasps are
drivenoffquickly.

DCtodisarm/dodge/detect:30

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:20

+20vsAC4d10psychicdamage

+15vsAC4d8damage

+10vsMD4d6damage

27/54

2.6Stalkedbytheassassin
As the adventurers make their way carefully across themassive cavern they areunknowingly being stalked
by a cambion assassin. The assassin has decided to pickoff the weakestmemberof the party. This isnot
afairfight.ItisaDC30skillcheckforwhoeveriswalkingintherearofthepartytospottheassassin.

Iftheassassinisntspottedhellmakethefollowingattack:
R:Hexedarrow+16vs.AC20damage
Natural even roll hit or miss: The hellbladetakes another shot against a different target. The hellblade can keep
makingthisattackprovidedherollsanevenandthereisanunattackedtarget.

Immediately followingtheattack the hellblade flees. Assoonasthepartystopsto rest the hellblade attacks
again. The only way to stop the hellblade sneaking into position and attacking is to succeed at the DC 30
roll. If the party does this three times in a row the hellblade gives up and leaves. The hellblade, being an
assassinbynature,willnotputitselfintoapositionwhereitcanbeattacked.

If the hellblade kills a party member, or if it is spotted andthus prevented from attacking threetimesthen it
speaks(asadistantshout)tothepartyasitleaves.HisnameisJarektheHellblade.
The Diabolist has an important job for the best of us Assassins. To find the best she has stocked this
dungeon with the most dangerous prey: adventurers. I wanted to get the size of you, gain the measure of
you.Imdonewithyoufornow.Illseeyouinthetower.

Ifthepartycleverlyluresthehellbladeintorangeandattacksit,thenhereareitsstats:

CambionKatar
6thlevelwrecker[demon]
Initiative:+13

Damnedkatar+12vs.AC20damage
Natural evenhitor miss:ThecambionbecomescloakeduntilitshitbyanattackagainstMDoruntilitmisseswitha
naturaloddattackroll.

Spikyheadbutt+12vs.AC8damage,and10ongoing
poisondamage

R:Rayofdarkness+12vs.MD10negativeenergydamage
Natural even hit:The targetisconfuseduntil theendofitsnextturn,orifthe cambionwas cloakedwhenitattacked,
theconfusionissaveends.

Corruption aura: When an enemy misses the cambion katar with a melee attack, it suffers one of the following
effects:
Naturalevenmiss:Theattackertakes5poisondamage.
Naturaloddmiss:Thecambionkatarcanmakeaspikyheadbuttattackagainsttheattackerasafreeaction.

Superior dark step: Whilecloaked,thecambionkatarautomaticallysucceedsonall disengage checksandgainsa+2


bonustoalldefensesagainstcloseandrangedattacks.

AC21
PD19HP80
MD15

The cambion assassin carries five championtier healing potions. If given a chance it will drinkone (healing
20HP),otherwisetheycanbelootedfromthebody.

28/54

Session3:Thetower
3.0Prelude/Introduction.
The adventurers are stuck deep underground,pursued by gnoll cultistsof theDiabolist. They must
gainentrancetoatowerthatlookslikeitleadstothesurface.

SessionStart

SessionEnd

The adventurers enter the vale containing the The adventurers are in the Tower of Traps and are
TowerofTraps.
movingupwardstowardseventualescape.

If you have new players joiningthegroup this weekthennewcharacters could berescued prisonersor fellow
escapeesfromhell.

Overall the party needaunifying reason to be together. The fact that if theadventurers dontwork
together they will surely roast slowly on spitsabove thefires of hellshould beenoughtomotivate
them.

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.

3.1Thevalleyofthetower
The valley of the tower is a dangerous place, full of lakes of fire and volcanic outgassing, demons,and the
(un)natural flora and fauna of the hellish caverns. Aska player to describe adanger presented bythehellish
landscape, and then turn to the person on their left and ask them exactly how their character helped the
group overcame the danger. Go around the group until each player has described a danger, and how their
characterovercamethedangersofthecavern.

29/54

3.2Intothetower
The interior of the tower is made of a deep greenstone, with many floor tilesactuallytriggers for concealed
traps. Before the adventurers can proceed further, they need to pass the guarded entrance. A mass of
squirming worms in a suit of rusted armor stands beside the door, leaning on a huge stone kennel and
conversing with a gaggle .of implings. When the guard sees the adventurers (though how it sees with a
mass of worms for a face is anybodys guess) he tells theadventurers to turnaround,thistowerif offlimits
to anybody that it hasnt been told about itpriortonow. To trick the guard requires three successfulDC 25
skill checks, with any failed skill check raising the DC of any subsequent skill checksby acumulative5.
Eachpartymembercanmakeonefasttalkingorintimidationstyleskillcheckeach,andonlyone.
GuardFight
Numberof
PCs

Demonic
Guard

Vicious
Impling

Chained
Hellbeast

ChainedHellbeast

Huge6thlevelwrecker[DEMON]
Initiative:+2

3
1
0
1
Hugebite+11vs.AC(twoattacks,eachagainsta
4
1
10
1
differentenemy)50damage
5
1
0
2

6
1
10
2
C:Acidslaveringjaws+11vs.PD(1d4attacks,each
againstadifferentnearbyenemy)25aciddamage
7
1
0
3
Miss:10ongoingaciddamage.

If there is an odd number of adventurers the


Letslipthedogsofwar:Onceperbattleifthechained
implings fly off and mock the adventurers from a
hellbeastmisseswithallattacksthatitmakesonitsturnit
distance.
slipsitschainandgainsanextramoveactiononthatturnand

oneachsubsequentturn.
DemonicGuard

8thlevelleader[DEMON]
FearAura:Enemiesengagedwiththehellbeastandwhohave
Initiative:+5
30HPorfeweraredazedandcannotusetheescalationdie.

Burning pitchfork +13 vs. AC (two attacks)20 fire


AC22
damage
Natural even hit or miss: The demonic guard summons a PD18HP280
vicious impling. The impling appears engaged with an
MD18
adventurerofthedemonicguardschoice.
Natural odd hit or miss: The HP threshold of the chained
ViciousImpling
hellbeastsincreasesbytheescalationdievalue.
Miss: One vicious impling may make an attack as a free 5thlevelmook[DEMON]
action.
Initiative: Acts immediately after the summoned demonic

guard

Burningdagger+9vs.AC7firedamage
AC24

PD18HP150
R:Fieryvomit+10vs.AC9firedamage

MD22

AC18
PD21HP18(mook)
MD19
Mook: Kill one vicious impling for each 18 damage that you
dealtothemob.

30/54

Thetowerishometooverathousandtraps,andoneverystubbornguard.

31/54

3.3Thetrapsofthetower
The tower is trapped. Almost every room, door, and corridor is home to an imaginative trap or cruel
mechanicaljape.Thankfully most of them aredesignedto stymie thosedescending the tower,ratherthan to
prevent ascent. The already looted bodies of several cambion assassins scattered through the tower show
thatthetrapsweremeanttoweedoutwouldbeassassins,notnecessarilytheassassinstargets.

As the adventurers climb the tower put one of these in the path of each adventurer in turn until everybody
hasfacedatleastonetrap.

PitTrap

FallingBlock

SpikeTrap

The tile is merely alidthat coversa


deep shaft. At the bottom of the
shaftisadeadadventurer.

The tile that you step upon


releases a block that falls down
fromtheceiling.

As you step upon a tile it flips up


andspikesshootoutofthefloor.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsAC4d6damage

+15vsAC4d8damage

+20vsAC2d20damage

EnormousScissors

GravityTrap

FireSpewingStatue

A row of tiles flips up and


enormous scissoring blades come
out. Despite the name itis notatall
amusing.

The corridor that you stepintohas


sideways gravity. Ifyoudontgrab
something quick youll fall along
thecorridor.

The corridor is lined with statues


that pivot and spew fire at the
adventurers.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsAC4d6damage

+15vsAC4d8damage

+20vsAC2d20damage

AcidspewingKeyhole

IllusionaryDoorway

DoorframeGuillotine

You want to pick this lock? Go


ahead and stick the picks in, and
youll puncture the pressurized
bladder.

You keep trying to walk throughit,


and keep bouncing off the wall.
Then when you finally findthereal
door it turns into an (illusionary)
monsterandtriestoeatyourhead..

Kick inthedoor,looseyourfoot.A
concealed blade in the top of the
doorframe descends assoonasthe
doorisnolongerblockingtheway.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsPD4d6aciddamage

+15vsMC4d8psychicdamage

+20vsAC2d20damage

Icon relationship results: A 6 with the Prince of Shadows allows an adventurer to advise an ally and give
them +10 to their roll to spot or bypass the trap. A 5 with the Prince of Shadows lets you force a trap to
rerollitsattackandtakethesecondresult,astheadventurerscreamsalastsecondwarning.

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3.4Thekillingcorridor
The adventurers have hadan easytime of the traps sofar,butsoonfindthemselvesina longcorridorthat is
obviously trapped. As they start walking down it the huge door behind them slams shut and the trapsspin
into life. The corridor is itself a trap, it looks like it goes somewhere but itis a dead end tryingtomake the
adventurersendupdead.Theshutdoorisactuallyananimatedconstruct!
KillingCorridorfightchart
Number
ofPCs

FlameFace

Spinning
Blades

Animated
Door

3
4
5
6
7

2
3
4
5
6

1
2
3
4
5

1
1
1
1
1

Golem Immunity: Nonorganic constructs (which these


allare) havegolemimmunity.They cant bedazed,weakened,
confused, made vulnerable, or touched by ongoing damage.
Youcandamageathem,butthatisaboutit.

Stationary: None of these constructs can move from


their spot. They cant move into engagement, nor can
theybemadetopopfree.

Mindless: The traps cant be targeted by attacks that


target MD or are mindaffecting (sleep or charmstyle
effects, confusion, etc). The animated door is NOT
mindless.

Pickingthelock:Thefightendsoncethedoorlock
ispickedandtheadventurersexitthecorridor.This
requiresthreesuccessfulDC25skillrollsoverthe
courseof3rounds.A5or6icondieresultwiththe
PrinceofShadowscanbesubstitutedforasuccessful
skillrollhere.

SpinningBladesTrap
5rdleveltroop[CONSTRUCT]
Initiative:+6

C: Spinning blades, grabbing chains +10 vs. AC (one


nearbyenemy)10damage
Natural 16+ hit or miss:Ongoing5damage andthe
targetispulledtothewallstuck(saveendsboth)

AC20
PD17HP72
MDN/A(mindless)

FlameFaceTrap
5thlevelwrecker[CONSTRUCT]
Initiative:+5

C: Flame jet +10 vs. PD (1d3 nearby enemies)Ongoing


6firedamage
Miss:6firedamage

Cold:Colddamageagainsttheflamefaceisdoubled.

AC20
PD17HP72
MDN/A(mindless)

AnimatedDoor
Large7thlevel[CONSTRUCT]
Initiative:+4

C: Lightning arcs +12 vs. PD (one nearby enemy)50


lightningdamage
Miss: Anybody attempting to pick the doorslock
takes12lightningdamage

C: Dart launchers +12 vs AC (all enemies in the


corridor)11ongoingpoisondamage

AC23
PD21HP220
MD10

33/54

Thewholecorridorisalivingthing,amenaceofdiabolicalconstructs.

34/54

3.5Stalkedthroughthetower
As the adventurers pick their way through the torturerooms and traps of the tower, they arebeingfollowed
by a cambion assassin... it is the same assassin that stalked them in session 2 (section 2.6) if that one
wasnt killed. Check with any new players this week that their group last week didnt kill the assassin from
last session, if they did or if your regular group killed that one then this is a new assassinthathaspicked
uptheirscentandithas10fewerhp.

The assassin is making use of concealed doorsand secretpassages to attack the party.Itis a DC 30skill
check for whoever is walking in the front of the party to spot the assassin, otherwise the assassin gets to
suddenlyappearandmakestwoattacksagainsttwodifferenttargets:
Backstabbingblade+16vs.AC20damage
C:Thrownblade+16vs.AC(onenearbyorfarawayenemy)20damage

Immediately followingtheattack the hellblade popsfree andflees into the concealed entrance from which he
came,disappearingfromview.Assoonasthepartystopstorestthehellbladeattacksagain.

If the person walking at the front of the party succeeds at the DC 30 roll they may nominate somebody to
make an attack on the hellblade as he flees. If the partyreduces the demonic assassin to20 hpor fewer it
fleesanddoesnotreturn.

Ifthepartycleverlyluresthehellbladeoutintotheopenandattacksit,thenhereareitsstats:

CambionKatar
6thlevelwrecker[demon]
Initiative:+13

Damnedkatar+12vs.AC20damage
Natural evenhitor miss:ThecambionbecomescloakeduntilitshitbyanattackagainstMDoruntilitmisseswitha
naturaloddattackroll.

Spikyheadbutt+12vs.AC8damage,and10ongoing
poisondamage

R:Rayofdarkness+12vs.MD10negativeenergydamage
Natural even hit:The targetisconfuseduntil theendofitsnextturn,orifthe cambionwas cloakedwhenitattacked,
theconfusionissaveends.

Corruption aura: When an enemy misses the cambion katar with a melee attack, it suffers one of the following
effects:
Naturalevenmiss:Theattackertakes5poisondamage.
Naturaloddmiss:Thecambionkatarcanmakeaspikyheadbuttattackagainsttheattackerasafreeaction.

Superior dark step: Whilecloaked,thecambionkatarautomaticallysucceedsonall disengage checksandgainsa+2


bonustoalldefensesagainstcloseandrangedattacks.

AC21
PD19HP80
MD15

The cambion assassin carries five championtier healing potions. If given a chance it will drinkone (healing
20HP),otherwisetheycanbelootedfromthebody.

35/54

Session4:Survivingthetower
4.0Prelude/Introduction.
The adventurers continue to climb the trapped tower in an attempt toescapefromthe Diabolists
dungeon.

SessionStart

SessionEnd

The adventurers climb everupwards,avoiding traps The adventurers climb everupwards,avoiding traps
asbesttheycan.
asbesttheycan.

If a character is new to this week, ask the player to briefly recount the story of how theiradventurerended
upinhellwithapressingneedtoescape.

Overall the party need a unifying reason to be together. Escaping from hell seems like a good
reasontosticktogether.

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.

4.1Theechoesofforever
The adventurers ended up sleeping among the dead in the trophy room/slaughter house they encountered
last week. During the nightthedeadcame backtolife and recountedtheir talesof woe before again expiring
fromtheirwounds.Thedeadherearecondemnedtodieafresheachnight.

Go around the group and ask each player to provide a description of a lost soul in the torture/trophyroom.
Turn to the next player and ask them what tale of woe the damned soul recounted.Turnto the next player
and ask them how theiradventurer reacted to this tale of woe told bythedamnedsoul. Goaround the group
untileachplayerhashadachancetonarrateataleofwoe.

4.2Thelurkeronthestairs
The ways upward to freedom are blocked by the tangles of sprung traps and collapsedrooms. It lookslike
somebody has deliberately blocked their way. Only one set of stairs remain clear and it looks like an
obvious ambush! Still, it is the only way to proceed. As they move up the stairs describe to the players
signs of recent violence: blood splatters, broken arrows, scuffmarks, the faint smell of magic. Somebody
hasturnedthesestairsintoakillingcorridor,

As the adventurers quest forward they hear something on the stairs: one of the Cambion Assassins is
waiting for them in a trapped area up ahead, doing her best to be stealthy. If an adventurer succeedson a
skill roll (DC 30) the party is sufficiently forewarned, otherwise the assassin gets a free attack on a party
memberbeforeinitiativeisrolled.

36/54


TheLurkerontheStairsFightChart
Numberof
PCs

Traps

3
4
5
6
7

2
7
12
17
22

CambionAssasin

CambionAssassin

10thlevelspoiler[demon]
Initiative:+19

Cursedhellblade+20vs.AC40damage
Natural even hit or miss: The cambion becomes
cloaked until its hit by an attack against MDoruntilit
misseswithanaturaloddattackroll.

Miss:20damage.

Traps
Spiky headbutt +20 vs. AC10 damage, and 15
7rdlevelmook[construct]
ongoingpoisondamage
Initiative:Attheendoftheassassinsturn

R: Ray of darkness +20 vs. MD20 negative energy


Triggered trap: The cambion assassin knowswhere all damage
the traps are and triggers them attheend ofherturnas
Natural even hit: The target is confused until the end
a free action. Disabling a trap is a DC 30 skill roll, and of its next turn, or if the cambion was cloaked when it
requires afullroundactionduringwhichthetrapmakes attacked,theconfusionissaveends.
an opportunity attack. Ifthedisable traprollis failedby
10 or more the trap gets another free attack on the Cloaked in evil: The cambion hellblade starts every
persondisablingit.
battle cloaked. Asaquickaction,the hellbladecandrop

its cloaking to make a spiky headbutt attack as a free


Stationary:Thetrapsarebuiltintothewalls,theydont
action.
movearound.

Corruption aura: When an enemy misses thecambion


Mindless: The traps cant be targeted by attacks that
hellblade with a melee attack, it suffers one of the
target MD or are mindaffecting (sleep or charmstyle followingeffects:
effects,confusion,etc).
Natural even miss: The attacker takes 15 poison

damage.
C: Spears, spikes, and darts +12 vs. AC (2 nearby Natural odd miss: The cambion hellblade can make a
enemies)9damage
spiky headbutt attack against the attacker as a free

action.

AC23
Ultimate dark step: While cloaked, the cambion
PD21HP30(mook)
hellblade automatically succeeds on all disengage
MDN/A
checks, gains a +2 bonus to all defenses against close
Mook: Destroy one trap for every 30 damage you deal and rangedattacks,andcandropitscloakingasaquick
action to teleport to a nearby location it can see
to the mob. If the Cambion Assassin is dead the traps
(insteadofmakinganextraattack).
have nobody to activatethemandaredeadtooafact

that is obvious to all characters as soon as the fight


starts.
AC24

PD21HP280
Fleeing: If the adventurers flee this flight (and remind
them that they can) then this assassin will show up
MD21
again, fullyhealed,insection5.4insteadofthecambion
assassinthatisusuallyinthatsection.

1
1
1
1
1

37/54

Thetrailofbloodwasleftbysomeotherunfortunategroupofadventurers.

38/54

4.3Thesurvivors
The adventurers hear a noise up ahead. It sounds like shuffling feet. There is a sound like leather armour
flapping as somebody carefully moves around in thegloom ofthetower. Somebody wheezesas if in painor
carryingaheavyload.Thereisaclink,aswordshiftinginascabbard.

Have each adventurer make a skill roll using an appropriate background. A success gives one piece of
information per adventurer. If all the information from a DC has been given out then pick another bit of
information.

Rollis If the player chooses to fail forward give them a clue from below, but make it sound like the
below things up ahead are hostile monsters You hear a dripping of something, maybe blood or
DC20 maybedroolfromthefangofaravenousbeast.
DC20

DC25

DC30

Several beings are up ahead. You catch aglimpseof theirshadows on awall andthey
appearhumanoid.
Whoever is up ahead is armed, youcanheartheir swordand ashieldslapping against
theirmetalarmor.
Youcansmellblood.
The humanoids up ahead are female, judgingfromtheir muffledvoices. You cantmake
outwhattheysaid.
Thenoisesupaheadpausemomentarilytheyhaveheardyourgroup.
Yousmellthefaintgreasytinscentofmagic,somebodyupaheadisawizard.
Somebody is bleeding, there is a regular dripdripdrip of blood on stone that would
matchwiththerhythmofaheartbeat.
There are four separate sounds of feet moving. One of the people moving aboutis very
short,anotheriscarryinganally.
Thegroupupaheadcontainsatleastoneelf,judgingbythesmellofelvenwine.

The group up ahead are wounded adventurers. If the playercharacters decidetojumpthemand startafight
oneofthewoundedadventurerswilldie,theothergroupistooweaktoputupafight.

The other group consists of four female adventurers: a dwarven wizard (Eva Stonebrow), a very wounded
halfling rogue (Fidgit), an elven cleric (Celia Purplehair), and a human fighter (Venna Harshbridge). Likethe
player characters the wounded adventurers were used by the Diabolist to stock her dungeon for the
cambionassassinstodelveintoanddefeatthemasthoughtheyweredungeondwellingmonsters.

The wounded adventurers are willing to swap information about the dungeon, and will trade inexchange for
magical healing for their party.The woundedadventurers haveat least onemagic itemdesirableto the party
to trade, and haveknowledge ofthe hall of traps (4.5)and anareawith a strangeaura(5.3).Prior knowledge
ofsections4.5and5.3isprobablygoodforatleastarerollpersection.

The fourfemaleadventurers declineanyinvitations to goup the tower with the party,theyd rather hang back
and look for an alternate route out of hell. Or maybe thefemaleadventuringgrouparesmart enough to wait
fortheplayercharacterstoclearthetrapsupaheadoutfirst.

Iftheadventurersfightthefourfemaleadventurers,usetheunfriendlyadventurerstatsfromsection1.5

39/54

4.5Thehalloftraps
The adventurers find themselves unable to progress further without crossing a large and seemingly empty
hall. The bloodstains on the tiled ground reveal the truth the whole area is a giant deathtrap. Demons
bound into the stone animate it, reaching up to grab at the ankles of those attempting to passthroughthe
hall. Other demons are bound into sections of tiles that rise up to form into humanoid shapes. Still others
are bound into blocks that drop from the ceiling before bouncing around the place and crushing hapless
adventurersbeneaththem.
HallofTrapsChart
Numberof
PCs

Animated
Tiles

Grabbing
Hands

Dropping
Demons

3
4
5
6
7

1
2
2
3
3

5
1
5
1
5

5
2
5
2
5

AnimatedTiles
Large7thlevelwrecker[DEMON]
Initiative:+13

Slam +12 vs. AC or +14 if the target is stuck36


damage
Natural even hit: The target takes double
damage (72 damage) and pops free as it is hurled far
away. The damage is tripled (108 damage) on a natural
20 attack roll. Stuck targets that are hurled far awayare
nolongerstuck.

AC20
PD18HP54
MD14

Nastierspecialsforthewholecombat
Whenever an adventurer misses and the d20attackroll
was greater than the escalation die value a spiked pit
opensup. Alldemonsinthefightdomissdamageequal
tothenumberofspikedpits.

GrabbingHands
5thlevelmook[DEMON]
Initiative:+9

GrabbingHands+10vs.AC9damage
Naturalevenhitormiss:Targetisstuck(save
ends).

AC21
PD19HP18
MD15
Mook:Killonegrabbinghandsmookforevery18
damageyoudealtothemob.

DroppingDemons
7thlevelmook[DEMON]
Initiative:+12

InevitableSmash+12vs.ACor+14ifthetargetis
stuck(2targetsorthesametargettwice)5damage
Bouncing:Aftereachattackrollthedemonmovesasa
freeaction.

AC23
PD20HP27
MD21
Mook:Killonedroppingdemonmookforevery27
damageyoudealtothemob.

40/54

Someofthetrapsarereallyobvious...

41/54

Session5:Escapeorextinction
5.0Prelude/Introduction.
Theadventurersheadupwardsthroughthetowerandeverclosertothecavernroofandfreedom.

SessionStart

SessionEnd

The adventurers continue upwards through the Ether the adventurers have escaped, or they are
trapfilledtower.
dead.

At the start of the session recap the adventurer so far: the adventurers awoke in iron cages in hell and
quickly discovered that they were in a dungeon, only thistime theyare themonstersand theadventurers
arecambionassassinscompetingfortherighttoslayanicon.Thisisallthedoingofthediabolist.

Hell, or at least the hell that the adventurers awoke in was a huge cavern so high that its roof can not be
seen. Lakes of fire abounded. After a long and dangerous trek over lava fields they found a tower of green
stone that stretched into the sky, the only way out. Ascending the tower the adventurers fought demonic
foesandencounteredmoretrapsthanmostadventurerswillfaceinalifetime.

Nowtheyarenearlyatthetop,andcanalmosttastefreedom.

If there are new characters this weektheir playersshould recounthow theircharacters ended up in hell with
aneedtoescape.

Overall the party need a unifying reason to be together. Working together to escape is a great
idea.

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.

42/54

5.1Thestrangestthings
The adventurers are now high up in the tower, the the sky of the cavernous hell. They look out over the
tortured(andtorturing)landscape.Intheairflapmonstrousshapesthroughthesulphuricacidclouds.

Go around the group and ask each player to provide a description of a problem thatthe partyfaceson this
the last leg of their journey to freedom. Turn to the nextplayer andask them howtheir character solvedthe
problem. Go around the group until eachplayer has hada chancetonarratea problem thatthepartyfaced,
andhashadachancetosolveaproblemtoo.

5.2IntotheTempleofPain
As the adventurers climb the tower put one of these in the path of each adventurer in turn until everybody
hasfacedatleastonetrap.

WireNoose

RuneofPain

1000SpidersInYourMouth!

The metal wire is so fineyou cant


seeituntilthebloodruns.

Inscribed intheinsideofakeyhole.
Cunning.

A magical trap activated by


steppingonahiddenrune.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsAC4d6damage

+15vsMD4d8damage

+20vsPD2d20poisondamage

CrotchHeightRazorDarts

HandPossessionRune

AcidFountain

Why are you hitting yourself?


Whyareyouhittingyourself?

It looks like a water fountain, but


drinkingfromitwouldbefoolish.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsAC4d6damage

+15vsMD4d8damage

+20vsPD2d20aciddamage

LightningTrap

BoomingRoom

UnholyWaterFountain

One lever opens the portcullis, the


otheriselectrified.

The roof is a giant metalmembrane


struck by hammers that are
activatedbypressureplates.

Another fountain, this


containscursedwater.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsPD4d6lightningdamage

+15vsMC4d8thunderdamage

+20 vs AC2d20 negative energy


damage

Eyeheight for halflings


gnomes.Eitherwayouch!

and

one

Icon relationship results: A 6 with the Prince of Shadows allows an adventurer to advise an ally and give
them +10 to their roll to spot or bypass the trap. A 5 with the Prince of Shadows lets you force a trap to
reroll its attack and take the second result, as the adventurer screams alastsecond warning. TheUnholy
waterfountaintrapletsyouuseiconrollswiththePriestessaswell.

43/54

5.3TheAltarofAltercation
Theadventurershavejustacouplemorelevelstogetthrough.Ashortcutthroughatemplesoundsgood,
right?Iftheadventurerschoosetobypassthetempleitmeansmoretraps(section5.2again).

AltarofAltercationFightChart
Numberof
PCs

CambionKatar

CambionKatar

6thlevelwrecker[demon]
Initiative:+13

3
3
Damnedkatar+12vs.AC20damage
4
4
Natural even hitor miss:Thecambionbecomescloaked
5
5
until its hit by an attackagainstMDoruntilitmisses
withanaturaloddattackroll.
6
6

Spikyheadbutt+12vs.AC8damage,and10ongoing
7
7
poisondamage

EffectsoftheAltar
R: Ray of darkness +12 vs. MD10 negative energy
damage
Eachroundthealtarhasadifferenteffect.
Natural
even hit:The targetisconfuseduntil theendof
Escalationdie=0
its

next
turn, or if the cambion was cloaked when it
Lust: All adventurers are confused untiltheendoftheir
attacked,theconfusionissaveends.
turn.

Escalationdie=1
Corruption aura: When an enemy misses the cambion
Envy: Whenever an adventurer moves, or uses a move
katar with a melee attack, it suffers one of the
orquickaction,ademonalsomovesasafreeaction.
followingeffects:
Escalationdie=2
Naturalevenmiss:Theattackertakes5poisondamage.
Greed: Any healing spells or abilities (beyond normal Natural odd miss: Thecambion katar can make a spiky
rallying)mustalsohealademon.
headbuttattackagainsttheattackerasafreeaction.
Escalationdie=3

Gluttony: All adventurers are stuck until the end of the Superior dark step: While cloaked, the cambion katar
automatically succeeds on all disengage checks and
round.
gains a +2 bonus to all defenses against close and
Escalationdie=4
rangedattacks.
Sloth: Any hit points granted by healing while the
escalation die is 4 are instead temporary HP, so no
unconscious adventurer can be revived as technically AC21
PD19HP80
theirHPisstill0orlower.
Escalationdie=5
MD15

Wrath:Demonsdodoubledamage.
CambionAssassinRandomDemonAbilities
Escalationdie=6
Pride: One demon returns to full HP each time an All cambion assassins in this fight have one random
demon ability each (seepage209ofthe13thAgecore
adventurermisses.
rules).Heresthereminderchartforeasyreference.

Fleeing: If the adventurers flee this flight (and remind RandomDemonAbilitiesReminder(D8)


them that they can) then this assassin will show up 1:Trueseeing
again, injured, in section 5.4 in addition to the cambion 2:Resistfire18+
3:Invisibilitywhenfirststaggered
assassinthatisusuallyinthatsection.
4:Resistenergy12+

5:Fearaura

6:Teleport1d3timeseachbattle

7:Demonicspeed

8:Gateinallieddemon

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5.4TheHellbladesGraveyard
As the adventurersclimb higher theybeginto encounter the corpsesofcambionassassins.The trapsofthe
tower has taken its toll on the less circumspect and careful of the cambion assassins. Thankfully that
allowstheadventurerstobypassmanyofthetowerstraps.

As the adventurers climb the tower put one of these in the path of each adventurer in turn until everybody
hasfacedatleastonetrap.
PileofCorpseParts

IllusioncoveredTraps

1000SpidersInYourMouth!

The corpses twitch as the


blademechanism that they are
jamming try to spring at the
adventurers.

Some of the tiles on the floor


conceal footchopping traps. A
footless corpse liesin themiddle of
thecorridor.

A magical trap activated by


stepping on a hidden rune. Boy,
the diabolist sure does love her
spiderrunes!

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsAC4d6damage

+15vsPD4d8damage

+20vsPD2d20poisondamage

FaceSlicingBlades

HandPossessionRune

AcidicField

The corpse in the corridor is


missing its face, a clue as to the
dangerthatyouface.

The corpse on the floor is still


hitting itself, over and over. Can
youavoidtherune?

The floating corpses are a dead


giveaway that something is up
withthatseeminglyemptyroom.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsAC4d6damage

+15vsMD4d8damage

+20vsPD2d20damage

IllusionaryDragon

InversePit

DartTrap

The illusion is still attacking a pair


of corpses. Does the dragonspot
you?Besthopenot!

A crushed corpse on the ceiling


showsthetrapforwhatitis.

Imps are busy resetting the trap


whenyouarrive.

DCtodisarm/dodge/detect:20

DCtodisarm/dodge/detect:25

DCtodisarm/dodge/detect:30

+10vsMD4d6psychicdamage

+15vsMC4d8thunderdamage

+20 vs AC2d20 poison energy


damage

Icon relationship results: A 6 with the Prince of Shadows allows an adventurer to advise an ally and give
them +10 to their roll to spot or bypass the trap. A 5 with the Prince of Shadows lets you force a trap to
rerollitsattackandtakethesecondresult,astheadventurerscreamsalastsecondwarning.

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5.5TheDiabolistsChallenge
The adventurers are almost home free. They enter a chamber lined with carved masks resembling the
Diabolist.Onthefloorisapentagram.JarektheHellblade(seesection1.5)stepsoutfromtheshadows.

If I kill you, then it will summon the ultimate test, which I willpass andthus winthis little contest.I say if
butitismoreacaseofwhen,foryoustandnochanceofbeatingme.

Jarek attacks (use the Cambion Assassin stats from section 5.3 and the map on the next page, and pay
closeattentiontoiftheyfledthefightsinsection4.2or5.3asthatchangesthisfight).

When the first character (PC or NPC) dies, the Unspeakable Eye willarrive,manifesting through aportal in
thefloor(usethemapwiththehugeeyetwopagesdown).

UnspeakableEye
Huge6thlevelspoiler[DEMON]
Initiative:+9
Each part of the demon is treated like a seperate monster, with separate attacks, HP and
defences. There is one eye, one maw, and a number ofghostly tendrilsequal tothe number ofPCs
inthefight.

TheEye

TheMaw

C: Corruption +11 vs MD
(one nearby enemy)Target
is confused until the end of its
nextturn.Atargetcan chooseto
end the confused condition at
any time but it takes 20 psychic
damagewhenitdoesso.

Extended fear aura: All
adventurers in the battle who
have 60 HP or fewer are dazed
and can not use the escalation
die.

Chomping Teeth +11 vs AC Inexorable pull +11 vs PD


10ongoingdamage
20forcedamage


Pull: At the start of its turn the Far reach: The ghostly tendrils
maw can suck a target into count as engaged with
engagement with it, potentially everybody in the fight. If you
triggering an attack from a move the ghostly tendril can
ghostlytendril.
sacrifice its next attack in order

toattackyou.

AC19

PD17HP126
MD13

TheGhostlyTendrils

AC25
PD20HP66
MD16

AC19
PD17HP126
MD13

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FleeingFromthisfightyoucantflee.

Fightingonapentagram?Nowaythiscouldgowrong,right?

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Theunspeakableeyeappearsinthepentagramandbeginssuckingtheadventurersin!

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5.6Escape!
IftheadventurerssurvivethenthecarvedrepresentationsoftheDiabolistanimates.

A pity that allthelittle assassins failed my test. Ithank you though for killingthe UnspeakableEye,thatis
one less debt I owe and a little more poweraccruedbyme. Now tellme, would anybodylike to assassinate
awizard?Ihaveoneinparticularinmind.Someofyoumightknowhim.Icanofferaneternalreward

This statue is not the Diabolist herself, but does speak on her behalf. Regardless of how the conversation
between the adventurers and thestatue plays out and any bargain struck orvengeance threatened, theyare
allowedtoleavethehelldungeonwithoutfurtherhindrance.

Theadventurersarefreeatlast!

Now is a good time to do small scenes with the group, playing out narratively and cooperatively how they
getbacktocivilizationfromHellMarshandwhattheyplantodooncethere.

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

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

100gp

Recovery+2d8hp(max60hpofhealing)

Resistancepotion

200gp

Resist16+againstonedamagetype

Oil

200gp

+2(seeoilchartinthecorebook)

Rune

300gp

+2(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.

Skill Check DCs,Trap/ObstacleAttackBonuses&ImpromptuDamageforChampionTier


Characters
Degreeof
Challenge

Skill
CheckDC

Trapor
Obstacle
Attack
Rollvs.
AC/PD/MD

Impromptu
Damage
(SingleTarget)

Impromptu
Damage
(Multiple
Targets)

Normaltask

20

+10

4d6or4d8

2d10or2d12

Hardtask

25

+15

4d8

2d12

Ridiculously
hardtask

30

+20

4d8or2d20

2d12or3d10

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

RingofDraconicDefense

StaffofDarkness

StaffofLight

This ring is made of entwined bronze,


silver,andgolddragons

A staff made of blackened wood from a


lightningfelledtree.

This crystal staff reflects and refracts


light,amplifyinganylightinthearea.

(Recharge 6+): When you take damage


from an attack, prevent 20 of that
damage. If youuse thering to reduce fire
damage youmay prevent 40 damage, but
therechargebecomes16+insteadof6+.

Default bonus: Attack and damage with


anarcaneordivinespellorattack:+2.
When you roll relationship dice with an
evil icon you may add up any dice that
show a result of 13. You can evoke the
power of the staff to add that total to
attemptstosneakaboutindarkness.

Default bonus: Attack and damage with


anarcaneordivinespellorattack:+2.
When you cast spells that heal or
provide temporary hit points, add 4 to
the total.Upon command thestaff sheds
bright light, equivalent to a dozen
lanterns.

Quirk:Stubborn.

Quirk: Exaggerates a chaotic or


destructivetraitthatisalreadythere.

Quirk: The sick and afflicted somehow


knowtoseekyououtforhealing.

HaughtyWeapon

RecklessWeapon

WeaponofPuissance

(Anyweapon)

(Anymeleeweapon)

(Anymeleeweapon)

Default bonus: Attacks and damage


whenusingtheweapon:+2.
When you hit with an attack using this
weapon, if that enemy is the most
dangerous foe in the battle (or tied for
most dangerous, GMs assessment), you
deal+1d8damagetoit.

Default bonus: Attacks and damage


whenusingtheweapon:+2.
(Recharge 6+): When you miss with an
attack, reroll the attack with a+4 bonus.
In addition, until the end of the battle,
enemies attacking youaddthe escalation
die to their attack roll (no effect if the
enemyalreadyaddsitforsomereason).

Default bonus: Attacks and damage


whenusingtheweapon:+2.
(Recharge 16+): Whenyou make a basic
attack with this weapon, make a
rechargerollforonepower.

Quirk: Challenges others to improvised


contests.

Quirk: Low impulse control, particularly


when it comes to impulsive movements
through doors, onto railings, or over
tables.

Quirk:Tremendousappetiteformeat.

DemonSkinArmor

CuirassofBravery

CrystalSteelPlate

(Lightarmor)

(Anyarmor)

(Heavyarmor)

Defaultbonus:Armorclass:+2AC.
(Recharge 6+): When a demon attacks
you and misses you heal HP equal to
twicethedemonslevel.

Defaultbonus:Armorclass:+2AC.
(Recharge 6+): When a nearby ally is
targeted by anattackyou canmove (as a
free action) to make yourself the target
oftheattackinstead,

Defaultbonus:Armorclass:+2AC.
(Recharge 6+): Change the damage type
of an attackthat youhave just made (hit
or miss) to either holy or psychic
damage.

Quirk:Cravesheat.

Quirk: Loves to make midbattle


speeches.

Quirk: Curiosity. Like the kind thatkills


cats,

52/54

53/54

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Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of theCoast, Inc Authors Jonathan Tweet, MonteCook, SkipWilliams,
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