The Dungeons of Drakkenhall

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Dungeons of

Drakkenhall

A Tales of the 13th Age organized play adventure, in four weekly 2-hour sessions for characters of 8th level.
By ASH LAW
About this adventure
The adventurers head to Drakkenhall to find knowledge in the Blue’s library. This isn’t something that she
just lets strangers in to peruse, they will need to either secure an audience with her to beg to enter her library…
or get lucky enough to find another way to get what they seek. As if marching into a city full of monsters
wasn’t daunting enough, a fragment from a mysterious comet smashes into the city, causing chaos. The party
members are then offered a unique opportunity—infiltrating the personal vault of the Blue, and take what
they need.

Credits
Writer & Map-Maker: ASH LAW
Executive Producer: Rob Heinsoo
Art from the 13th Age Bestiary: Rich Longmore
Art from the core 13th Age rulebook and 13 True Ways: Aaron McConnell and Lee Moyer
Drakkenhall picture: ASH LAW (with John Rocque, Nicolaes Pietersz Berchem, Giovanni Antonio Canal, John Martin, John Wootton, Ernst
Ferdinand Oehme, Guido Borelli, Marco Ricci, Ernest Crofts, et al).

Maps created using: Excel, GIMP, and Pro-Fantasy’s Campaign Cartographer.

Additional Resources
Many thanks to Kendall Jung for creating pre-generated characters of levels 1-10 and hosting them on fan site Vault of
the 13th Age
Barbarian (Forgeborn)
Bard (Half-Elf)
Cleric (Halfling)
Fighter (Human)
Paladin (Human)
Ranger (Wood Elf)
Rogue (Halfling)
Sorcerer (Dark Elf)
Wizard (Human)

Maps from many of our adventure can be found here.


Links to all published TALES OF THE 13TH AGE adventures can be found here.

Advice on running this adventure can be found at the back of the adventure.
If it is published then it is permitted
If it appears in a 13th Age rulebook you can play it. So yes, you can play the classes from 13 True Ways and the new
Twygzog race from the 13th Age Bestiary. We’re also allowing the new races from the Midgard Bestiary for 13th Age, and any new
races that appear in 13th Age Monthly or in adventures published by Pelgrane Press.

If you play something still in playtest send your playtest notes to [email protected]. Note that we’re not
making you sign an NDA but we do have a request: if you’d seriously like to help the playtest process for unpublished
classes and races, don’t post your playtest feedback publicly or discuss it on the internet. In our experience, publicly
discussed playtests generate less useful data because people start agreeing and echoing each other (or getting concerned
about disagreeing with other people) rather than testing things for themselves.

Incremental advances & full heal-ups


Each week every character that participated should receive an incremental advance... unless somehow the party fouled
up beyond belief, or chose to flee a battle. Details on incremental advances are on page 189 of the core rules. This
adventure is designed for level 8 characters from beginning to end.
Aim for a full heal-up at the end of every session.

Useful resources
General: http://www.pelgranepress.com/?p=8764
Character sheet: http://www.pelgranepress.com/site/wp-content/uploads/2012/08/13th-age-character-sheet-fillable.pdf
Harassment policy: http://www.pelgranepress.com/site/wp-content/uploads/2013/07/13th-Age-OP-Harassment-Policy.pdf
Welcome to Drakkenhall.
1.0 Prelude/Introduction.
Start by discussing with the players why their characters have chosen to go the Blue’s library in Drakkenhall.
Encourage players to link together their reasons for choosing to go to Drakkenhall, and to say how their characters know
other members of the party. Look for character backgrounds that match up and suggest links between the party members.
Here are some ideas that link to other adventures:
2nd level adventures
Crown of the Lich King
You have shown yourself capable of visiting a city of monsters discretely, a skill needed in Drakkenhall. You have a
patron in one of the icons who wants to gain knowledge found in the Blue’s collection of arcane books.
Benefits for characters who took part in the previous adventure: +1 to attack rolls against undead, due to your experience.
Quest in the Cathedral
The Priestess personally recommended you to a bishop who seeks the location of his missing god.
Benefits for characters who took part in the previous adventure: +1 MD whenever your initiative roll is odd.
Shadow Port Shuffle
The Prince of Shadows wants you to steal a book for him, the original copy of a forbidden work. If you do this he will owe
you a favor for once.
Benefits for characters who took part in the previous adventure: +2 to defenses against traps, due to your suspicious nature.
Wyrd of the Wild Wood
The High Druid wants you to steal a book, the most impressive book you can find, and burn it at midnight at the next
equinox at a certain sacred place she has told you of. Exactly why she wants this done is a secret known only to her.
Benefits for characters who took part in the previous adventure: You have the High Druid’s blessing. Ignore any poison damage
dealt to you when the escalation die is odd.
3rd level adventures
Fungaloid Infection, The Folding of Screamhaunt Castle, Tower of the Ogre Mage, Omenquest
You have experienced weird environments that few others have encountered, and wish to learn more. The court of the
Blue is stranger than most places, and her library probably holds the secrets that you seek.
Benefits for characters who took part in these previous adventures: +2 to saves against confused during this adventure.
4th level adventures (the Orc War trilogy)
Wrath of the Orc Lord, The Elf Queen’s Enchantment, Domain of the Dwarf King
You are a war hero. Perhaps the Blue will respect that. The Emperor hopes so, which is why he sent for you to find a book
about astrological and astronomical phenomena. Apparently a new comet has appeared in the sky, and it portends doom.
Benefits for characters who took part in these previous adventures: +2 to all death saves and last gasp saves during this
adventure.
6th level adventures
Escape from the Diabolist’s Dungeon, The Crusader’s Fist, The Wyrm’s Tale.
You have been personally recommended by either the Great Gold Wyrm or the Crusader due to your courage and self-
reliance in the face of overwhelming odds. They both want you to retrieve a book on demons, the Crucible of Faith, and
make a copy for both of them.
Benefits for characters who took part in these previous adventures and were recommended by the Crusader or Great Gold Wyrm: +2
to attacks against dragons during this adventure.
…characters who are actually on this adventure due to the hidden malign influence of the Diabolist: Whenever the GM rolls dice
for fire damage against you, they must roll one die less. You dream of damnation and fire. The dreams are not entirely
unpleasant. You are here to burn a certain book and replace it with a forgery.

You can find links to these and other adventures here.


13 Forbidden Books
So what exactly are the books that the adventurers seek? Here are 13 books, together with the tales about them and the
dangers they might present.

Book name Legends of the book


Book of Named Souls Written on the skins of fallen angels, it is said that the book contains rituals that awaken
an ancient evil trapped in a monolith hidden deep under what is now Horizon. All who
look upon the monolith are haunted forever by the horror that slumbers within.
Book of the Wyrms Written in ink made from Soul Flenser blood, it is said that the book contains the secret of
an apotheosis that empowers a mortal with demonic essence. If you follow the
abominable instruction of the book you could infuse enough demonic essence that you
become a dark god whose power would outstrip even the combined might of the icons.
Tome of Burnt Swords This grimoire can only be read by moonlight, and burdens the reader with knowledge of
terrible far-off worlds and their repugnant inhabitants… and opens the way for them.
Creation of Sky-Roads The pages are thin sheets of mithril, acid-etched with maps of unfamiliar constellations
and maddening diagrams. The diagrams are maps of a void that separates this world
from others, a void where terrible winged things lurk awaiting the day a mortal opens
the way into their reality. The book is written in ancient dwarven.
Crucible of Faith The covers of the book are made of the interlocking bones of ancient serpents, and the
snakeskin pages contain the ceremonies for bringing back the terrible Serpent Kings of
old. Everybody agrees that the age of the Serpent Kings was a horrible one, but the
inhumanoid rulers did know important secrets that have since been lost to even the elves.
First Words of Lost Gods The covers are made of the skin of orcs and elves, woven together in strips. It is said to
contain clues to the true life story of one of the icons… but not the one you might expect.
The last Emperor owned the only other copy of the book.
Lineage of the Hidden The contents of the book seem like harmless poems when read, and only reveal their
King terrible secrets to the mind of the reader in nightmares long after. The evil Cult of the
Hidden King has sought this book for many years, and many fakes exist, created by
paladins to throw off the cult’s agents— but this copy is the real deal.
Prohibited Riddles of The book was written by a mad monk who claimed to have come from across the Iron
Dragons Sea, and foretells the coming of something called the Fractured Heart. Secret wars have
been waged in the shadows, hidden conflicts between druid cults interested in hastening
or preventing the arrival of the Fractured Heart.
Stone Whispers The pages reveal different words on different dates, and only be collating the revealed
words does the book make sense… though few stay sane long enough to decode its
secrets. It is said that only in the Necropolis can the book be read in its entirety.
The Forbidden Pamphlets Made of the pages of other works, ripped out of their proper books and collated together
between pitted iron covers. The book contains the real secret of fire.
The Maps of Darkness Lists the names and deeds of the 20 most evil villains in creation, both ones who are
already born and those yet to be born. A copy of this book was kept under guard in Santa
Cora, but was recently revealed to be a fake.
The Orc Well and Other Contains secrets that man was not meant to know… but women are safe reading this
Mysteries banned manuscript as they already unconsciously know the secrets.
Tree of Yellow Leaves Anybody who sings the songs written in the book goes mad, or worse gains perfect
sanity. It is whispered that one of the dragon icons wrote some of the songs in the book.
Don’t 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
story complication.

Session start Session End


The adventurers arrive in Drakkenhall with the The adventurers descend into the depths of
aim of stealing some books. Drakkenhall to steal the books.

1.1 The Supplicants.


Start the adventure with a montage. Explain to the players that their characters are waiting outside an audience
chamber to see the Blue. Tell the players that this is their third day waiting for permission to visit her library, and it
doesn’t look like the Blue will see them today either.
Ask a player to describe a fellow supplicant who is waiting to go in to see the Blue. Turn to the next player and ask
them to describe how the supplicants are jerks to the party and to their character specifically. Then turn to a third player
and ask them to describe how the supplicant is killed by the court of the Blue. Go around until everybody has created at
least one jerk supplicant. There is no need to make skill checks in this part of the adventure, it is just a piece of shared
narrative creation. The point of this montage is for the adventurers to populate Drakkenhall with jerks (and kill them) and
for you to impress upon the players just how monstrous the city’s politics can be.
At the end of the montage explain how yet another day passes without them getting an audience with the Blue.

1.2 The Goblin Market.


The adventurers are yet again refused an audience. The adventurers are tossed out into the streets of Drakkenhall, and
find themselves in the middle of the Founding Day celebrations. This street festival celebrates The Three coming to
Drakkenhall, which its inhabitants regard as its founding (conveniently ignoring the fact that the city existed in one form
or another for long ages before that). The crowds surge, and the flow of people carries the party to the part of Drakkenhall
called Rubble City, and into the Goblin Market. Normally the Goblin Market only comes alive at night, but on Founding
Day its darkened tents and basement shops are open all day. The goblin traders sell all sorts of oddities, and is a major
reason to come to Drakkenhall.

This section gives dozens of scenes that could take place in the Goblin Market, Rubble City, or the surrounding area of
Drakkenhall. The ideas are there to allow you to populate the city with local color. As the adventurers spend time in the
city mention that a gang of street toughs keeps eyeing them up, a loose group of citizens who are obviously looking
for a reason to attack the out-of-towners (see section 1.3)
A city of monsters
Rob thinks this section isn’t monstrous enough. If you agree with him, and on reflection I think he is on the whole right,
then insert your own monstrous twists on things. Maybe the children watching the puppet show have missing fingers and ears
from when their parents got hungry. Maybe the ‘puppets’ are kobolds, chained to the booth and made to perform by a harsh
‘puppet master’. Maybe the dancing skeletons are fresh each day, unfortunates snatched off the street by the necromancer. A
slave auction for the children of debtors. A public hanging or death by torture. A random and terrible death. More carnival of
horrors, less Dickensian London. Hints of terrible things, of the evil of Drakkenhall.
Personally I believe that even monstrous races can’t be eeevil all the time. Sure, maybe their burial rites involve ritual
cannibalism, maybe they do worship demons, and yes maybe they treat life with a far less sanctity than other races. The
‘monstrous’ races are different and dangerous, inhuman by nature, but maybe not innately and constantly evil. The city has
ingrained institutional evil like slavery, but then so did we in the real world and humans aren’t inherently evil— we just do evil.
The real horror of Drakkenhall, for me, comes from the idea that the ‘monsters’ that adventurers casually kill in offhand ways
during their adventures are people too… which makes the adventurers monstrous in the eyes of the population of Drakkenhall.
Of course that blurs the lines between ‘good’ and ‘evil’ which for heroic morally-unambiguous campaigns might be less than
ideal.
Orcs are the exception. Orcs are teratic aberrations that live for slaughter and the destruction of all that is good and
wholesome, which is why the Blue doesn’t let them into her city.
The slider is at your fingertips: you can set it to my ‘Dickensian London meets monstrous Ankh-Morpork’ with climate of
casual cruelty as a result of culture and poverty, or to Rob’s amoral ‘grand guignol’ horror show, or anywhere in-between. It is
down to your tastes and preferences and those of your group where you set the grimness of Drakkenhall.

Street entertainment
A Punch-and-Judy performer is putting on a show. The normal puppets are supplemented with a squeaky-voiced
Archmage and a googly-eyed Emperor. Much of the humor is scatological in nature or features crude puppet-on-puppet
violence. The crowd of goblin children sat around the puppet booth find it hilarious. An assistant circulates through the
crowd with a hat asking for those watching (or their parents) to put a coin or two in. Those with a 5 or 6 with an icon die
result the Prince of Shadows can spend it here to make the acquaintance of the performer who can get them a rare blade
poison (first hit in combat does an extra 4d10 poison damage); a 6 means it is free, a 5 means it will cost them 50 gp.
A dozen skeletons dance, while their necromancer owner plays a fiddle. Passers-by throw coins into a hat at his feet.
Those who try snatching the coins will need to deal with an angry necromancer and her skeletons, and nobody wants that
kind of trouble.
A fight between a pair of bugbear market guards has drawn a small crowd. It is a DC 25 skill check for the adventurer
with the lowest Wisdom not to lose 5d20 gp worth of coins to a pickpocket that is making his way through the crowd.
A sign outside of a gaudily colored tent promises exotic delights await within, with two changeling dancers
performing on a stage. Adults admitted only. 10 gp entrance fee. One of the Blue’s hired thugs stands outside, guarding
the tent. A barker in a hooded robe and mask stands on a barrel, shouting about the amazing and surely life-changing
experience that await within the tent.
Roll up, roll up. Argo the Giant will test his strength against all comers. 2 gp to have a go, a winning punter wins 100
gp! It is a DC 35 skill check to beat the giant in a test of strength. The barker inviting all-comers to try their luck is a one-
armed sahuagin.
A tent with paintings in it and paint supplies and canvases on a table has a whistling goblin inside. The goblin offers
to speed-paint a portrait of the adventurers for 10 gp each (5gp extra each to make them look more heroic than they are).
However, the goblin (after taking the money), is hauled off by a bugbear guard to answer for some infraction of an
unwritten rule. This is of course a confidence trick, the real painter is away for her lunch— the goblin and the bugbear
will split the adventurer’s money once they are safely gone.
Food, mostly
An open-air tavern is selling beverages and various bar-snack style foods. They do not stock dwarven ale or elven
wine, but do have dragon-wine. Dragon-wine is made from berries that grow on the ruins near the Iron Sea. The strongest
beverage they sell is fermented dog milk. The tavern owner (a tiefling called Shez-a-kah) hasn’t posted her prices, she
expects those who visit her establishment to haggle. Those with a positive relationship with the Prince of Shadows will
get preferential treatment here.
A wandering merchant sells sausage-inna-bun from a tray around his neck. Once tasted never forgotten. 1 gp, or 5 gp
for extra condiments. A DC 20 skill check reveals that the sausage is mostly connective tissue and bread, with very little
meat.
A goblin sells ‘specialty meats’ out of the back of a covered cart. The goblin hints that he has some ‘very special meat’,
that is ‘sweet’. A DC 30 skill check (or DC 20 if the adventurer has a relationship with The Three or the Orc Lord) reveals
that some of the ‘sweet’ meat is of their own species; if the cannibalistic nature of the meat is mentioned to the goblin he’ll
act shocked. Act.
A culinary wizard conjures up sugary strands and weaves them into glowing shapes. 1 cp for a spun-sugar copy of the
purchaser’s own face, 2 sp for a small candy floss unicorn, 100 gp for a full size cotton candy owlbear that actually walks
about and growl-hoots a bit. Those with a relationship with the Archmage or the Priestess recognize this wizard as Sneil
Arfloop, a failed apprentice who lived in Santa Cora for many years. Sneil claims that he gained his culinary magics after
paying for the tutelage of a prismatic dragon here in Drakkenhall.
A stall of live chocolate squid flops about unattended, with a sign stating that they come from the realm of dreams
(and that they cost 10 gp each). A disembodied voice whispers into the ear of any interested adventurer “Purchasers should
put their money in the jar under the stall, or be cursed”. Adventurers stealing a chocolaty treat must save (11+) or fail all their
skill checks for the rest of the session or until they return and pay for what they took. Adventurers stealing the jar of
money must save (11+) or hilariously, disastrously, fail all their skill checks for the rest of the session.
Hurk Family Goblin Armory
This interconnected series of basements and tunnels is packed wall to wall with almost every kind of weapon
imaginable. There are hybrid sword-axes, spring-loaded triple daggers, metal boomerangs, double-ended war hammers,
lantern shields, bohemian earspoons, bladed whips, and so on. The goblin family that runs the establishment are called
the Hurk family, named after their matriarch Granny Hurk. Of particular interest are:
Bear launcher. This unusual device hurls bears, or other large animals. While adding an angry bear to a fight is rarely
a good idea (especially in cramped quarters) it can occasionally come in useful during sieges. Mostly the weapon is a
deterrent. The bear (or raging barbarian, maybe) needs to be loaded in and the spring wound (at least a standard action,
more if the bear is not co-operative). Launching the bear (or halfling rogue, perhaps) is a standard action for whoever is
aiming the device. Being launched into melee expands the crit range of the launched animal’s (or adventurer’s) to 11+
with their next melee attack, but makes them vulnerable to all attacks until the start of their next turn and deals them 3d20
damage. The bear launcher comes with its own hand-cart, but the adventurers must supply their own bear. Cost: 500 gp.
Flaming net thrower. This oversized crossbow-like weapons has a complicated flint-and-springs mechanism mounted
to it. When fired it launches a net covered in burning sticky tar. The weapon is designed to fight flying enemies, bringing
them crashing out of the sky. It is a standard action to use it (a basic ranged attack with a -2 attack penalty). Successfully
hitting an enemy causes the enemy to become stuck and take 4d20 ongoing fire damage (save ends both). It takes about
an hour to properly pack the net and load the net thrower. Rolling a 1 in combat while carrying a flaming net launcher
means that it goes off and hits the person carrying it. Cost: 650 gp.
Piercing-hammer. This maul contains spring loaded spikes that shoot out into whoever the maul’s striking face hits.
The weapon does an extra 2d10 damage on its first hit, but thereafter gives a -2 penalty to attack due to its now deployed
spikes getting in the way of swinging it, it is a standard action to winch the spikes back into the maul’s head. Though a
clumsy weapon, it is intimidating enough that the sight of it can sometimes deter fights (+2 bonus to intimidating others).
Cost: 300 gp.
Shuriken-launching sword. This sword contains a track on both sides of the blade so that if a catch is undone and the
sword flicked just-so the shuriken mounted along the blade fly out at high speed. The sword has a -1 penalty to use in
melee combat. Once per battle the wielder can fling the shuriken to make a basic ranged attack that does 1d4xLevel+Str
damage on a hit. Really the only reason to carry a shuriken-launching sword is to look impressive, and the sword
certainly does look impressive. The goblins will refuse to let customers test it out, and highly extol its benefits. Cost: 200
gp (subtract 10 gp for each point the purchaser has in any background that might tell them that the sword is an unwieldy
mess).
Orlok’s Oddities and Trinkets
This store sells things from all over the Dragon Empire, and if the hunchback ogress Orlok is to believed, even further
afar.
Axiomatic hourglass. This hourglass has sands that ‘fall’ upwards, running in the opposite way to a normal hour
glass. Once per hour when the glass is turned the person turning it knows the exact time. Cost: 100 gp, or 150 gp if the
party has a wizard in it. Orlok always overcharges wizards when she can.
Canter’s Autonomous Walker. This thing is a cross between a daybed-style sofa and an undead horse. It walks
around under its own power, conveying its rider or riders about. It is essentially brainless, so if not led about on a tether
or tied up it just slowly wanders aimlessly. Orlok has a couple of these, which she claims were originally developed as
battlefield stretchers but are all the rage among the nobility of Axis. Cost: 300 gp, or 200 gp if the PC has a relationship
with the Emperor and knows that no noble of Axis would be seen dead on these. Canter’s Autonomous Walkers only
work in daylight or moonlight, otherwise they are just odd-looking furniture.
Dragon-glass knife. This sturdy dagger is extra sharp. Creatures that are in certain ways un-natural (Aberrations,
Constructs, Oozes, Undead) take an extra 2 points of miss damage from this dagger as its very proximity causes them
pain. Cost: 150 gp.
Drow music box. This glass box has live beetles beneath its glass lid, sitting patiently at tiny harps; when a key is
wound the beetles play the harps. In actuality the beetles are glued in place, and their limbs jerk in time to the prodding
from hidden pins beneath them. There is no way to open the lid and feed the beetles, so they’ll die if the box is not
disassembled. The mechanism is a music box, with added cruelty. Drow, eh? Cost: 10 gp.
Epic tier healing potion. 200 gp per bottle. Orlok’s taste strongly of raspberry, an additive to mask the taste of cat hair
that the druid he deals with leaves in the potion to spite the ogre. Adventurers with a relationship with the High Druid
who clue Orlok in on the fact that his druid supplier is tainting the goods will receive 1d3 free healing potions from her in
gratitude.
Live wig. These wigs have their hair attached to a cap of a soft skin-like substance. The wigs consume the dead skin
cells and hair of their host. Each wig is in a different style and color, some normal looking, others vibrant swirls of
magenta, cyan, or emerald. The wigs are normally sedentary and spend much time sleeping or hibernating, though might
make interesting familiars. The hair of the wigs feels normal to the touch, but is motile and the wig (if not properly
trained) will use it to grab at objects, remove hats from the wearer, and other misbehaviors… of course a well-trained wig
can be very useful (25% chance it will grab hold of something if its wearer is falling). The wigs are self-cleaning and self-
styling. Orlok claims that the wigs come from the hell of Luxuria. Cost: 200 gp, or 150 gp for adventurers with a positive
relationship with the Diabolist who reveal this fact to Orlok. Due to the fact that the living wigs need a host, Orlok keeps
the live wigs on a cow— it is a very strange sight indeed to see her leading the multiply be-wigged cow out of the back
room. Orlok will sell the cow to the party for 50 gp, she has named it Mister Tastesgood.
Potion of fire resistance. Cost: 400 gp, or 401 gp if it is in a fancy bottle made by kobold glass-glowers.
Potion of lightning resistance. Cost: 400 gp, or 1d6x100 gp if the adventurers reveal that they have just been in the
presence of the Blue.
Epic stuff for epic characters.
Needless to say many of the purchasable items here shouldn’t be introduced into a game that
isn’t epic tier. Also some of the weapons at the goblin armory, well they look impressive but there
is a reason adventurers carry swords and not flaming net throwers or bear launchers.

1.3 The Comet!


A blue-white comet suddenly thunders into the sky, and the ground begins to shake as buildings collapse. The market transforms
almost instantly into a riot of screaming monsters. The cry goes up from the crowd that the comet spells doom for the city, that the
moon is falling, that this is the Archmage’s fault, that the Comet is changing course in mid-air and is actually a dragon! The rumors
spread with the speed of panic. In the chaos it is hard for the adventurers to actually work out what is going on. The comet seems to be
hovering overhead, or at least passing by slowly, but is sheading parts of itself. The parts of the comet that it has shed are indeed acting
oddly— some fly off in different directions, others simply fall from the sky, and some falling parts look like they are changing direction
mid-air. However, standing still and gawking is a bad idea, an invitation to get trampled (or stabbed—see section 1.4).
1.4 The Riot Begins.
The market transforms instantly into a riot. However, the monstrous citizens who earlier were eyeing the adventurers strangely
decide that this is a prime opportunity to attack the PCs. With a cry of “THIS IS YOUR DOING!” the monsters attack. The adventurers
have no time to explain themselves before the mob is upon them (not that explaining would help… the monsters were just looking for
an excuse to attack the heroes and take their stuff).

Numbe
r of
Revenan
t
Freebooter
Necromance
Half-
Gian
Monstrou
s Citizen Half-Giant
PCs
3 5 r
1 t
5 3 10th level mook [GIANT]
Initiative: +13
4 5 1 5 5
Smash and grab +18 vs. AC (two attacks)—30 damage.
5 5 2 5 6
Both attacks hit: Target is grabbed
6 5 2 5 8 Squeeeeeze: Grabbed targets automatically take damage
7 5 3 5 9 at the end of their turns. A half-giant who is squeezing
a target to death cannot make any other attack.
Revenant 1. At the end of their first turn grabbed the
Smarter than a zombie, less infuriating than a vampire. target takes 12 damage.
8th level mook [UNDEAD] 2. At the end of their second turn grabbed the
Initiative: +13 target takes 24 damage.
3. At the end of their third turn grabbed the
Strength of the dead +13 vs. AC—23 damage
target takes 36 damage.
Never say die: Provided their necromancer(s) stand and are nearby, one 4. At the end of their fourth turn grabbed the
‘dead’ revenant mook gets back up at full hp each round. target takes 48 damage.
5. At the end of their fifth turn grabbed the
AC 25 target takes 60 damage.
PD 23 HP 36 (mook) 6. If a target is grabbed for 6 of their turns they
pass out (hard save [16+] ends) and are
MD 15
dropped.
Mook: Kill one revenant mook for every 36 damage you do to the mob.
AC 26
Freebooter Necromancer PD 21 HP 50 (mook)
8th level caster [UNDEAD] MD 17
Initiative: +13 Mook: Kill one half-giant mook for every 50 damage
Enervating touch +13 vs. AC—20 ongoing negative energy damage you do to the mob.
Crit: The necromancer heals 30 hp.
R: Gaze of the departed +13 vs. MD—Target is stunned and vulnerable Monstrous Citizen
to attacks by the undead; easy save (6+) ends stunned, vulnerability is 8th level troop [HUMANOID]
until end of the battle. Initiative: +10
[limited use] Only one enemy can be stunned by this attack at a time; if a
Clubs and whips +13 vs. AC—38 damage
new enemy becomes stunned the existing stunned enemy becomes un-
stunned. R: Crossbow or spears +13 vs. AC (two attacks against
different targets)—30 damage
AC 18
PD 22 HP 124 AC 24
MD 24 PD 22 HP 154
MD 17
Remember: PCs can choose to do subdual damage.
Make sure the players know that.
1.5 Panic in the streets.
The adventurers have a quick pause to rest, after the fight. The mob that blames the adventurers has been beaten off, but now a
more organized mass descends in the goblin market. These are some of the Blue’s peacekeeping thugs, here to put down the riot by
force. ‘Helpful’ locals have pointed out the adventurers as the instigators of the riot. If the adventurers kept the rioters alive in the
previous section by subduing them then Azureon can be bribed, or talked out of attacking (DC 25).
Numbe
r of
Secret Police
Thug
Azureon Azureon
PCs
3 9 1 This dragon is clearly the leader of the group.
Large 10th level caster [DRAGON]
4 16 1
Initiative: +13
5 25 1 Vulnerability: force
6 30 1 Double claws +15 vs. AC (2 attacks)—20 damage
7 35 1 Natural even hit or miss: The dragon can make
a bite attack as a free action.

Secret Police Thug [Special trigger] Bite +13 vs. AC—25 damage, and 2d12
lightning damage
These hooded thugs are feared by the citizens of Drakkenhall
C: Lightning breath +15 vs. PD (1d3 nearby or far
for good reason.
away enemies)—50 lightning damage
9th level mook [HUMANOID]
Natural even hit: The target is also dazed (save
Initiative: +12
ends).
Poisoned blade +14 vs. AC—20 damage
Intermittent breath: A large blue dragon can use
Natural even hit: 10 ongoing poison damage.
lightning breath 1d6 times per battle, but never two
AC 23 turns in a row.

PD 22 HP 40 (mook) Counter-spell: When an enemy targets the blue dragon


with a spell, the dragon can roll a save; success means
MD 20
the spell has no effect on the dragon. If the level of the
Mook: Kill one secret police mook for every 40 points of
damage dealt to the mob. spell is lower than the dragon’s level, it’s a normal save
(11+). Against an equal or higher-level spell, the save is
a hard save (16+). If the dragon is staggered, the save
Event: The Sky Falls! target increases by +5 (normal becomes hard, hard
When the escalation die reaches 3 each becomes 21+: impossible unless the dragon has a save
bonus from some other source).
combatant must save (11+) or take 20 fire and
thunder damage as an earthquake and meteor Resist lightning 16+: When a lightning attack targets this
shower occurs, and masonry starts to collapse. creature, the attacker must roll a natural 16+ on the
Players who can make a case that their character’s attack roll or it only deals half damage.
One Unique Thing or backgrounds should entitle AC 27
them to a better chance at surviving natural
PD 24 HP 325
distasters only need to make an easy save (6+).
If you don’t feel like rolling for each mook, just say MD 24
all bar a couple of the remaining mooks die.

Managing this many mooks for a large group can be daunting. When grouping the mooks up for 3 players put the
mooks into three mobs of three mooks each (9=3x3), for 4 players put the mooks into four mobs of four (16=4x4), and for
five and above players arrange the mooks into mobs of five (25=5x5, 30=6x5, 35=7x5).

If this fight occurs and you are running low on time or don’t feel like three fights back-to-back skip the fight in section
1.6. If the adventurers bribe the constabulary or talk them out of the fight use the fight in section 1.6. You should still
mention the open gang warfare, the secret police, and the earthquake… especially the earthquake and meteorite shower.
However, if you skip one of these fights the adventurers can witness it from hiding, rather than taking part in it directly.
1.6 Riot becomes rout.
The adventurers have time for a quick rest sheltered behind a pillar, before the riot in the goblin market becomes a full-scale pitched
battle between various factions of the city that see this as their opportunity to settle old scores. The rioters burst into the area where the
PCs are and proceed to attack anybody they find. Killing these rioters will end the riot. While the two gangs hate each other, they hate
each other more and will unite to fight the adventurers. The two gangs are the South Street HobGobs and the Northside Giant Posse.

Numbe
r of
HobGo
Ganger
b
HobGo
Gang
b
Giant
Posse
Giant
Posse Giant Posse Member
Leader Membe Leade Really the gang should be called “the Northside Half-Giant
PCs
3 10 1 r
5 r
1 Posse”, but that sounds less impressive.
10th level mook [GIANT]
4 10 1 10 1
Initiative: +14
5 10 3 10 1
Smash and stomp +15 vs. AC—30 damage
6 10 3 10 2
Natural even hit or miss: All enemies engaged
7 15 4 10 2 with the half-giant take 10 damage and pop

HobGob Ganger AC 26
free.

These hobgoblins are hopped up on illicit substances, wild eyed and


dangerous. PD 22 HP 60 (mook)
8th level mook [HUMANOID] MD 20
Initiative: +12 Mook: Kill one giant posse member mook for every 60
Spiked club +13 vs. AC—23 fire and force damage points of damage dealt to the mob.

Hob-Gob Mob: For every 5 hobgoblins standing increase the AC Giant Posse Leader
of all hobgoblin mooks by 1. This half-giant is more like a two-thirds giant.
10th level leader [GIANT]
AC 23
Initiative: +14
PD 22 HP 40 (mook)
Bigger smash and stomp +15 vs. AC—50 damage
MD 20 Natural even hit or miss: All enemies engaged
Mook: Kill one hobgoblin ganger mook for every 40 points of with the half-giant take 10 damage and pop
damage dealt to the mob.
free.
HobGob Gang Leader R: Huge rock +15 vs. AC (1d3 enemies in a group, and
This hobgoblin is stripped to the waist and frothing at the mouth. maybe a hobgoblin mook too if it is engaged with
8th level leader [HUMANOID] them)—42 damage
Initiative: +12 Body slam: Once per round one enemy engaged with
Clubs on chains +13 vs. AC—32 damage the posse leader must save (11+) or become vulnerable
Natural 11+ miss: Make a second clubs on chains attack to attacks until the end of its next turn.
against a nearby enemy as a quick action. Hurl foe: Once per battle the giant posse leader can pick
R: Arbalest +13 vs. AC (one nearby enemy or far away up an enemy engaged with it and hurl the enemy to a
enemy)—40 damage nearby or far away ally, and that ally can make a free
[limited use] It takes a standard action to reload this weapon. attack with a +2 attack bonus against the hurled
enemy.
Commanding bellow: Once per battle as a quick action, all mooks
engaged with an enemy this creature is also engaged with may AC 26
make a free attack.
PD 24 HP 224
Hopped up on ‘Dragon Powder’: Once per battle this hobgoblin
ignores a hit against it. MD 20
AC 23
Use this fight if… The PCs managed to
PD 22 HP 150
talk or bribe their way out of the fight in
MD 20
section 1.5.
1.7 A unique opportunity.
When the riot ends the narrow street that the adventurers are in is left shrouded in smoke. A lone figure sits off to one
side, apparently un-noticed during the riot. The smoke swirling around the cloaked humanoid figure flows into the
unmistakable smoky outline of a great black dragon. The humanoid figure turns to look at the adventurers, so does its
smoky draconic counterpart. The adventurers realize that they are in the presence of the Black (or possibly the Prince of
Shadows in disguise).
“Well fought, heroes. I have an offer for you, an offer that you would be foolish not to accept. The
destruction wrought by the comet has opened up a crack in the ground, a way to the Blue’s hidden sanctum
beneath Drakkenhall. You are to go down there and hide these in her library.”
The figure throws several small pouches at the adventurers’ feet. The pouches are full of small lustrous grey gems, and
one contains a crude map.
“I understand that you are interested in some books that she may have? Good, then we both get what we
want out of this.”
The figure disappears in a swirl of dark smoke and the sound of wings.
Attacking the Black?
Great idea, lets attack one of the most powerful dragons in the world (or possibly the Prince of shadows)!
Unfortunately for would-be attackers the Black (or the Prince) is merely projecting his presence by illusion.
So who is this really? If the party has icon relationships with the Prince of Shadows then this is the Prince (or a servant
of his). If the party has adventurers with a relationship with the Black then it is him or a shadow dragon servant of his.
Maybe… maybe it is another icon as dictated by the players’ icon rolls (the Lich King sent a ghost, or this is a ruse of the
Archmage to throw a spanner in the Blue’s magical works).

The rough map provided by the Black’s flunky


The actual dungeon layout.

A 22” by 25.5” poster map (without the legend) is available for free download here.
The Dungeon: Fire & Gold.
2.0 Prelude/Introduction.
The adventurers seek the Blue’s hidden library in her inner sanctum so they can place some pouches of stones there,
and steal books that they need.

Session start Session End


The adventurers descend into the Blue’s The adventurers are in the Blue’s dungeon.
dungeon.

Don’t 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
story complication.

New PCs that join the party this week might be working directly for the black, or are perhaps hired by the evil dragon
to aid the party in infiltrating the Blue’s lair.
2.1 A day under Drakkenhall.
This section is a montage. Pick a player to describe a challenge that the party faces while climbing down into the
depths beneath Drakkenhall to get to the Blue’s lair. Turn to the next player and tell them that their character overcame
that obstacle, and ask them how. There is no need to roll dice, the challenge was met and they get to describe how their
character met the challenge and allowed the group to proceed onwards. Go around the group until everybody has had a
chance to create an obstacle, and each character has had a chance to shine.
After the montage describe how the adventurers find a narrow crack in the rock under Drakkenhall that leads into an
area paved with stone tiles…

Area Overview: Private


Chambers
This first area of the dungeon functions as the Blue’s
private quarters while she is down here. She has set up a
bedroom (with a bed made of gold coins), a bathroom,
and keeps spare clothes in the wardrobes.
Of course if your conception of the Blue has her
sleeping in a feather bed, then maybe the big bed of gold
is just something that she uses to impress visitors.
Area A is a trap area, with falling rocks and similar
cave-in hazards. If you are running this adventure at home
and want to make it part of a bigger dungeon complex, then the
dungeon can join at the west side of area A.
Area B has some dangers if the adventurers poke
about, and some loot. If they just pass through this area
and leave it undisturbed the adventurers will face no
danger. There is a lot of gold in area A, but don’t worry
too much about the effects of that (area J takes care of the
gold).
Area C involves a fight against enslaved water
elementals.
Area A: The Rocks Fall Hall
A As you climb down into the ruined tunnels, your torchlight reveals an area that was at one time
a north-south hall. The recent tremors have caused the wall and ceiling to collapse, and as you
move about more rocks fall down. The ruined hall is about 100’ north-south, and 15’ east-west
at its widest points, though pre-collapse the hall might have been wider or longer. Ahead of
you, to the east, is a partially ruined passageway.

This area used to be a corridor or hall, but has partially collapsed. The danger to the
characters in this area comes from falling rocks. Each character must succeed at a DC 25 skill
check to climb over the loose rubble without disturbing the debris, or have the following attack
made against them:
Falling rocks +15 vs AC—3d12 damage.
The characters clambering about on the rocks might cause a partial cave-in; whoever rolled
lowest to avoid the falling rocks must also succeed on a second DC 25 skill check to avoid a
cave-in:
Cave-in +15 vs AC (against each party member)—4d10 damage.
Searching this area reveals nothing of interest (unless you as a GM have plans otherwise),
and moving rocks aside to look under them has the potential to trigger another cave-in.

The icons: Characters with positive icon relationship dice results with the Dwarf King can
spend a 6 to make the area safe, or spend a 5 to dodge out of the way of falling rubble even if
they have failed their skill roll. Characters with relationship dice results with the Crusader and
who have a shield can spend a 6 to block falling rubble from hitting them or from hitting an
ally, or a 5 to make the GM re-roll the damage and use the lowest result.

If you are running this adventure at home and want to make it part of a bigger dungeon complex,
then the bigger dungeon can join at the west side of area A.

As the characters leave this area, the way out collapses, sealing them into the dungeon.
Attempts to dig out from within will just cause further instability and danger.

Area B: Bed of gold


You turn a corner to the north and see an enormous pile of gold, arranged into a bed measuring
some 15’ long and 10’ wide. Large silk pillows adorn the northern end of the bed. Surrounding
the bed are chests of coins and gems. Three of the chests are closed and five are opened. The
room is about 50’ by 40’ wide, and curves around into a corridor in the north-east corner. Near
the northern wall there is a huge stack of gold bars, at least 100, each of them almost too heavy
to lift. The southern wall has partially collapsed inwards.

This area is one of three things. It might be the Blue’s personal bed chamber. It might be a
bedroom she uses whenever she is down here, much like a cot in a gardener’s potting shed. It
might be something that she keeps to impress others, like a rock star’s guitar-shaped swimming pool. As the GM you get
to decide, or just mention all three possibilities to the players and let them speculate. Whatever it is the damage here is
new.
The gold: There is obviously a lot of gold here, a lot. More than can easily be counted. Each gold bar is worth 1000 gp,
and there are 100 of those so that is 100,000 gp right there. In total, guestimate that there is maybe a quarter of a million gp
in the room! Don’t worry about this being too much loot to hand out (see area J).
The problem here for the characters is not poverty, but greed. A reasonably fit character could carry about 2000 gp
worth of coins in their backpack— if they dumped out the rest of their equipment and were content to march around with
a very heavy backpack. The gold bars here are each worth 1000 gp each, and weigh that amount too. If the adventurers
really want to encumber themselves like this then they’ll take a -2 penalty to attacks and defenses, and a -4 penalty to
anything athletic (running, jumping, avoiding traps, etc). Normally we don’t bother with encumbrance, but 2000 gp is a
lot of gold. Rigging up clever wheelbarrows, pulley systems, and so forth will take a lot of time and will slow the party
down to below a crawl, with some passageways taking hours to traverse.
There are gems here too, which offer better weight-to-gain ratio. An amount of gems weighing the same as 1000 gp has
a value of 1d6 x 500 gp (roll when selling the gems or trading them). Again, don’t worry about giving players too much
loot (see area J).

There are two closed chests down here. As the Blue didn’t expect the earth to open a direct route to her bedroom and
the way here (through area A, from wherever that led before the cave-in) was trapped and well-guarded, she hasn’t
trapped her bedroom. However, poking around a dragon’s personal effects isn’t exactly safe.
The largest of the two closed chests has in it something that looks like an over-sized back scratcher. This object is
unsafe for humanoids to handle, but recognizing that and picking it up safely requires succeeding at a DC 35 skill check
or else getting ‘attacked’ by it:
Scale buffer +20 vs AC—6d10 acid and force damage.
The scale buffer can’t be used as a weapon (perhaps as a crude club that deals acid and force damage), and though
magical doesn’t require attunement.
There are various other oddments in the box, including fancy looking jars of acid (3d6 ongoing acid damage if thrown
as a basic attack) that are used to polish a dragon’s scales, strange looking over-sized knives with rough rasping sides
(dragon nail/claw files, can be used as short-swords), and various cloths (used for buffing claws).
The smaller box contains 6 bottles of a dragon’s sleeping draught, which tastes bitter and foul to humanoids. Drinking
a bottle of this requires the drinker to make last gasp saves or fall into a deep slumber. Rousing a character from their
slumber is a DC 20 task, and the character will have a -2 skill penalty until their next full rest. If the character only took a
sip the difficulty to rouse them is DC 15, if the character chugged a whole bottle like it was water the difficulty to rouse
them is DC 35. Failing to rouse a character means that they’ll sleep for a couple of days or until they take damage.

As you turn the corner toward the corridor, the gold bars and bed at your backs, you see that it runs north-south. You are
standing at the north end, looking south. The corridor is 10’ wide and runs for over 30’ before a set of steps leads
downwards. Against the east wall (to your left as you look south) are three very large wardrobes. The wardrobes have
mirrors on their doors, and atop the closest wardrobe is a suit of glowing blue armor made of some sort of flexible glass
or crystal.

These wardrobes contains some of the Blue’s clothing. Exactly what the Blue wears in her human form is up to you,
but it is going to be of the very highest quality. There will definitely be some ceremonial-type dresses, some imposing
robes of state, and maybe some clothing that she wears privately while working in her secret sanctum on dreadful and
alarming magical spells. Any jewelry here, if you decide that she wears jewelry, is priceless (however, roll 2d20x1000 if
the adventurer ever find right buyer). Here there is a magical ring and an amulet.

Ring of Fortification
Recharge 11+: Twice per battle when missed, the wearer takes no miss damage or miss effects.
Quirk: Confrontational.

Collar of Command
Always: +3 PD.
Recharge 16+: Reroll a skill check to convince somebody else to see things your way, and use the better result.
Quirk: Evenhanded to a fault.

Characters rifling through the draws will also find a cheaply made wooden box full of sea shells. Exactly what this is
and why the Blue has so mundane an item is up to you, again. These might be personal keepsakes, a treasured gift kept
for sentimental reasons, or maybe they are the linchpin in a plan to take over the world. You decide, or just present it to
the players and let their speculation run wild.

The blue crystal armor is of course magical. This might be her personal battle-armor, or a spare suit that she no longer
wears, or a ceremonial outfit, or an unwanted gift from another icon. You decide, GM.

Blue Crystal Armor


Always: +3 AC. You are immune to fear and confusion.
Recharge 11+: Anybody who attempts to intimidate you takes 2d20 non-lethal psychic damage.
Quirk: You sometimes believe that you are the Blue.
Area C: Ablution of Doom
The stairs lead downwards to a pit of warm sand about 15’ across. The pit is only a few inches deep, and the sand is warm
to the touch. Below the pit is a granite slab that is hot to the touch, though not enough to burn. Beyond the pit of sand are
a second set of steps, leading upwards.

Beneath the granite slab are copper rods that descend hundreds of feet into the earth, running down to a hot layer of
rock. The copper rods are not removable, and all the adventurers can see of them is 1” sticking out of the rock. Moving the
heavy granite slab is quite an undertaking, requiring levers and pulleys and the like. The heated sand pit is just because
some dragons (the Blue specifically) sometimes like to walk in hot sand. There is nothing special about the sand.
In the sand is a magic ring, which the Blue dropped long ago and has quite forgotten about.

Ring of Protection
Recharge 16+: Once per battle as a quick action designate a category of enemies (“All bugbears” or “All skeletons” or
“Everybody with an axe”). Until the end of the battle when that enemy attempts to move into engagement with you it
must succeed at an easy save (6+) or pop free.
Quirk: Needs personal space.

The stairs lead upwards to a room with warm stone floors. The room contains an enormous bath tub, a circular pool of
bubbling warm water, and a well. Smoke rises from the well, and occasionally a gout of flame shoots upwards from it.
The ceiling above the well is becoming stained with soot. Also in this room is a very large bucket, perched on the edge of
the circular pool. The room exits to the north-west, though the wall there has partially collapsed.

This is the Blue’s bathing chamber. The well in the corner used to connect to a pool of geothermally warmed water,
but the recent catastrophic earth movement has caused the water to drain away and fire to come roaring up the well. The
large circular pool is enchanted, and has a bound water elemental in it. Normally this bound creature washes the Blue,
but it will attempt to attack and drown the adventurers. Remember, characters over-laden with gold will have a -2
penalty to their attacks and defenses.

(But where’s the toilet? Well maybe the Blue doesn’t poop. Maybe she uses magic to take care of such things. Maybe that chamber
is in a now-ruined section of this dungeon. Maybe we just didn’t feel like putting a latrine onto the map, and maybe your players
won’t point the omission out).

Bound water Spirit


Huge 11th level wrecker [ELEMENTAL]
Initiative: +11
C: Drown +16 vs PD (1d3 nearby enemies)—50 ongoing damage (non-lethal) and the target is grabbed.
Natural roll above the target’s Constitution and the target is already grabbed: The target must start making last gasp saves as it is
drowned, with a bonus to their saves equal to the higher of their Str or Con modifiers. Drowned characters can be revived as a
standard action during or immediately after the battle.

Not a killer by nature: If the whole party is down for the count or playing dead the elemental simply becomes quiescent,
flowing back into its pool. Creeping past the pool without alerting the elemental is a DC 20 skill check.

AC 27
PD 25 HP 840
MD 16
Fleeing from this fight is not a campaign loss.
C
Area Overview: The Great
Ruined Hall
This area is a blank, a cypher. If you decide that the
Blue holds secret invite-only dinner parties in her secret
lair then this is where she does it. If you decide that she
has a private torture chamber, then this was it (until it got
wrecked). If in your game the Blue has a reputation as a
collector of oddities, then this is where they were stored.
We are leaving the original purpose of this area down to
you and whatever best fits your game.
Area D is a trap area, with falling rocks and lava-
related hazards.
Area E is a fight against magma-creatures.
Area D: Lava
This area was formerly a great hall, but the disaster in Drakkenhall above has caused its walls to cave in and the floor to
collapse in places. The way ahead is blocked by a pit that drops down into lava, though it looks possible to jump over one
part of it that is only 2’ wide. Out of the pit super-heated toxic gasses shoot upwards, towards the many holes and wide
cracks in the roof. As you watch, a section of ceiling falls down— this area is unstable and will need to be traversed
quickly.

Who knows what this area once was? As a GM you are free to make up anything that you like; what is it now is ruined,
and dangerous. The Blue built her dungeon over an upwelling of magma, to keep it warm down here (or maybe she drew
the magma up close to her dungeon through her magic). However, the recent catastrophic earth tremors that have caused
the walls and ceiling to collapse have also opened up a rift in the floor through which fire is shooting upwards.
Adventurers traversing this area must face several dangers, and we advise that each member of the group faces at least
one danger.
It is a DC 25 skill check to avoid falling rocks:
Falling rocks +15 vs AC—3d12 damage.
It is a DC 30 skill check to avoid scalding volcanic gasses that randomly vent from the floor:
Scalding volcanic gasses +20 vs PD—3d20 fire and poison damage.
It is a DC 35 skill check to jump over the pit through the hottest of the scalding gasses, or to climb round on the
unstable walls; characters who fall into the pit take 20 ongoing fire damage until they succeed at a DC 25 skill check to
pull themselves out. Each character helping to pull a fallen comrade out grants a +2 bonus to the roll.

D
Area E: Magmen Attack
Climbing through a gap in the rubble brings you to the northern end of the ruined great hall. The area is divided by walls
of rubble, and in the south-eastern corner is a pit of lava 25’ across. The exit from this area is in the southeastern corner,
beyond the pit of lava.

Again, you as the GM decide what this area was before it became ruined. The walls and ceiling here are more stable
than in the preceding area (area D). As the adventurers approach the pit at the far side of the chamber the lava begins to
bubble, and several lava-creatures clamber out. The lava creatures are upset at the adventurers, who they blame for their
realm being breached. After the fight the adventurers will have a chance for a full rest before the next session, which
begins with crossing the pit.

E
Number of
PCs
Magman Magmaid Magmaid
3 3 1 Triple strength 8th level leader [ELEMENTAL]
Initiative: +17
4 5 1
Brighter scorching touch +13 vs. PD—54 fire damage
5 3 2
6 5 2 C: Furnace roar +13 vs. PD (1d3 nearby enemies)—40
ongoing fire damage
7 3 3
Brighter burning aura: All engaged enemies take 30 fire
damage at the end of the magmaid’s turn, and 30 fire
Magman damage at the end of their turns.
8th level troop [ELEMENTAL] Born in fire: A fire attack against this creature must be a
Initiative: +7 natural 16+ roll or it only does half damage. Fire
attacks that roll a 1 actually heal the magmaid.
Scorching touch +13 vs. PD—28 fire damage
Lethal cold: Cold attacks against this creature do double
Burning aura: All engaged enemies take 10 fire damage damage, hit or miss.
at the end of the magman’s turn.
Born in fire: A fire attack against this creature must be a Nastier specials:
natural 16+ roll or it only does half damage. Fire attacks Radiator: If the magmaid fails to hit on her turn, one
that roll a 1 actually heal the magman. nearby magman heals 30 hp.

Lethal cold: Cold attacks against this creature do double AC 24


damage, hit or miss.
PD 22 HP 432 (see lethal cold)
AC 24 MD 18
PD 22 HP 144 (see lethal cold)
MD 18
The Dungeon: Smoke & Mirrors.
3.0 Prelude/Introduction.
The adventurers seek the Blue’s hidden library in her inner sanctum so they can place some pouches of stones there,
and steal valuable books.

Session start Session End


The adventurers continue their exploration of the The adventurers rest, prior to attempting the final
dungeon. section of the dungeon.

Don’t 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
story complication.

New PCs introduced this week must have found their way into the dungeon somehow. Perhaps the Black teleported
them in, perhaps they are the survivors of another dungeon-delving crew, or perhaps they just fell down a hole when the
earthquake happened.
3.1 Through the fire.
This first section is a montage. The adventurers need to move past a pit of lava (see area E from last session). As they
do so they find themselves discussing the Black’s motives for instructing the adventurers to hide the little grey stones in
the Blue’s library. Go around the group and have each player start an in-character statement with “I think…” and give a
theory, then turn to the next player and have them start an in-character statement with “That’s ridiculous, because…”. Go
around the group until everybody has come up with a theory, and everybody has had a chance to debunk a theory.
As for the real reason—we leave that up to you as the GM. Maybe the Black is testing the Blue, maybe it is a harmless
prank, maybe it is a power play or counting coup, maybe the stones are spying devices, or are poisonous to blue dragons,
or maybe the Black is quietly returning something that he ‘borrowed’; from the Blue. Who can really know the motives of
dragons, right? Maybe it wasn’t the Black at all, but the Prince of Shadows or some other icon…
Area Overview: Pretty
Obvious Traps
This area is full of tricky yet (mostly) obvious traps.
The Blue can get past these traps easily, as she knows
how to disarm them as she moves through the area.
Adventurers, however, might have a more difficult time.
Area F is a set of floor sections that click and shift
slightly when stepped upon, but are not themselves traps.
The domes on the ceiling are painted, but the painting has
no significance for the adventure. However, if the
adventurers have tangled with The Three before or have
significant relationships with them then it might be cool
to paint the adventurers on the ceiling as part of the day
or night skies.
Area G This winding corridor is a mechanical and
magical trap. The spinning blades, jets of fire, and so forth
are all obvious. The exit to the area is hidden by the
largest fire jet, meaning that adventurers might decide to
linger in the area and get extra crispy or extra-thinly
sliced… but if the players are spending too much time
searching for the exit and it is slowing the game down go
ahead and have the jets of flame run out of fuel. If you are
running this adventure at home and want to make it part of a
bigger dungeon complex, then the dungeon can join at the south
side of area G.
Area H is a room which has both traps and a monster fight. The green gas is a gas golem (a nasty construct creature),
and some of the floor tiles are mimics. The door in the north wall is a trap, a false door that gives intruders electrical
shocks and slams down upon them.
Area I is a laser grid, designed to cut and burn intruders. OK, not ‘lasers’ but instead magical rays… but yeah, lasers
because what heist movie is complete without lasers?
Area F: Shifting floor
Having crossed the lava pit you find yourself in a north-
south running room 20’ across and 40’ long. At the
southern end of the room is a corridor that turns to the
east. The ceiling of the room you are in consists of two
domes, the closer northern dome has the night sky painted
on it, and the further away southern dome has a daytime
sky painted on it. The daytime sky has strange moons
visible.

This floor in this area shifts under the adventurers feet,


ever so slightly. Every time the adventurers step onto a
new section of the stone floor it gives slightly and a faint
click can be heard. Nothing else appears to happen when
the adventurers step onto the floor section.
This area is used to disarm the traps in area G.
Stepping on the floor tiles in a certain pattern disarms the
traps for about 5 minutes. The odds of disarming the traps
purely by accident are about 1%, if the adventurers are
leaping about the place and jumping back and forth across
tiles… it is unlikely to happen by accident.
The icons: Spending a 5 or 6 result with Prince of
Shadows icon relationship dice lets the adventurers realize
what this room is for. Once the adventurers realize that
this area disarms the traps spending a 6 with the Elf
Queen lets a PC recognize from the scuff marks on the
floor that the pattern here is something called “The Dance
of the Green”, a now-obscure dance that used to be
popular in the Court of Stars. Performing the steps of the
dance correctly requires three DC 35 skill checks from
three separate characters acting at once (or one character
who is dragon-sized and has a tail).

The painted domes are just decorative. The


northernmost dome (the one that the character first
encounter as they come in from area E) has the night sky
painted on it. Adventurers who have tangled with the
Three before might be painted onto the ceiling, or there
might be unfamiliar star constellations, or whatever else
you want to put here. The second southern dome has the

F
day sky pained onto it, but with unfamiliar moons visible.
If you as the GM want to introduce extra information
beyond what is in this adventure, giving clues in these
painted ceilings is a good way to do it. For example, if the
party’s barbarian is on a quest to find the Threes secret
weakness then the painting might provide a clue, or if a character has a One Unique Thing that makes them the last of
their kind, then perhaps the paintings could include depictions of their long-lost kindred.
Area G: The Gauntlet
Having passed through the twin-domed area with the shifting floor tiles, you walk eastwards down an east-west corridor
that is about 150’ long. As you move down the corridor you can hear a whirring sound, a whooshing sound, and a roaring
sound. At the end of the corridor it turns north (your left).

The sound that the characters can hear is that of the traps ahead. They can also smell the occasional whiff of smoke,
and magically inclined characters can detect a faint magic coming from the corridor ahead.

The corridor turns north (your left) then left again to run east-west, doubling back on itself. Mounted in the walls of the
corridor are size 10’ wide whirling blades, and at the end of the corridor is a circular area with a glowing golden sigil on
the floor and whooshing jets of flame shooting from the walls and ceiling. The circular area has an exit on the north side.

It is a DC 35 skill check to realize that the area before (area F) disarms these traps, and only then if the character rolling
has a suitable background. The traps in the corridor are designed to burn and slice intruders.

The spinning blade trap is the first that must be faced. Jamming the spinning blades is a DC 35 task, failure results in
2d10 damage or failing forward and taking 50 damage but successfully jamming them. It is possible to slip between the
blades (DC 25 for gnomes, halflings, etc, DC 30 for everybody else, DC 35 for those in platemail or who are otherwise
bulky), those that fail to do so have the following attack made against them:
Spinning blades +20 vs AC—4d10 damage.
The room beyond the spinning blades has a glowing sigil on the floor and jets of fire shooting out of the ceiling and
walls. Touching the rune (even throwing a rock at it or poking it with a 10’ pole) causes a blast of force energy that hurls
characters back down the corridor through the spinning blades:
Thrown backwards through the spinning blades +25 vs AC—4d12 damage.
Jumping through the jets of fire and over the sigil is a DC 30 skill check, those that fail forwards make the jump but
take double damage if hit by the jets of fire, those that choose to fail are hurled backwards through the spinning blades.
Blazing jets +25 vs PD—3d20 fire damage.

Looking north you can see an east-west running room that is 10’ wide and 20’ long. A roaring jet of flame continually
shoots out of the eastern end of the room, filling that side of the room with smoke and fire. There is no obvious exit that
you can see.

The exit to this area is hidden by the roaring jet of flame. Those with a One Unique Thing that relates to seeing the true
nature of things or escaping traps will spot the hidden exit. Otherwise it requires characters to search this area for a
hidden exit. The difficulty of spotting the exit through the fire is DC 25, failing means that the searching character takes
4d10 fire damage. Failing forward in finding the hidden door means that the jet of fire momentarily pauses, revealing the
exit, but then everybody in the area is blasted and takes 40 fire damage.

The icons: Spending a 6 result with Archmage icon relationship dice lets an adventurers shut down one of the traps,
and a 5 lets them shut down half of the blades (the trap now does half damage).
G
The Blue normally has trusted servants clean out the traps after the exceptionally rare occasions that somebody finds
her lair and makes it this far into her hidden secret lair. Stuck underneath one of the blades is an amulet, whose chain has
become wound round part of the mechanism. The last adventurer to pass through this area must roll a Wisdom-based
skill check with a DC of 30 to spot the amulet.

Necklace of the Unfaithful Thief


Always: +1 to saves when you have 50 hp or fewer.
Recharge 6+: When taking damage from a trap or environmental hazard the GM rolls any damage twice and you pick
which roll applies to you, with the other damage roll applying to all other characters caught in the trap at the same time
that you are.
Quirk: Kleptomania.

A thief who is checking out the mechanisms with an aim towards jamming the blades also has a chance to spot the
amulet.
Area H: Smoke
Making your way past the roaring flame you find yourself in a narrow corridor that ends in a room 20’ long (east-west)
by 10’ wide (north-south). The northern wall has a huge pair of stone doors in it, filling the entire wall. The doors are each
10’ wide (both 20’ together), and 30’ tall. The stone doors are plain and unadorned, save for a handle in each door. The
right hand door (as you face north) has a keyhole below the handle.

Picking the lock is a DC 25 skill check. Failing forward with the skill check breaks the thief’s tools inside the lock— the
lock is open but future lock-picking attempts will be at a -1 penalty until they can obtain a new set of picks or construct a
new lock-picking torsion wrench. If you want to be really nasty then include a trap on the door. Beside the door is a
carving of a dragon. Pressing down on the head of the dragon disarms a blade trap hidden in the door’s lintel, a blade
that falls guillotine-like on those that go through the door. In this case successfully picking the lock allows the thief to spot
the trap, failing forwards means that the lock is picked, but the trap is sprung as the first adventurer walks through the
door:
Hidden guillotine +15 vs AC—2d20 damage.
Crit: The person walking through loses a nose, or an ear, some fingers, or another prominence. They are at -1 to
all rolls until they receive magical healing to restore the missing part(s).

Opening the door you see a circular room, 50’ in diameter. The large doors that you have opened are in the south-eastern
wall of the circular room. In the western wall of the circular room are doors identical to those you have just opened. The
northern part of the room has steps that lead up to a wide archway. The archway leads to what looks to be an east-west
running corridor. Beyond the archway, in the northern side of the corridor, is a huge set of stone double doors that are
carved with the human-woman likeness of the Blue in the right (eastern) door, and the dragon likeness of the Blue in the
left (western) door. Each door has five keyholes in it, each of which currently has a copper key inserted. As you look
greenish smoke begins to fill the northern corridor and the circular room, pouring in from both the east and west ends of
the long corridor.

The green smoke is a smoke golem, a rare semi-solid construct that is nearly impossible to defeat with weapons, and
must be fought with magic. Some of the sections of floor are floor-mimic oozes, which rise up and engulf the unwary.
These will attack once the adventurers try one of the other doors in the area.

The impressive door on the far side of the room is fake, a trap set up to defeat the unwary. It is a DC 30 Wisdom check
for whoever first approaches the door to notice that the floor here is slightly dustier than the rest of the room, an
indication that not many people pass through here; that is assuming that this is not occurring mid-fight (in which case the
DC is 35 if you allow the perception roll amid the chaos of battle).
Each of the keys is electrified, touching them triggers the following attack:
Lightning key +15 vs PD—4d8 lightning damage.
If all ten keys are turned and the door handle turned the whole door pivots at its base to slam down and forward on
the hapless would-be thief. Fortunately the mechanism is sticky, so the fall of the door is preceded with a mechanical
creek, allowing the person picking the door to try to beat a DC 25 difficulty Dexterity or Wisdom check to get out of the
way. Those that fail to get out of the way take 6d10 damage. Of course, if the character is ‘opening’ locks mid-combat
there will be too much noise to hear the mechanism groan to life and the hapless character will slam the ‘door’ open onto
themselves.
Number of
PCs
Floor
Mimic
Smoke
Golem Smoke Golem
3 1 1 Huge 10th level spoiler [CONSTRUCT]
Initiative: +12
4 3 1
C: Choking miasma +15 vs. PD (1d3 nearby
5 5 1
enemies)—60 ongoing poison damage.
6 7 1
Blows where it likes: This monster is immune to
7 9 1
opportunity attacks.
Golem immunity: Non-organic golems are immune to all
Floor Mimic effects. They can’t be dazed, weakened, confused,
8th level troop [OOZE] made vulnerable, or touched by ongoing damage. You
Initiative: +8 can damage a golem, but that’s about it.

Unexpected grip +13 vs. AC—28 damage Resist some weapons 6/12/16+: A weapon attack must be
Natural 16+: 5 ongoing acid damage and the a natural 16+ roll or it only does half damage. Magical
target is stuck (save ends both). weapons are resisted at 12+. Magical weapons that do
thunder damage are resisted at 6+.
Ooze: Oozes can’t be confused, dazed, made afraid,
hampered, made helpless, stuck, stunned, made Nastier specials:
vulnerable, or weakened. Complete weapon immunity: No matter how tough you
Flows where it likes: Oozes are immune to opportunity are, no matter how hard you swing, no matter how
attacks. enchanted your weapon, weapon attacks against this
monster simply do nothing: you are just swinging your
Mimic: This ooze can mimic floor, ceiling, or wall as a weapon through smoke. You need spells to hurt it.
standard action. It is a quick action DC 30 skill check to Fortunately the smoke golem is only interested in
spot it, if you are looking for it. attacking those that can hurt it, and will leave non-
casters alone once all the magic-users are dead. If the
AC 24
party could disguise its clerics, wizards, etc as fighters
PD 22 HP 150 they might be able to walk right past this monster.
MD 18
AC 20
PD 24 HP 560
MD 26
Fleeing
The party can flee back to the previous area and the golem and mimics will not pursue, but will
close the door and wait patiently for the adventurers to bandage their wounds and regain their
courage. Fleeing means that the guardians of this room will be ready next time, and the adventurers
will know that they were defeated once already— the next battle these monsters will get to use the
escalation die and the adventurers will not.
Fleeing into the room with all the lasers is a bad idea, the oozes and smoke golem are quite able
to keep fighting in that area as the adventurers get cut to pieces. Anybody who flings open the door
to the laser room (area I) will realize this instantly.
H
Area I: Mirrors
The stone double doors swing inwards towards the
circular room that you are in. Beyond them is a curve-
walled chamber which is filled with a plethora of red
beams of light reflecting of mirrors set into its walls. Not
all of the mirrors reflects a red beam. The beams are hot,
you can feel the intense heat just from standing at the
doorway. There is an exit to the north, a corridor that

I looks like it goes north for a while then turns east.

This is a classic laser trap, as seen in heist movies.


These lasers don’t trigger an alarm though, instead they
burn intruders. On the far wall, very faintly, is the dragon-
speech word “RlkuuulTl’tiktk”. A DC 30 skill check allows
those deliberately looking at the room for clues to spot the
scratches, failing forward means that the scratches only
become visible to the character after they have passed
through the room. Knowing that the scratches are a word
and being able to pronounce it is a DC 35 skill check.
Speaking the word aloud switches the lasers on and off.
(Of course we keep saying ‘lasers’ because that is easy
shorthand, but you might want to use the terms ‘radiant beam’
or ‘magical ray’)
Those passing through the room must succeed on a DC
35 skill check involving acrobatics or be targeted by the
following attack:
Radiant beams +35 vs PD—3d20 damage.
Clever character might use red clothing which will
reflect the red light, or perhaps use a mirror to deflect the
beams… this reduces the skill check DC by 10 (from 35 to
25) but failing means that they reflect a beam at another
character as they pass through the room. Shooting the tiny
embedded mirrors out of the walls requires no skill check
or attack, and reduces the difficulty of traversing the room
to DC 30.
The icons: Characters with a 6 on an icon relationship
roll with the Archmage, Diabolist, the Three, or some other
icon known for magic can spend it to slightly depower the
magic of the beams allowing them to pass through
unharmed and reducing the power of the beams so that
they only do 2d20 damage. Adventurers who have a 5 to spend with a magically-inclined icon can reduce the power of
the beams, but must still roll to pass through the area.
Area Overview: You Really
Can’t Take It with You
This area is designed to trap intruders and slow them
down rather than keep them out entirely. The Blue had it
built in order to give herself time to personally respond to
intruders that got past her other traps. However, the
magical alarm that is supposed to inform her that
somebody is snooping about in her hidden sanctum are
not working, a result of the magical interference caused by
the comet overhead.
Area J is a combination of traps and riddles, with a
fight. The room is enchanted so that gold, gems, etc cannot
be removed from it, exploding painfully back into the
room (ripping right out of adventurer’s pockets and
packs).
Area K is a trap, once it has been entered time and
space warp so that all possible exits loop back to the room.
Characters trapped here must fight monsters that the room
teleports in (this is an optional fight, if you have enough
time). If you are running this adventure at home and want to
make it part of a bigger dungeon complex, then the dungeon can
join at the north side of area K.
Area L is an obvious trap, a classic spikes-and-
crushing-walls ploy.

Area J: Golden Riddle


The corridor ends in the south-western part of a treasure chamber, an area some 50’ square. The other exit from the
treasure chamber is in the north-eastern corner. A huge (30’ wide, 100’ tall) statue of a golden demon stands on a golden
platform at the center of the room. The rest of the room is filled with piles of gold, bags, chests, and even what look to be
magic items. As you take this all in, the huge golden demon statue blinks its eyes, and calmly turns to look at you.

The statue in the center of the room is a magically animated statue, with orders to stop those not accompanied by the
Blue from passing through. He moves to stand between the adventurers and the exit on the far side of the room, blocking
the exit with his body. He also speaks:
“Who are you, and what do you want?”
If one of the adventurers is wearing one of the Blue’s dresses (from area B) and looks like the Blue (perhaps via disguise
self) and commands the statue to move in an imperious or offhand way (a DC 35 skill check to imitate the Blue)… then the
statue does so. Otherwise the statue prepares to fight the party. The statue knows that a magical alarm is alerting
sorcerers loyal to the Blue to their presence, so the statue wants to delay the fight for as long as possible until the sorcerers
arrive. The statue proceeds to ask the adventurers riddles to stall them. The statue’s name is Bob, and he is smart.
“If you were sent by my mistress you’ll be able to answer my riddles three. Here is the first…”
…it pauses dramatically…
“I am small, and round, and glitter”
It gives them time to answer, attempting to stall long enough for the Blue’s sorcerers to respond to the alarm. The
answer is GOLD, of course… or more specifically gold coins. A DC 35 Intelligence skill check will allow a puzzle-
answerer to notice that the statue keeps glancing at the golden coins in the room.
J

“Alright, you got that one, now the second riddle… I am in Blood but not in Bone, I am in Rocks but not in Sky, I am
in Sword but not in Wood, I am in Helmets but not in Hats. What am I?”
Again, the statue is stalling. The statue lets the adventurers puzzle it out, repeats the riddle, suggests that they write it
down, and gives them a lot of guesses. It even gives them hints when they get stuck. The answer to this riddle is IRON,
though if the adventurers come up with ‘l-o-s-e’ or ‘l-o-r-e’ or something that is clever word-play then it will explain the
answer is iron, and why each of the things has iron in it. The statue will even debate with the characters, playing for time.
“Right, last riddle. I have a triangle with two sides of 20’ each, and the area of the triangle is 200 square feet. What is
the circumference of the circle whose radius is equal to the length of the longest side of the triangle?”
The answer is just under 178 feet, but the statue doesn’t know that, or even care (he’s playing for time). He offers to let
the adventurers chalk out diagrams on the floor, arrange coins into circles and triangles, measure things with knotted
ropes, and so on.
Eventually the sorcerers arrive (from Area K) and it is time to squish the adventurers.

GMs: if you are running low on time and the riddles are taking too long, skip to the squishing part mid-riddling.
The trap: Remember when we gave out half a million gold pieces worth of loot to the party? The Blue designed this
room to keep thieves in, especially greedy thieves who can bypass traps and locks but are too covetous to give up their
stolen gold. The room has an ‘ironically strong’ enchantment on it that prevents coins and other valuables from leaving.
Any coins, jewels, gold bars, etc… that the adventurers attempt to take out of the room (including ones that they have
carried in from outside) are violently pulled into a pile in the room as the adventurer attempts to exit. Backpacks laden
with gold will split open, pockets will explode, money pouches will be pulled from their owner’s belts. This will also pull
adventurers back into the room, slamming them across it and pelting them with their now-lost wealth:
Gold rush +25 vs PD—2d20 damage and the character is violently impoverished.
Miss: Half damage.
Crit: The target’s clothing is ruined, and they are stunned (save ends).
Greedy adventurers might have to suffer through a couple of gold-explosions before they realize that they are unable
to transport gold coins, bars, jewels, etc out of this area.
Magic items are not affected by the enchantment, only fungible forms of wealth with easy liquidity— cash and other
easily-tradable items in other words. If the adventurers kill the living statue then they will find that it too cannot leave the
area, for it is made of solid gold.
One chest lies just beyond the field, this chest is a mimic that can be encountered in area K.
GMs: It is cruel to give the adventurers so much wealth and then snatch it away. Reward clever players who come up with novel
solutions the ability to get a couple of hundred gold coins out of the room. Don’t worry… there is more loot ahead in next week’s
session.
Number of
PCs
“Bob”
Bonded
Sorcerer Bonded Sorcerer
3 1 2 The Blue trusts these sorcerers, for she can end their lives
with a thought.
4 1 4 9th level caster [HUMANOID]
5 1 5 Initiative: +7
6 1 6 Lightning Blast +14 vs. PD (one engaged enemy)—25
7 1 8 lightning damage and the target pops free
Natural even hit or miss: Make a lightning blast
“Bob”, the Animated attack against a creature nearby the target that
has not yet been targeted by lightning blast this
Statue turn. Provided the bonded sorcerer keeps
Huge 9th level wrecker [CONSTRUCT] rolling evens they can keep attacking.
Initiative: +17 R: Baleful teleport +14 vs. PD—50 lightning and
Stomp and squish +14 vs. AC—75 damage thunder damage and the sorcerer and target switch
Natural even hit: All enemies engaged with the places.
animated statue take 40 thunder damage. Natural even hit or miss: Target is stunned (-4
Natural odd hit or miss: All effects on Bob end. to defenses, can take no actions) until the start
of its next turn.
Punt +14 vs. AC—75 damage and the target pops free
and is kicked across the battlefield Nastier specials:
Natural even hit: The target is kicked at a Loyal unto death: This monster keeps fighting even after
creature of Bob’s choosing, and both the kicked others would drop; it only dies if it takes damage while
target and the other creature take 75 damage. it is at 0 hp or fewer, the fight ends while it is at 0 hp or
Natural odd hit or miss: All effects on Bob end. fewer, or it is reduced to -70 hp.
AC 25 Potions: Each bonded sorcerer carries an epic tier
PD 23 HP 556 healing potion. Drinking this is a quick action and
restores 30 hp to the sorcerer.
MD 19
AC 20
PD 24 HP 160 (see loyal unto death)
Note: Bob blocks the way to area K
MD 24
Area K: The Time Warp
You exit the treasure chamber and find yourself entering a square room from the south-eastern corner. The only other exit
is via the north-west corner. The room is 50’ square and is empty, except for a strange shimmering in the air in the center
of the room.

If the adventurers fought the golden statue in the previous area (Area J) and you are running low on time you may skip the fight
in this section.

This area is a teleportation chamber, designed to let the servants of the Blue in and out in emergencies. The room,
however, will not allow those that do not say the code-phrase to leave. Those that attempt to leave are teleported right
back into the room. If you are running this as a fight then one of the sorceresses that teleports into the room will have a
scrap of paper in her pocket that gives the code word. Otherwise the adventurers will find the code-word scratched into a
tile at the northern edge of the room with a DC 25 skill check success; failing forward with the skill check means that the
adventurers mispronounce the magic word and end up aging themselves by a year, including a year’s worth of beard
growth, year-long nails, more advanced baldness, longer hair, etc (human hair grows by 6” a year, nails by just over an
inch… how fast elven hair or dwarven beards grow is up to you).

Number of
PCs
Dragonettes
Cerulean
Sorceresses Cerulean Sorceress
3 15 1 10th level caster [HUMANOID]
Initiative: +17
4 5 2
Slight of hand & twist of fate +15 vs. MD—26
5 15 2
damage.
6 5 2 First hit this fight: The next attack against the
7 15 3 sorceress is re-targeted against the target of
slight of hand & twist of fate.

Dragonette C: Rumbling surge +15 vs. AC (1d3 nearest


enemies)—20 ongoing thunder damage.
A tiny thing, hardy larger than a cat
8th level mook [DRAGON] R: Lightning lash +15 vs. PD—58 lightning damage.
Initiative: +7 R: Galvanic puppetry +15 vs. PD—The target is
C: Prismatic breath +13 vs. PD (one nearby enemy)— confused and uses its move action as the sorceress
see prismatic breath. directs (easy save ends).
Aftereffect: When the target saves it takes 40
Prismatic breath: Roll 1d8 once per mob at the start of lightning damage.
each round for the effects of that mob’s breath:
1. Red. 24 fire damage. Magical deflection: When a spell attack targets the
2. Orange. 12 poison damage and target dazed sorceress, the attacker must roll a natural 6+ on the
(save ends). attack roll or it misses the sorceress and the caster re-
3. Yellow. 24 lightning damage. rolls the attack against a target of the sorceress’ choice.
4. Green. 12 ongoing acid damage. Lightning shield: The first attacker who rolls a natural
5. Cyan. 20 cold damage, target stuck (save ends). odd miss against the sorceress takes 60 lightning
6. Blue. 24 force damage, target pops free. damage.
7. Purple. 6 ongoing psychic damage (hard save).
8. Magenta. Target confused (save ends). AC 24
Flight: The dragonette can fly on its gossamer wings. PD 26 HP 226
MD 20
AC 18
PD 24 HP 30 (mook)
MD 22
Mook: Kill one dragonette mook for every 30 points of damage
dealt to the mob.
K

The chest in the southern doorway to the room is a chest mimic. If you don’t want to deal with another mimic, have it
get up on hundreds of tiny legs and wander off to another room (area J or L) just as the adventurers arrive… perhaps
making it a wandering monster.

Chest Mimic Mimic: This ooze can furniture such as chests (full of gold), chairs,
toilets, etc. It is a quick action DC 30 skill check to spot the
8th level troop [OOZE] deception, if you are examining it closely. Woe be unto those who
Initiative: +8 sit upon a chest mimic.

Unexpected grip +13 vs. AC—28 damage Ooze: Oozes can’t be confused, dazed, made afraid, hampered,
Natural 16+: 5 ongoing acid damage and the target is stuck (save made helpless, stuck, stunned, made vulnerable, or weakened.
ends both).
Flows where it likes: Oozes are immune to opportunity attacks.
Shlorp +13 vs. PD—The target is grabbed, and takes 20 acid
damage at the start of each of their turns until they are free. Only AC 24
one creature can be grabbed at a time. PD 22 HP 150
MD 18
Area L: Corridor of Sudden Death
You enter a corridor that runs north-south, you are standing at the northern
end. The corridor is 10’ wide and about 70’ long. For the central 50’ of the
corridor its walls and ceiling are lined with a multitude of 3’ steel spikes. The
corridor is only 8’ tall, meaning that anybody taller than 5’ will need to duck.
While it is possible to walk two abreast, it will means both must brush
against the wall spikes. At the southern end the corridor turns west (your
right as you look south down the corridor).

L This corridor is obviously a trap, but it is the only way forwards. The
walls and ceiling smash down on those who walk down the corridor.
Anybody not carrying the symbol of The Three triggers the trap:
Classic smashing-stabbing corridor trap +15 vs AC—3d20 damage.
Miss: Half damage.
18+ hit or miss: The trap triggers again.
There are a couple of ways to get through this trap. A DC 25 Strength
check lets a character hold the trap open for others to get down the corridor,
and a DC 30 skill check lets an adventurer brace it open with a sturdy staff, a
shield spell, or jam the mechanism; failing forwards on either of these means
that the person attempting to hold the trap open takes 3d10 damage but
allows one other adventurer to get through it. High elves and others who can
teleport can get down the corridor no problem, and rogues who can shadow
walk can make a save (11+) to miraculously avoid the trap.

The most interesting thing is that caught on one of the spikes, is a dried
scrap of flesh, part of a hand. On the sole remaining finger is a ring, which
glitters strangely in the light of the adventurers’ lanterns/mage-light/glowing
eyes. The ring is magical, and belonged to the last would-be-thief to make it
this far.

Ring of Truth
Always: Those with an MD less than yours always believe whatever you
tell them, no matter how far-fetched.
Curse: You are incapable of telling a direct lie. You may leave out vital
information, but you can’t speak an outright falsehood. Oh, and you can’t
remove the ring.
Quirk: You really want to lie.

Detecting that the ring is cursed requires the person trying it on to


succeed at a DC 25 wisdom check. On a success they stop themselves in time,
but rolling less than 25 means that they slip the ring on to see what it does.

After the corridor is an area that looks good to rest at, which the
adventurers will certainly need by this point.
The Dungeon: Profit & Pain.
4.0 Prelude/Introduction.
The adventurers seek the Blue’s hidden library in her inner sanctum so they can place some pouches of stones there,
and steal the books that they desire.

Session start Session End


The adventurers continue through the dungeon, The adventurers exit the dungeon, and leave
starting at the junction between areas L and M. Drakkenhall with the books taken from her
library.

Don’t 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
story complication.

New PCs introduced this week must have found their way into the dungeon somehow. Perhaps the Black teleported
them in, perhaps they are the survivors of another dungeon-delving crew, or perhaps they just fell down a hole when the
earthquake happened.
4.1 Dreams in the dark.
The adventurers rest in the dungeon, traps ahead of them and behind them. As they sleep, they dream. Pick a player
and ask them to relate the first half of a dream that the adventurer had while they drowsed. Then turn to the next player
and ask them how the dream ended. Go around the group until each player has had a chance to create a dream, and each
player has had a chance to make another character’s dream strange and dream-like.
The adventurers might discuss these dreams afterwards, might be silent, might not remember them—or in cases of
mystically inclined groups or adventurers who share arcane bonds the adventurers might even be aware of each other’s
dreams.
GMs: If any of the dreams foretell upcoming dangers of this dungeon, give a small benefit to the dreamer. Maybe a +1 to defenses
in that section, or +1 to a skill check.

Area Overview: Hidden


secrets
This area is the secret magical sanctum of the Blue, or
at least one of them. This dungeon lair might not be the
Blue’s bedroom and private magical workspace, but one of
several. We leave that up to you, and how you think the
Blue arranges her life behind the scenes. She probably has
at least a second, larger lair— a dragon-sized one.
Area M is a fight, with animated statues. One of the
statues does not animate, that bearing the banner of The
Three and concealing a hidden entrance.
Area N is a secret vault full of magic items and
sapphires. The adventurers lost most of their wealth in
area J, so here is a chance to loot some things.
Area O is the magical workspace of the Blue. It is
guarded by an obvious lightning trap, and several items in
the room itself that animate. Area O is the objective of this
dungeon crawl. If you are running this adventure at home and
want to make it part of a bigger dungeon complex, then the
dungeon can join at the south side of area O.
X1 is the secret doors that lead between areas M and N.
It is not necessary to proceed fully into area M to locate the
doors.
Sub-area Overview: The Long Corridor
You stand at the eastern end of a long east-west corridor, probably just shy of 200’ in length. Ahead the corridor widens
from 10’ to 20’. In the widened part of the corridor stand 13 golden statues, lit by the light from a dozen ever-burning
torches. Beyond the statues are two turnings in the northern side of the corridor, and two turnings to the south, before the
long corridor ends in a north-south T-junction. Beyond the golden 13 statues there are further light sources, though the
ever-burning torches are too bright to make out the details.

The golden statues are area M, and the lava pit further down the corridor is area P. Areas O, Q, and R are reached
from the long corridor. The start of the corridor (the eastern end) has secret door X1 which leads to area N, and the far end
has the secret door X2 which leads out of the dungeon.

Area M: The Golden Thirteen


You stand before the wider stretch of the very long east-west corridor. You are at the eastern edge looking west. Ahead of
you on either side of the corridor are 13 golden statues. Each statue holds aloft a sword in their right hand and carries a
banner in their left, the banners show representations of the icons. On the southern side of the corridor are 7 statues, on
the northern side there are six. The closest statue carries the banner of The Three. The southern statues are (in order of
closest-to-furthest / east-to-west): The Three, the Orc Lord, the Prince of Shadows, the Lich King, the Great Gold Wyrm,
the Diabolist, and the Crusader. On the northern side of the corridor stand (again in order of closest-to-furthest / east-to-
west): the Emperor, the Archmage, the Dwarf King, the Elf Queen, the High Druid, and the Priestess. The closest turning
in the corridor is just beyond the statues, and lightning can occasionally be heard and seen crackling in that area.

GMs: please read through section X1 before running this section of the dungeon.
This area of the dungeon is a magical trap, statues that animate and attack intruders who pass down the corridor.
There is no way to disable the trap, it is activated by anybody who is not a blue dragon. Of course if the adventuring
party has some way to magically disguise themselves as blue dragons (a DC 35 check per adventurer, probably involving
a ritual use of the disguise-self spell) and are smart enough to do so then they can walk right past the statues, which will
animate and bow to them; however, there is no indication that this is how to disarm the trap or even that it is a trap.

M
Max # of Combined
Number of
attack per HP of the
Archmage
PCs Spell-fire +(automatic hit)—4d10 force damage
round statues
3 5 1000
Crusader
Mace smash +14 vs. AC—50 damage
4 6 1200
Diabolist
5 8 1600 Mists of betrayal +14 vs. MD—Target is confused
6 9 1800 (easy save ends).
7 10 2000 Natural 11+ miss: 25 poison and psychic
We’re treating the corridor as one big monster, by damage.
actually statting it up as a group of smaller monsters. Dwarf King
Those with a negative relationship with an icon are Hammer and anvil +14 vs. AC (1d2 targets)—40
vulnerable to that statue’s attacks. damage
Elf Queen
Statues of the 13 Verdigris arrows +14 vs. AC—50 damage
[Special]: This statue can make this as a ranged attack
The dead adventurers on the beach begin to stir… against targets elsewhere in the corridor.
Group of 9th level monsters [CONSTRUCT] Emperor
Initiative: +7 Commanding gaze +14 vs. MD—25 ongoing psychic
damage
Iconic attack +14 vs. AC, PD, or MD depending on the
statue (enemies in the corridor)—see the separate
Great Gold Wyrm
attacks for each statue. Pick statues appropriate to the High-pitched whine +14 vs. PD—25 ongoing thunder
party, or roll d12. Any statue can attack any adventurer damage
that is engaged with a statue. High Druid
Sleep-inducing spores—Roll d20; if the roll is equal to
AC 22 or above the target’s Constitution, the target takes a
cumulative -1 penalty to attacks and defenses until the
PD 18 HP see chart end of the battle
MD 23 Lich King
Out of commission: For every 200 damage dealt Touch of death +14 vs. AC—25 ongoing negative
to the statues, the party can nominate one energy damage and the target is stuck.
statue to no longer be able to make attacks Orc Lord
and reduces the maximum number of attacks Spinning axes +14 vs. AC (two targets)—20 ongoing
damage
that the group of statues can make each round
Priestess
by 1.
Reverse blessing +14 vs. MD—30 damage and the
2000—10 attacks per round
target is vulnerable (save ends).
1800—9 attacks per round
1600—8 attacks per round
Prince of Shadows
1400—7 attacks per round Cloud of darts +14 vs. AC—20 damage
1200—6 attacks per round Natural even hit or miss: The target stumbles
1000—5 attacks per round and another statue makes a free attack against
800—4 attacks per round them.
600—3 attacks per round The Three
400—2 attacks per round This is just a statue, but behind it is a secret
200—1 attack per round passage.
0—All statues defeated, and probably smashes to bits.
Fleeing
The adventurers can flee down the corridor provided they have disabled the Elf Queen statue.
Passing down the corridor means entering and leaving engagement with each of the 12 active
statues in turn.
X1: Hidden Vault Entrance
In the southern wall of the corridor there are two
narrow tunnels that lead to a treasure vault. The first
tunnel is hidden behind a stone in the wall that can be
removed to grant access. Both tunnels are round holes
barely two feet in diameter— unarmored humans of
average build can slither-crawl down them, a halfling thief
could crouch-run down them.
It is a DC 25 skill check to notice the stone if the
adventurers are searching for secret passages in this area.
The second entrance is right next to the first and it is a DC
30 skill check to notice the hole in the wall behind the
statue if the adventurers are examining the statues. The
gold paint on the statue that hides the hole (it is bearing
the insignia of The Three) has worn off in places.
Exactly how the Blue gets down the tunnels is up to the
adventurers to speculate on. Maybe she crawls, maybe she
can make herself very small, maybe she teleports in (and
X1 the tunnels are just air holes), or maybe she employs a
dragonling servant to fetch her jewels for her.

Area N: The Sapphire Vault


Beyond the hidden entrance is a narrow (2’ round) tunnel that leads to a treasure vault. The vault is 20’ wide (north-
south) and 70’ long east-west, and has narrow tunnels leading out of the north-east and south-west corners (one of which
you just entered from). The room is filled with cut sapphires that glow with a blue aura. Among the sapphires are uncut
blue stones and minerals which also glow. Scattered here and there are bolts of blue cloth, bottles, bags, and a sword.

This is a treasure vault filled with tremendous wealth…

N
Stealable valuables from the Sapphire Vault…
Vault…
There are enough gems here for each adventurer to fill their pockets with 1000 gp worth of gemstones: sapphire,
aquamarine, topaz, lapis lazuli, and many other gemstones that the adventurers can’t readily identify. The gemstones are,
naturally, all blue.
Also in the vault are many magic items, also blue in color:
Azure Armor of the Amazon Blue Belt of Boldness
These golden bands set with blue gemstones provide as much This belt of interwoven blue strands shimmers in the light.
protection as platemail, but only count as light armor. Always: Increase you maximum recoveries by 3.
Always: +3 AC Recharge 6+: When an ally becomes staggered; when you
Always: When wearing this armor use the least-worst armor next hit with an attack you may heal using a basic recovery.
penalty for light or heavy armor for your class, and the best Quirk: Fear of mice, rats, and other rodents.
AC bonus for light or heavy armor for your class.
Quirk: Can’t accept help from others.

Cobalt Boots of Airborne Cunning Cerulean Corset


Always: +3 to disengage checks. This thick steel-boned corset counts as heavy armor, but can be
Recharge 6+: When you fail to disengage; when you are next hidden under clothing.
unengaged you may fly as a move action. Always: +3 AC
Recharge 11+: Fly for five minutes by walking on the air, but Recharge 11+: When activated the corset squeezes you
only outside of battle. When you roll initiative or the 5 impossibly thin: as a quick action pop free, and until the
minutes are up you lose concentration and drift gently end of your turn you do not provoke by moving and can fit
downwards to the ground. through narrow gaps (like between the bars of a cell, or
Quirk: Sleep-walker. rolling under the crack of a door).
Quirk: Never able to take deep enough breaths.

Swirling Cyan Silk Cape Indigo Gloves


Always: +3 PD Recharge 11+: When you are targeted by a ranged attack
Recharge 11+: By swirling this cape you may entrance make a basic ranged attack roll. If your roll beats their roll
others. Provided you take no other actions than swirling the attack misses you if it would have hit. If your roll beats
the cape and slowly moving you may cause creatures with their roll and the attack would have missed you anyway,
a combined MD lower than yours to be able to take no the incoming attack against you is redirected back to the
actions. This effect ends as soon as combat starts, the attacker.
creature(s) takes damage, or something occurs to startle the Quirk: Enjoys juggling.
entranced creatures out of their stupor. You could use this
cape to get guards to watch stupefied as you walk past
them and through a door that they were guarding, but not
to mesmerize the guards into not defending themselves.
Quirk: Show business is the best business.

Ultramarine Staff Sapphire Diadem


The deep blue petrified wood of this staff is stronger than steel. Always: +3 MD
Always: +3 to attacks and damage with spells cast through Recharge 11+: Pick one enemy. Until the end of the battle
this staff. that enemy is vulnerable to limited use attacks (recharge,
Recharge 11+: When you cast a limited use spell and it per-battle, daily) that you make against them. When that
misses all targets you may spend a recovery to heal enemy surrenders, dies, or flees you may pick a new
yourself. If the healing that you rolled was less than the enemy.
average, the limited use spell was not expended. Quirk: Prefers dramatic entrances.
Quirk: Fascinated by butterflies and other metamorphic
creatures.
Area O: The Library of Lightning
You are standing at the entrance to a library / sorcerer’s work area. Ahead of you a pink metal arrow shoots pink and
purple lightning towards you, but provided you stay in the very entrance and proceed no further you are safe… however
without going further in you cannot see much beyond a lectern with a book upon it.

The library is the adventurers’ objective, but to get in they must get past the crackling lighting. For an epically
powerful blue dragon like the Blue the lightning is not even a minor inconvenience (more mood lightning than a trap),
but for adventurers it is potentially deadly. It is a DC 35 skill check to get past the lightning, or have the following attack
made against them:
Lightning blast +25 vs AC—3d20 damage and the target is blasted back out of area O.
Clever players who come up with cunning ways to get past the lightning or temporarily disable it should be rewarded
with a +5 to +10 to their roll to avoid the trap, depending on how cunning they are.

You are standing in the library / work area. On the northern, southern, and eastern walls are work benches filled with
magical tomes and grimoires. Floor-to-ceiling stone book shelves are angled around a glowing octagram inscribed on the
floor in chalk at the center of the room. Various wands, crystal balls, amulets, skulls, etc sit among the books on the
shelves and work-benches. The air smells of storms.

The adventurers need to hide the tiny lustrous grey stones that the Black gave them around the library. Tucking them
into unlit corners, placing them behind benches, inside skulls, under dribbly candles is an easy task. What is less easy is
resisting the urge to go through the Blue’s things… still, they do have to steal some books from here, so what’s the harm, right?

O
Loot from the Library of Lightning…
The items in the Blue’s library are mostly of interest to sorcerers (and other magic users), but they are all either
dangerous to pick up or are cursed in interesting ways. The Blue is too powerful to be bothered by the curses and minor
dangerous effects, but the adventurers are not as powerful as her.
There are many blasphemous books, teratic tomes, and monstrous manuals here, together with a good number of
forbidden scrolls and the like. The books that the adventurers seek to steal are here. See “13 Forbidden Books” at the
start of the adventure for book ideas, and the books that the adventurers might be seeking. Some of these books are lively,
and react to being touched. It is a DC 25 skill check for a wizard, sorcerer, or other arcane magic-user to tell the safe tomes
from the dangerous ones. Other non-arcane magic-using adventurers (clerics, druids, etc) face a DC 35 skill check to tell
safe from unsafe. Those who are not magic users probably don’t know their Necronomicon from their Octavo, and as such
are likely to pick up dangerous books. Those who do touch a dangerous book have one of the following attacks made
against them:
Things mortals were not supposed to know +20 vs MD—4d20 psychic damage OR an insanity of the player’s
choosing (players choice as to which one they get, damage or insanity).
Biting book +20 vs AC—25 damage.
Magical discharge +20 vs PD—4d20 force damage OR the character is transformed in some way of the player’s
choosing (GMs choice as to which one they get, damage or transformation).
However, some of the books are very useful, and a few even act as implements usable by any spell caster:
The Tome of Naming and Binding The Book of Countless Sorrows
This book details the true names of many things. The poetry in this book reveals secrets that most readers would
Always: +3 to attacks and damage with spells cast through rather they didn’t learn.
this implement. Always: +5 to attacks and damage with spells cast through
Always: When you attack with a limited use spell (daily, this implement.
recharge, etc) you may choose to do so without the book’s Always: You know the vulnerabilities and resistances of all
attack bonus, and if you hit the target is stuck (save ends). participants in a fight.
Quirk: Names are power, keep yours secret. Curse: The first time each battle that you miss all targets
with a spell you lose your next standard action due to
sorrow.
Quirk: Melancholy.

There are quite a few magical implements in the library, including orbs (recharge powers of orbs drop from 16+ to 11+ or
11+ to 6+ if two are attuned to and wielded; the bonuses to attack and damage of orbs do not stack). Any magic user who is a ritual
caster can use an orb. Some of the orbs still have lingering magic on them, anybody picking one up from the workbench
must make a DC 30 skill check or be teleported to area L, R, or Q (roll a d3).
Orb of Far Seeing Skull of Strabismus
This orb glows with a milky radiance and feels warm and The inside of this skull is inlaid with precious stones, though the
yielding, despite the fact that it is as hard and cold as a stone. outside is plain. The view through the eye sockets is spectacular.
Always: +3 to attacks and damage with spells cast through Always: +3 to attacks and damage with spells cast through
this implement. this implement.
Recharge 11+: Attack a nearby or far away target as though Recharge 16+: As a standard action learn all about one
they were engaged with you, even if they are not. creature’s abilities (the GM shows you the bestiary entry or
Quirk: Voyeur. similar).
Quirk: Secretive.

There are also various magical knickknacks, curios, and tchotchkes here worth 3000 gp to the right buyer in Horizon, 1000
gp if sold to a wizard in a large city, or could be traded for a couple of drinks in a rural wayside tavern; most of them are
magical in a minor way: self-lighting candles, a piece of broken mirror that lets you see 6 seconds into the past, a
bookmark that purrs when you pick it up, a stick of chalk that glows, various jars of rare spell components. The non-
magical but rare books will fetch another 2000 gp if sold in horizon, 500 gp if sold to a wizard elsewhere.
Area Overview: High
Strangeness
If you are running low on time and area O has been
reached and the stones have been placed and the books
have been stolen, and the party is satisfied with the loot
that they have then you may skip this area entirely and
allow the PCs to teleport out using the magic octagram in
area O. However, there are still some fun things to see and
do at this end of the dungeon.
Area P is an easily spotted pile of treasure lying right
out in the open, but the pillars in the room are trapped.
Area P also contains a lava pit that must be jumped across.
Area Q is a mystery for the adventurers to investigate.
We have given several ideas for what area Q might be, and
you can pick the one that seems most interesting for your
group. If you are running this adventure at home and want to
make it part of a bigger dungeon complex, then the dungeon can
join at the north side of area Q.
Area R is a strange fight involving animated braziers, a
living spell, and a dead horse. The area is actually the
Blue’s ‘kitchen’, which automatically teleports in a large
animal, kills it, and cooks it when it detects her in the
dungeon… however when the adventurers show up they
may find themselves on the menu.
X2 is the way out of the dungeon, an illusionary wall
that leads to a passageway out. If you are running this adventure at home and want to make it part of a bigger dungeon complex,
then the dungeon can join at the west side of X2.

Area P: The Diamond Hall & the Lava Pit


As you walk eastwards down the long east-west corridor you see more openings before the corridor ends in a north-south
T-junction. Ahead is a pit that has bubbling lava at its bottom. At the northern edge of the pit is another turning in the
corridor, which leads north. To turn north or get to the T-junction it is necessary to cross the 10’ wide pit. To your left (the
south wall of the corridor, before the pit) are two doorways that lead into a columned hall 30’ across and about 40’ long.
The columns are carved into statues, carved to look like beautiful women and men entwined with dragons. Though the
columns are grey stone it is clear that the dragons represent the Black, the Blue, the White, the Green, the Red, and one
other dragon of a type unfamiliar to you at first glance. In the center, between the columns, are a huge pile of softly
glowing ethereal diamonds.

The lava pit was originally a spiked pit trap with a drain that led away into the depths to remove blood from it if
anybody ever fall in. However, lava has bubbled up from beneath Drakkenhall and has caused the fake floor covering the
pit to burn and fall in. The pit still makes an excellent trap, it is just far more obvious to spot. The lava pit is a DC 25 skill
check to jump across. Adventurers who fail the skill check take 3d20 fire and poison damage as they inhale heated toxic
fumes from the lava. Rolling a 1 on the skill check means that the adventurer jumps into the lava, taking 60 fire damage.

The diamond vault does indeed contain diamonds. The columns are carved to depict individuals of rare beauty yet
indeterminate race, entwined with dragons. The dragons are (clockwise from the north east pillar) Black, Blue, White,
Green, Red, and… another one. The figures on the columns match the known genders of The Three, the other figures it is
harder to identify their genders.
… and we’re not saying who the 5th dragon is. That is
up to you. Maybe the mystery dragon represents the Silver
who watches over Drakkenhall and keeps the Blue in line.
Maybe the mystery dragon is a carving of the Great Gold
Wyrm, but in an earlier phase of his existence. Maybe it is
of a shadow dragon (is the Prince of Shadows actually a
dragon?). Maybe the dragon is some lost draconic icon
from a previous age. Maybe the Blue just needed six

P
pillars to hold up the roof and had her builder carve her
representation twice. It’s up to you who the 6th dragon is.
Each of the pillars is trapped. Any character walking
between the pillars will find that the dragon heads
animate and turn to blast high-pressure sand at them,
sand-blasting armor to a high polish and stripping flesh
from bone! Stepping between the pillars activates the trap.
It is a DC 35 skill check for the first person to dodge the
trap, and DC 25 for each person after them. Those who fail
to dodge are attacked:
Sand-blasted to the bone +25 vs AC—3d20 damage.

The diamonds, if they are retrieved, are ethereal diamonds from the overworld. Each diamond is worth a fortune,
there are enough diamonds here for each adventurer to walk away with 3000 gp worth of loot from this room alone.
However, these aren’t things that you can hand over at the local tavern in exchange for drinks (not unless you want to
overpay by many hundreds of gp). Finding somebody willing to take huge fist-sized ultra-rare ethereal diamonds might
be an adventure all by itself.
Area Q: The Room of
Whispers
The corridor turns north to a long oddly shaped room that
runs north-south. The room narrows to 5’ wide, then widens
to a 15’ wide area with columns, narrows again, then widens
once more to an area 15’ across with a pentagram drawn on
the floor in white paint. The walls and ceiling here are
covered in scratches, and in places have been polished
mirror-smooth. At first glance there is no pattern to the
scratches.

Q This room is a mystery. The parts of the wall that are


polished mirror-smooth might be to aid in a ritual, and the
scratches are those of some terrible beast that was
summoned here long ago. This could be the Blue’s diary,
with the scratches being dragon writing. Maybe the Blue
comes here in dragon form to rub her scales against the
walls and that is where the polishing comes from, and the
scratches are where she scratches like a cat on a scratching
post. Maybe this area is used for magical communication
with other icons, and the Blue deliberately scuffed the walls
and distressed the room for a creepy vibe while on
conference calls. Maybe this is a dragon hatchery. Maybe
this is where she chains up and tortures dragons that have
displeased her. Maybe it is something else entirely. We leave
the purpose of this room up to the needs of your group and
your conception of what and who the Blue is.
Why did we call it The Room of Whispers? Well, it sounded
cool. If you want to riff on that and make this room eerily
reflect the voices of the adventurers in a distorted way, or
have unnerving sounds coming from the pentagram, go for
it!
Area R: Dinner is Served
The T-junction leads to a 10’ wide north-south corridor
that is 40’ in length. To the south the corridor ends at a
circular chamber with six alcoves around its edge, in each
of the alcoves is an over-sized brazier burning coals. At the
center of the room is a dead horse, and there is blood on
the floor. At the north end of the corridor off the T-
junction is a room 35’ north-south and 55’ east-west. The
eastern side of the room has a curved wall, and a bloody
double-pentagram has been drawn upon the floor between
five candles. A blue magical sphere hovers above the
pentagram, crackling with silent energy.

This area serves as… well as a snack vending machine.


For dragons. Magic in the area detects when somebody is
home, the living spell in the pentagram teleports in a large
mammal, and the construct braziers kill the animal and
cook it. When the Blue arrives she has a meal waiting for
her once she has finished her benign magical research /
sorcery most foul / whatever else she is down here for.
Unfortunately for the adventurers, they are not the
Blue. The living spell and the construct braziers will
attempt to kill (and then cook) the adventurers, if they
come into this area. There is 1 living spell and 6 braziers:
R
Living Spell
Large 10th level caster [CONSTRUCT]
Initiative: +16
R: Warp space +15 vs. PD—the target is teleported to the living
spell and becomes grabbed.
Warp aura: Enemies engaged with this monster take 40 damage
each time they make an attack.

AC 26
PD 24 HP 432
MD 20

Stalking Brazier
Double-strength 9th level troop [CONSTRUCT]
Initiative: +12

C: Cook the meat +14 vs. PD (1d3 nearby enemies)—45 ongoing fire damage

Fiery aura: Enemies engaged with this monster take 25 fire damage at the end of their turns.

AC 25
PD 23 HP 360
MD 19
X2: The Illusory Wall
Getting out of the dungeon isn’t easy. The traps from earlier sessions have all been magically repairing and resetting
themselves. The exit to the dungeon is in area R, behind an illusionary wall. After the fight with the living spell and the
stalking braziers it becomes obvious that the wall is hiding behind an illusion: scorch marks and blood splatters stop in a
neat line on the wall. Striking the wall causes it to shimmer and waver. Close examination of the wall reveals a false wall
section, which in turn conceals a passageway.
GMs: As this is the end of the dungeon we’re not going to make players search for the way out, the adventurers simply notice it.
Of course if you have other plans, such as using this dungeon as part of a larger complex in your home game then maybe the PCs do
have to search a bit and the difficulty is somewhere between DC 20 and DC 35.

X2

4.2 Escaping Drakkenhall.


The adventurers exit the dungeon, and find themselves on a stair that leads up to part of the old sewers from when
this city was called Highrock. The sewers of Drakkenhall have mighty gates to prevent unwanted aquatic guests, but
behind this one gate is a hidden subterranean dock. The gate of this dock has fallen inwards, crushing the blue-scaled
dragonic guards who were stationed here. Also here is a small one-sailed boat with a hut-like cabin… perfect for slipping
out of the city unnoticed.
As the adventurers sail away, they see on the shore a cloaked figure watching them. Possibly the same mysterious
figure that told them how to get into the Blue’s hidden sanctum.

This concludes the adventure! The party have the knowledge that they seek, and nobody knows that they were the
ones that stole the books. Anybody who wishes to swap icon relationship points around so that they have a better (or
worse) relationship with the Three can do so now.

Thank the players for being great. If you enjoyed GMing for the group (and we hope you did) then let them know.

Ask for feedback on the adventure, and on 13th Age in general. We want to hear what you think.

… and finally THANK YOU.


Game advice
Organized play for 13th Age is a little different from normal organized play. This document gives you tools to create a
linked series of adventures that will highlight the cool things about 13th Age (One Unique Things, Backgrounds, Icon
Relationships). You will need around 2 hours per session.

The organized play plan


The plan
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 take part in 13th Age games around the world with a
continuity of story. As a GM this will require you to be on your toes, but we think you have the chops for the job. This
document gives you six linked adventures to take place over six weeks, and advice on running the adventures.
Feedback
We’ll be asking for feedback from both GMs and players. We want to know what works, what doesn't, what people enjoy,
and what could do with revision. We’ll also want game reports … we want to know what happened, what cool and
awesome things you did with 13th Age. Part of our ethos is giving you the tools to play the game you want - so if we get a
lot of feedback saying “Hey - what are the rules for exploding gems? My players found this crystal throne and exploded it,
and I’d like some rules for that.” then we might want to consider addressing that in a See Page XX article, 13th Age
Monthly, or in a future supplement. You can give feedback here.
One Unique Things
Once you’ve run a couple of dozen games for strangers you’ll notice that certain unique things come up surprisingly often.
Illegitimate sons of the Emperor seem to populate half of all adventuring parties, 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 Emperor’s only illegitimate son because you
know that nobody else in your game is going to pick that, but in an organized play program you may have players who
created their character with another organized play GM. So as to avoid conflicts of Emperor’s only son meets Emperor’s
only son we are saying:
No ONLYs please
You can be one of the last of your kind (or one of the first) but you can’t be the only one. You can be a prisoner
sent forward in time from the first age as a punishment but you can’t be the only one to whom that happened. You
can be a rare half-human half-clockwork 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 one unique thing relies upon you being the only
something think about how you could make it cooler and more unique.
If somebody does pick an ‘only’ type of unique remind them that their character believes themselves to be the only one
but in fact they may not be.
Backgrounds
All characters have 8 background points, and can spend up to five of them on any one background. Try to encourage
players to tell you stories about their backgrounds rather than just a list of words. This...
- Climber 4
- Urban Survival 3
- Artist 1
… 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 the above list of words can
blossom into...
- Second best rooftop runner in Horizon 5
- Member of the Beggar’s Guild 3
… which is awesome and tells you a lot about the character.
Statements about the world
One of the cool things about 13th Age is that players help to define the world. There is no standard universal Dragon
Empire, each game is different. This presents challenges for organized play and as a GM you need to be on your feet.
Whenever a player mentions something about the world either via a background or one unique thing or just as a plain
statement make a very quick note about it and repeat back to them what they have just said.
As an example:
Player: “... and then I bend down and look into the mechanism. Half orcs know a lot about this stuff. How hard is it
to disable the trap?”
GM: “Half orcs do know a lot about traps - why is that?”
Player: “Oh I meant half orcs know a lot about breaking things. We love smashing clockwork.”
GM: “Why do half-orcs like smashing clockwork?”
Player: “It gives us headaches, nobody knows why.”
GM: “Ah, you need to get a 15 to break the trap without setting it off” (makes a note ‘Clockwork = causes
headaches for half-orcs’).
Each session recap all the statements about the world and ask if anybody has extra input on them. Be sure to ask each
player if they have anything to add to the world. It’s a little ritual that helps to build a stronger game for your players.
GM: “Ok, so last week we discovered that orcs hate clockwork because it gives them headaches”
Player 1: “Ah, I figured it is their two natures warring in them. There is something mystical about clockwork”.
Player 2: “Yeah, like maybe it is trying to separate out your two natures - giving you a ‘splitting’ headache”
GM: (makes a note) “I like that. What else did we learn. High elves fear mice, they think mice are spirits of the
dead. That is an old elf legend.”
Player 3: “Yeah! It is just a legend, but they still creep elves out”
GM: “As you are new to the group, what things did your character discover last week?”
Player 4 (the new player): “Orcs have clockwork axes”
GM: (makes a note) “So some tribes of orc are able to use clockwork, but obviously not all tribes.”
… then recap them with the added player input and ask if anybody has anything more to add.
GM: “So clockwork gives half-orcs headaches, but some orc tribes use clockwork. That is true. What else is true?”
Player 2: “Only some orc tribes are lucky enough to mutate into half-orcs, and those tribes don’t use clockwork.
They have to get rid of it to commune with the spirits and begin the transormation process.”
GM: “Yes, that is true.” (makes a note) “And elves fear mice due to legends revolving around mice and ghosts.
That is true. What else is true?”
Player 3: “Maybe their god of the dead uses mice as messengers, and elf necromancers have mice familiars”
GM: (makes note) “Yes, that is true”
In this way your players build the world with you, and you remind them each week of the world that you have built
together. You also let new players know what your game is like, and you let them bring in the bits of the 13th Age game
they played last week into your game that are important to them.
Skill checks
Use your index cards
The humble index card is one of the best gaming tools I’ve discovered in years. Write down each character’s backgrounds
and set the index cards out in front of you. As play progresses glance down and put obstacles in the path of the party that
speak to the backgrounds possessed by the party. For example if your party’s dwarf has the background ‘Mistress of
Metal: I train dwarven smiths’ then during play announce
“The path is blocked by a partially toppled statue. It is made of metal of intricate design,” and then look around and ask
“Does anybody here know anything about dwarf metalworking?”.
Bring in interesting options for success and failure (perhaps success reveals that the statue has coins in the base to keep
it upright, a common practice from an age where gold was more plentiful - and failure results in the hollow statue shifting
and making a huge racket sure to attract monsters). By bringing backgrounds into play you make the story about the
characters themselves.
When not to roll
Being a game with limited time you don’t want to roll for every little thing, especially if pass/fail doesn't really matter. Only
have players roll dice when failure would be an interesting outcome and would impact the story. If a character has a
background specific to a task and failure wouldn’t be interesting narratively invite them into the task.
• “That wall looks tough to climb, but you know that your Dwarf friend used to be an acrobat. He could easily climb
the wall and pass a rope down to you”

One roll should do it


When you have a character attempting something with lots of steps in it you don’t have them roll for every step, in fact you
probably shouldn’t. If a character is drinking from every bottle of elven wine in a castle cellar looking for the best vintage
don’t have them roll once per bottle - just one roll should do it.
Fail forwards
Remember to Fail Forwards.
...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 that’s 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.

Escalating risks
If a character fails it is interesting to offer a choice to the player - fail forwards as above OR succeed but with a
complication. In this case the player gets what they want but it causes another problem. You then 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 starting a fire.
• The elf wizard successfully convinces the angry crowd that the fire the rogue started was the doing of the Dwarf
King, but now the crowd wants to lynch dwarves.
• The dwarf paladin successfully smuggles the dwarven ambassador out of town away from the angry guard but the
ambassador figures out that the party are to blame for the fire and is going to tell agents of the Dwarf King.
• The human sorcerer successfully bribes the dodgy-looking boat captain to take the dwarven ambassador
somewhere where they can’t contact the Dwarf King’s agents but as he sails away the party realizes that the
captain is a slaver.
Montage!
Sometimes you don’t want to go into details but do want to give a sense of time passing. Overland travel, random
dungeon exploration, fortifying an old farmhouse against zombies. All these things can happen in a montage if they are
not the focus of the montage itself.
Go round the table and ask each player:
• “Describe an obstacle that the party encountered but defeated.”
Then turn to the player to their left:
• “Your character was the one to get the party past that. How did you succeed?”
They don’t need to roll for this - they just tell you an awesome thing that their character did that solved the problem.
Repeat this around the table until everybody has had a chance to come up with a death-trap or a wandering monster or
whatever their imaginations can conjure up and a chance to overcome an obstacle. As each player tells you how their
character saved the day narrate back to them what they have said and put a spin on it to highlight their heroism.
• “Yes! The party encountered a minotaur’s ghost and you entertained him with your bagpipes. Not only did that
pacify the ghost but several other ghosts appeared to hear you play and in gratitude led you part-way through the
maze.”
• “Awesome - you killed the magically animated pagoda with your mighty axe. Later you came to an underground
river and crossed it using your foe’s remains. Good job.”
• “Brilliant. With a flick of your wrist you turn over your last card. The skeletal guards are amazed by your winning
streak and untie your companions as agreed. They are so impressed with your poker-face that they tell you how
to get to the center of the maze. Congratulations - you have a better poker-face than skeletons and they don’t
even have faces!”

Pacing
Sometimes things go slowly. Players get the idea that there is a secret door they can find if only they spend another 10
minutes searching for it. In organized play you’ve got limited time available to you. If the players start going off track
supply them with unambiguous information by using the phrase “It is obvious to you that...”
“It is obvious to you that there is no secret door here.”
“It is obvious to you that the dwarf is telling the truth.”

Rolls->follow->fiction not rolls=fiction


What does that mean? YOU tell the players when to roll, based upon what they say their characters are doing. If
somebody announces “I’m rolling to see if I can get past the guards” put your hand out in a ‘stop’ motion and ask “HOW
are you attempting to get past the guards?” and play onwards from there. Talk about how the guards look half-asleep,
how the character notices one of them is wearing 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. Role-play the encounter, and build the scene using a back-and-
forth exchange of information and suggestions between you and the player. Only call for a roll once the character acts to
change the situation and the outcome is in question and failure would be interesting. Let the rolls flow from what
characters do. It is a small thing, but important.
Monsters
Some of the monsters that appear here are from the core 13th Age book but others appear in books like the Bestiary or
13 True Ways. In this adventures we’ve put in the monsters that we think you’ll need, and a guide to how many to include
in a fight.
Using alternate monsters
The backgrounds and uniques of the player characters and the statements by players about the world may mean that the
monsters we’ve provided are not suitable for your needs. In that case there are three options. Hopefully you can stretch
the existing monsters to fit your needs - if one of the adventurers has the unique ‘Raised by giant rats’ you can just say
that the skeletons the party are about to fight are the skeletons of giant rats. If that doesn't work for you you can ‘reskin’
the monsters for the adventure - instead of fighting skeletons you use the skeleton stats but call them ‘giant rats’ or ‘pixie
swarms’ or ‘loquacious rust-golems’ or whatever the story needs. If neither of those options works for you the core rule
book has a ton of advice for creating new monsters on the fly.
Big damn heroes
Combat is a prime opportunity to remind players that their character is awesome. When an adventurer hits an enemy take
the opportunity to describe the hit.
• “With a mighty swing of the sword you slice the zombie in two! Hyah!”
• “Lightning crackles from your eyes as you unleash your spell. ZZZZT!”
• “The eyes of your enemies widen in shock as you destroy their shaman with a well placed arrow. Zonk!”
• “The hag runs towards you screaming and reaches out towards you, but you duck her swing and launch a bolt of
pure sizzling magic into her. She screams as the burning energy sinks into her body.”
• “You swing the sword and the dragon jerk’s it head back … but your cunning backswing slices deep into its gums
- it roars in rage and you dash in under its maw to strike a deep blow into the tender flesh under the chin!”
Even miss damage is cool...
• “You do miss damage? Your axe whizzes past the goblin’s head, but your foot connects with his knee-cap!”
• “The zombie staggers backwards and your axe misses. You take the opportunity to kick it in the groin. normally
this wouldn’t faze a zombie but your kick is bone shatteringly powerful!”
Don’t be afraid to really get into it. Stand up from the table. Mime the zombie who takes an arrow through both eyes. Snarl
like the hob-goblin chieftain as you caper about with bent back swearing vengeance on the cleric. Just a second or so of
play-acting each round to highlight an awesome hit or near miss goes a long way towards drawing our players out of their
shells. Once you start doing it your players will too.
Tone
The tone of your game will depend a lot on who you are running it for. A group of 12 year olds may not appreciate gory
decapitations (or they may, pre-teens are a bloody lot) but it is part of your job as a GM to gauge what your audience
wants. In the words of Tyler Durden “If someone says "stop" or goes limp, taps out …” then you may want to tone it back
a bit. If you know your audience well and have previously discussed what their limits are then you can play within those
limits. Remember if you are running the game in a public place to keep it appropriate. What is cool to shout out at the top
of your lungs at a friend’s house may not be acceptable to say at all in a game store or at a convention.
Pacing
The escalation die and the design of monsters in 13th Age means combat is pretty fast moving, but you may still be
pressed for time. The store that you are playing in is closing for the night, or you have a limited time at a table at a
convention, or one of your players needs to leave early. If some outside constraint is limiting your time you may want to
end the combat early. Drop the defences of the monsters and adjust their damage downwards. If you are still pressed for
time have the monsters run away or use a dramatic moment to kill the big bad guy (the gnome bard who hasn’t hit all day
gets in a crit and takes the head of the dragon in one blow).

Dealing with a TPK. Total. Party. Kill.


We haven't made this adventure super-deadly... but sometimes the dice are against the players, bad decisions are made,
and the unthinkable is thought. If the entire party dies then the following session tell the tale of how their new characters
were following their old characters, always a day or so behind on the same quest, finding dungeons pre-looted and
monsters already defeated; they have finally caught up with the heroes only to find them dead. The next session starts
normally, but perhaps their new characters start with some recovered loot from their former characters’ corpses. Or if you
prefer use Jonathan’s idea from pg 170 of the core rule book.
Tips to make your job easier and the game more fun
Index cards
Seriously. Grab a pack and...
Make name tents
Each player gets a name tent. Fold the index card in two and write the character name on it and put it in front of the
player. Now instead of saying “your dwarf” or “the ranger” you can call the characters by name. This is an awesome thing
for you to do, it links players to their characters.
Write out one unique things and backgrounds
Go around the table and have players recap their uniques. As they do so jot down their uniques on index cards - two or
three uniques per card using a short phrase. Use big letters so you can quickly glance down and see what is going on. As
the game progresses glance down and introduce skill challenges or obstacles tailored for the party. As each party
member succeeds (or fails in an interesting way that advances the story) cross their unique or background off.
Use them to make scenery & minis
If you are using minis to map out battles (while 13th Age does not rely upon minis using them does make visualizing
relative positioning in battles easier) you can draw scenery on index cards and put them down on the table to indicate
terrain or objects. If you need to improvise a large creature that you don’t have a mini for you can make a tent out of an
index card and write the monster’s name on both sides.
Seriously - get some index cards!

Minis
When running combat in 13th Age remember that miniatures don’t represent exactly where a character really is, it is a
rough approximation of where characters are in relation to each other. You don’t need minis to run 13th Age combat but
your job of letting players know what is happening and where things are in relation to each other is made easier by having
them.

Terrain
Rob has this to say about terrain:
Play terrain any way you like, but don’t worry about it. There isn’t really time to get deeply into terrain action when
people are playing for the first time. The ease of simply moving your characters around and attacking should be the
priority.
If you don’t know 13th Age already, grab any style of fantasy terrain/setting as the location of the battle. Miserable
swamps, ruined temples, ghost towns, haunted orchards, regenerating graveyards, living dungeons, spiral towers,
woodlands, grumbling volcanoes—they all exist somewhere in 13th Age.

Initiative
This is how I do initiative. You might prefer your own system, but I find this speeds up play
1. Everybody rolls initiative. All monsters share the same initiative, unless they are of very different types. All goblins
share an initiative, all spiders, etc. If in doubt fudge monster initiative downwards.
2. Count out how many characters and groups of monsters there are. Write numbers from 1 to the total number of
characters and groups of monsters acting on index cards. Write big. If there are 6 adventurers and 2 types of
monsters (or two different groups of monsters acting on different initiatives) you would have cards numbered 1-8.
3. Start counting upward from 1. When you get to an initiative that an adventurer or monster has, hand them the
highest numbered card you have. In a fight with six adventurers and two monsters the lowest initiative gets the
card with ‘8’ on it, the next lowest initiative gets the ‘7’ card, and so on.
4. Each round just look around the table for the person with the number 1 in front of them and tell them it is their
turn. After that glance around for the number 2 card, then the number 3 card, and so on. Players can also use the
cards to write you quick notes if they wish to, or to take notes during combat. I like to use the index cards with the
monster initiatives on them to track conditions, HP left, etc.
‘Bus Stop’ GMing… What?
The idea behind the Tales of the 13th Age organized play program is that players should be able to play in London one
week and New York the next and be able to pick up where they left off. This means that the games can not be completely
freeform. However, they are not rail-road adventures either. Each session has a start point and an end point and how you
get from one bus stop to the next is up to you, the driver of the bus. If you decide to substitute goblins for kobolds or your
players decide to circumvent an encounter or battle then that is fine, provided you end the session in such a way as it
leads naturally on to the next session as written. Side-quests, digressions, and player-generated plots are cool -
encouraged even. You can go whichever route you choose and do whatever weird stuff you and your players like along
the way, just make sure you get to the next bus stop so that anybody who wants to get on your bus at that point can.

When to give treasure out


At the start of every session roll icon relationship dice. If the dice would seem to indicate it, have adventurers find treasure
during montage scenes or place treasure into the adventure in places that it would make sense for it to appear. Aim to
give out one item of treasure each week like this. Some sessions also have sections that will tell you that it is time to hand
out treasure.
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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams,

based on material by E. Gary Gygax and Dave Arneson. 13th Age. Copyright 2012, Fire Opal Media; Authors Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Castles & Crusades, Copyright 2004, Troll Lord

Games; Authors: Davis Chenault, Mac Golden.. Tales of the 13th Age adventures copyright 2013,2014,2015, Fire Opal Media & Pelgrane Publishing.

Illustrations by rich Longmore, and Aaron McConnell and Lee Moyer, and ASH LAW.
Maps by ASH LAW (With thanks to Jean-Baptiste Pillement for his help with parts of one of the maps’ background, and to Joseph Wright of Derby for his help with the comet
pictures).
Adventure by ASH LAW, Edited by Rob Heinsoo

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