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ShadowPortShuffle

ATalesofthe13thAgeadventurepathin5linked2houradventuresforcharactersoflevel2
ByAaronRoudabush,ASHLAW,LawrenceAugustineMignola

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ShadowPort
In thisadventure we featurethe city of Shadow Portquiteheavily.More than anyprevious adventure, thecity
in this one feels like its own character: a vast NPC of stone and wood, nighttime mists and chimney
smoke, betrayal and intrigue.Ratherthangive afullcitymap, listofNPCs, andsoon, weve given youhints
withwhichtobuildthecharacterofthecity.

Throughout the adventure youll find rumors about goingson in the city, some of which relate to the
adventure, most of which do not. You can use these rumors to give you ideas for NPCs, springboards for
sidequests, and chatter overheard in taverns. If you haveyourown rumorsyou want todrop inhere as color
instead of the ones weve supplied, go for it. 13th Age is all about giving youthe toolstorunthe gameyou
want.

Weve also include maps of districts of Shadow Port: places like Valegate Ward, Maidenbower, the
Magebeak Narrows. The maps are vague and the places definedonly through rumor,theyare hints foryour
imagination rather than literal guides showing street names. If you have already defined the districts of
ShadowPortthenstickwiththose,ifyouhaveyourownimaginaryplacesyouwanttoputinpleasedoso.

Weve deliberately left information out. Is Shadow Port ruled by a duke, a council, an imperialgovernor, an
alliance of guilds, or is it without central authority? You decide. Is Shadow Port a city of thieves, or just a
haven for them among amorelawabiding populace?Your call.Is Shadow Porta vastmetropolis that covers
a whole island, or is it just a sprawling cluster of streets winding around a bay? You tell us, better yet tell
yourplayers.

ThisiswhatthecorerulebooksaysaboutShadowPort

Weve sketched out the city, leaving room for your own imaginative creations while giving youplenty of plot
hooks and place ideas. If anything contradicts what you conceive Shadow Port to be like,thenyou arethe
bossofyourgameandwhatyousaygoes.Wejustmakethetools,youtellthestories.

HavefuninShadowPort,andmaythePrincesmileuponyou!

ASH

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Gameadvice.
Organized play for 13th Age isa littledifferentfromnormal organizedplay. This documentgivesyou toolsto
create a linked series of adventures that will highlight the cool things about 13th Age (One Unique Things,
Backgrounds,IconRelationships).Youwillneedaround2hourspersession.

Theorganizedplayplan
Theplan
Each game of 13th Age is different because the one unique things and backgrounds of the characters in
separate groups will be different. The plan here is to have players be able to find and take part in13thAge
games around the world with a continuity of story. As a GM this willrequire youtobeon your toes, butwe
think you have the chops for the job. This document gives you six linked adventures to takeplaceoversix
weeks,andadviceonrunningtheadventures.
Feedback
Well be asking for feedback from both GMs andplayers. We wanttoknowwhatworks, whatdoesn't,what
people enjoy, and what could do with revision. Well also want game reports we want to know what
happened, what cool and awesome things youdidwith 13th Age.Part of ourethos isgivingyou thetoolsto
play the game youwant so if we geta lot of feedback sayingHey what are the rules for exploding gems?
My players found this crystal throne and explodedit,andId likesomerulesfor that.thenwemight want to
consideraddressingthatinaSeePageXXarticleorinafuturesupplement.
OneUniqueThings
Once youve run a couple of dozen games for strangers youll notice that certain unique things come up
surprisingly often. Illegitimate sonsofthe Emperor seemtopopulate halfofall adventuringparties, andthere
are a ton of adventurers who used to be animals. In your home game it is cool to build a story about the
Emperors only illegitimate son because you know that nobody else in your gameis goingtopickthat,but
in an organized play programyou may have players whocreated their characterwith anotherorganized play
GM. So as to avoid conflicts of Emperors only sonmeets Emperors only son we are putting intoplacethis
rule:
NoONLYsplease
You can be one of the last of your kind (or one ofthefirst) but you cantbe the onlyone. You can
be a prisoner sent forward in time from the first ageasapunishment but you cantbe the onlyone
to whom that happened. You can be a rare halfhuman halfclockwork creature and you might be
under the impression that you are the only one, but maybe you aren't the only such creature. If
you're oneuniquethingreliesuponyoubeingtheonly something think about how you could make it
coolerandmoreunique.
If somebody does pick an only type of unique remind them that their character believes themselves to be
theonlyonebutinfacttheymaynotbe.
Backgrounds
All characters ave 8 background points, and can spend up to five of them on any one background. Try to
encourageplayerstotellyoustoriesabouttheirbackgroundsratherthanjustalistofwords.This...
Climber4
UrbanSurvival3
Artist1
is boring and as a GM tells you very little about the character and doesn't give you a lot to work with.
Encourage the players to talk about their backgrounds and name them appropriately. With a little nudging
theabovelistofwordscanblossominto...
SecondbestrooftoprunnerinHorizon4

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MemberoftheBeggarsGuild3
ThrownoutofSantaCoraforpaintingblasphemousmasterpieces1
whichisawesomeandtellsyoualotaboutthecharacter.
Statementsabouttheworld
One of thecool thingsabout 13th Ageis thatplayershelptodefine theworld. There isnostandard universal
Dragon Empire, each game is different. This presents challenges fororganized playand as aGM youneed
to be on your feet. Whenever a player mentions something about the world either via a background or one
unique thing orjust as aplain statementmake averyquicknoteabout itand repeatback to themwhatthey
havejustsaid.
Asanexample:
Player: ... and then I bend down and look into the mechanism. Half orcs know a lot about this
stuff.Howhardisittodisablethetrap?
GM:Halforcsdoknowalotabouttrapswhyisthat?
Player:OhImeanthalforcsknowalotaboutbreakingthings.Welovesmashingclockwork.
GM:Whydohalforcslikesmashingclockwork?
Player:Itgivesusheadaches,nobodyknowswhy.
GM: Ah, you need to get a 15 to break the trap without settingit off (makesa note Clockwork =
causesheadachesforhalforcs).
Each session recapall thestatementsabout theworldandaskif anybodyhas extrainputon them.Be sure
to ask each player if they have anything to add to the world. Its a little ritual that helps tobuild a stronger
gameforyourplayers.
GM:Ok,solastweekwediscoveredthatorcshateclockworkbecauseitgivesthemheadaches
Player 1: Ah, I figured it is their two natures waring in them. There is something mystical about
clockwork.
Player 2: Yeah, like maybe it is trying to seperate 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 thinkmice are
spiritsofthedead.Thatisanoldelflegend.
Player3:Yeah!Itisjustalegend,buttheystillcreepelvesout
GM:Asyouarenewtothegroup,whatthingsdidyourcharacterdiscoverlastweek?
Player4(thenewplayer):Orcshaveclockworkaxes
GM:(makesanote)Sosometribesoforcareabletouseclockwork,butobviouslynotalltribes.
thenrecapthemwiththeaddedplayerinputandaskifanybodyhasanythingmoretoadd.
GM: So clockwork gives halforcs headaches, but some orc tribes use clockwork. That is true.
Whatelseistrue?
Player 2: Only some orc tribes are lucky enough to mutate into halforcs, and those tribes dont
use clockwork. They have to get rid of it to commune with the spirits and beginthe transormation
process.
GM: Yes, that is true. (makes a note) And elves fearmice duetolegends revolving aroundmice
andghosts.Thatistrue.Whatelseistrue?
Player 3: Maybe their god ofthe deadusesmiceas messengers, andelfnecromancers have mice
familiars
GM:(makesnote)Yes,thatistrue
In thisway your players buildthe worldwithyou,and youremind themeachweekof theworld thatyou have
built together. You also let new players know what your game is like, and you let them bring in the bits of
the13thAgegametheyplayedlastweekintoyourgamethatareimportanttothem.

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Skillchecks
Useyourindexcards
The humbleindex card isone of thebest gamingtoolsIvediscovered inyears.Writedowneachcharacters
backgrounds and set theindexcards outin frontofyou. Asplay progresses glance down and putobstacles
in the path of the party that speak to the backgrounds possessed bythe party. For exampleif your partys
dwarfhasthebackgroundMistressofMetal:Itraindwarvensmithsthenduringplayannounce
The path is blocked by a partially toppled statue. It is made of metal of intricate design, and then look
aroundandaskDoesanybodyhereknowanythingaboutdwarfmetalworking?.
Bring in interestingoptionsfor successandfailure (perhapssuccessrevealsthat thestatuehas coins inthe
base to keepit upright,a common practice fromanagewhere gold was more plentiful and failure resultsin
the hollow statue shifting andmakinga huge racket sure to attract monsters). Bybringing backgroundsinto
playyoumakethestoryaboutthecharactersthemselves.
Whennottoroll(letthewookiewin)
Being a gamewith limitedtime youdontwanttorollfor everylittle thing, especiallyif pass/fail doesn'treally
matter. Onlyhaveplayersroll dicewhenfailure wouldbeaninterestingoutcome and would impact thestory.
If a character has a background specific to a task and failure wouldnt be interesting bring them into the
task.
Thatwalllookstoughtoclimb,butyourDwarffriendusedtobeanacrobat.Hecouldeasilyclimb
thewallandpassaropedowntoyou
Onerollshoulddoit
When you have a character attempting something with lots of steps in it you dont have them rollforevery
step, in fact you probably shouldnt. If a character is drinkingfromevery bottleofwine ina cellar looking for
thebestelvenwinedonthavethemrollonceperbottlejustonerollshoulddoit.
Failforwards
RemembertoFailForwards.
...outside of battle, true failure tends to slow action down rather than move the action
along. A more constructive way to interpret failure is as a near-success or event that
happens to carry unwanted consequences or side effects. The character probably still fails
to achieve the desired goal, but thats because something happens on the way to the goal
rather than because nothing happens.
Suppose a player makes a Charisma check to have his or her rogue rustle up some clues as
to where a certain monk of the black dragon might be hiding. The player fails the check.
Traditionally, the GM would rule that the character had failed to find any information. With
13th Age, we encourage you to rule that the character does indeed find clues as to the
monk's location, but with unexpectedly bad results. Most likely, word has gotten to the
monk that the rogue is looking for him, and he either escapes before his lair is found, or
prepares for the group, either setting up an ambush or leaving a trap. The failure means
that interesting things happen.
Escalatingrisks
If acharacter failsitis interestingtoofferachoice tothe player failforwards as above OR succeed butwith
a complication. In this case the player gets what they want but it causes another problem. Youthenpass
that problem on to the next player and ask them if they want to attempt to solve it or leave it where it is.
Consecutive failures can have interesting results as the consequences escalate as shown in the example
below...
The halfling rogue successfully climbs the stable wall but drops their lantern into the straw below
startingafire.
The elf wizard successfully convinces the angry crowd that thefire theroguestartedwas thedoing

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oftheDwarfKing,butnowthecrowdwantstolynchdwarves.
Thedwarf paladin successfully smuggles thedwarves out of town away from theangryguard butthe
dwarves figure out that the party are to blame for the fire and are going to tell agents of the Dwarf
King.
The human sorcerer successfully bribes the dodgylooking boat captain to take the dwarves
somewhere where they cant contact the Dwarf Kings agents but as he sails away the party
realizesthatthecaptainisaslaver.
Montage!
Sometimes you dont want to go into details but do want to give a sense of time passing. Overland travel,
random dungeon exploration, fortifying an old farmhouse against zombies. Allthesethings canhappen in a
montageiftheyarenotthefocusoftheMontage!
Goroundthetableandaskeachplayer:
Describeanobstaclethatthepartyencounteredbutdefeated.
Thenturntotheplayertotheirleft:
Yourcharacterwastheonetogetthepartypastthat.Howdidyousucceed?
They dont need to roll for this they just tell you an awesome thingthat their characterdid thatsolved the
problem.
Repeat this around the table until everybody hashad achancetocome up witha deathtrap ora wandering
monster or whatever their imaginations can conjure up and a chance to overcome an obstacle. As each
player tells you how their character saved the day narrate back to them what they have saidandputaspin
onittohighlighttheirheroism.
Yes! The party encountered a minotaurs ghost and you entertained him with your bagpipes. Not
onlydid thatpacifytheghostbutseveralother ghostsappeared to hear you play andin gratitudeled
youpartwaythroughthemaze.
Awesome you killed the magically animated pagoda with your mighty axe. Later you came to an
undergroundriverandcrosseditusingyourfoesremains.Goodjob.
Brilliant. With a flick of your wrist you turn overyourlast card. The skeletal guards are amazed by
your winning streak and untie your companions as agreed. They are so impressed with your
pokerface that they tell you how to get to the center of the maze. Congratulations you have a
betterpokerfacethanskeletonsandtheydontevenhavefaces!
Pacing
Sometimesthings goslowly.Players getthe ideathatthere isa secretdoor they canfind if onlytheyspend
another 10 minutes searching for it. In organized play youve got limitedtime availabletoyou. If the players
start going off track supply them with unambiguous information by using the phrase It is obvious to you
that...
Itisobvioustoyouthatthereisnosecretdoorhere.
Itisobvioustoyouthatthedwarfistellingthetruth.
Rolls>follow>fictionnotrolls=fiction
What does that mean? YOU tell the players when to roll, based upon what they say their characters are
doing. If somebody announces Im rolling to see if I can get past the guards put yourhand outin astop
motion and ask HOW are you attempting to get past the guards? andplayonwards from there. Talk about
how the guards look halfasleep, how the character notices one of themis wearing new boots butthe other
one is dressed shabbily, how the guard on the left gets distracted when he looks at the food cart nearby.
Roleplay the encounter, and build the scene using a backandforth exchange of information and
suggestions between you and the player.Only call fora rolloncethe characteracts to change thesituation
and the outcome is inquestion andfailure would beinteresting. Letthe rollsflowfrom what charactersdo. It
isasmallthing,butimportant.

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Monsters
Someofthemonstersthatappearherearefromthecore13thAgebookbutothersappearinforthcoming
booksliketheBestiaryor13TrueWays.
Choosingandbalancingmonsters
Intheadventuresweveputinthemonstersthatwethinkyoullneed,andaguidetohowmanytoincludein
afight.
Usingalternatemonsters
The backgrounds and uniques of the player characters and the statements by players aboutthe worldmay
mean that the monsters weve provided are notsuitablefor your needs. In thatcasethere are threeoptions.
Hopefully you can stretch the existing monsters to fit your needs if one of theadventurers hasthe 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 themgiantratsorpixieswarmsorloquacious rustgolems
or whatever the story needs. If neither of those options works for you weve also included extra monster
statsatthebackofthebook.
Bigdamnheroes
Combatisaprimeopportunitytoremindplayersthattheircharacterisawesome.Whenanadventurerhits
anenemytaketheopportunitytodescribethehit.
Withamightyswingoftheswordyouslicethezombieintwo!Hyah!
Lightningcracklesfromyoureyesasyouunleashyourspell.ZZZZT!
Theeyesofyourenemieswideninshockasyoudestroytheirshamanwithawellplacedarrow.
Zonk!
Thehagrunstowardsyouscreamingandreachesouttowardsyou,butyouduckherswingand
launchaboltofpuresizzlingmagicintoher.Shescreamsastheburningenergysinksintoher
body.
You swing the sword and the dragon jerks it head back but your cunning backswing slices
deep into its gums it roars in rage and you dash in under its maw to strike a deep blow into the
tenderfleshunderthechin!
Evenmissdamageiscool...
You do miss damage? Your axe whizzes past the goblins head, but your foot connects with his
kneecap!
The zombie staggers backwards and your axe misses. You take the opportunity to kick it in the
groin.normallythiswouldntfazeazombiebutyourkickisboneshatteringlypowerful!
Dont be afraid to really get into it. Stand up from the table. Mime the zombie who takes an arrowthrough
both eyes. Snarl like the hobgoblinchieftain as youcaper about with bent back swearingvengeanceonthe
cleric. Just a second or so of playacting each round to highlight an awesomehitornear missgoesalong
waytowardsdrawingourplayersoutoftheirshells.Onceyoustartdoingityourplayerswilltoo.
Tone
The tone of your game will depend a lot on who you are running it for. A group of 12 year olds may not
appreciate gory decapitations (or they may, preteens are a bloody lot) but itispartofyourjob as aGM to
gauge what your audience wants. In the words of Tyler Durden If someone says "stop" or goeslimp, taps
out then you may want to tone it back a bit. If you know your audience well and have previously
discussed what their limitsarethenyou canplay within thoselimits.Rememberifyou are runningthe game
in a public place to keep it appropriate. What iscool to shout outatthe topofyourlungsata friends house
maynotbeacceptabletosayatallinagamestoreorataconvention.

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Pacing
The escalation die and the design of monsters in 13th Age fixes combat dragging on for too long, but you
may still be pressed for time. The store thatyou areplayingin isclosing forthe night,oryou have alimited
time at a table at a convention, or one of your players needs to leave early. Some outside constraint is
limiting your time. In which case end the combat early. Drop the defences of themonstersandadjust their
damage downwards. If you are still pressed fortimehavethe monstersrun away or usea dramatic moment
to kill the big bad guy (thegnome bardwho hasnt hit all daygets in acritandtakesthe headof thedragon
inoneblow).

Tipstomakeyourjobeasierandthegamemorefun
Indexcards
Seriously.Grabapackand...
Makenametents
Each player gets a name tent. Fold the index card in two and write the character name on it and put it in
front of the player. Now instead of saying your dwarf or the ranger you cancallthe characters by name.
Thisisanawesomethingforyoutodo,itlinksplayerstotheircharacters.
Writeoutoneuniquethingsandbackgrounds
Go around the table and have players recap their uniques. As they do so jot down their uniques on index
cards two or three uniques per card using a shortphrase. Usebigletterssoyou canquicklyglancedown
and see what is going on.As thegameprogressesglance down and introduce skill challenges orobstacles
tailored for the party. As each party member succeeds (fails in an interesting waythat advances thestory)
crosstheiruniqueorbackgroundoff.
Usethemtomakescenery&minis
If you are using minis to map out battles (while 13th Age does not rely upon minis usingthem does make
visualizing relative positioning in battleseasier) youcan draw sceneryonindexcards andput themdownon
the table to indicate terrain or objects.If youneed toimprovisea largecreaturethatyou dont have aminifor
youcanmakeatentoutofanindexcardandwritethemonstersnameonbothsides.
Seriouslygetsomeindexcards!
Minis
When running 13th Ageminiatures dont representwherea characterreallyis,itis aroughapproximation of
where characters are in relation to each other.Youdont need minis to run13thAge combatbutyour job of
letting players know what is happening and where things are in relation to each other is made easier by
havingthem..
Terrain
Robhasthistosayaboutterrain:
Play terrain any way you like, but dont worry about it. There isnt really time to get deeply into terrain
action when people are playing for the first time. The ease of simply moving yourcharacters aroundand
attackingshouldbethepriority.
If you dont know 13th Age already, grab any style of fantasy terrain/setting as thelocationofthe battle.
Miserable swamps, ruined temples, ghost towns, haunted orchards, regenerating graveyards, living
dungeons,spiraltowers,woodlands,grumblingvolcanoestheyallexistsomewherein13thAge.

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Initiative
ThisishowIdoinitiative.Youmightpreferyourownsystem,butIfindthisspeedsupplay
1. Everybody rolls initiative. All monsters share the same initiative, unless they are of very different
types.Allgoblinsshareaninitiative,allspiders,etc.Ifindoubtfudgemonsterinitiativedownwards.
2. Count out how many characters and groups of monsters there are. Write numbers from 1 to the
total number of characters and groups of monsters acting on index cards. Write big. If there are 6
adventurers and 2 types of monsters (or two different groups of monsters acting on different
initiatives)youwouldhavecardsnumbered18.
3. Start counting upward from 1.Whenyou gettoaninitiativethat anadventureror monsterhas,hand
them the highest numbered card you have. In a fight with six adventurers and two monsters the
lowestinitiativegetsthecardwith8onit,thenextlowestinitiativegetsthe7card,andsoon.
4. Each round just lookaround thetable for theperson with thenumber1 infront of themand 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.

BusStopGMing...
What?
The idea behind the Tales of the 13th Age organized play program is that playersshould be able to playin
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 arenot railroadadventureseither.Each sessionhas
a start point and an end point and how you get from one bus stoptothe next is upto you, thedriver 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. Sidequests, digressions, and playergenerated plots are cool encouraged even. You
can go whichever routeyou choose and do whatever weird stuff youandyourplayerslikealong theway, just
makesureyougettothenextbusstopsothatanybodywhowantstogetonyourbusatthatpointcan.
DealingwithaTPK.Total.Party.Kill.
We haven't made this adventure superdeadly... but sometimes the dice are against the players, bad
decisions aremade,and theunthinkableis thought.Ifthe entireparty diesthenthe following session tell the
tale of how their new characters were following their old characters,alwaysa dayor sobehindon thesame
quest, finding dungeons prelooted and monsters already defeated they have finally caught up with the
heroes only to findthem dead.Thenextsession startsnormally,but perhaps their newcharactersstartwith
somerecoveredlootfromtheirformercharacterscorpses.OrifyoupreferuseJonathansideafrompg170.

Whentogivetreasureout
At the start of everysessionrollicon relationship dice. Ifthe dicewouldseem to indicate ithaveadventurers
find treasure during montage scenes. Aim to give out one item of treasure each week like this. Some
sessionsalsohaveasectionentitledLoot!thatwilltellyouthatitistimetohandouttreasure.

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CharacterCreation
Ifitispublishedthenitispermitted
If it appears in a 13th Age rulebook you can play it, and we are allowing anything the designers have
released for current playtest too. So yes, you canplaythemonkclass (13 TrueWays playtest version) and
theTywyzograce(Bestiaryplaytestversion).Youcanfindtheseathttp://www.pelgranepress.com
If you play something still in playtest send your playtest notes to 13thAgePlaytest@gmail.com. Note that were not
making you sign an NDA but we do have a request: If youd seriously like to help the playtest process for
unpublished classes and races, dont post your playtest feedback publicly or discuss it on the internet. In our
experience, publicly discussed playtests generate less useful data because people start agreeing and echoing each
other (or getting concerned about disagreeing with other people) rather than testing things for themselves.
Once 13 True Ways and the Bestiary are out you can play with the full options from those. Players and
GMsshouldbeguidedbytheadviceonpage3ofthisadventurewhencreatingOneUniqueThings.
Incrementaladvances
Each week every character that participated should receive an incremental advance... unlesssomehowthe
party fouled up beyond belief, or chose to flee a battle.Details on incremental advances are on page189 of
the core rules. This adventure is designed for level 2 characters from beginning to end. 13th Age has 10
levels, so playing through 2nd levelwithincremental advances is roughlyequivalenttoplayingthrough levels
46 of a 30level game or levels 34 of a 20level game. You are actually covering a lot of ground. Aimfor a
fullhealupattheendofeverysession.
BarbarianvsWizardscharactercomplexity
Theclassesinorderofcomplexitytoplayfrommostsimpletomostcomplexare:
BarbarianRangerPaladinFighterClericSorcererRogueBardWizard
Some character classes like the barbarian are very simple and selfcontained and dont benefit as much
from multiple incremental advances as more complex classes do. The wizardisthe mostcomplexclassto
play offering intricate choices both during play and during incremental advances. The classes arebalanced
againsteachotherpowerwise,somearesimplymorecomplexthantheother.
Remember Barbarian, dont whine you getmostofyour power upfront in anice easyfoeslayingpackage.
Whiningisforwizardswiththeirspelllistsandpointyhats.
Mighty Wizard, dont grumble for yours to wield is the everbuilding arcane power of the cosmos.
GrumblingisfortinybrainedbarbarianswhocantcastCharmPerson.
Whatnextforthesecharacters?
Wed like players to get a chance to playmany characterconcepts andclasses,soatleast forthe firstfew
adventures we are encouraging everybody to start over witha new2ndlevel character. That isnttosaythat
these characters wont have a chance make a return in a later adventure set at a higher level. The various
adventuresmightseemunconnectedatfirst,butobservantGMsmightstarttonoticeabigpicturebuilding...
NOTTHESAMECHARACTERS!
This adventure takesplace simultaneously with or slightlybefore CrownoftheLichKing,WyrdoftheWild Wood,
and Quest in the Cathedral. Dont reuse those characters, unless somebody has a compellingoneuniquething
relatedreasonastowhytheyareintwoplacesatonce.

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

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Session1:Deepinthered.
1.0Prelude/Introduction.
The characters are in debt to the Prince of Shadows and they must work it off by completing
severaltasksinthecityofShadowPort.

SessionStart SessionEnd

Characters determine what theyve done toincur a The characters return TheWinter Seal to The Dark
debt to the Prince and receive their first task from Jester, having dealt with opportunistic rival thieves
someoneatTheDarkJester. andtheguards

The characters have all somehow incurred a hefty debt to the Prince of Shadows, be it a literal debt or a
figurative one. Whether it was for a good reason, bad reason, or just pure luck, the Prince isnt one to let
something like that slide. The Prince wants the characters to put their skills and talents to work and they
willdoso,iftheyknowwhatsgoodforthem.ThePrincedoesnthavetobethisgenerous,afterall.

Go around to each player and ask them what their character has done to go into debt to the Prince of
Shadows. If they need assistance coming up with more ideas to tie them into the adventure, some ideas
related to different Icons are below. In addition, there are several other questions youcan asktohelp them
along.

IsthedebttothePrinceafigurativeone?Oraliteralone?
IsthedebtrelatedtotheirBackgrounds?
Wastheirhugedebtincurredforselfishreasons?Orselflessones?

Overall the party need a unifying reason to betogether.This couldbe complicated since Shadow
Port is a treacherous place and characters might be inclined to be paranoid, but ultimately they
should realise that their best bet for completing their tasks for the Prince is to work with others
whohavetheexactsamemotivation.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

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TheDwarfKing
Positive Agents of the Prince of Shadows stole maps to the tunnels around Forge.
Infiltrate his criminal empire and get them back. You owe the Prince a debt,
soitshouldbeeasytogethistrustbyworkingforhim.

Conflicted You are going to get the blame for some important maps going missing.The
Prince has them, you need to get them back to the Dwarf King. Besides, it
willhelpyoupayoffyourdebttothePrinceofShadows.

Negative Youstolesome mapsto thetunnelsaround Forge.Ifyou do somejobs forthe


Prince of Shadows he might agree to buythem from youata goodprice, thus
settlingyourdebt.

TheElfQueen
Positive The Orc Lord isconspiring with thePrince ofShadows. Using your debtto the
Princeasanexcuse,infiltratehiscityandfindoutwhatisgoingon.

Conflicted You have a debt to the Prince, and the Elf Queen insists you pay it off.
Caughtbetweenarockandahardplace,youheadtoShadowPort.

Negative You have come into possession of some information about elven troop
movements. You dont know who to give the information to in order to stick
totheElfQueen,butthePrinceofShadowsprobablywill.

TheOrcLord
Positive The Prince is up to conspiring with one of the Orc Lords warband leaders.
GainthePrincestrust,findoutwhatthePrinceisupto,andreportback.

Conflicted You hear that the Orc Lord owes the Prince for something to do with
something that went down in Santa Cora. If you win his favor maybe the Orc
Lordwontkillyounexttimeyoumeethim.

Negative You need somewhere to hide from theOrc Lord.ShadowPort sounds good.
you make yourself useful to the Prince of Shadows he might even give you
protectionfromthewrathoftheOrcLord.

page12/101
ThePrinceofShadows
Positive The Prince needs some jobs doing? Youll get right on it. Quid pro quo after
all,andyoudoowehimone.

Conflicted The Prince of Shadows has sent you a messenger to let you know he is
callinginafavorthathethinksyouowehim.

Negative You need to getout from under thePrinces boot.Onelastjob tosettle things
upandthenyouareout.Onelastjob.Right?

andeverybodyelse
Positive The auguries show that the Orc Lord, Dwarf King, and ElfQueenaresending
agents to Shadow Port. When three monarchs send spies to the city of
cutthroats something must be up. Find out as much as you can and report
back.

Conflicted What you need right now is leverage. Maybe you can find some in Shadow
Port. The tale told in taverns is that something big is on the horizon, so why
notgetinontheactionatthestart?Besides,youowethePrince...

Negative If you hate somebody, ind their biggestenemythatswhatyou always say.


SowhynotallyyourselfwiththePrinceofShadows,atleastforawhile?

page13/101
1.1Earnyourway.
Just because the players are indebted to the Prince doesnt mean that theyre actually qualified to do
anything for in his name and the Prince wants to make sure that they wont be a bumbling group of
incompetents who stain his reputation. To that end, hes arranged a simple test for the characters. The
individual characters receive, in unlikely and unsettling ways, a missive from the Prince, directing them to
arrive one hour past sundown at The Dark Jester Tavern, take the table with the golden mug, and wait for
theircontacttoarrive.Eachmissivehasadescriptionoftheotheradventurers.

Start the session with a montage. Go to each player and ask them what unusual way they received their
message from the Prince and what they did in order to both find the tavern and arrive there on time. The
Dark Jester Tavern is notone of themore well knownortraffickedplaces inShadowPort and thecharacters
willhavetoworkatgettingthereontime.

If players need ideas for how they received their message here are some options to nudge themalong.No
rollsarenecessaryhere,justnarration.
Wokeupwithasealedscrollontheirchestwritteninblood,andafreshwoundontheirbody.
A random stranger bumps into the character and reversepickpockets a piece of paper into their
coinpouch,thepaperhascrypticdirectionsonitbutisunmistakablyfromthePrince.
Theservingwomanwhispersinthecharactersearasshesetsdownbreakfast.
Ancrowalightsonacharactersheadandverballyrelaysthemessageonthem.
Ifplayershaveaproblemcomingupforideasforhowtofindthetavernherearesomeideastogivethem.
Dicewithsomewellconnectedgamblersfortheinformation.
Payoffanotoriousstreetrattotaketheadventurerthere.
Callinafavorwithsomemerchantsorcraftsmen.

This is also an excellent place toletplayersuse their Icon relationships orBackgroundstohelpguidethem


along,soareminderofthismightbebeneficialaswell.

page14/101
1.2TheDarkJesterTavern.
TwohalfliesandonehalftruthaboutShadowPort

TheDazedasherisbackinport,withyetanothercaptain.Somesaythereisacurseonthe
shipthatmakescaptainsgambletheirshipaway.

TheFlowhagStreetflowershopwastheonlyoneleftalonebytheEdgebashergangwhen
theywentonarampage.Iwonderwhythatisitsjustapairoflittleoldladiesandsome
flowers.Whatgoesininthebackroomofthatshopthatiscoveredbythescentofflowers?

ThedwarvesofStonedalearevisitingrelativesinthecity,andaredrinkingtheplacedry!

The Dark Jester Tavern is located down a dark staircase in an otherwise


unremarkable alleyand ifit werent forthe signhanging outside itwouldlikely
be overlooked entirely. For the regulars there, the tavern is all the better for
that. The people who do find their way into The Dark Jester findthatdespite
its appearance as a complete dive it does in fact stock a good selection of
drinks under the bar. Some of the best musicians, bards, and minstrels in
the Dragon Empire have played the tavern when traveling through Shadow
Portandaspiringmusicianssometimesseekitoutasagoodlucktoken.

NotabledrinkersintheDarkJesterTaverninclude:
Marek Lightsbane A halforc who is notorious for being ahorrible
gambler and an even worse cheat, but hes so charming and witty
that most of the regulars overlook these particular flaws. Usually.
Hessatatatablealone,buildingahouseofcards.
Revka Marass The mysterious tiefling ownerofTheDarkJester.An extremely talentedbone flute
player,sheinvitesthebestofthehopefulsuptoplayinaduetortriowithher.
Kovaral A dragonspawn bouncer and musician whoplaysanunusual stringinstrument knownas
agrakaalwhichhasmorethanoncedoubledasaclubwhenfightsgettoomuch.
VunDarzesAdarkelf,orashepreferstobecalledasilverfolk.Alowlycutpurseandthief.
IronsteelbrassSmashfaceAforgebornwizardthatdescribesitselfasabattlepoet.
RedAforgebornsellsword,ithasreturnedfromMoonwreckwithnewsoforcs*onthemove.
HarmoniousFirstOakAforgebornguard,deepinconversationwithRedaboutpossiblejobs.
DravenDarquespawne,andBugeyesAscarredhalfdrowsorcererandhisimplingfamiliar.
Jimmy the Needle A counterfeiter of coins and forgerofdocuments.A nicefellow,andwilling to
buyadrinkforanyhumansinthegroupofadventurers(especiallyiftheybeatMarekatcards).
FatherFaustTheothersinthetavernrefertohimasyourholiness.AdefrockedpriestofCathol.
SalmanthraAshburnAtieflingbard,sheisplayingamelancholytuneonadulcimer.
Krod It is hard to saywhat Krod is.Shesgot some tieflinginher,somedrow, and maybe abitof
orctoo.Sheisadeserterandwearsthebatteredarmorofanimperialsoldier,butwithnoinsignia.

* Lots of people returning from the north have tales of orcs on the march, of seeing battles, and of red
banners. Feel free to make up wild and unbelievable talesofbrutal orcishwarbandsbe as outlandish as
youlike.Therehavebeensomeskirmishesneardwarvenlandsinrecentmonths,thatmuchistrue.

page15/101
As soon as all the adventurers are at the table with the golden mug, their contact arrives. He is a rakish
tiefling dressed in fashionable clothing, and fits the description they were given in theirmessage. He seats
himself at thetablewith agrinand orders a roundofdrinks forall theadventurers.Heexplainsthathisname
is Samuel Dirrel and he is there on behalf of a mutual acquaintance. Samuel explains the situation to
them once more: the adventurers each owe the Prince of Shadows and thePrinceis callingin his markers.
They will be asked todo sixtasksfor himand whenthey havesuccessfullycompleted them,the Princewill
consider their debt wiped clean. Samuelnotes thatpeoplewho refuse thethe Princeoftenendupregretting
itratherquickly.

Their first task is as follows. A loudmouthed and rich noble named Morgan Navale has, rather unwisely,
bragged about the security around his latest acquisition: The Winter Seal. The Winter Seal is an obsidian
statue of an owl, encrusted with sapphiresthat are set insilver. Itis saidtohavebeen ownedbythe Wizard
King and may contain untapped arcane power. The adventurers will retrieve the statue for thePrince, in the
face of the notinconsiderable security as well as rival groups also attempting to take possession. When
they have taken possession of the statue, they will return to The Dark Jester Tavern and order a round of
the golden ale and Samuel will come to deliver it to the Prince. Before he leaves, Samuel suggests that
theyvisitamannamedLarsRedfist.

Thepatronsofthebararenotlookingforafight,
Bar Patrons
butiftheadventurersstartone
Careful, they are belligerent when roused.
Bar Fight Chart 1st level troop [humanoid]
Number of PCs Bar Patrons Initiative: +3
3 6
Improvised weapon +5 vs. AC4 damage
4 7
5 9
AC 17
6 10
PD 14 HP 27
7 12
MD 12

FollowingSamuelbadidea
Like all messengers of the Prince, Samuel
has ways to ensure he is notfollowed. Ifthe
adventurers insist on following Samuelit isa
DC 25 check to keep up with him before he
ducks into the back room of a tavern and
disappears, then a DC 25 check to find a
hidden door that leads to a natural cave.
This isa thieves guildhideout. Use thecave
map in the appendix and the Murder on the
Dance Floor fight from section 3.4 (but with
all enemies fighting the adventurers), and
reflavor the fight as an ambush that Lars leads them into before teleporting away in the confusion. For the
purposes of the fight the cave is accessed through aholein theback room ofatavern.If thefightspills into
the tavern use the Drake and Ducato map, but rename the tavern The Wolf and MoonPub. Makeit clear to
theplayersthatrunningawayfromthefightisaverygoodoptionastheyareoutnumbered.

page16/101
ThesubterraneanDarkJesterTavern
Thesmokeandswelteringheatfromthebraziersmaketheroughtavernpopularwithtieflings&forgeborn.

page17/101
1.3PettykingofValegate.
TwohalfliesandonehalftruthaboutShadowPort

JobeChesmunwasfounddeadtoday,stabbedandlefthungfromatheAldermanInnssign.
Hewascoveredinthousandsofsandcrabs,burrowingintohisskin.

JobeAddermunfoundadeadbodyinachesttoday,downbytheHangedStabmantavern.
Thebodywasfulloffungus,someonehademptiedthebodyandputmushroomsinside.

AldermanChesmunstabbedupawholetavern,andtodayisduetobehangeduntildead.
Theyinsultedhermilliner,whothenwentmadandburntdownhishatshop.Alltrue,Iswear.
There are few people, even in the extensive seedy underbelly ofShadowPort, whohave theknowledgeand
connections to be of assistance on such a difficultcaper as theonesthe adventurersfind beforethem. One
such individual is the King of Valegate district: Lars Redfist. Lars works both sides of the law and iswell
known in the city. Hes neutral in all conflicts, buying and selling from all comers. This fencesitting
generally doesnt go over very well in a city like ShadowPort,but Lars is toouseful and toowellconnected
to be threatened by any of the power groups within the city. Lars is known to have a generous face, buta
willofiron.

The adventurers find their way to Lars office without any problem, Just about any person on the streetwill
point them in the right direction. The office isa solidly constructed threestory building thatis obviouslywell
defended.Therearearmedguards,ironbarsacrossthenarrowwindows,andthickironbandeddoors.

Theyre stopped by a guard at the front entrance, who demands the characters identify themselves and let
him know what they want. Let the players sweat it out, whether theyre telling the truth or lying, but
eventuallytheguardletstheminwithoutadieroll.Theguarddoesn'tgetpaidenoughtostartafight.

The guard shows the adventurersup thestairstothe top floorand Lars office.Go aroundthe table andhave
each player describe something distinct about Lars. It couldbehishair, hisaccent,hisheightorweight,or
hisclothing.Playuptheseplayercreatedthingswhenactingoutthisscene.

Lars is willing to help out, but it wont come easy. He canget themguardschedules,building schematics,
notes about traps and wards, and canevenobtainticketstothe ball that Navaleis hosting thatveryevening
so that the adventurers can get inside and examine things for themselves... but he wont do anything for
them without something in return. Go around the table, one player at a time, and have them describe how
they help to convince Lars to help them out, then let themrollaskill checkwithanappropriatebackground
(DC15). If players want to use their Icon Relationships for this, they can also succeed with them on the
usual5or6.

page18/101
If the players roll more failures than successes, they have completely been unable to get Larsassistance
and theyre going to go into the situation blind. Lars informs the players aboutthe ballthat eveningsothey
candotheirownlegwork.

If the players get at least as many successes as failures, theyve persuaded Lars to helpthem out.Hewill
send a runner to them with tickets to the ball once he has them, as well as enough information about the
people involved and the place the relic is being held. This will give them +2on allskillchecks inbothparts
1.5BallroomBlitzaswellas1.7MeleeTrois.

If all of the players succeed at their rolls, they have managed to seriously impress Lars with their savvy,
knowledge, or charisma and they will be rewarded for it. In addition to the ball tickets andinformation, give
eachplayerahealingpotion.

If any players succeeded with their Icon Relationship rolls at the beginning of the session, now is a good
timetohandouttruemagicitemsaswell.

page19/101
1.4ComeOutToPlay.
It doesnt take long in Shadow Portfor word to getout thatsomethinginteresting, and possiblyprofitable, is
going down. Someone has linked the adventurers to this rumor and a group ofthugs hasdecidedthatthey
want a piece of theaction. Hintto theplayersthatsomeonesold themout,and let themguess who.Maybe
it was Lars or the guard they were dealing with earlier. Maybe itwasSamuelfrom backatTheDarkJester.
Maybe it was the Prince ofShadowshimself, lookingtokeepthe characters on their toes. Exactly whoit is
isnt important, outside of the roleplaying possibilities. This just lets the characters (and the players
themselves) know that they cant take their time with this heist and thattheyregoing toneed to be careful
inShadowPort

Thieves and Guards Fight Chart ElvenStreetScum


Number Sneak Bruiser Street Hereyeshaveanunnaturalshinetothem.
of PCs Thief Scum 1stlevelhumanoidmook
3 1 1 10 Initiative:+13
4 2 1 10
Knives+6vs.AC4damage
5 2 2 10
6 3 2 10 R:Rock+6vs.AC3damage
7 4 2 10
These are opportunistic thugs who find strength AC17
in numbers, not die hard fanatics. Dont hesitate PD15HP6(mook)
to have the bad guys in this fight run away if the
MD11
battle goes against them or you need to speed
Mook: Kill onestreet scummook for every 6 damageyoudeal
thingsalong. tothemob.

HalflingSneakThief HalforcBruiser
2ndlevelhumanoidspoiler Hestinksofstalebeerandsweat.
Initiative:+3 2ndlevelhumanoidwrecker
Initiative:+5
Whip+7vs.PD4damage
Brassknuckles+7vs.AC7damage
Sneaky: When the halfling sneak thief disengages,
the enemy it disengaged fromis hampered untilthe Amazing strength: Once per battle the halforc
endofthetargetsnextturn. bruiserdoesdoubledamageonahit.

AC18 AC19
PD11HP34 PD15HP38
MD17 MD12

page20/101
ShadowPortsstreetscanbedangerousatnight
Lanternscanhideavillainassurelyasshadow

page21/101
1.5Ballroomblitz.
Morgan Navale is hosting a costume ball at his extravagant home in the evening and although The Winter
Sealwontbeon display,itsa greatopportunityfor players to gatherinformationabout thesecurity, building
layout, and more as they hobnob with merchants, nobles, and famous people.Describe theenvirons inthe
most lush, decadent, and opulent manner you can think of : the food, the music, the elaborate costumes,
the opulent decorations. Here are some good highclass party words: ambrosia, amphora, aquiline,
baroque, basrelief, beguile, cad, caper, cinnamon, dauphin, debauch,dowager, ebullient, eclair, epicurian,
fop, fresco, frolic, gentry, glass, gossamer, halcyon, harlequin, imbroglio, iniquity, irascible, jabber, jeer,
jape,kowtow,lucre,madrigal,nubile,opaline,parasite,pompous,rake,shrill,throng,umbral,vapid,zest.

HerearesomeNPCsthattheplayerscaninteractwithastheyprowlthepartyforinformation.
Tagral Bloodaxe Ahalforc gladiatorial champion andsurprisinglynice guy.Hes outofhiselement
in these extravagant surroundings, and he knows it, but he manages to be charming andfun to be
aroundinthepartyanywayashetellsgoreyandactionpackedstoriesaboutthearena.
Marwyn Baran A scholarly dwarf with a notundeservedly puffed up opinion of himself. Hes the
archaeologist who found The Winter Seal for Navale and hes happy to talk to anybody and
everybodyaboutit,whethertheywanttohearornot.Hesaverydullconversationalist.
Sir Ward Rokat Sir Rokat is the perfect example ofa knightin shining armor.Theproblemisthat
nobodyknowswhyhesthereorwhoinvitedhim.NotevenSirRokat.
Lady Ferenscia A highclass woman of middleyears. Sheisdesperatefor an excusetoget away
fromtheterribleconversationsheisinwithabunchoftwitteringnoblewomen.
FactorPenhalliganoftheMerchantLeagueHesdesperatetoimpresshishighclasshost.
LordArticusWindleofHorizonAwizardandnoblemanwhohasdecidedtovisitoldfriends.
BaronessAngelinciaGrivenAnelderlywomanwhoconsidersherselfabovemostotherpeople.
SirHughMondianHesfoughtinsomeduelsbutneverinabattle.Hehasvilepoliticalopinions.
LordandLadyMoonbaughElvendignitaries,heretodotheirdutytomixwithlessermortals.
EldinCastlandsHeirtothecastlandsshippingfortune,heisboredandlookingforadiversion.

Idlepartychatter...

Didyouseewhatsheiswearing?Howdaring.OfcourseIwouldneverattempttowearsomethinglikethat.Poordear.The
shippingmoneyisallinspicesfromtheWildWoodthesedays.SoIsaytohim:Sir,Ivenevertouchedcopperinmy
life.Hawhawhawhaw!Oh,thisvintage?Terribleyearforgrapes,goodyearforhorses.Hawhaw.Yes,tothe
OwlBarrens.Ofcourseherhusbandwasbesidehimselfwithapoplexy.Apparentlythegrubbylittledwarffounditin
someruinsnearThronePoint.Frostgiants?Atasteofcoldsteeliswhattheyneed!Yes,fromtheWakeIslands.Its
alltheragemydear.Terriblegueststhisyear.Howdidtheygetin?Wellwhoinvitedhimtoairhisopinions?Hisring?

Go around to each of the players one at a time and have them describe an interaction or eventatthe ball.
Then go to the player on their left and have them tell how they took advantage of that event to learn
something that will help them when coming for The Winter Seal, rolling a skill check with any appropriate
background (DC 20). Dont forget about any potential bonus received from section 1.4 Petty King of
Valegate. This roll represents fishing for information from guests, using people as distractions to sneak
behindthescenes,bluffinginconversation,sneakingintoareasuninvited,andsoon.

Every adventurer that succeeds here gains an additional +2 to any skill rolls made in section 1.6 Vault
Hunters. This stacks from any other bonuses they may have received. Any player who fails here instead
takes a 2 penalty to any rolls they make in that upcoming section to represent incorrect information or
misunderstandings.

page22/101
MorganNavalesBallroom
Morganhasthebiggestandbestballs.Unseenservantsplaysoftmusicasthenightdrawsin...

page23/101
1.6Vaulthunters.
Its time to get down to business. The characters have gathered as much information as theycan,studied
their opposition, and scouted out the trapsand obstacles theyllhave tofaceastheyraid Nagales mansion
for The WinterSeal. Nagalehas sparednoexpenseand theplayerstaskswill be difficult, butiftheyvedone
their legwork up to this point they could have as much as a +4 bonus to their rolls. They might decide to
returnaftertheparty,ormightjustsneakawaywhilethepartyisunderway.

Have each player describe what theyre doing to sneak through the halls and rooms to get to The Winter
Seal. Choose themostappropriate trap orobstaclefrom thefollowingtable given what theyvedescribedand
have the player roll an appropriate background to spot, disarm, and/or avoid the trap waiting for them.
However, for each failed check, each subsequent check the players need to make increases by 2 as the
mansionssecuritytightensagainsttheintrudersandtheyhavetorushtoavoidanyguardscatchingthem.

PitTrap GuardCritters ExplosiveRunes DartTrap

DCto DCto DCto DCto


detect/dodge/disarm: detect/dodge/disarm: detect/dodge/disarm: detect/dodge/disarm:
15 20 20 20
Attack:+5vsPD Attack:+10vsAC Attack:+10vsAC Attack:+10vsAC
Effect:2d6damage Effect:3d6poison Effect:3d6force againsteachparty
damage(itisnotreally damage member
afightfightandnot Effect:1d12damage
worthrollinginitiative
for).

PoisonGas ExplodingLantern AcidSpray TrappedLock

DCto DCto DCto DCto


detect/dodge/disarm: detect/dodge/disarm: detect/dodge/disarm: detect/dodge/disarm:
20 20 20 25
Attack:+15vsPD Attack:+15vsAC Attack:+10vsAC Attack:+15vsAC
againsteveryparty Effect:4d6fire againstallnearby againsteveryparty
member damage. partymembers member
Effect:1d12poison Effect:1d12acid Effect:2d8poison
damage. damage. damageandthetarget
isweakenedatthe
startoftheirnext
battle(easysave
ends).

Regardless of whether they playerssucceedor failattheirchecks (remember to describethe characters as


Failing Forward if their roll isnt high enough), they eventually arrive atthe vault containing TheWinter Seal.
However, theres a problem here. Theresno way to getthe item andget itout ofthe vault without settingoff
the biggest alarm yet. Theres no choice but to invoke another time honored Shadow Port tradition: Grab
whatyoucameforandlegit.

page24/101
Thevault
Isthetreasurebehindatrappedlock,inatrappedchest,orbehindasecretdoor?

page25/101
1.7Meleetrois
The adventurers have gotten what they came for, but that doesnt mean thattheyvegottenaway clean.Far
from it in addition to Navales guards that come streaming out into the street at the sound of the magical
alarmsin thevault,other thieves and thugs are alsofollowinga timehonoredPrince ofShadows tradition: let
someotherpoorsapdothedirtyworkandgrabtheirlootonthewayout.

Fortunately for the characters, the guards and the rival thieves have no reason to cooperate and every
reason to beat each other into submission. So theyll fight each other at least as much as they fight the
adventurers. A guard who hits a thief (or vice versa) does no damage, butgives that NPC 4 to alldefences
untiltheendofthebattle.

Troubleshooting: This can potentially be a complicated fight to run, with two different sets of enemy
combatants to keep track of. In addition, there are a greater than normal number of enemies fighting to
make up for the fact that they are fighting each other as often as they are attacking the PCs. If you are
running short on time, have the players pick which group they flee from and then have them run into the
other group. Remember that the guards are paid and the thieves are not fanatics enemies might start
runningawayiftheadventurersputuptoomuchofafight(orifyouarerunningoutoftime).

page26/101
Just Thieves Fight Chart Just Guards Fight Chart
Number of Thieves Number of Brute Vault
PCs PCs Guard Guard
3 3 3 1 2
4 4 4 1 3
5 4 5 2 2
6 5 6 2 3
7 5 7 3 2

Thieves and Guards Fight Chart Thieves


Number Brute Vault Thieves 3rdleveltroop
of PCs Guard Guard Initiative:+7
3 2 1 2
4 2 2 2 Knives+8vs.AC(2attacks)4damage

5 2 2 3
R:Crossbow+8vs.AC10damage
6 3 1 3
7 3 2 3 AC18
The thieves and guards will fighteachotheraswellas PD15HP40
the adventurers. A guard who hits a thief (or vice versa)
does no damage, but instead gives the NPC 4 to all MD12
defencesuntiltheendofthebattle.

Bruteguard Vaultguard
Doublestrength2ndlevelwrecker 2ndlevelblocker
Initiative:+3 Initiative:+5

Massiveclub+7vs.PD10damage Club+7vs.AC7damage
Naturalevenhit:ongoing4damage.
R:Crossbow+7vs.AC6damage.
AC18
PD17HP70 Shouted orders: Onceperbattlewhen avaultguard
MD11 misses or is missed an ally gains +2 AC against
thenextattack.

AC19
PD15HP34
MD12

1.8Handoff
Back at the Dark Jester the Princes man Samuel Dirrel eagerly accepts The Winter Seal, and cavalierly
cracks it openonthe floor.Inside isa map,which hepockets. The map looks like it isofthe Necropolis. On
his way out of the tavern he looks over his shoulder and says: You can keep the statue, the Prince isnt
interestedinthattonight.Hehasmoreinterestingplans.
Sellingthebrokenstatuewillraiseenoughmoneytobesplitfor200GPperadventurer.

page27/101
Session2:Thisplacegrowsonyou.
2.0Recap&regroup.
With the first debt paid, the party must now proceed to pay off their next debt, by stealing an
artifactfromthebowelsofhell.

SessionStart SessionEnd

The party discovers that they need to steal the Theyhavethedagger.


dagger rumored to have started the war between
dwarvesandelvesduringapreviousage.

If you have no new membersofthe group thisisthe point at which youshouldrecap theadventure fromlast
week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If you have aplayer joiningyou whoplayedin another Tales of
the13thAgegamethennowisthetimetointroducetheircharacterintothegame.

Introducingnewcharacters...
Overthenextcoupleofweeks,youfindthatothersarealsoindebtedtothePrinceofShadowsand
figurethatitseasiertopayoffyourdebtsbyhelpingeachotheratleastfornow.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

2.1Returntotheshadows.
Start the session with a montage scene. There is no realstructure to this,playersare free to comeupwith
as much crazy stuff as they wish. This is where theplayerstellyou thethings theydid whilewaiting forthe
nextsetofinstructions,andallowsnewcharacterstobeintegratedintothenarrative.

page28/101
2.2ThePiousGardener.
TwohalfliesandonehalftruthaboutShadowPort

OntheStreetofaThousandFoolsisafortunetellerwhocanseethetimeofyourdeath.

AtthelastFeastofGoldthePrinceofShadowsauctionedhismask.

ThornleechLanedisappearedlastMiddenmassEve,whenitcamebackthebutchersshop
wasmissing.SomewhereoutthereisthedreadButchersShoplurking.waiting.

Each adventurer in the party receives a trine coin with the mark of the Prince of Shadows defacing it, with
instructions to give it to the doorman at the PiousGardener,a tavern considered byelvestobehomeaway
fromhome.Underits eavesmany ashady characterhas conductedtheirbusiness awayfrom pryingeyes. If
anyone in the party is familiar with both elves and Shadow Port, or betteryetis alocal elf,feel free tohave
themadddetailstothePiousGardenernotmentionedhere.

The adventurers arehere to findinformationonwhatthe next favor thePrince wishes themtoperformis, and
maybe gain some insider information to help them with the caper. Everyone here knowsnot tomeddle with
theaffairsofothers,somostpatronswillquietlypointtheadventurerstothebartenderandownerKiel.

NPCshereinclude:
Kiel Xubulon An old,oneeyed dark elf witha thickaccent.Ah, landlubbersheaded out to meet
Stormmaker,Isee.Aye,Imtheownerofthisfineestablishment.WhatcanIgetye?
OlanLongfeetAhalflingwhoisconstantlygrinning.HewearsthesymboloftheDiabolist.
Erelan Curseeye A lithe, middleaged wood elf, whose left eye seemed to be pulsating with a
disturbingredglow.Iseethatyourenewhere.Wanttoplayagameofchancewithme?
Reese Grodshank A young humanwho iswearingthe robesofa wizards apprentice. Hesatthe
farthest corner of the bar from the entrance,drinking awayliketheresno tomorrow.Hetalks witha
bewildered stutter and is a nervous wreck. Thththe thththings IIIve ssseen whwhwho are
yyyou?Didmymastersendyou?Youccantmakemegoback!
AloyGoldboughAnelventraderlookingtopickupsomecheapsilksfromHorizon.
EblisStarcircleAwoodelf,workinginthecityasatanner.Todayishisdayoff.
CottisMerrybegottenAhalfelfspicedealer,downonhisluckduetosomepoortrades.
SilcenGrynwoldeAwoodelfpotter.Shesheretohavesomerelaxandmeetsomefriends.

page29/101
Usethis as an opportunity forroleplaying, andfor getting ideas onhow to maketherestofthe sessioneven
more interesting for the adventurers. Regardless, even if a brawl should take place, once the adventurers
leave the tavern, theyll find that theres a map and a note with a drawing of a dagger in the pockets ofthe
adventurer with the highest lowest Wisdom (or in the case of abarfight,the onewhohad themostpatrons
engagedwiththem)oneofthepatronsmusthaveslippeditintheirpocketsatsomepoint.
Optional: If theres time tospare,andtheplayers preferthetraditionalaskeveryone,getasmuchinformationas
possible, then prepare to enter the lair prepared, feel free to skip 2.3, and insteadallow everyonetomakeDC20
checks to acquire information on the lair, then for each success they acquire, lower the DC to spot/avoid/disarm
one trapby5failureresultsinmisleadinginformationthatincreasesthe DCtospot/avoid/disarmonetrap by5.As
much as possible, limit the informationgathering to 12 questions per adventurer, asaskingtoo manyquestions
tends to make patrons very nervous, possibly causing them to flee, which would likely cause a stampede (use
Cultist PatrolAttack in 2.4 forDCsandeffects).Again,thisapproachtakes longer,ultimatelygoforwhat youthink
willbethemostfunforthegroup.

Pious Gardener Tavern Fight Chart


Nobodyslookingforafight,but...
Named Patron
Number Gardener Named
4thleveltroop[humanoid]
of PCs Patron Patron
Initiative:+8
3 5 1
4 10 2 Broken bottles and barstools +10 vs. AC10
5 5 2 damage
6 10 3 Natural 16+: The target moves down 1d3
7 5 3 pointsininitiativeorder,toaminimumof1.
Naturalevenmiss:5damage.

R:Barstool+8vs.AC10damage

NamedNPCSpecials
R:Kielshook+10vs.PD12damage.
Olans Nasty Shiv +10 vs. PD14 damage and 5
ongoing poison damage (limited use, one
successfulhitperbattle).
ErelansHauntingGlare+10 vs.MD10psychic
damage
Pious Gardener Patron Natural even hit: Target becomes
2ndlevelmook[humanoid] weakeneduntiltheendofitsnextturn.
Initiative:+6 C: Reeses Bloodstorm +10 vs. MD (1d3 nearby
enemiesinagroup)10psychicdamage
Drinking mugs and brokenbottles +7vs. AC4 Natural 16+: Target becomes confused
damage untiltheendoftheirnextturn.

AC16 AC21
PD14HP9(mook) PD15HP48
MD11 MD17
Mook: Kill one pious gardener patron mook for
every9damageyoudealtothemob.

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ThePiousGardnerTavern
ThetrailofleavesleadstoahomeawayfromhomeforelvesvisitingShadowPort

page31/101
Kiel welcomes the group and passes them a bottle of nectar wine on the house. The insideofthe labelon
the bottle has a note in it, visible only once the bottle has been drunkfrom (whichKiel prompts themtodo
withaknowinglook).

Kiel has extra information for the group. There is a Cult of the Sand Crab in Shadow Port, which
occasionally meets down by the docks in an old rundown warehouse.Kielknowsthatthe areaiswatched
and guarded by armed cultists disguised as vagabonds. The Cult of the Sand Crab funds itself by selling
hallucinogenic fungus, but apart from that the group is considered smallfry. Lately, however, the cult has
been attracting more members and nobody knows why. Kiel has helpfully made the adventurers a map,
outlining where they need to go in red. The dagger has ceremonial rather than magical importance, but is
very old and recognizable by the way that fungus grows more quickly near it. ThePrincewants the dagger
stolenandgiventoKiel.

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2.3Breakingandentering.
TwohalfliesandonehalftruthaboutShadowPort

TheJadePalmtavernishavinganallyoucaneatcontesttonight.

OwlshavebeenseenslouchingaroundTenderhilldistrict.SlouchingItellsya!Itaintnatural.

CaptainBigfingerthehalflingpiratehasbeendownatthedocks,lookingforanewcrew.
Some groups prefer to spend hours preparing for the actual heist (acquiring information, making sure that
everything goes right, buying the right equipment, etc.), but other groups prefer jumping straight in. In this
sectiontheplayersgetstraightintotheadventure.

Goroundthetableandaskeachplayer:
Youre nowat theentrance of the cultshideout, but first please describe anobstacle that the party
encounteredbutdefeatedontheway.
Thenturntotheplayertotheirleft:
You had alreadyanticipatedthat,andas aresult you got the party pastit. Lets flashback forabit:
Whatwerethepreparationsyouhaddonetosucceed?

They dont need to roll for this they just tell you an awesome thing that their character did while
approachingthecultshideout.ItisamontagejustlikeinpopularheistfilmslikeOceans11.

Repeat this around the table until everybody has had a chance to come up with a deathtrap or wandering
monster or whatever their imaginations conjure up and a chance to overcome an obstacle too. As each
player tells you how their character saved the day narrate back to them what they have saidandputaspin
onittohighlighttheirpreparedness.
There were a couple of hellhounds near the entrance of the compound, but you remembered how
one patron in the Pious Gardener mentioned that these creatures were roaming the place. Good
thingyouhadthatcowmeatinyourpack!
A powerful demonic ward kept most people out,butyouwere scouting theareajusta few daysago
and can still recall the chant used by the cultists to bring down the ward for a few minutes, and
therewasbarelyenoughtimeforthelastpartymembertogothroughasthewardreactivated.
There were guards stationed around the compound, but everyone agreed to infiltrate the lairtoday
because you overheard one of the cultists boasting about this huge party that was going to take
placehere.Thoseguardsweretoobusytonoticeanyofyou.

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2.4IntothefetiddepthsofaFungalHell.
TwohalfliesandonehalftruthaboutShadowPort

AshipcarryingOrcishSlugFeverhasbeenquarantineddownatQuartzQuay.

AscribewasfounddeadonarooftopnearCatfindellStreet.Hiseyeshadbeenstolen.

ThehalflingstreetgangtheShalediggersareoutinforcetonight.

The adventurers have finally got to the old warehouse now that the adventurers have bested the outer
defenses,this is where most normalconventions of preparationandinformationgathering fail them.Describe
how thehideoutchangesfromwhatlooksto bea normal abandonedbuildingon the outsideto anightmarish
hell inside. There are strange fungi growing all over the place, and an odd miasma permeates the air.
Unidentified sounds come from deeper within. Throw the following traps at the adventurers, as appropriate,
astheymovethroughtherottedwarehousetryingtofindthedagger.

Rottenfloorboards HellishFungi Rottenfalling DemonicMaggot


timbers Swarm

DCto DCto DCto DCto


detect/dodge/disarm: detect/dodge/disarm: detect/dodge/disarm:: detect/dodge/disarm:
15 20 20 20
Attack:+5vsAC Attack:+10vsPD Attack:+10vsAC Attack:+10vsPD
Effect:2d6damage, againsteachparty Effect:3d6damage, againsteachparty
andaDC20checkto member andthetargetloses member
avoidanothertrapor Effect:1d12poison onerecoveryfrom Effect:1d12damage
hazardthatwason damage,and5 chokingonthecloud and5ongoingdamage
thefloorthatthe ongoingpoison ofdustanddryrot. atthestartoftheir
adventurerfelldown damageatthestartof nextbattle.
into. theirnextbattle.

MaddeningNoiseof FungalBloom SurprisedCultist FungalTentacle


Flies

DCto DCto DCto DCto


detect/dodge/disarm: detect/dodge/disarm: detect/dodge/disarm: detect/dodge/disarm:
20 20 20 25
Attack:+10vsMD Attack:+15vsMD Attack:+10vsAC Attack:+15vsPD
againsteveryparty Effect:Thetargetis againsteveryparty againsteveryparty
member weakenedatthestart member member
Effect:1d12damage, oftheirnextbattle Effect:2d8damage Effect:2d8damage
andthetargettakes (saveends). (itisnotreallyafight andthetargettakes
ongoing5psychic fightandnotworth ongoing5psychic
damageatthestartof rollinginitiativefor). damageatthestartof
theirnextbattle. theirnextbattle.

page34/101
2.5Uncleansanctum.

TwohalfliesandonehalftruthaboutShadowPort

AlloverLatchmounddistrictstrangewarmblackfungalsporeshavebeenfalling.Itaintno
problem,justanoddity.Iaveajarofitereifnyouwannabuysome.

TheyearlyparadeofbrightlycoloredsiegeenginesarrangedbythedwarvesofScrimshaw
Streethadtotakeadifferentrouteduetosubsidenceundertheparaderoute.TheEmpireis
sendingahugediamondtotheparade,withathousandguards.Mustbeabigrock,eh?

KraalOneTuskthehalforcburntdownhisownhaberdasheryandwontsaywhy,buthe
cringeswheneverheseesamushroom.Mustavebeenthefumeswotsentimmad.

The fungus is thicker the further in they go, and biting sand fleas can be found everywhere. The smell of
bloodanddecayisoverpowering.

The adventurers enter the musty inner sanctum, and discover a strange altar with four grotesque
mushroomcrabbeing statues at its corners, eachonehas abowl as part of itshead. Itlookslikethere isa
mechanism attached to the bowls. Normally a sacrifice is made sothatasthe bloodflows intothe bowls it
triggers themechanism.Onceallfourbowlsare pusheddown(by blood,or whateverthe adventurers choose
use as weight) the hidden door in the altar opens. Alternately it is a DC 20 skill check to find the hidden
door and DC 15 to bashitin.Usingbrute forcewill bringthe cultists runningsooner (skip tosection2.6 and
givetheadventurerstheknifeandthelootafterthefight).

Loot!
Not only does the real inner sanctum contain the sacred dagger, butalso treasure. Thereis enoughloot
in the vault for each adventurer to get100gpeach. Inaddition,eachplayer may roll their relationship dice
with an Icon of their choice. Any successes will determine the availabilityand natureof themagic items
thattheyfindinthevault.

Anewplayablefungalracewillbeappearingintheupcoming13thAgeBestiary.Ifyouareplayingthis
adventurewithyourhomegroupthisisagoodwaytointroducetherace.

page35/101
WelcometoFungalHell
Thisplacereallygetsunderyourskinandgrowsthere!

page36/101
2.6Caughtredhanded.
TwohalfliesandonehalftruthaboutShadowPort

TheMucklarksstreetgangareinhiding.TheirleaderQuinHalfElvenwaslastseenentering
atempleofVo(mayHisinkytentaclesrisefromthedeeptocaressyouwithknowledge).

Abigbunchofrangertypesrowedashoreinatinyboattheotherday.Theycamefromthe
directionoftheBitterwood.Theylookedtobeaboutseriousbusiness.

RentsaregoinguponRalrainAvenue,andthetenantsarenotwellpleased.Thelandlord,
KamockSlant,hassenthisthugsaroundtocollectandkickoutthosewhoarelatepaying.

As theadventurers finish with thevault,shambling fungalthings arriveatthe altar.If theadventurers supplied


a blood sacrifice this is heralded by theblood on thealtartransforminginto thickclouds of buzzing red flies.
The fungal things will be too busy inhaling the cloud of flies to bother the adventurers. If the fungal things
arriveandthereisnobloodthenthefungalthingswillwillattacktheadventurersandfeastontheirblood.

Alerted by thesound (eitherofbattleor ofthe loud buzzing flies) thecultistsappear 3 rounds later.If youare
running short on time, or if the adventurers kicked down the door and have alreadyfoughtthe cultists,then
skipthecultists.Ifyouhaveextratime,throwinsomeextracultistswhofightforabitbutthenflee.

Cultists Fight Chart


Number Infested Fungal Fungal Thing
of PCs Cultists Demons
4thleveltroop[plant]
3 5 1
Initiative:+9
4 5 2
5 5 3 Crabclaws+8vs.AC(2attacks)6damage
6 5 4
R:Psychic spores +9 vs. MD (one nearby or far away
7 5 5
enemy)15 psychic damage, and the target is
confused (save ends) OR the target can choose to
Infested Cultist avoid the confusion effect by taking 6d6 psychic
2ndlevelmook[humanoid] damagetocleartheirhead...
Initiative:+4
C: Mycotic tendrils +9 vs. PD (2 nearby enemies
C: BuzzingChant+5 vs.MD4 psychic damage, and engaged with the same creature or with each
thetargetisconfuseduntiltheendofitsnextturn. other)one target makes an atwill melee attack
against thispowersothertarget(limiteduse:onceper
AC16 battle)asthetendrilsdragthevictimsaround.
PD11HP9(mook)
MD14 AC19
Mook: Killone cultist mookfor every9 damageyou PD14HP52
dealtothemob. MD18

page37/101
Session3:TheCarnivalCaper.
3.0Recapandregroup
The carnival is in town and all of Shadow Portisoutonthestreets. Itisan idealnight tobreak in
somewhere unobserved while the party is on. The adventurers have received an invitation to an
exclusivetavern,withdrinksandentertainmentlaidonbytheirbenefactor.

SessionStart SessionEnd

The adventurers are enjoying a night out at the Having stolen the Darkskye Diamond and given it
Crown and Gown when theyreceive their latest job to an agent of the Prince, the adventurers kick
fromthePrinceofShadows. backtoenjoytheirreward.

If you have no new membersofthe group thisisthe point at which youshouldrecap theadventure fromlast
week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If you have a player joining you who played in a Tales of the
13thAgegameelsewherethennowisthetimetointroducetheircharacterintothegame.

Newcharactersthisweekmightbe:
AformerguardfromTheKraken(seesession4),boughtinonthelatestheistasatestofloyalty.
AnagentoftheDragonEmpire,infiltratingthePrincesoperations.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

page38/101
3.1TonightatTheCrownandGownInn.
The Crown and Gown occupies the very upper end of the public drinking establishment spectrum. Any
higher class and it would be a private club. The drinksare pricey, thefoodisgood,and themusic is always
topnotch. This is the place to be seen inShadowPort ifyou arewealthy(or justwantto beseenassuch).
Thereisadoorchargetogetin,andahigherchargetogetintooneoftheprivatesuites.

The adventurers have found themselves mysteriously on the list and the session starts withthem entering
their private suite. It is a room with sumptuously thick drapes that muffles sound from those below, and
beyond the drapes is a balcony that overlooks the main floor of the tavern. A latticework surrounding the
balcony allows those in the room to see out while obscuring them from the view of those not fabulously
wealthy enough to afford such lavish accommodations. Through another set of thick curtains is a similar
enclosed balcony that overlooks the street, where the Shadow Port carnival is currently passing by. The
drinks are all paid for, the food comes for free with the room, and the adventurers can even request private
entertainments (bards, jugglers, mimes) to be sent to their suite. Tell the players that it is obvious to them
thatthisnightoutisagiftfromtheirbenefactorthePrinceofShadows.

GMs: Go around the group and ask each player to give you a description of something that is happening
outside on the street or down on the main floor of the tavern, then go on to the next player and ask them
what crime they see happening while everybody is distracted by the occurrence. This montage is an
opportunityforplayerstoaddcolortotheworldthattheiradventurersinhabit.

Just as thecarnivalhitshighgear anoteis deliveredtothem intheirprivatesuitebya construct of animated


shadow who vanishes as soon as it handsoverthe note. Thenoteisfrom thePrinceofShadows. Itinforms
them that they are to steal a chunk ofglowingrock(infullpublicview)from aspecific float andbring itback
to another private suite at the Crown andGown. The float inquestion canalready be seen coming downthe
street, they had better act fast! They haveto bringit backtoa tieflingcalled Shezakah, whowill be waiting
foritupstairsattheCrownandGown,butdosoinawaytheytheyarenotspottedorcaughtgivingittoher.

The hunk of glowing crystalis thefabled DarkskyeDiamond,said to have once had theabilitytobringflying
islands crashing out of the air. It is normally heavily guarded in an impenetrable imperial vault guarded by
mindreading warlocks, hellish orbs of disintegration, and unsleeping unbribable slimeconstructs. This is
the one night a year that it is in any way stealable, and they have just minutes to steal it. GMs: Make it
verycleartotheplayersthatthisisanoworneversituation.

page39/101
ThegroundflooroftheluxuriousCrownandGown
Wealthierpatronsgoupstairstotheirprivateroomsthatoverlookthegroundfloor.

page40/101
3.2TheCarnival.
The crowds are thick, there is a lot of noise, andthere arefireworksgoing off.Allthatgives theadventurers
plenty of cover for moving about unnoticed. However, there are hundreds of people on the street, which
makes stealing a hunk of glowing crystal very difficult to go about unnoticed.Added to theproblemsfacing
the adventurersis thefact thattheyhavebarely minutestoplan theirheist beforetheirwindow of opportunity
closes. Oh, and thediamondis afoot across andglowsverybrightly, soslippingquietly away with ittucked
underyourarmisntgoingtowork.

Challenge Success Failure


(Only one shot at passing each one, one roll forsuccess
or failure. Dont let one or two PCs hog the limelight, let
eachPChandleatleastonechallengeeach.)

1.Getquicklythroughthecrowd Proceedto SeeProblemswiththe


Throwmoney=DC15and20gp thenext crowd
Threatsofviolence=DC20 challenge
Amazingacrobatics=DC25
Justasknicely=DC30

2.Avoidbeingrecognisedwhilecommittingthe Proceedto SeeSpotted


crime. thenext
Buyamask=DC15and10gp challenge
Impromptudisguise=DC15
Stealajester'sclothing=DC20

3.Slowthefloatdown Proceedto ThenextchallengehasDCs


Createapanicinthecrowd=DC15 thenext 5higherthantheywould
Blocktheroadsomehow=DC20 challenge otherwisebe.
Bluffanotherfloatshorsemanintostopping=DC25

4.Getclosetothefloat Proceedto SeeProblemswiththe


Pushingandshoving=DC15 thenext crowd
Duckinganddodging=DC20 challenge
Acrobatics/swashbuckling=DC20or25(GMscall)

5.Avoidacrossbowboltfromarivalthiefona Proceedto SeeRivals


rooftop thenext
Duckandweave=DC15 challenge
Grabagnome,instantshield!=DC20
Noticetherivalthiefintimetofindcover=DC20
Snatchitoutoftheairandgrin=DC25

6.Getpasttheguardswalkingalongsidethefloat Proceedto SeeGuardfight


Slideanddodge=DC15 thenext
Justrunpast=DC20 challenge
BluffJustheretopolishthehugediamond,dontmindus!
Canthaveanonpolisheddiamond.=DC25

7.Grabthediamondandrun! Proceedto SeeTheChase


Snatchitandrunasfastandasfarasyoucan=DC15 3.3Backto
Usemagictodothedeed=DC20 theCrown
Hijackthefloat!=DC25 andGown

page41/101
Problemswiththecrowd
Treatthecrowdasatrappedarea,onlythetrapsarepeople.

Pickpocket/mugger Trampled Foodvendorscart Knifejuggler

DCtospot/avoid:15 DCtospot/avoid:20 DCtospot/avoid:20 DCtospot/avoid:20


Attack:+10vsAC Attack:+10vsAC Attack:+15vsAC Attack:+15vsAC
Effect:Lose15GPor Effect:1d8damage Effect:2d8fire againsteach
take1d12damage asyouareknocked damagefroman adventurer
(itisnotreallyafight downandtrampledon. overturnedpotof Effect:1d8damage.
fightandnotworth boilingoil Youruinhis
rollinginitiativefor). performance,hell
perforateyourspleen!

Spotted
Somebody has spotted you: maybe you owethemmoney, maybe they areanold friend, maybe an enemy.
Whatever the case, this means trouble for you. They are gesturing in your direction while approaching,
calling out your name. Though you dodgethemtheyhavepublicly identified you,whichmeansthatyou can
expectcomplicationsdowntheline(seesection3.4MurderontheDanceFloor).

Rivals
ArivalgroupofneerdowellsisaftertheDarkskyeDiamond,andyouhavestumbledrightintothemiddleof
theirheist.Theyhadcunningdisguises,daringrooftopgetawayroutesplanned,andabuyerlinedupforthe
hugegemandyouvespoileditall.They'llshowuplate(see3.4)butfornowtheylltakesomepotshots.

The rivals get off three shots with a crossbow against the adventurers. The player who triggered this event
getstopickwhoistargeted:
Crossbowwithbarbedbolts+7vsAC7damage
Naturalevenhit:+5difficultytoallskillrollsfortherestofthescenewhilestealingthediamond.

Guardfight
Theguardshavespottedyouandareputtingupafight!

Guards Fight Chart ImperialGuard PsionicGuardian


Number of Guards Level2Troop(Humanoid) Level2Troop(Humanoid)
PCs Initiative:+6 Initiative:+6
3 4
Stoutclub+7vsAC7damage Cephalalgia+7vsMD4psychic
4 5
damageandthetargetis
5 6 weakened(saveends).
AC18
6 7 PD17HP34
7 8 MD11 AC18
Youcanuseanymixofthetwo PD12HP32
guardtypeshere. MD16

page42/101
ThecarnivalparaderouteasitpassesbytheCrownandGownInn
ThenormallydarkandgrimnighttimeShadowPortstreetislitwithjollypaperlanterns...

page43/101
TheChase
Youhavethe gem,but have failedto makegood your escape.Maybeyou were followed,maybethe press of
the crowd slowed you down, or maybe the fact that you are carrying a footwide brightly glowing magical
diamondthroughShadowPortmeansthatacleangetawaywasneverreallyanoption.

This is now a skill challenge. Each player in turn must narrate how they helptothrow off pursuit and make
an appropriate skill check using an appropriate background, with a DC as determined by the below chart.
When a player succeeds move one place upwards on the chart, but a failure moves the group one place
down.StartwherethechartsaysStart...

End! Getaway! Theadventurershavegotawaycleanwiththehugeglowingdiamond!

DC25 Youarealmosthomefree!Justafewmoretwistsandturnstogetridofyourpursuers!

DC20 Take1d6damagefromskids,slips,andpulledmusclesorgotocornered.

Start... DC15 Take2d6forcedamagefromtheenergyblazingfromthediamondorgotocornered.

DC20 Take3d6psychicdamagefromthemindblastsoftheguardiansofthepricelessgem.

DC25 Take4d6damagefromcrossbowsfiredbythepursuingguardorgotocornered.

End! Cornered!Fightyourpursuers(seeGuardFight,andusethedeadendmap).

Each position on the chart has a listed consequence. When you move up or down on the chart the
adventurer who made therolltakesthe consequence listed. The chaseendswhenthe player charactersare
corneredbythepursuingguards,orwhentheygetawayscottfree.

page44/101
Ashadowydeadendandashallowgrave?
Morethanonewouldbeadventurerhasdiedinsuchadarklocation.

page45/101
3.3BacktotheCrownandGown.
The adventurers have made good their getaway, either by cunning or by force. However, thestreetsaround
the Crown and Gown are now crawling with guards sent up from Axis as extra security for the Darkskye
Diamond. The guards were supposed to be on the scene during the carnival, but were bribed by Morgan
Navale to help his guards look for The Winter Seal. Now that the treasure that they were supposed to be
guarding has been stolen they are in trouble, if they return to Axis without the magical gem they will
probably be sent to the gladiatorial arena! They are detaining as many bystanders as possible, beating up
anybody who looks shifty, and generally acting like people with their necks on the line. They are doing
everythingtheycanthinkoftofindthemysticalgem.

In this scene the adventurers must find some way to get the glowing diamond pastthe imperialguardsand
into the Crown andGown wheretheirmysterious contact iswaiting forthem. Remember that thediamondis
very heavy, glows brightly, and is at least a foot across. The group must succeed on three skill checks to
get into the inn and to the room, theDCisset by whattheydecide to doDC15for somethinghardbut not
impossible, DC 20 for something that is risky if it goes wrong, and DC25 for somethingthatstands almost
no chance of working. Reward cunning plans and daringdo with a +2 bonus to the roll, or a +4 bonus if it
makes you laugh or is attempted with panache. Every failed roll raises the difficulty for the next roll by 5,
and the player who made the failed roll gets to narrate why their failure makes things more difficult. If the
whole group makes one roll each and doesn't accrue three successes then the guards have spotted the
diamondandafightensues(usetheguardfightbattlechartfromsection3.2).

3.4Murderonthedancefloor.
Nothing worth doing is simple, and in this case doubly so. There is another group of adventurers waiting
downstairsintheCrown and Gown,here totakethe gem and deliverit to the PrinceofShadows(why should
they do the work when they can just steal the glory). If the adventurers triggered the Spotted event in 3.2
then there are bountyhunterspresent (hopingtoreturnthe gem fora reward). Ifthe adventurers triggered the
Rivalseventin3.2thentherivalthievesarealsothere,hopingtostealthegemforthemselves.

page46/101
Murder on the Dance Floor Fight Chart HiredThug
Number of Enemies * Hired thugs 2ndlevelmook[humanoid]
PCs Initiative:+5
3 4 5
4 5 5 Jaggedknife+7vs.AC5colddamage

5 6 5
AC17
6 7 5
PD15HP9(mook)
7 8 5 MD11
* The mix of enemies depends on what happened Mook: Kill one hired thug mook for every 9 damage youdeal
earlier in the adventure. Hiredthugscanbeaddedtoany tothemob.
side. All the enemies are intent on getting the diamond and
will fight whoever has it, smart players could give the
diamond to an enemy group and convince other enemies to
teamup,thenpulladoublecross.

RivalAdventurerPsychic RivalAdventurerMonk
2ndlevelcaster[humanoid] 2ndlevelspoiler[humanoid]
Initiative:+8 Initiative:+6

Idslap+7vs.MD5psychicdamage Ten thousand thundering hand attack +7 vs.


Natural even miss: The psychic gains AC7thunderdamage
resist12+againsttheadventurersnextattack. Naturaleven miss: The monkmay moveas
afreeaction.
C: Egoagogo +5 vs. MD (one nearby
enemy)Target immediately makes a free basic Cobra and mongoose stance +7 vs. PDThe
attackagainstacharacterofthepsychicschoice. escalationdice value isloweredby1 (toaminimum
of0).
AC19
PD17HP45 AC19
MD12 PD17HP45
MD12

RivalThief BountyHunter
2ndlevelarcher[humanoid] 2ndlevelblocker[humanoid]
Initiative:+7 Initiative:+7

Fist+7vs.AC3damage Weightedrope+7vs.AC7thunderdamage
Natural even hit: The target fails its next
R: Crossbow +7 vs. AC (1d3 attacks against up disengagecheckthisbattle.
to3nearbyenemies)4damage
AC19
AC19 PD17HP45
PD17HP45 MD12
MD12

page47/101
3.5ThePayoff.
With their enemies and rivals disposed of or chased away, the adventurers lug the diamond to the private
suite of the person they aresupposedtobemeeting.Atiefling by thename of Shezakeh unlocksthe door
for them and lets them into her private suiteupstairs at theCrown andGown. She
thanks themfor ajobwelldone and handsthem their payment, asealedenvelope.
The black wax seal has the Prince of Shadowsmark upon it. Inside theenvelope
is akeyanda note.Thekeyis to aprivatesuiteat theCrown and Gown,and isin
their namefrom now onthey can drinkhereat the Crown andGownforfree!The
note contains instructions to go a drinking establishment called the Crimson
GoddesstomeetaGnomewomannamedBritaHalfhandinoneweekstime.

Shez-a-kah Fight Chart


Number of Shez-a-kah Summoned Impling from the Fifth Hell
PCs Implings These squishy sacks of hell-maggots each
have one huge yellow eye in their heads,
3 1 1
they have come to the aid of Shez-a-kah.
4 1 2 1st level troop [demon]
5 1 3 Initiative: +3
6 1 4
Vomit lava +7 vs. AC5 fire damage
7 1 5
Natural 16+: 5 ongoing fire damage.
If the adventurers refuse to hand over
the diamond Shez-a-kah will fight,
otherwise she is peaceable. She has
AC 17
boots of teleportation on her person that PD 11 HP 30
she will use to grab the gem and teleport MD 15
away if the fight goes badly for her.

Shez-a-kah
The former dragon-hunter is still in good
shape. She looks amused at the situation.
4th level troop [humanoid]
Initiative: +9

Silverfang +10 vs. AC15 fire damage


Natural Even Miss: Shez-a-kah
knows a lot of dirty tricks - target takes 5
damage.

Hellish hooves +8 vs. AC10 damage and


the target is dazed (easy save ends).
Thispieceofart,liketheoneonthecover,isbyAaron
R: Knife +9 vs. AC8 damage McConnellandLeeMoyer.Itcomesfromtheupcoming13
TrueWaysexpansionbook.
AC 20
PD 14 HP 54 (when she is reduced to half
hit-points or less she teleports away with the gem.)
MD 18

page48/101
Session4:TheGoldenBladeandTheKraken
4.0Recapandregroup
Three tasks for ThePrince of Shadowshavebeen completed. Threemore yetremain before debts
havebeenpaid.

SessionStart SessionEnd

The players learn that they need to rescue a The players have rescued The Golden Blade from
longdisappeared gladiator calledthe Golden Blade The Kraken and have delivered him back to the
fromafloatingprisoncalledTheKraken CrimsonGoddess.

If you have no new membersofthe group thisisthe point at which youshouldrecap theadventure fromlast
week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If you have a player joining you who previously played in a
Talesofthe13thAgegamethennowisthetimetointroducetheircharacterintothegame.

Introducingnewcharacters...
In the seedy underbelly of ShadowPort, therearemore than afewpeople whohave debtstorepay
ThePrince.Severalofyouhavejoinedforcestomakeyourgoingseasierfornow.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

page49/101
4.1SultryShadowPortNights.
Start the session with a montage scene. This is where the players tell you what happened to them after
their last heistuptothe point where theyre contacted abouttheir nextdebtclearingtask and allows fornew
characters to be introduced and included in the narrative. See the GMing advice section at thefront of this
adventureonhowtorunamontage.Ifyourplayersgetstuckpromptthemwithquestions.
Whatcorruptofficialsdidyouhavetobribeorblackmailandwhy?
Whatcriminalorganizationconflictdidyouseefirsthandrecently?
Arethereanyinterestingnewrumorsfloatingaroundthestreets?
Havetherebeenanystories,trueorotherwise,aboutyourrecentactions?
ArethereanypeoplelookingforyouafteryourlasttasksforthePrince?

4.2TheCrimsonGoddess.
TwohalfliesandonehalftruthaboutShadowPort

RampqueenPassagewasthesceneofarecentmurder,andnowishauntedbyaghostly
womaninwhite.Theownerofthewarehousenearbyisofferingmoneytoanybodywhocan
getridoftheghost,hisworkersaregettingspooked.

TheskullballteamfromJawletcherNarrowsisduetoplaythecrewoftheSeaSeedtonight.
LotsoflocalsarewageringontheJawletchergirlstowin.GoooooooNarrows!

Theseamen'smissiononRabblerateStreetislookingtohireaguard.

The Crimson Goddess is an inn which used to bea temple manyyearsago,refurbished inthe last50years
to be a place of business. This keeps out the superstitious with rumors of divine retribution and curses,
though little if any evidence of either exists. The red stone statue of agoddess tendstogenerate the worst
of the rumors, it is said to be the avatar of a goddessherself.Magicalprankstersoccasionally animatethe
statueorcastanillusiontomakeitappeartomove,furtherfuelingthereputationofthetavern.

page50/101
Even though ithasnt beena consecratedareafor decadesmany people feelthe needtoactliketheyrein a
temple while theyre inside. The tavern tends to be almost unnaturally subdued inside with few fights,
uncommon arguments, andlittle singingbeyond whatever minstrel orstorytellermight be infor thenight. Its
not a particularly luxurious establishment either in terms of food and drink, but its quiet andrelatively safe
whicharebothprizedqualitiesinShadowPort.

The adventurers have come tothe CrimsonGoddess cometo meeta GnomewomannamedBritaHalfhand,


a notorious thief and wizard who had apparently retired years before after one last big job. Despite her
retirement, she commands respect and her opinions carrygreat weightin theShadowPort underworld.The
fact that such a notorious figure is running what amounts to an errand for the Prince of Shadows mightbe
viewed ominously as aheraldof how much troublethe players areinorasa lighthearted jaunt by apowerful
figurelookingtohavefun.

Should youneedotherNPCstofleshoutthe environment or giveplayerssome roleplayingopportunities use


someofthefollowing:
Tailin Briarlance An elven bard who sings upbeat and happy songs about depressing things like
deathanddestruction.Theotherregularskeeptheirdistance,thinkinghesabitoff.
Brownstone Aminotaur bouncerwho issurprisingly polite,wellspoken, andeducated. He canstill
breaksomeoneinhalfandthrowthemoutthefrontdoor,buthesquiteapologeticaboutit.
Asuna Ragehammer The dwarven bartender, known for switching from a bright and cheerful
personality to aberserker ragein aheartbeat(andvice versa). Patronsfearher farfar morethanany
ofthebouncers.
Norman the Red Norman was killed in a nasty fight the veryfirst night theCrimson Goddesswas
open. His ghost still lurks about the place and is happy to talk about his life and subsequent
afterlife.NormanisgoodfriendswithbothAsunaandBrownstone.
DworguldGoldstoneAdwarvenclericofVo(MaytheinkytentaclesofVobringyouknowledge).
SamBitterfootAhalfelfhalfhalflingsailor,lookingforaquietdrinkandagameofcards.
AlvLongleafAnelvenbookbinder,readingabookandenjoyingaglassofwine.
SarkMillmanAhumanmercenary,returnedfromForgeafterfightingoffanorcincursion.
HenryBrownboughAhalfelfmercenary,returnedfromForgeafterfightingoffanorcincursion.
EdgarFoleyAhumanmercenary,returnedfromAnvilafterfightingoffanorcincursion.
ZublonaTheEnigmaAhumanenchantress,returnedfromAnvilafterfightingoffanorcincursion.

Brita Halfhand brings news of their next target. This time it is not an object but a person. For years the
halforc Jont Urner was known as the Golden Blade. Jontwas amasterofgladiatorial combat, even fighting
before The Emperor himself on several occasions. Several years ago he disappeared, leaving fans and
enemies alike to believe that hed either been killed by jealous opponents or was escaping his increasing
fame. However, Jont Urner has been found in Shadow Port, languishing in the floating prison barge called
The Kraken. The Prince wants him free, but hasgiven no reasonforthis request. Jonthas a curious tattoo
onhisbackperhapsitissomethingtodowiththat?

The Kraken is a floating prison for two types of people: thefirst arecriminals so badandsodistastefulthat
the various criminal organizations in Shadow Port (and even the rest of the Dragon Empire) have no
objection to their incarceration, thesecondtypeof prisoner issomeonewho hasmanaged to upsetoranger
somebody powerful. There arenumeroustalesof innocent peoplethrownintoTheKraken forcausingoffence
to the wrongperson. The Kraken is guarded by golemlikeconstructsandonly docks onceper week to take
onsuppliesfortheprisonersandthefewlivingcrew,thenitsailsouttoseatomakeescapedifficult.

page51/101
Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

There are a number of different things the players can do to maketheirprison breakgo moresmoothly and
they can do them in any order, leadinguptoSection4.6:The Kraken. Playersshouldnt have to guessat
whattodonext,feelfreetotellthemthattheseoptionsareobvioustotheircharacters.
IftheydecidetogatherintelligenceaboutTheKraken,gotoSection4.3:Knowyourenemy
If they decide to find control words for the guardian constructs go to Section 4.4: Construct
password
If the players want to create a distraction to make their escape easier,gotoSection4.5:Shuffle
andscarper

page52/101
ThestreetlevelflooroftheCrimsonGoddess
Thelightfromtheenchantedstainedglassaddstothetavernsambience.

page53/101
4.3Knowyourenemy.
TwohalfliesandonehalftruthaboutShadowPort

ThewizardsandenchantressesoftheWhiteUnicornCircusareback,settinguptheirtents
andputtingouttheirstalls.ThistimetheyhavesomegoblinacrobatsfromtheBadMoone
Faire,soitshouldbeagrandshow.Iheartheyhaveafireeatingdryadthisyear!

AbardsguildhasmovedintosomeroomsonNectarnareStreetacrosstheroadfromthe
BankofGlitterhaegen,buttheirplayingisawful.Theneighboursarecomplainingbuttheir
landladyMrsWilberforcethinkstheyareplayingbeautifully.

ThescentofrosesispowerfulneartheScreamscarpeHillcemetery.

Although there are plenty of rumors and supposed facts about The Kraken to be heard every night in the
taverns of Shadow Port, the characters might want to get something more concrete than word of mouth.
Thatmeanshittingthestreetstobuyroundsofale,leanonsnitches,andcallinfavorsowed.

Go around the table and ask each player to describe a situation or problem the group runs into while
collecting information and have them make a DC 15 skill check with an appropriate background to get
through the situation and continue on their hunt for more information. Iftheyfail, hitthe characters with one
ofthefollowing:

MinorBarRoom Aroundofdragon GangofMuggers CityGuardBrutality


Brawl aleplease
barkeep!

DCtospot/avoid:20 DCtowithstand:20 DCtospot/avoid:20 DCtospot/avoid:20


Attack:+15vsPD Attack:+10vsPD Attack:+15vsAC Attack:+15vsPD
Effect:1d12damage Effect:2d8poison Effect:2d8damage Effect:Targetslosea
(itisnotreallyafight damageandthe (itisnotreallyafight recovery(itisnot
fightandnotworth targetsareweakened fightandnotworth reallyafightfightand
rollinginitiativefor). atthestartoftheir rollinginitiativefor). notworthrolling
nextbattle(easysave initiativefor).
ends).

If more players succeed at their tasks than fail then theyvegleaned all thereliableinformationthat they can
about The Kraken. The living guards of theKraken willnot belooking fora raid andwill becaughtcompletely
by surprise. Players will get to add +2 to Initiative when fighting their way onto the Kraken, plus the
EscalationDiewillstartat1insteadof0.

If at least two thirds or more of the players fail their rolls that means that word gets out about someone
makinga runon The Kraken, so therewill be more guards and theywill bemore watchfulenemies willget a
+4bonustoInitiative.

page54/101
Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

There are a number of different things the players can do to maketheirprison breakgo moresmoothly and
theycandotheminanyorder
If they decide to find control words for the guardian constructs go to Section 4.4: Construct
password
If the players want to create a distraction to make their escape easier,gotoSection4.5:Shuffle
andscarper
Iftheplayersaredonepreparingfortheirtask,headtoSection4.6:TheKraken

page55/101
4.4Constructpassword.
TwohalfliesandonehalftruthaboutShadowPort

AmoosewentberserkintheStrutSquaremarketagain.Yetagainnobodyknowswhere
themoosecamefrom.Ittorearoundtheplace,knockingdownstallsandbitingpeople.

TheIronMoortavernishometoagreatnewhousebandcalledTheRoottles.Theycome
fromAnvilandarelookingforanewdrummer(thelastonewaseatenbyorcs).

TheladiesofShaftshadeStreetarerioting.Thestreetisbarricadedandtheyarehurling
insultsandclumpsofmudatanybodywhotriestogoupthestreet.

Everybody knows that the dwarvenmagewrightBella theMadcreated theconstructs thatguardsome ofthe


vital city areas. There have long been rumors that Bella had a coded book full of magical commands that
would allow her to retake controlover herconstructs atany time.Nobodyhas ever foundthis code book but
given that her constructs make up the majority of guards for The Kraken, itwouldnt hurt tolook.Her tower
workshop was abandoned and is now inhabited by severalpoor families, butthat doesnt mean thatnothing
there is worth looking at. In fact a search of the building shows a false wall behind which is a set of stairs
leading down to a hidden room in the basement. The wall was previously better hidden before the new
residentsremodelled.

Finallysomeloot!
Use the Icon relationship rolls to determine the exact items to be found, using both the list below and
the one in the appendix. In addition therearethree everburning lanterns (worth 200GPeach), a hovering
jadechest(worth500GP),1d6+2adventurertierhealingpotions,and2235&copperpieces.

VambracesoftheSpider PrismaticCrystalRod DwarfforgedShield

These metal armbands contain spools A long quartz crystal serves as thetip This shield is madeofinterlockingcogs
of living wire. With a littleconcentration to this wand, and the handle is tightly and faintly glowing crystals. In combat
on the part of the attuned wearer the wrapped in copper wire. When in use the cogs turn, restoring life to the
wielder.
wire animates, allowing the wearer to the wand bathes the wielders handin
latch on to branches or rooftops and afaintrainbow.
swingabout.

Add+5tochecksinvolvingclimbing. +1 to hit and damage with arcane IncreasemaxHPby4.


Gain the ability to traverse heavily spellsandattacks. (Recharge 11+): When you make a
forested areas or city streets as Once per day castColorSprayatyour basic melee attack,youmay healusing
though flying (but only while not in level,asaquickaction.
arecovery.
combat,asittakesconcentration).

Quirk: Always seeks something higher Quirk: Insists onspeakingeach syllable Quirk: Craves the sound of ticking
thangroundleveltostandupon. ofaworddistinctly. clockwork.

page56/101
ThehiddenworkshopofBellatheMad
Bellamaybegone,butthedefencesoftheworkshopstilllieinwaitforintruders...

Features of the area: A glass vat with a glowing green liquid in the bottom of it (1d6+2 doses of healing
potion), several partial bronze skeletons, a large casket full of odds and ends (stuffed giant rats, old rope,
acidstained white robes, a box of bent cutlery, a burlap sack of mostly broken glassware, halfmelted
tongs, screws, etc), ahoveringjade chest(containing 2235&copperpieces), threeeverburning lanterns,
a stone sarcophagus with notes and books upon it (and three magic items inside it), three jetblackpillars
with strange 9th age carvings, a section of floor that looks like a trap that is stuck, wooden stairs with
shelves of tools and jars of oddments underneath it, an interestingred stain,anairofimpending doom, and
adoorthatautomaticallylocksadventurersinside.Oh,andaplethoraofconstructtrapsarmedandwaiting!

page57/101
Workshop Fight Chart
Number Scythes Spinning Bolt ScythesandSpikes
of PCs and pillars Turret
Spikes Scythes, spikes, and other cutting and impaling
instruments lash out from every wall, ceiling, floor,
3 1 2 1
and decorative element of the room. Thankfully,
4 1 2 2
theyremadetododamage,nottakeit.
5 2 2 2 2ndleveltroop[construct]
6 2 3 2 Initiative:+10
7 2 3 3
Slashandstab+7vs.AC6damage
Normally wed just set traps as minor Natural 16+ Hit: Make a second slash
inconveniences, but this trapped room is a andstabattack.
mechanical monster all by itself.Treat each partof
the room as a separate monster. It is a standard AC16
action and a DC 20 check (DC 15 for rogues) to PD15HP40
daze a trap until the end of its nextturn,if all parts MD22
get dazed at once the room is disarmed.Everybody
intheroomisengagedwithalltraps.

GrotesqueStatues BoltTurret
These statues pop out of hexagonalhatches in the These crossbows pop out from hatches in the
floortosprayburningacidonintruders. ceiling. Not all of them work and some are
2ndlevelcaster[construct] unloaded but enoughofthemfiringatintruders at
Initiative:+8 oncegetsthejobdone.
2ndlevelleader[construct]
GoutofAcid+6vs.AC5damage Initiative:+3

C: Acid Splash +6 vs. PD8 acid damage, and C: Rusty bolts +6 vs. AC (1d3 nearby
until the end of the statues next turn, the target is enemies)3 damage and the target suffers a 2
vulnerable. penaltytotheirnextattack
Natural 16+ Hit: Target is dazed until the
AC17 endoftheirnextturn.
PD12HP34
MD22 AC18
PD12HP36
MD22

page58/101
TheCodebook
The real treasureherefor theplayers, atleastasfar as completingtheirtask,isthe codebookthat Bellathe
Mad left behind. The problem is reading it. Go around the table and ask each player what their character
does to help decipher the code book and learning its secrets, then have them roll on the appropriate
backgroundagainstaDC20.Ifplayersarehavingsometroublesthinkingofideasherearesomeprompts.
Thecharactermaybeabletodispelasubtlemagicalconfusioneffectonthebook.
ThecharactermayknowsomebitofhistoryaboutBellatheMadthatgivesthemaninsight.
Thecharactermayrecognisetheobscurelanguagethecodebookiswrittenin.

If more players succeed than fail (equal numbers goes in favor of theplayers),they gain an understandingof
how one of the guardian golems on the Kraken workand may brieflysubvert them and order them to attack
their comrades. If the players fail here, they still gain some knowledge, but its only enough to cause a
Dazedeffectononeconstructforoneturn.

Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

There are a number of different things the players can do to maketheirprison breakgo moresmoothly and
theycandotheminanyorder
IftheydecidetogatherintelligenceaboutTheKraken,gotoSection4.3:Knowyourenemy
If the players want to create a distraction to make their escape easier,gotoSection4.5:Shuffle
andscarper
Iftheplayersaredonepreparingfortheirtask,headtoSection4.6:TheKraken

page59/101
4.5Shuffleandscarper.
TwohalfliesandonehalftruthaboutShadowPort

MadameVandahasdecidedtopurchaseaship,theDeepSwing.ThecaptainoftheDeep
Swingisntkeenonselling.MadameVandaishiringguardsasisthecaptain.

ThepeopleofShoeshireStreethavehadtheirfountainstolen,theirprideandjoy.

JimmytheNeedleisontherun.HestolesomethingbigfromanemissaryoftheElfQueen.

Sometimes getting away clean is the hardest part of a caper. Players here can attempt to set up one or
moredistractionsorcontingenciesthatwillhelpensurethattheygetawaywiththeGoldenBlade.

This is an opportunity for you to encourage player creativity at the table. One group might plan an escape
across the rooftops while another group might hire a group of smugglers to be waiting with boats. Let the
players plan and enable their ideas.Ask playersto bringtheirBackgrounds andtheirOneUnique Thing into
play. When they start to throw solutions and thoughts around answer with positive answers: if the players
start digging for a sneaky solution it will be a sneaky solution that is best, if they move towards a social
solutionofsomesortthenmove thingsin that direction.Unless theplayerssolutions arecompletely illogical
or ridiculous, let the plan happen without any dice rolls so long as they have appropriate Backgrounds or
OneUniqueThings.

Ifplayersgetstuck,herearesomeideasforwhatadventurersmightdotodistractpursuitoravoidattention.
Hiresmugglerstobereadyferrythemawaybyboat.
Setsomethingonthenearbydocksonfireasadistraction.
Bribeawatchcaptaintolooktheotherwayandtakehistimeresponding.
If the players come up with entertaining ideas then they gain a +2 bonus on all background checks in
Section4.7:OnTheRunandyouasGMshouldtrytoincorporatetheirplanintothestory.

Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

There are a number of different things the players can do to maketheirprison breakgo moresmoothly and
theycandotheminanyorder
IftheydecidetogatherintelligenceaboutTheKraken,gotoSection4.3:Knowyourenemy
If they decide to find control words for the guardian constructs go to Section 4.4: Construct
password
Iftheplayersaredonepreparingfortheirtask,headtoSection4.6:TheKraken

page60/101
4.6TheKraken.
TwohalfliesandonehalftruthaboutShadowPort

LadyRumpdentistoholdagrandgalatonight.TheballsofthericheliteoftheCiteCrescent
districtarelegendary,andLadyRumpdenthasthebiggestballsofthemall(secondonlyof
coursetoMorganNavale).Theysaysheisplayinghosttocentaurs!

TheurchinsofChamCornerhavesuddenlybecomewealthyandpurchasedfinenew
waistcoats.IheartheymuggedthePrincehimself,andheletthemkeepthecoins!

MadameBluestaffofCherrychaseAlleyisofferingrunesandpotionsatalowerthanusual
price.Ihearsheistryingtoraisealotofmoneyveryquickly.Maybesheneedstoleave?

The Kraken awaits, docked at one of the secluded piers often used for smuggling. The Krakenis takingon
supplieslate at night to avoid exactlythe kindofcaper that thecharacters are attemptingtocarry out.It isa
DC 20 task to sneak past the guards on the way in, but anybody sneaking aboard willfind thatthe guards
had almost finished loading supplies and arecastingoff fighting theguards on thewayout isthe onlyway.
Alternatelyattackingtheguardsonthewayinisanoption.

If theyve broken the Golden Blade out when they confrontthe guards,hell be morethan happytohelp out.
However, his long years of imprisonment have sapped his strength and stamina, so he limits himself to
assisting the charactersinstead ofattackingdirectly.Onhisinitiativeturn(+4),he maygrantone ally acting
before his next turn+2 to aroll andgranta differentallyarerollon afailedroll with
2 to thereroll.Anyother
freedprisonerswillbetooweakfrompoorfoodandlackofexercisetoaidinafight.

page61/101
TheKrakenFightChart PrisonGuard
Number Prison Bruiser Guardian These guards are little more than thugs in uniform
of PCs Guards Construct Construct andtheyreallyenjoytheirjobs
3 2 1 1 Level1Troop(Humanoid)
4 2 1 2 Initiative:+4
5 2 2 2
6 3 2 2 Truncheon:+6vsAC5damage
Natural even hit or miss: The prison guard
7 3 2 3
does9damageonthenextsuccessfulhit.

If the players completely succeeded in Section Prison beating: An attack againsta prisonguardis
4.4: Password accepted then as a quick action, a natural 1, the Prison Guard may make two
they may give one construct an order to attack its
truncheon attacks against each enemy it is
comrades. This construct then takes 3d6 damage
and may not again be ordered to attack its allies engagedwith.
againinthisbattle.If theplayersdidnot completely
succeed, they instead cause one construct to be AC17
dazedforuntiltheendofitsnextturn. PD15HP27
MD11

BruiserConstruct GuardianConstruct
This hulking mass of steel and stone will keep This humanoid construct crackles with electricity
peace in this prison, even if it means the peace of and stinks of ozone. It keeps unruly prisoners and
thegrave. intrudersalikesubdued.
Level3Wrecker(Construct) Level2Caster(Construct)
Initiative:+4 Initiative+6

Steel fist: +8 vs AC10 damage. Any dazed LightningPunch:+7vsAC6lightningdamage


enemy struck by a Steel Fist attack is stunned Natural even hit or miss: The construct
(saveends). maypopfree.
One More: When the escalation die is
even,make2steelfistattacksthatround. R: Shockwave: +7 vs PD (1d3 nearby
enemies)3thunderdamage
Counterstrike: Any enemy who hits the Bruiser Natural 16+ hit: Target is dazed until the
Constructwithameleeattacktakes8damage. endofitsnextturn..

Immunity: These constructs can not be confused, Immunity: These constructs can not be confused,
dazed,orstunned. dazed,orstunned.

AC19 AC18
PD18HP45 PD17HP38
MD11 MD11

page62/101
TheupperdeckandfirstholdoftheKraken.
Thecrampeddarkcellsholdtwentyprisoners,eachchainedhandandfoottothenext.

page63/101
4.7Ontherun.
TwohalfliesandonehalftruthaboutShadowPort

AbunchoftalkingmulticoloredponiesandotheranimalshavebeenhangingaroundtheSand
Streetpubwherethewizardshangout.Probablyillusionistsplayingtricks.

AnelfwasfoundhangingfromtheWaxweaselBridgelastnight.Thatisthethirdoneinas
manydays.WhelpitlooksliketheWaxweaselHangmanisback!

TheCoombCanyonslaughterhousedistrictistheplacetofindthebestfreshmeatandthe
deadliestassassins.Youhavetoknowtherightpeoplefirstthough...

There are three parts to any good heist. The adventurers have accomplished the first two by gettingin and
getting what they came for, but now they need to get away from the Kraken and duck into the shadows
beforetakingJontUrnertheGoldenBladebacktotheCrimsonGoddess.

Go around thetable, starting withthe playertoyourleft. Ask thatplayertodescribe howthe guards orother
rival interests attempt to pin down the characters tocapture theescaped prisoner. Then go to theplayer on
their right and ask them whattheir characterdoesto getthem past thesepursuers,then roll theappropriate
Background against a DC 20. Remind themofthe +2bonusfromSection4.5:Shuffleandscarperif they
did that task. Repeat this until all the players havehad achancetobothdescribe a problemandattempt to
resolve one. If a player failstheirBackgroundroll, presentthe player with twoofthefollowing consequences
andletthemchooseone.
Thecharacterlosestworecoveriesastheyfallthrougharottenbridge,roof,orfloor.
Each partymembermustmake asave(11+) or take 1d12 damage as they barrelthrougha game of
dicewithsomeroughcustomersinanalley.
Thecharacterlosesanimportantpieceofequipmentintheirhastetoclimboverawall.
The character takes 1d8 damage as they run headlong into a fruit or vegetable cart and send
produceeverywhere,ordivethroughaglasswindow,orsimilar.
Each party must make a save (11+) or take 1d6 damage as they run loudly through abuildingand
haveallmannerofunpleasantandpainfulthingsthrownatthembysomeoftheresidents.

If more players succeed than fail, the players getaway cleanand arriveatthe CrimsonGoddess untouched
and with no tails. If the players fail more than they succeed,theyrecornered byagroup of people (guards,
thugs, slavers) who want to take the Golden Blade forthemselves andthe players are goingto haveto fight
todefendhimandescape.

If the party has had plenty of fights and are hurting or you are runninglowon timethenfeelfree
to skip this fight. Instead, ask the party to narrate how they narrowly avoid their pursuers and
leavethembehind.

Regardless of whether the players have to fight their way there or not, Brita Halfhand is waiting at the
CrimsonGoddessfor their arrival. She quicklywhisksthe Golden Blade away toa more secure location with
asmileandanod,butnotbeforetellingthecharactersthattheirdebthasbeenerasedbyonemoremark.

page64/101
EscapetoCrimsonGoddessFight ThiefCatcher
Number Thief Rogue Goon Dead, alive, peacefully, or in pieces, they always
of PCs Catcher Guard bringintheirtarget.
3 1 2 10 Level2Spoiler(Humanoid)
4 2 2 10 Initiative:+6
5 2 3 10
Sword breaker +6 vs AC7 damage and the
6 3 3 10
targettakesa2penaltytotheirnextmeleeattack
7 4 3 10
R: Bolo strike +6 vs PD (1 nearby enemy)6
damageandthetargetisstuck(saveends).
Surprise: If attacking a target that is engaged, add
+3tothedamagedonebybolostrike.

Sneaky: The Thief Catcher gains a +5 bonus to


disengagechecks.

AC17
PD17HP32
MD13

Goon RogueGuard
They may not be tough, strong,or smart, butthere Goahead,makehisday
areanawfullotofthem. Level2Troop(Humanoid)
Level1Mook(Humanoid) Initiative:+4
Initiative+2
Furiousbeatdown+6vsAC8damage
Savageswing+6vsAC3damage Natural even hit: 4 damage each other
enemytheguardisengagedwith.
Coordinated Beatdown: Goons gain a +1 to attack
rolls for each goon engaged with thetarget, up to a Oversizedhandcrossbow+7vsAC5damage
maximumbonusof+4.
Feeling lucky?: When staggered the Rogue Guard
AC17 rolls2d20forattacksandmaytakethebestroll.
PD14HP7(mook)
MD10 AC18
Mook: Killone goon mook for every 7 damage dealt PD17HP38
tothemob. MD10

page65/101
ThescenicFriendshipWall,andthemassiveDwarvenTowerofBells
ThethickhighwallseparatestheneighborhoodsknownasElftownandLittleAnvil,andisagoodwaytoget
acrosstownwithoutgoingthrougheither.ThechimesfromthetowercanbeheardasfarastheBitterwood.

page66/101
Session5:TheBigJob
5.0Recapandregroup.
The adventurershave justtwofavorstogobeforetheyareoutfrom under.ThePrince of Shadows
hasadesiretoownaflyingbarge...

SessionStart SessionEnd

The adventurers go to the Drake and Ducato for a The Prince of Shadows advises them to flee
quietdrinkandtoreceivetheirnextjob. Shadow Port for a while, leaving one last favor
owedtohimdanglingovertheirheads.

If you have no new membersofthe group thisisthe point at which youshouldrecap theadventure fromlast
week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If you have a player joining you who played in a Tales of the
13thAgegameelsewherethennowisthetimetointroducetheircharacterintothegame.

Newcharactersthisweekmightbe:
CorruptguardsformerlyemployedinthetheCloudShroudedTower.
Criminals on the run who are doing a favor for the Prince in exchange for a quick way and
untraceablewayoutofShadowPort.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

Thisadventurefeaturesaskybarge

The overall tone of the Dragon Empiresettingismedievalstyle swordsandsorcery fantasy:adventurers,


dragons, and castles. However, there are some more outthere elements too, mostly relics from earlier
ages of high magic. Sky barges are probably not that common, and certainly are things that are not
being massproduced in the current age. However, you are the GM and you shape the setting as more
than wedo. Ifyou decidethatskybargesarerare(wethink they are, especiallybelowepic tier) thenthat
is cool, if you decide that there are regular twicedaily sky barge mail runs from Concord to New Port
then that is cool too. If you imagine them to be airships just be sure to find a way to prevent zealous
adventurers from slitting open the gas bag, but we imagine sky barges to be much like flying ships
(completewithsailstodrivethemandmagicalkeelscraftedinaformeragethatmakethemfly).

page67/101
5.1TheDrakeandDucatto.
The adventurers are taking their ease at a tavern in the Tilgate Heights district of Shadow Port. The Drake
and Ducatto is famous in Shadowport for its overpriced drinks and proximity to the CloudShroudedTower.
The Dragon Empire has flights of dragon riders, for which it is named. The empire also maintains a small
fleet of sky barges left over from an earlier age, as does the elven court. It is atthe CloudShroudedTower
that these barges dock in Shadow Port. Thisnight theskybarge Pride of Opals isdockedatthe tower,and
the elves have disembarked to stretch their legs and seek refreshments at the Drake and Ducatto. The
Drake and Ducatto is busy tonight. Not only are the elves from the Pride of Opals here trying to order
expensive wines, but the dwarven workers at the tower have just got paid and are monopolizing the dart
board.

GMs: Go around the group and ask each player to give you a nameanddescription of anefariousShadow
Port lowlife who happens to be at theDrakeandDucatto, then go on to thenextplayer and ask themwhat
crime the lowlife has recently committed in another part of the empire and is now laying low from. This is
not just a montage but also an opportunity for roleplayasthe adventurersget achancetointeractwith the
neerdowellsthattheyhavejustpeopledtheworldwith.

Just as the adventurers are settling in for a well deserved night of carousing and revelry the bar steward
sends them over a free round of drinks. Tucked under one of the tankards is a letter from the Prince of
Shadows. It is unmistakably his work. The bar steward, naturally, denies any knowledge if pressed on the
subject. The letter gives very specific instructions: Steal the Pride of Opals, crashland it in a veryspecific
place in the Bitterwood, lose a fight against a bunch of orcs who march under a red banner, and abandon
thePrideofOpalswiththeorcs.

page68/101
TheDrakeandDucato
AfavoritewateringholeforguardsandsoldiersinShadowPort.

page69/101
5.2CloudShroudedTower.
The first stepinstealingthe Pride ofOpals is goingtobegettingtoit. It is moored highabovethe city at the
top ofthe CloudShrouded Tower.Thankfullythe towerguards got paid early and areoff drinking in theDrake
and Ducatto (the adventurers probablyhave thePrincetothank for that,ormaybeit is justgood luck). There
are only a few guards left at the tower, but it does have other defences. This is a skill challenge. Each
adventurer must make one of the below skill checks. If they fail the check there is a consequence, if they
succeedthenthepathtotheskybargewillbethatmucheasier.

Challenge Success Failure


(Only one shot at passing each one, one roll forsuccess
orfailure.Giveeverybodyashotatmakingaroll.)

1.Getpasttheremainingtowerguards Proceedto Fighttheguards


Bribethedoorguards=DC15and20gp thenext (seeTowerGuards)
Createadistraction=DC20 challenge
Sneakpast=DC25
Intimidatetheguards=DC30

2.Passthemagicalwards Proceedto Potentiallysetoffthetraps


Anadventurerhasalreadybribedtheoffdutyguardsfor thenext (seeMagicalWards)
informationaboutthewards=DC15and10gp challenge
Anadventurerhasalreadylocatedandboughtdrinksfor
thewizardwhosetthewardsinthefirstplace=DC20

3.Getpasttheheavylockeddoor Proceedto Bashingthedoordownalerts


Pickthelock=DC15 thenext theelvesstillontheship.
Climboutthewindowanduponefloor=DC20 challenge (see6.3ThePrideofOpals)
Kickitinquietly=DC25

4.Navigatetheinteriorofthetower Proceedto Potentiallysetoffthetraps


Useadimmedlantern=DC15 thenext (seeTowerTraps)
Anadventurerhasfoundthegranddaughterofthewoman challenge
whobuiltthetower=DC20
Fumblearoundinthedark=DC20or25(GMscall)

5.Thereisagryphonnestinguphere,itisonthe Proceedto Fightthegryphon


pathofthechosensneakyroute thenext (seeYoungGryphon)
Sneakpast=DC20 challenge
Actuallytheadventurersnoticedthetelltalesignsofclaw
marksonahighupwindowsillwhilecasingthejointand
boughtsomemeattothrowtothegryphon=DC25

6.Someelvesarewanderingbackfromthe Proceedto Thereturningelvesalertthe


tavern. thenext elvesstillontheship.
Hidefromtheelves=DC15 challenge (see6.3ThePrideofOpals)
Knockthemout=DC20
BluffTowerinspectors,heretoinspecttower!=DC25

7.SneakaboardthePrideofOpals Proceedto Yourbumblingalertsthe


Usemagictogetonboard=DC15 6.4Getting elvesstillontheship.
Sneakpasttheguards=DC20 UnderWay (see6.3ThePrideofOpals)
Createdistraction=DC25

page70/101
Tower Guards Fight Chart DwarfTowerGuard
# of Angry Surly Dwarf Comeanaveagoifyoufinkyerardenuff!
PCs Dwarf Dwarf Tower Level3Mook(Humanoid)
Guard Guard Guard Initiative:+5
3 1 1 2
Club+8vsAC6damage
4 1 1 5
5 1 2 4 Dwarven toughness: Dwarves take half damagewhen
6 2 2 2 theescalationdieisodd.
7 2 2 5
AC20
PD16HP6(mook)
MD11
Mook: Kill one dwarf guard mook for every 6 damage
youdealtothemob.

AngryDwarfGuard SurlyDwarfGuard
Oi!You!Standstillandfight! Youaregoingnowhere,intruder!
Level3Troop(Humanoid) Level3Troop(Humanoid)
Initiative:+4 Initiative:+4

Axe+8vsAC10damage Hammer+8vsAC10damage
Natural even hit: If the escalation die is even Natural even hit or miss: The target can not
itsvalueloweredby1. move away without provoking two hammer
attacks,evenifitpopsfree.
Dwarven toughness: Dwarves take half damagewhen
theescalationdieisodd. Dwarven toughness: Dwarves take half damagewhen
theescalationdieisodd.
AC20
PD16HP45 AC20
MD11 PD16HP45
MD11
YoungGryphon
Largelevel5Wrecker(Beast)
Initiative:+9

Claw,claw,bite+10vsAC20damage
Naturaleven hit or miss: Make a claw, claw, bite attack as a free action, asmany
timesaroundasitlikesuntilitrollsanevenora1.

Flight:Gryphons can fly, thoughnotintightenclosedspacessuchasmostrooms


oramongclosestandingtrees.

AC21
PD19HP146
MD14

page71/101
MagicalWards
TinyHomunculus ScreamingEye LightningBarrier PainOrbs

DCtospot/avoid:20 DCtospot/avoid:20 DCtospot/avoid:20 DCtospot/avoid:20


Attack:+15vsAC Attack:+10vsMD Attack:+15vsPD Attack:+15vsPD
Effect:1d12damage Effect:2d8psychic Effect:2d8lightning againsteach
(itisnotreallyafight damageandthetarget damage adventurer
fightandnotworth isweakenedatthe Effect:Targetslosea
rollinginitiativefor). startoftheirnext recovery
battle(easysave
ends).

TowerTraps
Trapdoor Deadfall GuillotineStairs DartTrap

DCtospot/avoid:20 DCtospot/avoid:20 DCtospot/avoid:20 DCtospot/avoid:20


Attack:+15vsAC Attack:+10vsAC Attack:+15vsAC Attack:+15vsAC
Effect:2d6damage Effect:2d8damage. againsteach Effect:1d12damage
adventurer
Effect:2d6damage

5.3ThePrideofOpals.
The sky barge is a simpleship,with theamazing ability to fly. Itisatreasureofthe elven Courtof Starts.In
past ages such things were much more common than they are now, so the elves are not going to leave it
unguarded.

If the adventurers alerted the guards by failing a challenge in section 6.2 then the guards will fight them,
otherwisetheguardswillnotnoticethemsneakingaboardthevesselandyoucanskiptosection6.4.

Elven Guards Fight Chart ElvenGuard ElvenMage


Number of Guards FortheQueen! BythehiddenlightIcursethee!
PCs Level2Troop(Humanoid) Level2Caster(Humanoid)
3 4 Initiative:+6 Initiative:+6
4 5
Longsword+6vsAC7damage C: Caustic ray +10 vs PD (one
5 6 nearby or far away enemy)7
6 7 R:Bow+8vsAC7damage aciddamage
7 8 Miss: The mage teleports
AC18 and one other elf can
Youcanuseanymixofthetwo
PD16HP36 disengage or move for
guardtypeshere.
free.
MD12
AC18
PD15HP25
MD13

page72/101
TheCloudShroudedTower
Itissaidthatstormwitchesliveatopthetower!

page73/101
5.4Gettingunderway.
The adventurers are aboard the ship, having either snuck past the guards or fought their way past them.
Nobody is aboardthe PrideofOpals. The shipis tethered by ropes, andcuttingthem andfloatingawayfrom
the tower takesjustmoments. Asthe shipfloatsoff andthe towerrecedes intothe distancethe adventurers
see more guards rush the roof, but far too late to stop them. With theguards areimpressive lookingstorm
witches,andtheyflyandteleportaboardinordertotrytopreventthetheft.

Storm Witch Fight Chart Rainsprite


Number of Storm Rain Sprites 2ndlevelmook
PCs Witches Initiative:+7
3 1 10
4 2 15 Chilltouch+7vs.PD5colddamage

5 3 20
AC18
6 4 25
PD16HP9(mook)
7 5 30 MD12
Mook: Kill one rain sprite mook for every 9 damage you deal
Youcanuseamixofthetwowitchtypes. tothemob.

StormWitch(thunder) StormWitch(lightning)
3rdlevelcaster(Humanoid) 3rdlevelcaster(Humanoid)
Initiative:+3 Initiative:+3

Thunderfist+8vs.PD8thunderdamage Copperstaff+8vs.AC10lightningdamage
Natural even hit: an extra 4 lightning Natural even hit: the target teleports to
damage. another nearby part of the ship of the witchs
choosing.
C: Spray of hail +8 vs. AC (1d3 nearby Natural odd hit: the witch may teleport to
enemies)6 damage and the target is dazed until anypointnearbyorfaraway.
theendofitsnextturn
R:Lightningstrike +8 vs.AC5ongoing lightning
Skywalk: The storm witch can fly in the form of a damage, and the characters hairstands up onend
darkcloud.Thismovementcannotbeintercepted. assparksflyfromanythingmetalnearthem.

Storm shield: Instead of moving, a storm witchcan Raging storm: Instead of attacking, thestormwitch
use a moveequivalent action to shield another can summon a powerful localized storm as a
storm witch until theendofthe round. The shielded standard action. Adventurers who attempt to
witchgains+2ACandpopsfreeifsheishit. disengage or who move during the storm become
vulnerable to all damage until the start of theirnext
AC19 turn.
PD17HP45
MD12 AC19
PD17HP45
MD12

page74/101
ThePrideofOpals
Arareskybarge,perhapsoneofthelastfewleftinexistence.

page75/101
5.5Beatingwings.
Ifthesessionisrunninglongandyouareshortontimeskipthispartandgostraighttosection5.6

The flying ship is hard to control, but thankfully the Bitterwood is a hard target to miss. Just keep heading
north and youll get there. Introduce a short montage scene here as the players narrate how they get the
shipundercontrol.

Just as all seems to be going rather too well the sky is blotted out
by a dark shadow. A flight of elven eagleriders are heading in from
the eastern sky to recapture the ship. The adventurers have a
chance toshakethem off theirtrail them by flying through cloud,but
can they do it? Each player must narrate howtheircharacter helps,
and make a DC 20 roll using an appropriate background. Every
successeliminatesoneeagleriderfromtheupcomingbattle.

Eagle-Riders Fight Chart


EagleRiderArcher
Number of Eagle- Level3Archer(Humanoid)
PCs Riders
Initiative:+4
3 5
4 6 R:Shortbow+8vsAC(1d3enemies)5damage
5 7
Flight:Flieslikeanangryeagle.
6 8
7 9
AC18
Youmaymixthetypesofeagleriderasyoulike. PD18HP40
Riders who are defeated fall off their mounts into
the Midland Sea, with a scream that fades as they MD10
drop from sight. The riderless bird will swoop after
itsriderandleavethefight.

EagleRiderLancer EagleRiderSkirmisher
Level3Troop(Humanoid) Level3Troop(Humanoid)
Initiative:+4 Initiative:+4

Lance+7vsAC10damage Twin short swords +7 vs AC (1d3 nearby


Natural odd hit: The eagles claws do 5 enemies)5damage
damageasitswoopspast. Natural odd hit: The eagles claws do 5
damageasitswoopspast.
Flight:Flieslikeanangryeagle.
Flight:Flieslikeanangryeagle.
AC23
PD16HP32 AC19
MD11 PD16HP50
MD11

page76/101
5.6Thehonorofthieves.
Grasping the control wheel the adventurers steer the sky barge towards the Bitterwood. As they get close
they realize thatthe Pride of Opals hassomehowbeen damagedin someindefinable way,either that or itis
runningoutofmagicaljuice.Eveniftheyattemptedtostealitforthemselvestheywouldntgetfar.

down below in the Bitterwood several pyres are burning, beacons lighting theirwaytowards aclearing. Red
banners flutter in the pale moonlight. These are the orcs that the adventurers are supposed to give the
skybargetowhichisfortunateastheskybargeisrapidlydescending.

After an ungentle landing the adventurers are surrounded by about a hundred orcs who proceed to swarm
aboard the Pride of Opals. Among them is a dark cloaked figure. It walks forward and speaks to themin a
whisperthatcarriesonthenightwind.

My master the Prince of Shadows considers your debt to be almost settled but chooses not to callinthe
last marker. It would be best for youto leave Shadow Port for aseasonor so. I hear thatthenorthis lovely
this time of year, and our brave orcish friends here are certain tocreate lots of opportunities foradventurers
thereinthenearfuture.AsapartinggesturethePrincegraciouslygiftsyouthislargebagofemeralds.

The orcs greedilywatchasthe Princesmessenger tossesthebagtothe party.Theskyis litwitha sudden


explosion of purple light from the south east. Something very big and very magical has justhappened near
theWildWood.Whenthepartylooksbackthemessengerisgone.

The orcs look at the bag of emeralds, at the adventurers, and back to the bag. The biggest orc begins to
drawherknife...

5.7Theend,myfriend.
This concludes the adventure! The party has 1000 GP worth of emeralds each, plus anything they looted
alongthe waygettingtothispoint. Itis notreallypossibletotakethe Pride ofOpals, theorcsare waitingfor
the restoftheirwarbandand theirpetwizard to getthere to repower theskybarge.Evendestroying the ship
isimpossible,therearetoomanyorcstofight.

Ask each player how they got away from the orcs. If they ran away they can keep the emeralds if they
fought then the emeralds were snatched from themduringthe fight,buttheymanaged to grab a magic item
from appendix 3 as they fled (let them pick which one). If you want to run this as afightuse theorcs from
appendix 4, but remember that more orcs will keep turning up until the adventurers flee. There really are a
LOToforcs(whichshouldgiveaclueastowhatthenextadventureswillinvolve).

Go around the table and ask each player what their adventurer does after they flee the orcs. Do a
minimontagetogiveclosuretotheadventure.

Thank the players for being great. Ifyou enjoyedGMing forthegroup(andwehope you did) then
letthemknow.

Askforfeedbackontheadventure,andon13thAgeingeneral.Wewanttohearwhatyouthink.

andfinallyTHANKYOU.

page77/101
Appendix 1: Temporary Magic: Potions, Oils, and
Runes.
Playerscanpurchaseorfindtemporarymagicitemsduringtheadventure...

Item Cost Effect

Healingpotion 50gp Recovery+1d8hp(max30hpofhealing)

Resistancepotion 100gp Resist16+againstonedamagetype

Oil 100gp +1(seeoilchartinthecorebook)

Rune 150gp +1(seetherunechartbeloworinthecorebook)

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

page78/101
Appendix2:Cheatsheet.
Conditions
13th Age uses the following conditions. You can only be affectedbythe samecondition once at atimefor
example, if two effects would daze you, the worst one affects you and you ignore the daze portion of the
lesser effect. Similarly, penalties from these conditions dont stack. If youre both weakened and stunned
youonlytakea4penaltytoyourdefenses(plusotherdifferenteffects).
Confused: Youcantmake opportunity attacks or useyourlimited powers.Your next attackaction willbea
basic or atwill attack against at least one of your nearby allies, usually determined randomly. If you dont
haveany nearby allies, youeitherdonothingmuch or,atthe GMs option, act inastrange confusedmanner
thatsuitsthestory.
Dazed:Youtakea4penaltytoattacks.
Fear:Feardazesyouandpreventsyoufromusingtheescalationdie.
Hampered: You can only make basic attacks, no frills. You can still move normally. (Fighters and bards,
that also means no flexible attacks. Monsters, that means no triggering special abilities for specificattack
rolls.)
Helpless: Ifyoureunconsciousorasleep,youre helplessand aloteasier to hit.While helpless,you takea
4penaltytoalldefensesandyoucanbethetargetofacoupdegrace.
Stuck: You cant move, disengage, pop free, change your position, or let anyone else move you without
teleporting.Yourenototherwisepenalized,necessarily.
Stunned:Youtakea4penaltytodefensesandcanttakeanyactions.
Vulnerable:Attacksagainstyouhavetheircritrangeexpandedby2(normally18+).
Weakened:Youtakea4penaltytoattacksandtodefenses.

SkillCheckDCs,Trap/ObstacleAttackBonuses&ImpromptuDamagefor2ndLevel
Characters

Degreeof Skill Trapor Impromptu Impromptu


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

Normaltask 15 +5 2d6or3d6 1d10or1d12

Hardtask 20 +10 3d6 1d12

Ridiculously 25 +15 4d6 1d12or2d8


hardtask

page79/101
Appendix3:MagicItems.
Remembertomentionthatitemsarealiveandhavepersonalities,sothatcharactersusing
magicitemscanhavepersonalityquirksiftheywish.Ifyouhavemoreitemsthanyourlevel,
youritemstakeoverandyoubecomeavehiclefortheirpersonalities!

ChainArmorofIronWill SuppleBootsofthe ElvenCloak


SlipperyEel

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

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


AddyourDexteritymodifiertoyour Add+10tocheckstoremainhiddenin
disengagechecks. natural
surroundings.

Quirk:Pronetoabstractspeculation. Quirk:Lovespuns. Quirk:Prefersthefinestthingsinlife


ofcourse,theyareelven.

HelmoftheUndaunted ShieldofProtection SymbolofGatheredPower


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

+1toMD. Enemiesengagedwithyoutakea1 Rechargewithfullhealup:Duringa


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

Quirk:Favorstraditionalbattlehymns. Quirk:Tendstootherswithtoomuch Quirk:Onetrackmind.


familiarity.

page80/101
WeaponofVengeance HaughtyWeapon PotionsandOils
Thisbrutallookingweaponoozes Twotypesoftheseweaponsare Not as permanent asatruemagicitem,
emotionalviolenceandanger,andits knowntohavebeencreated:those butalso lesslikely to posses youorget
obviousthatitssoledesignistoharm designedfortheimperialsoldiers you killed by others who seek your
others.Thesimplebuteffectivestyling againstthecreaturesoftheWild,and precioustreasure.
isacommonelementamongthe thosedesignedfortheservantsofthe
barbarianweaponsmithswhocreate WildagainsttheagentsoftheEmpire.
suchweaponstofightfororagainst Ineithercase,theseweaponsare
theOrcLord. highlyeffectiveattakingdownenemy
leaders.

[MeleeWeapon] [RangedWeapon] (standardactiontouse):


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

Quirk:Quicktotakeoffense. Quirk:Challengesotherstoimprovised
contests.

page81/101
Appendix4:Bonusmonstergroups.

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

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

Spiked club +5 vs. AC4 damage


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

AC 17
PD 14 HP 27
MD 12

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

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

Giant Web Spider Hunting Spider


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

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


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

page83/101
GNOLLSANDDEMONS
Use these monsters ifthe PCs seem to beenemies of the Diabolist, or if theyre on thesideof
the High Druid or even the Crusader, or ifyouwantthemfighting demoncultists.Thisisatough
little fight if you get the feeling that the PCs are gonna have trouble or you are short on time,
subtractagnollsavage.
Gnolls and Demons Fight Chart
Number of Gnoll Gnoll Ranger Gnoll War Imp
PCs Savage Chief
3 1 2 0 0
4 2 2 0 0
5 2 2 1 0
6 1 2 1 1
7 2 2 1 1

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

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

R:Thrownspear+6vs.AC8damage Pack ferocity: If more than one gnoll is engaged with


the target, each gnoll melee attack that misses that
AC19 targetdealshalfdamage.
PD16HP42
MD13 AC20
PD17HP56
MD14

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

Pack ferocity: If more than one gnoll is engaged with Festeringclaws+7vs.AC3damage,and5ongoing


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

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

GiantDragonman LizardmanSavage
Large3rdleveltroop[humanoid] You might think that they stick with the traditional
Initiative:+5 stone weapons of their ancestors as a form of
conscious ancestor worship. But actually they just
Bighonkinclub+7vs.AC18damage like the way stone sounds when its going through
Miss:Halfdamage. bone.
2ndlevelwrecker[humanoid]
Breathin fire: Instead of disengaging, the Initiative:+6
dragonman can breathe as a quick action +9 vs.
PD (each enemy engaged with the Stonetipspear(orclub)+7vs.AC7damage
dragonman)1d6 fire damage, and the Natural 16+: The lizardman savage can
dragonmanpopsfreefromthetarget. make a bite attack against the target or
another creature engaged with it as a free
AC19 action.
PD16HP90
[Special trigger] Bite +7 vs. AC5 damage, and
MD12 the lizardman savage can make a ripping frenzy
attack against the target as a standard action
duringitsnextturnifitsengagedwiththattarget.

[Special trigger] Ripping frenzy +9 vs. AC (3


attacks)5damage

R:Thrownspear+6vs.AC5damage

AC17
PD16HP32
MD12

page86/101
ORCS
Fight orcs if the PCs seem to be enemies of the Orc Lord or if the PCs are allied with the
EmperororDwarfLordorifyouwantmonsterswhocouldbetryingtowreckmostanything.
Orc Fight Chart OrcWarrior
Number Orc Orc Orc 1stleveltroop[humanoid]
of PCs Berserker Shaman Warrior Initiative:+3

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

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

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

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

R: Battle curse +7 vs. MD (1d3 nearby Unstoppable: When an orcberserkerdrops to 0hp,


enemies)4 psychic damage, and for the rest of it does not immediately die. Ignore any damage in
the battle, melee attacks by orcs deal +1d4 excess of 0hp, roll 2d6, and givethe berserkerthat
damageagainstthetarget(noncumulative) many temporary hit points. No other healing can
affect the berserker or give it more temporary hit
AC18 points: when the temporary hp are gone, the
PD12HP36 berserkerdies.

MD16
AC16
PD15HP40
MD13

page87/101
UNDEAD
Shambling,rotting,andperfectforadventuresfeaturingtheLichKing.Perfectforanyadventure.
Undead Fight Chart Zombie
Number Ghoul Newly Zombie Brains...
of PCs Risen 2ndleveltroop[undead]
Ghoul
Initiative:+1
3 1 8 1
4 1 5 2 Vulnerability:holy
5 2 3 2
6 3 3 2 Rottingfist+7vs.AC6damage
7 3 12 2 Natural16+: Boththe zombie anditstarget
take1d6damage!

Headshot: A criticalhitagainsta zombie dropsit to


0hp.

AC15
PD13HP60
MD9

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

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

Pound of flesh: The ghouls claws and bite attack Pound of flesh: The newlyrisen ghouls scrabbling
deals+4damageagainstvulnerabletargets. claws attack deals +2 damage against vulnerable
targets.
Infected bite: Any creature that is slain by a ghoul
and not consumed will rise as a ghoul the next
AC17
night.
PD15HP9(mook)
AC18 MD11
Mook: Kill one newlyrisen ghoul mook for every 9
PD16HP36
damageyoudealtothemob.
MD12

page88/101
Appendix5:Bonusmaps.

Needagenericroommapinahurry?Wevegotyoucovered!Isthisawizardslair,arogues
hideout,orapartofatemple?Itiswhateveryouneedittobe.

page89/101
Apiratehideout?Asmugglerscove?Anancientstonedock?Acultlairbehindawaterfall?

page90/101
Lotsofbloodinthesesewers,isntthere?Iwonderwholeftthosecandlesburning?
Ifyourplayerssurpriseyou,andyoudonthavetimetocreatesomesewers,heresoneImadeearlier.Theresnothinginthe
adventurethatdealsdirectlywithsewers,butyouknowplayersalwayswantingtogowhereyouhadntplannedfor.

page91/101
UsethesesewergeomorphstocreateyourownShadowPortsewers.
Copy and paste them into apaintprogramandrearrangethemforinfinitevariation,orprintthem
out andusethemastiles.Tothepersonintheprintshop:it isOKifthepersoninfrontof youasksyoutoprintthisout.
Thisisusgivingpermission.Infacttheycanprintoutanyorallofthisdocument.

page92/101
page93/101
page94/101
page95/101
UsethesestreetgeomorphstocreateyourownShadowPortneighborhoods.
Copy and paste them into apaintprogramandrearrangethemforinfinitevariation,orprintthem
out andusethemastiles.Tothepersonintheprintshop:it isOKifthepersoninfrontof youasksyoutoprintthisout.
Thisisusgivingpermission.Infacttheycanprintoutanyorallofthisdocument.

page96/101
page97/101
page98/101
GIMPfantasycitybuildingbrushasseenintheabovecitygeomorphscourtesyofJesseMorgan
Jessecanbefoundathttp://morgajel.net/.
Fire Opal Media takes no responsibility fornorsupportsorendorsesthe content oftheexternalwebsite linkedto, norof views
expressedtherein,norofthesafetythereof,etc.

page99/101
Credits
Authors:
AaronRoudabush,ASHLAW,LawrenceAugustineMignola
LeadAdventureDesigner/Editor:
ASHLAW
Artists:
Adventure maps and illustrations by ASH LAW, additional art by Lee Moyer and Aaron
McConnell.

page100/101
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