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The Crusaders Fist

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0% found this document useful (0 votes)
149 views76 pages

The Crusaders Fist

Uploaded by

Magi Scythe
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 76

.The Crusader’s Fist.

A Tales of the 13th Age adventure for 13th Age characters of 6th level, in five two­hour sessions by ASH LAW

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About this adventure
The adventurers start the adventure in Axis, attending a gladiatorial game
as guests of an icon that they have worked for previously. The day’s
games are a celebration of the anniversary of the Crusader’s capture of
and pacification of the hellhole at First Triumph.
Unfortunately the Diabolist intends to disrupt the day’s celebration and has
smuggled some monsters into the stands. After the adventurers show
themselves to be capable they are offered the job of tracking down the
origin of the monsters and preventing the Diabolist from doing anything like
that again.

Credits
Writer & Map­Maker: ASH LAW
Executive Producer: Rob Heinsoo
Art from the 13th Age Bestiary: Rich Longmore
Art from the core 13th Age rulebook and 13 True Ways: Aaron McConnell and Lee Moyer
Maps created using: Excel, GIMP, and Pro­Fantasy’s Campaign Cartographer.

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

Maps from this adventure and from previous adventures can be found here.
Links to all published Tales of the 13th Age adventures can be found here.

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The Icons

The Crusader has a simple goal ­ pay back the Diabolist for what she tried to do.
He’ll aid and sponsor the adventurers, and is their primary patron during this adventure.

The Archmage wants some chuul parts to study. He’s curious as to how the
Diabolist is able to control the humanoid­hating monsters. Of course he could step
in and solve this with a wave of his hand and a devistating spell or two… but he’s
still dealing with issues caused by the fall of Darkskye, and is busy reinforcing the
wards on other flying islands. The Lich King is probably pleased to see the
‘usurper emperor’ embarrassed. Like the Archmage the Lich King would like to
know how the Diabolist has come to employ the normally belligernt chuul.
The Diabolist is very obviously behind the attack in Axis. If an adventurer has a
positive relationship with her they’ll probably want to hide that fact… especially if
they are working for her to test the defences of Axis and go undercover with forces
loyal to the Crusader!.
The Dwarf King and The Orc Lord both have cause to worry. If the
Diabolist is somehow bringing chuuls from the Chuulfen in the north down to Axis
that could mean trouble for their realms, realms already weakened by the actions of
the renegade warlord General Gul. The Prince of Shadows has a vested
interest in not allowing chuul to come anywhere near Shadow Port.
The Great Gold Wyrm is a rival of the Crusader, and The Priestess
attempts to protect others from his excesses. Both are willing to put aside their
opposition to the Crusader while he resolves the problems caused by their mutual
enemy.
The Elf Queen and The High Druid both have cause to hate chuuls, and
the chaos of the Diabolist. The ‘sisters’ are willing to support anybody who is willing
to fight those who would unleash chuuls on the world
The Emperor, has seen a celebration in his city disrupted, throwing into
doubt his ability to protect his empire. Naturally he’s going to let the Crusader
do what needs to be done.

The Three are interested in knowing what the Diabolist is up to. If the empire is
weakened they might decide to make their long­anticipated play for power, but it
needs to be weakened in the right way at the right time and now is not yet that time.

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Previously in Tales of the 13th Age...
Starting with magic items…
Characters may start the game with one magic item per adventure that they have completed. If they gained
more than that then they have since lost them in battle, lost them gambling, or had a catastrophic quirk
meltdown. . If they gained less than one magic item per adventure completed then they have found some
magic items in their ‘off­screen’ adventures.

Additional benefits...
2nd Level Adventures
● Characters who went to the Necropolis in Crown of the Lich King gain +1 to their defences when
in the final battle (section 5.4).
● Characters who escaped the Wild Wood in Wyrd of the Wild Wood gain +1 to skill rolls involving
avoiding the dangers of the Chuulfen.
● Characters who sought knowledge of their future in Quest in the Cathedral gain one re­roll of a d20
during this adventure (their d20 roll or somebody else’s) due to having some prior knowledge of their
fates.
● Characters who worked for the Prince of Shadows in Shadowport Shuffle gain +5 to two
stealth­type rolls during this adventure.
3rd Level Adventures
● Characters who chased the Darkskye Diamond in Omenquest gain +1 to defences against magic
for one fight, due to the lingering energies of the enchanted gem.
● Characters who survived The Folding of Screamhaunt Castle gain +1 to their defences when
fighting chuuls. They are used to dealing with things right out of nightmares.
● Characters who explored the fungal kingdom in Fungaloid Infection may maximize their recovery
dice twice during this adventure, assuming they eat a mushroom that they found in the fungal
kingdom and have been drying until now.
● Characters who explored the Tower of the Ogre Mage gain +2 to their defences in the Wizard’s
tower in the town of Whitmarsh.
4th Level Adventures (the Orc War Trilogy)
● Characters who are veterans of the orc war (Wrath of the Orc Lord, Domain of the Dwarf King,
The Elf Queen’s Enchantment) may re­roll one missed attack or failed roll each session of this
adventure, provided they are staggered when they make the reroll.
5th Level Adventures
● Characters who survived Three Hearts Over Glitterhaegen gain +1 to their attacks and defences
while defending an ally: if their character is standing over a dying or helpless ally and keeping an
enemy away they gain the benefit.

Links to all published Tales of the 13th Age adventures can be found here.

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

The organized play plan


The plan
Each game of 13th Age is different because the one unique things and backgrounds of the characters in
separate groups will be different. The plan here is to have players be able to find and take part in 13th Age
games around the world with a continuity of story. As a GM this will require you to be on your toes, but we
think you have the chops for the job. This document gives you six linked adventures to take place over six
weeks, and advice on running the adventures.

Feedback
We’ll be asking for feedback from both GMs and players. We want to know what works, what doesn't, what
people enjoy, and what could do with revision. We’ll also want game reports … we want to know what
happened, what cool and awesome things you did with 13th Age. Part of our ethos is giving you the tools to
play the game you want ­ so if we get a lot of feedback saying “Hey ­ what are the rules for exploding gems?
My players found this crystal throne and exploded it, and I’d like some rules for that.” then we might want to
consider addressing that in a See Page XX article or in a future supplement. You can give feedback here.

One Unique Things


Once you’ve run a couple of dozen games for strangers you’ll notice that certain unique things come up
surprisingly often. Illegitimate sons of the Emperor seem to populate half of all adventuring parties, and there
are a ton of adventurers who used to be animals. In your home game it is cool to build a story about the
Emperor’s only illegitimate son because you know that nobody else in your game is going to pick that, but
in an organized play program you may have players who created their character with another organized play
GM. So as to avoid conflicts of Emperor’s only son meets Emperor’s only son we are saying:
No ONLYs please
You can be one of the last of your kind (or one of the first) but you can’t be the only one. You can
be a prisoner sent forward in time from the first age as a punishment but you can’t be the only one
to whom that happened. You can be a rare 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 one unique thing relies upon you being the only something think about how you could make it
cooler and more unique.
If somebody does pick an ‘only’ type of unique remind them that their character believes themselves to be
the only one but in fact they may not be.

Backgrounds
All characters have 8 background points, and can spend up to five of them on any one background. Try to
encourage players to tell you stories about their backgrounds rather than just a list of words. This...
­ Climber 4
­ Urban Survival 3
­ Artist 1
… is boring and as a GM tells you very little about the character and doesn't give you a lot to work with.
Encourage the players to talk about their backgrounds and name them appropriately. With a little nudging
the above list of words can blossom into...
­ Second best rooftop runner in Horizon 5

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­ Member of the Beggar’s Guild 3
… which is awesome and tells you a lot about the character.

Statements about the world


One of the cool things about 13th Age is that players help to define the world. There is no standard universal
Dragon Empire, each game is different. This presents challenges for organized play and as a GM you need
to be on your feet. Whenever a player mentions something about the world either via a background or one
unique thing or just as a plain statement make a very quick note about it and repeat back to them what they
have just said.
As an example:
Player: “... and then I bend down and look into the mechanism. Half orcs know a lot about this
stuff. How hard is it to disable the trap?”
GM: “Half orcs do know a lot about traps ­ why is that?”
Player: “Oh I meant half orcs know a lot about breaking things. We love smashing clockwork.”
GM: “Why do half­orcs like smashing clockwork?”
Player: “It gives us headaches, nobody knows why.”
GM: “Ah, you need to get a 15 to break the trap without setting it off” (makes a note ‘Clockwork =
causes headaches for half­orcs’).
Each session recap all the statements about the world and ask if anybody has extra input on them. Be sure
to ask each player if they have anything to add to the world. It’s a little ritual that helps to build a stronger
game for your players.
GM: “Ok, so last week we discovered that orcs hate clockwork because it gives them headaches”
Player 1: “Ah, I figured it is their two natures warring in them. There is something mystical about
clockwork”.
Player 2: “Yeah, like maybe it is trying to separate out your two natures ­ giving you a ‘splitting’
headache”
GM: (makes a note) “I like that. What else did we learn. High elves fear mice, they think mice are
spirits of the dead. That is an old elf legend.”
Player 3: “Yeah! It is just a legend, but they still creep elves out”
GM: “As you are new to the group, what things did your character discover last week?”
Player 4 (the new player): “Orcs have clockwork axes”
GM: (makes a note) “So some tribes of orc are able to use clockwork, but obviously not all tribes.”
… then recap them with the added player input and ask if anybody has anything more to add.
GM: “So clockwork gives half­orcs headaches, but some orc tribes use clockwork. That is true.
What else is true?”
Player 2: “Only some orc tribes are lucky enough to mutate into half­orcs, and those tribes don’t
use clockwork. They have to get rid of it to commune with the spirits and begin the transormation
process.”
GM: “Yes, that is true.” (makes a note) “And elves fear mice due to legends revolving around mice
and ghosts. That is true. What else is true?”
Player 3: “Maybe their god of the dead uses mice as messengers, and elf necromancers have mice
familiars”
GM: (makes note) “Yes, that is true”
In this way your players build the world with you, and you remind them each week of the world that you have
built together. You also let new players know what your game is like, and you let them bring in the bits of
the 13th Age game they played last week into your game that are important to them.

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Skill checks
Use your index cards
The humble index card is one of the best gaming tools I’ve discovered in years. Write down each character’s
backgrounds and set the index cards out in front of you. As play progresses glance down and put obstacles
in the path of the party that speak to the backgrounds possessed by the party. For example if your party’s
dwarf has the background ‘Mistress of Metal: I train dwarven smiths’ then during play announce
“The path is blocked by a partially toppled statue. It is made of metal of intricate design,” and then look
around and ask “Does anybody here know anything about dwarf metalworking?”.
Bring in interesting options for success and failure (perhaps success reveals that the statue has coins in the
base to keep it upright, a common practice from an age where gold was more plentiful ­ and failure results in
the hollow statue shifting and making a huge racket sure to attract monsters). By bringing backgrounds into
play you make the story about the characters themselves.

When not to roll


Being a game with limited time you don’t want to roll for every little thing, especially if pass/fail doesn't really
matter. Only have players roll dice when failure would be an interesting outcome and would impact the story.
If a character has a background specific to a task and failure wouldn’t be interesting narratively invite them
into the task.
● “That wall looks tough to climb, but you know that your Dwarf friend used to be an acrobat. He
could easily climb the wall and pass a rope down to you”

One roll should do it


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

Fail forwards
Remember to Fail Forwards.
...outside of battle, true failure tends to slow action down rather than move the action
along. A more constructive way to interpret failure is as a near-success or event that
happens to carry unwanted consequences or side effects. The character probably still fails
to achieve the desired goal, but that’s because something happens on the way to the goal
rather than because nothing happens.
Suppose a player makes a Charisma check to have his or her rogue rustle up some clues as
to where a certain monk of the black dragon might be hiding. The player fails the check.
Traditionally, the GM would rule that the character had failed to find any information. With
13th Age, we encourage you to rule that the character does indeed find clues as to the
monk's location, but with unexpectedly bad results. Most likely, word has gotten to the
monk that the rogue is looking for him, and he either escapes before his lair is found, or
prepares for the group, either setting up an ambush or leaving a trap. The failure means
that interesting things happen.

Escalating risks
If a character fails it is interesting to offer a choice to the player ­ fail forwards as above OR succeed but with
a complication. In this case the player gets what they want but it causes another problem. You then pass
that problem on to the next player and ask them if they want to attempt to solve it or leave it where it is.
Consecutive failures can have interesting results as the consequences escalate as shown in the example
below...
● The halfling rogue successfully climbs the stable wall but drops their lantern into the straw below
starting a fire.

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● The elf wizard successfully convinces the angry crowd that the fire the rogue started was the doing
of the Dwarf King, but now the crowd wants to lynch dwarves.
● The dwarf paladin successfully smuggles the dwarven ambassador out of town away from the angry
guard but the ambassador figures out that the party are to blame for the fire and is going to tell
agents of the Dwarf King.
● The human sorcerer successfully bribes the dodgy­looking boat captain to take the dwarven
ambassador somewhere where they can’t contact the Dwarf King’s agents but as he sails away the
party realizes that the captain is a slaver.

Montage!
Sometimes you don’t want to go into details but do want to give a sense of time passing. Overland travel,
random dungeon exploration, fortifying an old farmhouse against zombies. All these things can happen in a
montage if they are not the focus of the montage itself.
Go round the table and ask each player:
● “Describe an obstacle that the party encountered but defeated.”
Then turn to the player to their left:
● “Your character was the one to get the party past that. How did you succeed?”
They don’t need to roll for this ­ they just tell you an awesome thing that their character did that solved the
problem.
Repeat this around the table until everybody has had a chance to come up with a death­trap or a wandering
monster or whatever their imaginations can conjure up and a chance to overcome an obstacle. As each
player tells you how their character saved the day narrate back to them what they have said and put a spin
on it to highlight their heroism.
● “Yes! The party encountered a minotaur’s ghost and you entertained him with your bagpipes. Not
only did that pacify the ghost but several other ghosts appeared to hear you play and in gratitude led
you part­way through the maze.”
● “Awesome ­ you killed the magically animated pagoda with your mighty axe. Later you came to an
underground river and crossed it using your foe’s remains. Good job.”
● “Brilliant. With a flick of your wrist you turn over your last card. The skeletal guards are amazed by
your winning streak and untie your companions as agreed. They are so impressed with your
poker­face that they tell you how to get to the center of the maze. Congratulations ­ you have a
better poker­face than skeletons and they don’t even have faces!”

Pacing
Sometimes things go slowly. Players get the idea that there is a secret door they can find if only they spend
another 10 minutes searching for it. In organized play you’ve got limited time available to you. If the players
start going off track supply them with unambiguous information by using the phrase “It is obvious to you
that...”
“It is obvious to you that there is no secret door here.”
“It is obvious to you that the dwarf is telling the truth.”
Rolls­>follow­>fiction not rolls=fiction
What does that mean? YOU tell the players when to roll, based upon what they say their characters are
doing. If somebody announces “I’m rolling to see if I can get past the guards” put your hand out in a ‘stop’
motion and ask “HOW are you attempting to get past the guards?” and play onwards from there. Talk about
how the guards look half­asleep, how the character notices one of them is wearing new boots but the other
one is dressed shabbily, how the guard on the left gets distracted when he looks at the food cart nearby.
Role­play the encounter, and build the scene using a back­and­forth exchange of information and
suggestions between you and the player. Only call for a roll once the character acts to change the situation
and the outcome is in question and failure would be interesting. Let the rolls flow from what characters do. It

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is a small thing, but important.

Monsters
Some of the monsters that appear here are from the core 13th Age book but others appear in books like the
Bestiary or 13 True Ways.

Choosing and balancing monsters


In the adventures we’ve put in the monsters that we think you’ll need, and a guide to how many to include in
a fight.

Using alternate monsters


The backgrounds and uniques of the player characters and the statements by players about the world may
mean that the monsters we’ve provided are not suitable for your needs. In that case there are three options.
Hopefully you can stretch the existing monsters to fit your needs ­ if one of the adventurers has the unique
‘Raised by giant rats’ you can just say that the skeletons the party are about to fight are the skeletons of
giant rats. If that doesn't work for you you can ‘reskin’ the monsters for the adventure ­ instead of fighting
skeletons you use the skeleton stats but call them ‘giant rats’ or ‘pixie swarms’ or ‘loquacious rust­golems’
or whatever the story needs. If neither of those options works for you the core rule book has a ton of advice
for creating new monsters on the fly.

Big damn heroes


Combat is a prime opportunity to remind players that their character is awesome. When an adventurer hits
an enemy take the opportunity to describe the hit.
● “With a mighty swing of the sword you slice the zombie in two! Hyah!”
● “Lightning crackles from your eyes as you unleash your spell. ZZZZT!”
● “The eyes of your enemies widen in shock as you destroy their shaman with a well placed arrow.
Zonk!”
● “The hag runs towards you screaming and reaches out towards you, but you duck her swing and
launch a bolt of pure sizzling magic into her. She screams as the burning energy sinks into her
body.”
● “You swing the sword and the dragon jerk’s it head back … but your cunning backswing slices
deep into its gums ­ it roars in rage and you dash in under its maw to strike a deep blow into the
tender flesh under the chin!”
Even miss damage is cool...
● “You do miss damage? Your axe whizzes past the goblin’s head, but your foot connects with his
knee­cap!”
● “The zombie staggers backwards and your axe misses. You take the opportunity to kick it in the
groin. normally this wouldn’t faze a zombie but your kick is bone shatteringly powerful!”
Don’t be afraid to really get into it. Stand up from the table. Mime the zombie who takes an arrow through
both eyes. Snarl like the hob­goblin chieftain as you caper about with bent back swearing vengeance on the
cleric. Just a second or so of play­acting each round to highlight an awesome hit or near miss goes a long
way towards drawing our players out of their shells. Once you start doing it your players will too.

Tone
The tone of your game will depend a lot on who you are running it for. A group of 12 year olds may not
appreciate gory decapitations (or they may, pre­teens are a bloody lot) but it is part of your job as a GM to
gauge what your audience wants. In the words of Tyler Durden “If someone says "stop" or goes limp, taps
out …” then you may want to tone it back a bit. If you know your audience well and have previously
discussed what their limits are then you can play within those limits. Remember if you are running the game
in a public place to keep it appropriate. What is cool to shout out at the top of your lungs at a friend’s house

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may not be acceptable to say at all in a game store or at a convention.
Pacing
The escalation die and the design of monsters in 13th Age means combat is pretty fast moving, but you
may still be pressed for time. The store that you are playing in is closing for the night, or you have a limited
time at a table at a convention, or one of your players needs to leave early. If some outside constraint is
limiting your time you may want to end the combat early. Drop the defences of the monsters and adjust
their damage downwards. If you are still pressed for time have the monsters run away or use a dramatic
moment to kill the big bad guy (the gnome bard who hasn’t hit all day gets in a crit and takes the head of
the dragon in one blow).

Tips to make your job easier and the game more fun
Index cards
Seriously. Grab a pack and...
Make name tents
Each player gets a name tent. Fold the index card in two and write the character name on it and put it in
front of the player. Now instead of saying “your dwarf” or “the ranger” you can call the characters by name.
This is an awesome thing for you to do, it links players to their characters.
Write out one unique things and backgrounds
Go around the table and have players recap their uniques. As they do so jot down their uniques on index
cards ­ two or three uniques per card using a short phrase. Use big letters so you can quickly glance down
and see what is going on. As the game progresses glance down and introduce skill challenges or obstacles
tailored for the party. As each party member succeeds (or fails in an interesting way that advances the
story) cross their unique or background off.
Use them to make scenery & minis
If you are using minis to map out battles (while 13th Age does not rely upon minis using them does make
visualizing relative positioning in battles easier) you can draw scenery on index cards and put them down on
the table to indicate terrain or objects. If you need to improvise a large creature that you don’t have a mini for
you can make a tent out of an index card and write the monster’s name on both sides.
Seriously ­ get some index cards!

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

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

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Initiative
This is how I do initiative. You might prefer your own system, but I find this speeds up play
1. Everybody rolls initiative. All monsters share the same initiative, unless they are of very different
types. All goblins share an initiative, all spiders, etc. If in doubt fudge monster initiative downwards.
2. Count out how many characters and groups of monsters there are. Write numbers from 1 to the
total number of characters and groups of monsters acting on index cards. Write big. If there are 6
adventurers and 2 types of monsters (or two different groups of monsters acting on different
initiatives) you would have cards numbered 1­8.
3. Start counting upward from 1. When you get to an initiative that an adventurer or monster has, hand
them the highest numbered card you have. In a fight with six adventurers and two monsters the
lowest initiative gets the card with ‘8’ on it, the next lowest initiative gets the ‘7’ card, and so on.
4. Each round just look around the table for the person with the number 1 in front of them and tell them
it is their turn. After that glance around for the number 2 card, then the number 3 card, and so on.
Players can also use the cards to write you quick notes if they wish to, or to take notes during
combat. I like to use the index cards with the monster initiatives on them to track conditions, HP
left, etc.

‘Bus Stop’ GMing… What?


The idea behind the Tales of the 13th Age organized play program is that players should be able to play in
London one week and New York the next and be able to pick up where they left off. This means that the
games can not be completely freeform. However, they are not rail­road adventures either. Each session has
a start point and an end point and how you get from one bus stop to the next is up to you, the driver of the
bus. If you decide to substitute goblins for kobolds or your players decide to circumvent an encounter or
battle then that is fine, provided you end the session in such a way as it leads naturally on to the next
session as written. Side­quests, digressions, and player­generated plots are cool ­ encouraged even. You
can go whichever route you choose and do whatever weird stuff you and your players like along the way, just
make sure you get to the next bus stop so that anybody who wants to get on your bus at that point can.

Dealing with a TPK. Total. Party. Kill.


We haven't made this adventure super­deadly... but sometimes the dice are against the players, bad
decisions are made, and the unthinkable is thought. If the entire party dies then the following session tell the
tale of how their new characters were following their old characters, always a day or so behind on the same
quest, finding dungeons pre­looted and monsters already defeated; they have finally caught up with the
heroes only to find them dead. The next session starts normally, but perhaps their new characters start with
some recovered loot from their former characters’ corpses. Or if you prefer use Jonathan’s idea from pg 170
of the core rule book.

When to give treasure out


At the start of every session roll icon relationship dice. If the dice would seem to indicate it have adventurers
find treasure during montage scenes. Aim to give out one item of treasure each week like this. Some
sessions also have sections that will tell you that it is time to hand out treasure.

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Character Creation
If it is published then it is permitted
If it appears in a 13th Age rulebook you can play it. So yes, you can play the classes from 13 True Ways
and the new Twygzog race from the Bestiary.

If you play something still in playtest send your playtest notes to 13thAgePlaytest@gmail.com. Note that we’re not
making you sign an NDA but we do have a request: If you’d seriously like to help the playtest process for
unpublished classes and races, don’t post your playtest feedback publicly or discuss it on the internet. In our
experience, publicly discussed playtests generate less useful data because people start agreeing and echoing each
other (or getting concerned about disagreeing with other people) rather than testing things for themselves.

Incremental advances
Each week every character that participated should receive an incremental advance... unless somehow the
party fouled up beyond belief, or chose to flee a battle. Details on incremental advances are on page 189 of
the core rules. This adventure is designed for level 6 characters from beginning to end.
Aim for a full heal­up at the end of every session.

Useful resources
General: http://www.pelgranepress.com/?p=8764
Character sheet: http://www.pelgranepress.com/site/wp­content/uploads/2012/08/13th­age­character­sheet­fillable.pdf
Harassment policy: http://www.pelgranepress.com/site/wp­content/uploads/2013/07/13th­Age­OP­Harassment­Policy.pdf

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Session 1: A day at the arena
1.0 Prelude/Introduction.
The adventurers attend a gladiatorial fight at the arena as spectators, but unexpectedly face
monsters.

Session Start Session End

The adventurers sit down to watch a gladiatorial The adventurers are approached by representatives
fight, they are sat together. of the Crusader.

Overall the party need a unifying reason to be together. Being able to back each other up in a fight is
a good reason to stick together.

This first session involves the city of Axis and the potential for player characters to split up. Splitting the
party is sometimes tricky to GM. If the party split up let the players know that they might be less able to
face the challenges this adventure presents than if they are all together.

For more on the city of Axis see 13 True Ways.

Don’t forget to roll icon relationship dice at the


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

13/76
1.1 A day at the races
Start the adventure by helping the players to set the scene. Briefly describe the Crusader’s and Emperor’s
banners fluttering over the crowd, the hawkers and traders passing through the crowd as they filter into the
stands, and how the city is excited to celebrate the anniversary of the Crusader’s capture of First Triumph.

Explain that the adventurers are here today in the expensive seats (but not the really expensive seats) as
guests of an icon that they have worked for before. The player characters know each other from past
adventures, so discuss which Tales of the 13th Age adventures each character has taken part in. If new
characters are joining the group discuss how their character is friends with one or more of their fellow
adventurers. Finally figure out which icon it is that has provided them with these comfy seats— if many of
them took part in the same adventure then that might point to the icon with the other adventurers being
friends of those with an invitation, otherwise figure out which icon has the most positive relationships in the
group.

Turn to the first player and ask them to describe some minor detail of the day. Then turn to the next player
and ask them how their character interacted with that detail. Then ask that second player to describe a new
detail, and ask a third player to describe how their character interacted with that detail. Go around the group
until everybody has had a chance to contribute a detail and interact with it.

For example the first player you call on in the group might describe how a peanut seller is getting robbed by
a bunch of half­orc mercenaries sat in the cheap seats and nobody is lifting a finger to help.The second
player might then describe how their character came to the rescue of the peanut seller, and then go on to
describe how a flight of dragons send their shadow over the arena as they fly overhead. The third player
might describe how their character laughs as they see a proud dragon get tangled up in one of the
Crusader’s banners that has come fluttering free in the breeze.

Once everybody has had a chance to contribute give the players a chance to chat in­character as their
adventurers, and then launch right into the story.

Around the arena are statues of veterans of the battles that captured First Triumph, enslaved the demons
there, and ended the menace to the cities of Axis and Glitterhaegen. These statues were commissioned
especially for today.

The morning’s entertainment were foot­races and chariot races, but now for the main event. As the sun
beats down on the crowd, the arena roustabouts start setting up scenery to represent the battle for First
Triumph, and fighters in costumes representing the Crusader’s forces take to the field ready to re­enact the
famous conflict. The crowd stands and begins cheering. However, the sky suddenly darkens and an ill wind
blows in from the north­west. On the wind can be heard a woman’s mocking laughter.

There is a cracking sound as red lightning arcs in the clouds. The statues begin to explode one­by­one. Out
of each of the broken statues of veterans appear portals, through which step chuuls! Some chuuls appear
next to the party and move towards them with obvious intent to kill. Each chuul has the sigil of the diabolist
painted onto its shell.

14/76
Chuuls: What do the adventurers know?
Common Knowledge: Chuuls are monsters who hate humanoids.
DC 15: Chuuls are willing to harm themselves if it means killing
humanoids.
DC 20: Chuuls are highly intelligent, but won’t negotiate with
humanoids.
DC 25: Chuul bodies yield living magic items, if properly harvested.
DC 30: The adventurer knows all of the above, and gains a +5 bonus
to initiative for this battle.

Chuul fight chart Chuul


Number of Chuuls Large 6th level spoiler [ABERRATION]
PCs Initiative: +11
3 2
Crushing claws +11 vs. AC (2 attacks)—21 damage
4 3 Both attacks hit the same target: The chuul grabs the target.
5 3, and a demon herder
Crippling tentacles +11 vs. PD—The target is weakened
6 4 (save ends)
First failed save: The target is hampered and weakened (save
7 5 ends both).
Second failed save: The target is instead helpless (hard save
ends, 16+).
Demon Herder Quick use: This attack only requires a quick action when used
7th level troop [DEMON] against an enemy the chuul is grabbing.
Initiative: +10
Resist psychic 16+: When a psychic attack targets this
Whip +16 vs AC—9 damage creature, the attacker must roll a natural 16+ on the attack
Natural even hit or miss: make a fierybreath attack. roll or it only deals half damage.

[triggered action] C: Fierybreath +16 vs PD—9 fire damage Water­breathing: Chuuls swim well and can breathe
Natural even hit or miss: pop free and move as a free action, underwater, though they prefer not to.
and make a fierybreath attack. Each target can only be targeted
by fierybreath once per turn. Nastier Specials
Bite it off: When the chuul scores a critical hit against a
Flight: ​
These demonic creatures can fly. weakened or helpless foe, it bites off one of that enemy’s
hands. An adventurer with no hands might have trouble
Swooping attack: The demon herder can use its whip attack casting spells or holding weapons. (A cleric might be able
action mid­move if flying, but takes a ­4 penalty to hit. It to restore the missing appendage with a ritual.)
does not provoke attacks if attacking mid­move.
Fueled by hate: Once per round when the chuul misses with
an attack, its next attack that battle deals 4d6 extra poison
AC 21 damage on a hit.
PD 19 HP 144
MD 15 AC 25
PD 18 HP 126
MD 18

Chuulish items

Page 49­50 of the 13th Age Bestiary has details on chuulish magic items if the adventurers attempt to
harvest symbiotic magic items from dead chuuls.

15/76
The statues around the arena explode one by one…

16/76
1.2 I predict a riot
The adventurers have defeated or driven away the chuuls that were nearest to them, but there are many
more in the arena stands. The gladiators in the arena have climbed into the stands are are fighting the
chuuls, but there is a bigger problem. The arena itself is now on fire.

In the arena and in the streets surrounding it have devolved into a full­on riot. Those in the arena are
desperately trying to get away from the fire and the chuuls. The imperial guards outside the arena are
unaware of the situation inside the arena, all they see are people running screaming at them, many of them
armed soldiers of the Crusader. Cultists of the Diabolist who were planted in the crowd are attacking the
imperial guards, causing the guards to regard the entire crowd as hostile.

The adventurers need to get to safety before they are crushed to death, surrounded by chuuls, or burnt to a
crisp. This is a skill challenge with four options. The adventurers may attempt to restore order, deal with the
fire, co­ordinate defence against the chuuls, or get to safety. On the below chart each of the situations start
at ‘0’. A DC 20 skill check will move one situation down up 1 (0>+1>+2), but failing that roll moves a
situation down by 1 (0>­1>­2). At the end of each skill roll by a party, every member the party takes
consequences according to where each situation on the chart is currently set at.

Restore order to the Co­ordinate the Deal with the fire in Get to (relative)
crowd and guards fight against the the arena & streets safety and shelter
chuuls

+2 The streets are The fight against the The fire is under You are safe, take no
calming down chuuls is going well control damage from one
other situation

+1 Shoved to the ground 1d4 damage from 1d4 fire damage One adventurer has
by fleeing citizens: chuul attacks time to use a
1d4 damage recovery.

0 Pushed and shoved 1d6 damage from 1d6 fire damage You are right in the
by the crowd: 2d4 chuul attacks thick of it
damage

­1 Stabbed by a guard’s 1d8 damage from 1d8 fire damage The situation seems
spear: 1d8 damage chuul attacks out of control.

­2 Backstabbed by 1d10 damage from 1d10 fire damage Wrong place, wrong
cultists: 1d10 damage chuul attacks time: double damage
for all.

Use the above as a guide, and describe how the actions of the adventurers change the situation. The
players can end the skill challenge once everybody has had a chance to roll, but let the players know that if
they bring each situation to ‘+2’ they will receive an award in the next scene.

17/76
1.3 Somebody told me...
The adventurers find themselves sat on the steps of a tavern, among the wounded and bleeding of the riot. In
the skies above a flight of dragon riders descend upon the arena to restore order. Squads of soldiers rush
past to finish off the last of the chuuls. An elf clutching a rag to her bleeding scalp points the adventurers out
to a woman in a steel breastplate. The woman signals to some soldiers (she is obviously an officer of the
Crusader’s army) and walks over to the party.

“I’m captain Stoermer Vannucci. All reports indicate that you were instrumental in turning what was a
complete balls­up into a mere disaster of epic proportions. It seems to me that you would have got a good
look at the cultists hiding in the crowd. I’m sending a squad to the warehouse where the statues were
stored. You’ll go with them”.

She doesn't even make it a command for the characters to go, she just treats it like a foregone conclusion
(but if they were sat in the Crusader’s reserved section of seating she is a little more polite). If the
adventurers ask “why me?” she refers to the fact that they were the guest of an icon and held things
together, so are obviously capable and the right people to send out to catch the cultists.

As the captain stalks off to give orders elsewhere the adventurers find themselves at the center of a circle of
soldiers. If the adventurer’s actions during the riot (section 1.2) warranted a reward one of the soldiers
speaks up:
“The captain said to give you this, said you’d likely make good use of it”
… and hands one of the characters a champion tier magic item.

Trouble­shooting the adventure: What if the adventurer’s refuse?

If the adventurers refuse to go with the soldiers then there are several possible outcomes, depending on
how the players role­play their refusal. The adventurers could find themselves fighting the soldiers, in
which case use the stats below, with one soldier per adventurer.

Crusader’s soldiers
5th level troop [HUMANOID]
Initiative: +10

Sword or mace +10 vs. AC—12 damage


Natural even hit: The soldier can make a poison dagger attack as a free action.
[Special trigger] Poison dagger +10 vs. AC—6 poison damage, and 6 ongoing poison damage

R: Throwing club +13 vs. AC—10 damage

AC 22
PD 18 HP 70
MD 17
Alternately the adventurers might make their way to the warehouse alone, in which case they will face
more fake­guard mooks in section 1.4/1.5 than they would otherwise (30 instead of 10).
Lastly they might decide to simply ignore the warehouse… in which case the rest of the session
consists of fights with chuul and cultists as the crusader’s soldiers are overwhelmed at the warehouse
and problems there spill out into the rest of the city. If this is the case improvise, then skip ahead to
section 1.6 once ready.

18/76
1.4 The warehouse
The Crusader’s soldiers lead the adventurers to the warehouse where the statues were stored. With the riot
at the arena occupying the city guards, the adventurers are the first on the scene. Outside the warehouse
are 30 imperial guards, lounging around. Horses can be heard from inside the warehouse.

Succeeding at a wisdom skill check (DC 20) reveals that the guards are not really guards at all, but are
actually cultists… succeeding by 5 or more means that the fake guards do not notice that their ruse has
been spotted. Sneaking past the fake guards is a DC 25 skill check, as is creating a distraction so that the
guards leave. If the fake guards notice that they have been spotted skip to the fight in section 1.5, then
come back to section 1.4 to complete the investigation of the warehouse.

Investigating the contents of the warehouse shows that it is full of statues of the heroes of the battles at
First Triumph, they never left the warehouse in the first place. Stabled in the warehouse are the draft horses
that pulled the wagons.

In the center of the warehouse is a dozen covered waggons, in one of which are the bodies of the real
imperial guards who are supposed to be patrolling this part of the city. Each wagon has the residue of
plaster in it, obviously from the fake statues. A couple of broken hollow plaster statues lie near the wagon,
as though they had cracked while being unloaded.

It appears as though somebody had shipped these fake statues into the city, and then set them up in the
arena. The hollow spaces inside each statue are not large enough to hold a chuul, but do look large enough
to hold something like a magical orb, though there is no evidence of magical orbs here.

If the adventurers have left some cultists alive they can question them. Questioning the cultists reveals that
the Diabolist shipped a lot of orbs into the city inside statues. The cultists spoke the control words (different
for each orb) at the right time and magically transported chuuls to the heart of Axis. A search of the
waggons reveals the list of key­words for each orb and written detailed instructions, revealing that the
Diabolist’s cultists were indeed responsible for transporting the chuuls here..

1.5 The cultists attack


The reason that the fake guards were waiting at the warehouse with the covered wagons is that the cultists
at the arena intend to leave the city in them during the post­riot confusion. They are willing to fight their way
past the Crusader’s soldiers and the adventurers to get to the wagons and get out of the city.

If the adventurers decide to let them leave (and can convince the soldiers to go along with that plan) then
there is no fight. If the adventurers fought the fake guards in section 1.4 then don’t include them in this fight.

There are actually 30 fake guards, but the Crusader’s soldiers fight 20 of them in a separate side­battle that
the Crusader’s soldiers will win. If for some reason the adventurers decide to go it alone and are not with the
Crusader’s people then use the 30 guards instead of just 10.

19/76
Warehouse fight chart Cultists
Number of Fake Guards Cultists 7th level caster [HUMANOID]
PCs
Initiative: +15
3 10 or 30 3
Short­sword and dagger +10 vs. AC (two attacks against
4 10 or 30 4 the same target)—10 damage
5 10 or 30 5
C: Burning eye of hate +12 vs. MD (2 attacks against
6 10 or 30 6 nearby or far away enemies)—Every time the target
7 10 or 30 7 hits with an attack on their next turn they take 14 fire
damage

[quick action, once per turn when the escalation die is odd]
C: Infestation of hellbug lava +12 vs. PD (one nearby
Fake Guards or far away enemy)—Until the end of the battle the
Servants of demon­lords and the Diabolist. You’d think they targets takes 2d8 damage at the start of their turn if they
would know how to blend in but they’re too giddy about the are engaged with an enemy. It is a standard action to brush
the insects off, thus ending the effect.
success of their terror attack to remember their covert training.
5th level mook [HUMANOID] R: Killing word +12 vs. MD (1d3 nearby or far away
Initiative: +9 enemies in a group)—20 psychic damage.
Short­swords +9 vs. AC—9 damage Close­up hexing: The close attacks of the cultists gain +2 to
attack if the target is engaged with them. These cultists
R: Spear +9 vs. AC—9 damage like seeing the pain on their victim’s faces.
Once only: Once the fake guard has thrown their spear, they
can’t throw it again,
Follow­up: If two spear attacks hit a target in the same round AC 23
then the next fake guard that hits the target with a spear PD 19 HP 112
attack can move into engagement with the target, and make a MD 18
short­swords attack as a quick action.

Strength in numbers: If more than three fake guard mooks are


engaged with a target they gain +2 to attacks.

AC 20
PD 18 HP 18 (mook)
MD 15
Mook: Kill one fake guard mook for each 18 damage you do to
the mob of mooks.

The warehouse holds many ways that the characters could turn the battle in their favor.
● Stampeding the horses (a DC 20 skill check and a standard action) lowers all of the mooks’ AC and
PD by 2.
● Setting a fire in the warehouse (A DC 25 skill check and a standard action, or a DC 20 skill check
and quick action if it comes immediately after an attack that hit or missed but would have dealt fire
damage if it hit) means that one mook will die each round.
● Swinging on ropes inside the warehouse, climbing up on platforms, using the wagons as cover— all
of these things might allow a character to gain a passing advantage in the battle. An adventurer who
uses a quick action to take advantage of the environment in the warehouse has a 50% chance of
gaining an advantage such as +1 to an attack or +1 to their AC.

20/76
The courtyard outside the warehouse is quiet… at first.

21/76
Inside the warehouse the horses are uneasy.

22/76
1.6 The call to action
After the events of the day the adventurers are called to a meeting in the ruined arena. The mood is grim,
and the dead are still being carried out from the arena. Those that saw heroes in action are called upon to
testify to before captain Launceston of the Emperor's Guard. During the testimony the adventurers are well
treated, and are given wine and fresh pastries. Others who fought against the chuul today are seated there
with the adventurers, but are wounded far worse (missing hands, etc).

Though others performed heroic deeds, the names of the adventurers keep being mentioned again and
again. Overall the NPCs have very positive things to say about the adventurers. If the adventurers followed
the directions of captain Stoermer Vannucci then she is present to commend them also. Captain
Launceston then asks the adventurers to recount their actions of the day.

After Launceston has heard everything he hands the adventurers over to commander Boleth. Commander
Boleth is a dragonic (dragon­man) in the service of the crusader. He looks the adventurers over and speaks.

“Right. By imperial law you’ve been drafted. As of right now you belong to the Crusader. We’re heading north
to find out where the hell the Diabolist got those chuuls… or more accurately which hell she got them from.
Then we’re going to stomp on her face over and over. If you need any healing potions I suggest you go buy
them now, we march in an hour. Welcome to the 36th: the Face Stompers. We’ve been in existence for
exactly one hour, which makes you veterans… which means you get to march at the front. Now I’m off to
round up the rest of the platoon from whoever is currently at the barracks.”

If the adventurers ask around it turns out that commander Boleth is a favorite of the Crusader, and is being
given free reign by the Emperor to strike back against the Diabolist in retaliation for the outrages of the day.

23/76
Session 2: Attack on the Chuulfen
2.0 Prelude/Introduction.
The adventurers, drafted into the Crusader’s army, arrive in the Chuulfen. They are there to track
down the cultists of the Diabolist, with the aim of putting a stop to the Diabolist’s ability to attack
Axis using the chuul as weapons.

Session Start Session End

The adventurers arrive at the Chuulfen, The adventurers discover the portal network being
with the intention of investigating the used by the Diabolist, and go through it.
origin of the attacks in Axis.

Take this opportunity to recap last week’s adventure. If new player characters are joining the group, here are
some ideas for how to integrate them...

● The new character is a guide hired to take the adventurers and the Crusader’s soldiers through the
Chuulfen.
● The new character is an escapee from the hellhole in the Chuulfen, with an axe to grind against the
Diabolist. The new character meets the adventurers during section 2.1, during the journey to the
Chuulfen.
● The new character is a member of the Crusader’s army who has been ‘volunteered’ for this mission
and seconded to the “face­stompers”.

Don’t forget to roll icon relationship dice at the


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

24/76
2.1 A very long march
The adventurers (and the rest of the crusader’s soldiers) have had to march from the imperial capital city to
the edge of the Chuulfen. Ask each player in turn to describe a challenge that the adventurers face, then
turn to the person on their left and ask them how their adventurer overcame the challenge.

25/76
2.2 The dangers of the Chuulfen
The chuul­infested marshland at the north of the Dragon Empire is not a place many willingly visit. It is a
haven for those that don’t want to be found, and those that seek its solitude are often never seen again due
to the dangers of the chuulfen.

As the adventurers search the chuulfen for the answer to how the Diabolist was able to transport chuuls into
Axis, they encounter many dangers.

How to use hazard charts:


1. Pick a character to encounter a trap or hazard.
2. Describe to the player of the character a scene involving the trap or hazard.
3. The player describes how the adventurer attempts to avoid the trap or hazard (dodging it,
disarming it before it goes off, discerning it is there and avoiding it entirely, etc), and makes an
appropriate skill check.
4. If the player fails the roll the trap makes the listed attack against the adventurer.
5. If the attack succeeds the adventurer takes the damage or consequence listed.

Snakevines Log scorpions Angry orchard

The vines move and bite like The beasts live inside hollow logs, In a past age it was a blessed place,
serpents. using them as nests. Be careful but now it is a valley of darkness
where you sit. that leeches into your dreams.

DC to disarm/dodge/detect: 20 DC to disarm/dodge/detect: 25 DC to disarm/dodge/detect: 30

+10 vs PD—4d6 poison damage +15 vs AC—4d8 damage +20 vs MD— 2d20 psychic damage

Quicksand Pit trap Killer Wasps

The ground swallows you up. A It looks like it was dug by a chuul. A swarm of blood­red wasps
simple danger, yet hard to avoid. Best get out of it quick before it attacks a party member. You must
returns. be near a hellhole.

DC to disarm/dodge/detect: 30 DC to disarm/dodge/detect: 25 DC to disarm/dodge/detect: 20

+20 vs AC—4d10 damage +15 vs AC—4d8 damage +10 vs MD—4d6 damage

This is a good opportunity to highlight the unique things about each character. It is also a good point for the
adventurers to interact with the Crusader’s soldiers. Notable soldiers are:
● Commander Boleth. The leader of the “Face Stompers”, and the adventurers’ ‘boss’.
● Sergeant Wolfblood. A jovial half­orc who is sympathetic to the adventurers.
● Sergeant Rory. A human soldier who enjoys giving the worst tasks to the adventurers.
● Gil Jimson. A young half­elf soldier from a fishing village in Azure Bay.
● Firth. A former thief from Concord, she chose service to the Crusader over jail.
● Volarian. A tiefling whose family was saved from demons by the Crusader when she was young.
After this scene Commander Shibboleth splits the soldiers up into search parties, with the adventurers
forming one such party. The adventurers are sent out to find a chuul, or better yet evidence of the Diabolist.

26/76
2.3 The abandoned camp
After days of searching the adventurers spot a sign of humanoid activity in the chuulfen. Smoke rises from a
distant fire. When the adventurers get closer they see a campfire smoldering in the center of a ruined camp.
Equipment is scattered about the campsite, bent and broken. A trail of broken underbrush leads deeper into
the swampland. Inhuman blood coats the ground in a slick goopy trail.

The adventurers have finally find signs of a chuul.

But is everything as it seems? It is a DC 25 skill check to discover one of the following facts.
● There are no bodies here, and no blood. A chuul that attacked a camp would have left body parts
everywhere, surely?
● The broken equipment here looks old, and mismatched. There is rusted mining equipment, elven
bows, torn and moldy books. Nothing matches.
● The tents here were not properly pitched. They were set up over logs, rocks, holes, etc. Whoever
set up these tents did not intend to sleep in them.

Given the above clues the party might be able to realize what is going on, and anybody who rolls a natural
20 definitely realizes that the trail of chuul blood is really a chuul ambush. Otherwise feel free to give the
players the impression that a chuul attacked this camp but was wounded and driven off. Either way this is
the best lead the adventurers have on the mystery of the Chuulfen.

Chuulish items

Page 49­50 of the 13th Age Bestiary has details on chuulish magic items if the adventurers attempt to
harvest symbiotic magic items from dead chuuls.

27/76
2.3 The ambush
If, in section 2.2, the adventurers correctly discerned the ambush then the chuul can not spring its ambush
undetected and they meet it on equal terms. The adventurers could even attempt to trick the chuul and
spring an ambush on it, though that would require a DC 35 skill check and a very good plan to avoid the
chuul spotting the deception. A really clever group might even be able to bypass the fight altogether.

If the wounded chuul’s deception has not been spotted then it springs its ambush in a trap filled area.
Chuul fight chart Chuul
Number of Chuul Trap per round Chuuls have been known to wound themselves or each other
PCs (if the ambush is not to lure adventurers into traps. They really do hate
spotted) humanoids that much.
3 1 wounded, 2 Large 6th level spoiler [ABERRATION]
Initiative: +11
1 healthy
4 1 wounded, 4 Crushing claws +11 vs. AC (2 attacks)—21 damage
Both attacks hit the same target: The chuul grabs the target.
1 healthy
5 1 wounded, 8 Crippling tentacles +11 vs. PD—The target is weakened
1 healthy (save ends)
First failed save: The target is hampered and weakened (save
6 1 wounded, 10 ends both).
1 healthy Second failed save: The target is instead helpless (hard save
ends, 16+).
7 1 wounded, 12 Quick use: This attack only requires a quick action when used
1 healthy against an enemy the chuul is grabbing.

A number of traps activate each round... Resist psychic 16+: When a psychic attack targets this
creature, the attacker must roll a natural 16+ on the attack
roll or it only deals half damage.
Pit trap
Initiative: End of the round Water­breathing: Chuuls swim well and can breathe
Sudden drop +10 vs. AC— 4d8 damage and the target is underwater, though they prefer not to.
stuck (save ends, as does using a standard action). While
stuck the target can not be targeted by other pit traps. Nastier Specials
Bite it off: When the chuul scores a critical hit against a
Swinging spiked logs weakened or helpless foe, it bites off one of that enemy’s
Initiative: End of the round hands. An adventurer with no hands might have trouble
Sudden drop +10 vs. AC (2 attacks against the same casting spells or holding weapons. (A cleric might be able
target)— 10 damage to restore the missing appendage with a ritual.)

Fueled by hate: Once per round when the chuul misses with
Hornet hives on ropes an attack, its next attack that battle deals 4d6 extra poison
Initiative: End of the round damage on a hit.
Stinging surprise +10 vs. PD— 18 poison damage

Disarming a trap is a DC 20 skill check standard action. AC 25


PD 18 HP 126 (or 70 hp if wounded)
MD 18

Ambushes and surprise: Springing an ambush or surprising the enemy isn’t an exact science.
Sometimes it works great other times you botch it. In situations when one side ambushes or surprises
the other, start by letting the ambushing side pick one creature who will start the ambush. Then roll
initiative for all members of the ambushing side. Only two creatures get to act in the ambush round: the
nominated ambusher and their highest initiative ally. The GM can choose whether to advance the
escalation die after the surprise round. Sometimes it seems dramatically appropriate, other times not.
Then roll initiative for the side that got ambushed and play normal combat rounds.

28/76
The ambush site was well­prepared, but will the Adventurers outsmart the chuul?

29/76
2.4 The lair
After fighting or avoiding the chuuls the adventurers will be able to follow their trail to their lair, a cave
overlooking a swamp. The area around the lair is a boneyard, full of the trophies of humanoids that the
chuuls have killed. Here is a goblin’s ribcage, there a pile of dwarf skulls, and over there hanging from a tree
are the collected femurs of cultists. The evidence of hundreds of kills are displayed here. Play up the
creepiness of this scene. Carved upon the rock face above the cave is a map of this part of the chuulfen. It
shows ambush sites, piles of corpses, and most interestingly the sign of the diabolist. The diabolist’s sign
is freshly carved, and it is obvious to the adventurers that this is a clue to what they have been looking for.
The sign is right next to a map symbol for a great stone circle, also freshly carved. If the adventurers search
the remains they will find a champion­tier magic item under a pile of skulls.

If you have time to run a fight here then use a mix of chuulish slaves and chuulish swarms, but this is an
option probably best for game sessions planned to run for longer than 2 hours.
Lair fight chart Chuulish Swarm
Number of Chuulish slaves Chuulish swarms
PCs
6th level troop [ABERRATION]
Initiative: +13
3 2 4
4 2 6 Fly­by tentacle sting +11 vs. AC—15 poison damage
Natural even miss: The swarm can pop free from all enemies,
5 2 8
and as a quick action this turn, it can move normally even if it
6 2 10 has already moved this turn.
7 2 12 Natural odd hit or miss: The swarm can make a sharp claws
attack this turn as a quick action instead of a standard action.
Chuulish Slave Sharp claws +11 vs. AC—10 damage, and 5 ongoing poison
5th level troop [ABERRATION] damage
Initiative: +9
Flight: The swarm flies fast and is agile, but has a wide
Misshapen claws +12 vs. AC (2 attacks)—7 damage turning circle.
Both attacks hit the same target: The chuulish slave can make
a writhing tentacles attack against that target as a quick action Resist damage 16+: When any attack targets this creature, the
this turn. attacker must roll a natural 16+ on the attack roll or it only
deals half damage.
Writhing tentacles +12 vs. PD—The target is weakened
(save ends) Swarm: This monster is a swarm of chuul body­parts
cooperating to attack humanoids. Even though there are
Chullish Slave Mutations: Choose ONE thousands of them, treat them as a single creature.
Chitinous plates: The slave gains a +2 AC bonus.
Acid saliva: The writhing tentacles attack also deals 10 acid Water­breathing: Chuuls swim well and can breathe
damage on a hit. underwater, though they prefer not to.
Poisonous blood: When a melee attack hits the chullish slave,
Nastier Specials
the attacker takes 10 poison damage.
Burrow under your skin: When an attacker misses the swarm
Grossness: The slave is a large blob­like mess. It has 72 HP
with a melee attack, that enemy takes 10 ongoing damage.
but takes a –2 penalty to all defenses.
AC 20
AC 20
PD 18 HP 80
PD 18 HP 54
MD 16
MD 14

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The chuul lair might hold vital clues

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2.5 Regroup and reconnoiter
The Crusader’s soldiers and the party regroup and compare notes. If the adventurers failed to take note of
the clues so far, then the soldiers have learned of the circle.

Describe the scene of the reunion of soldiers, adventurers, and Commander Shibboleth (unless for some
reason the commander is dead in your game, in which case it is just the soldiers and the adventurers).
Characters that the adventurers interacted well with in section 2.2 should make a reappearance here. They
were:
● Commander Shibboleth. The leader of the “Face Stompers”, and the adventurers’ ‘boss’.
● Sergeant Wolfblood. A jovial half­orc who is sympathetic to the adventurers.
● Sergeant Rory. A human soldier who enjoys giving the worst tasks to the adventurers.
● Gil Jimson. A young half­elf soldier from a fishing village in Azure Bay.
● Firth. A former thief from Concord, she chose service to the Crusader over jail.
● Volarian. A tiefling whose family was saved from demons by the Crusader when she was young.

Commander Shibboleth (or whichever sergeant the adventurers choose to follow if the commander is dead)
orders the group to to capture the stone circle in the name of the Crusader, and sends the adventurers
ahead as scouts.

This is a skill challenge. The adventurers are trying to get the soldiers into the best position to seize the
stone circle, armed with full knowledge of what they face. Succeeding at a DC 20 skill check means that the
escalation die starts at 1, and allows a further DC 30 skill check to be attempted. Succeeding at the DC 30
skill check starts the escalation die at 2. Failing a skill check pushes the adventure forwards into combat
(section 2.6). It is up to the players what the skill checks involve ­ some groups might use ritual magic to
scry ahead, others might decide to sneak up and scout the area physically, and others might decide to use
stealth and archery to take out guards around the circle so that the soldier can get closer into position.

2.6 The stone circle


The stone circle is guarded by chuulish slaves and demons, and is clearly home to a swirling portal in
mid­air. The portal is clearly how the Diabolist’s followers are getting the
If the adventurers know of the circle due to the carved map at the chuul lair (section 2.4) then the soldiers
and adventurers will arrive early enough that they do not face a chuul while fighting for control of the circle; if
they had to rely on the soldiers in section 2.5 to move the adventure along to the stone circle instead of
being proactive they do face Spikeshell the Chuul in this fight.

Attempt to segue seamlessly into this combat from the scouting in the previous section (2.5). As the
adventurers get closer to the stone circle and the Crusader’s soldiers creep up describe the scene in the
stone circle, including the strange shifting visions from the open portal.

Chuulish items

Page 49­50 of the 13th Age Bestiary has details on chuulish magic items if the adventurers attempt to
harvest symbiotic magic items from dead chuuls. If you are using chuulish magic ityems in the game
then give +1d4 to attack and damage to one demon to represent the implanted chuulish item that it has.

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Stone circle fight chart Diabolic Archer
Number of Diabolic Archer Chuulish slaves*
PCs
5th level archer [DEMON]
Initiative: +9
3 3 3
4 6 3 Long tongue +10 vs. AC—7 ongoing fire damage

5 8 3 R: Burning bow +10 vs. PD—18 fire and acid damage


6 10 3
Acid blood: When the diabolic archer dies everybody engaged
7 12 3
with it takes 2d4 acid damage.
* If the adventurers are not with the Crusader’s soldiers and
are in this fight solo: add an extra chuulish slave per adventurer
to represent the enemies not being engaged by the soldiers. AC 21
PD 15 HP 72
Spikeshell the Chuul MD 19
Large 6th level spoiler [ABERRATION]
Initiative: +11
Chuulish Slave
Crushing claws +10 vs. AC (2 attacks)—17 damage 5th level troop [ABERRATION]
Both attacks hit the same target: The chuul grabs the target.
Initiative: +9
Venomous spikes: Anybody who ends their turn grabbed by
this chuul takes 30 poison damage.
Misshapen claws +12 vs. AC (2 attacks)—7 damage
Toxic tentacles +10 vs. PD—20 poison damage, Both attacks hit the same target: The chuulish slave can make
Quick use: This attack only requires a quick action when used a writhing tentacles attack against that target as a quick action
against an enemy the chuul is grabbing. this turn.

Torturer: A character reduced to 0 hp or fewer by this chuul’s Writhing tentacles +12 vs. PD—The target is weakened
poison is unconscious, and stabilizes and does not make (save ends)
death saves. If the chuul has a grabbed unconscious
character it will attempt to leave with its captive, and willChullish Slave Mutations: Choose ONE
torture the unconscious character to death at a later time.
Getting the unconscious character back is a rescue mission. Chitinous plates: The slave gains a +2 AC bonus.
Acid saliva: The writhing tentacles attack also deals 10 acid
Resist psychic 16+: When a psychic attack targets this damage on a hit.
creature, the attacker must roll a natural 16+ on the attack Poisonous blood: When a melee attack hits the chullish slave,
roll or it only deals half damage. the attacker takes 10 poison damage.
Jumper: This chuul can make leaps and very long jumps, like Grossness: The slave is a large blob­like mess. It has 72 HP
a massive tank­sized flea. but takes a –2 penalty to all defenses.

AC 24 AC 20
PD 17 HP 100 PD 18 HP 54
MD 17 MD 14

During the fight the portal is open, and remains open until the last demon is dead. Adventurers who jump
through the portal end up in Whitmarsh (session 3) and are removed from the fight. If the fight is going poorly
for the Diabolist’s group the chuulsish slaves might flee through the portal to Whitmarsh. Jumping through
the portal is a standard action.
After the fight (or at least once the last demon is dead) the portal closes. It will take many hours to re­open
the portal and see where it leads (to next week’s adventure), so the adventurers have a chance to fully rest
before leaping into the unknown.

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The Diabolist’s cultists have started a ritual...

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Session 3: Whitmarsh
3.0 Prelude/Introduction.
The adventurers pass through a portal in the chuulfen and arrive near a beleaguered town. The
adventurers start separated from the Crusader’s soldiers, but meet up with them later in the
session.

Session Start Session End

The adventurers arrive within sight of Whitmarsh. The adventurers meet with the crusader’s soldiers
and head towards the hellhole in the Chuulfen.

If you have new players joining the group this week then new characters could be townsfolk returning from a
journey, or travellers that were headed towards the town, or soldiers of the Crusader who arrived with the
adventurers.

Overall the party need a unifying reason to be together. They are in unfamiliar territory and face
unknown dangers, and if nothing else motivates them to cooperate with one another remind them
of that fact.

Don’t forget to roll icon relationship dice at the


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

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Demonic Abilities
To a demon, the world is a shoddy cage that will break one day, soon, if you just keep hammering on it.
Demons are creatures of chaos. You’re never sure what you’re up against when you fight demons. Before a
battle, the GM should determine whether each demon has a demonic ability. Sometimes you’ll choose
because you know the story of the demons that are involved. Other times you’ll want to roll randomly so that
the PCs know it was the dice that doomed them.

Roll 1d10 for each non­mook normal­sized demon.

If you roll less than or equal to the demon’s level, it has a random ability. Large or huge (or double­ or triple
strength) demons automatically get one random ability, and as a nastier special option, you can give them
more.

When a demon has an ability, roll 1d6 or 1d8 on the table below to determine what it is. Rolling 1d6 is
merciful. Rolling 1d8 risks the demon having a couple abilities that are badass. Most monster abilities in
13th Age aren’t secrets. Random demon abilities are secret until they are used. The point is that you can’t
be sure whether invisibility or fire will work against a particular demon . . . or whether the absence of any
abilities early in a battle means that you’re going to be up against a demon with demonic speed.

At the GM’s option, other unique abilities are encouraged.

Random Demon Abilities (d6 or d8)

1: True seeing—The demon is immune to invisibility and ignores any illusions.


2: Resist fire 18+—You’ll see that the demon resists fire the first time you use fire against it.
3: Invisibility—The first time the demon is staggered each battle it becomes invisible until the end of its
next turn.
4: Resist energy 12+—The demon’s resistance to all energy types puts a damper on enemy
spellcasters, but at least the resistance is only 12+.
5: Fear aura—Enemies engaged with the demon who are below its fear hit point threshold are dazed and
can’t use the escalation die; see Fear level thresholds on page 200.
6: Teleport 1d3 times each battle—As a move action, the demon can teleport anywhere it can see
nearby.
7: Demonic speed—The demon can take an extra action each turn while the escalation die is 4+.
8: Gate—Once per battle as a standard action, if the demon is staggered, it can summon a single
demon ally at least two levels below its own level. The allied demon rolls initiative and does not appear on
the battlefield until its turn starts.
(Note that using a gate costs the demon an obligation, so some demons would rather flee or die than
activate one.)

Diabolic archers always have a demonic ability.


Give each group of diabolic archers a single shared demonic ability.

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3.1 Arrival
The adventurers arrive in an unfamiliar place, exiting mid­air out of a glowing portal that winks shut behind
them. The characters are flung onto a hillside overlooking a town. There are many demons and
demon­possessed creatures in the region. The other soldiers are missing, probably deposited by the portal
somewhere else, though they are probably not too far away; for now the adventurers will have to go it alone.

As the adventurers attempt to get their bearing they notice more portals winking into existence in and
around the town. At the center of the town stands a large tower. As the party watches, a line of robed
figures advances out of the hills towards the center of town, they are dragging a limp figure between them.

In the undergrowth near the adventurers a rustling sound can be heard. Suddenly a huge and bloated farmer
stumbles out of the undergrowth and starts swinging with a scythe. The adventurer’s arrival has been noticed
by the demons...

Attack of the Possessed Fight Diabolic Archer


Number of Diabolic Possessed Possessed
PCs
5th level archer [DEMON]
Archer Cow Townsfolk Initiative: +9
3 1 1 1
Long tongue +10 vs. AC—7 ongoing fire damage
4 1 2 1
5 1 1 2 R: Burning bow +10 vs. PD—18 fire and acid damage

6 1 2 2 Acid blood: When the diabolic archer dies everybody engaged


7 3 2 2 with it takes 2d4 acid damage.

Demonic ability: Diabolic archers always have a demonic


Possessed Townsfolk ability. Give a single shared ability to the whole group.
Huge 6th level wrecker [DEMON]
Initiative: +2 AC 21
PD 15 HP 72
Scythe +11 vs. AC (two attacks, each against a different
enemy)—50 damage MD 19

C: Shadowy tentacles +11 vs. PD (1d4 attacks, each Possessed Cow


against a different nearby enemy)—25 psychic damage Large 5th level troop [BEAST]
Miss: 10 ongoing psychic damage. Initiative: +6

Huge and bloated: Once per battle if the possessed townsfolk Impossibly wide mouth full of spiders +15 vs. AC—23
misses with an attack it grabs one engaged enemy. damage
Herd mentality: This creature gains a +2 bonus to attack and
Fear Aura: Enemies engaged with the townsfolk and who damage for each other ally engaged with the target (max +4
have 30 HP or fewer are dazed and can not use the escalation bonus).
die.
Gore and trample: If a possessed cow’s attack makes an
AC 22 enemy staggered it may make a second attack.

PD 18 HP 280
AC 21
MD 18
PD 19 HP 100
MD 15

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The hills around town are not safe.

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3.2 Scouting the town
The town is the only thing around for miles. A wind redolent with the smell of rotten magic and diseased
flesh blows from the wizard’s tower at the center of town. In fact the tower at the center of town is the focus
of attention of the robed figures that move listlessly between buildings. Even at the far distance from the
town that the adventurers currently are, it is obvious that many of the figures in town are huge bloating
demon­possessed people like the one that they just fought.

Adventurers have three areas that they can potentially scout out and investigate before arriving in town itself.
A DC 20 skill check reveals one fact, DC 25 reveals two facts...
Outskirts of town The hills around town The road into town
● The houses are in good ● The fields around town ● The road has not been
repair, but doors and have been planted, but travelled recently. There
windows have been left not harvested. Fruit sits are no recent footprints
open as though the rotted beneath fruit trees. leaving town.
residents do not care ● Looking down at the ● The farms around town
about the weather. town it looks like some are empty, and they have
● Remains of humanoids of the streets were been raided, food and
are scattered around, barricaded, but the farming implements
rotting in the streets. barricades are broken. missing.
● The tower is definitely ● Possessed animals are ● The sign that stands on
the focus of activity in everywhere, though most the road says
the town. of them are possessed “Whitmarsh”, a small
rats or small birds. farming town east of the
Chuulfen, near the
Oldwall.
As the adventurers head into town they can scout several areas. The difficulty of scouting an area is DC 20,
each time an adventure fails this roll by 5 or more adds an extra mook to the next fight they are in.
The Red Bower Tavern The shops in town Sneaking through the streets
● The tavern is guarded by ● The town’s greengrocer’s towards the tower
several diabolic archers, doors are wide open. ● There are bodies rotting
just about the only place Produce sits rotting on in the streets. Some of
in town that is guarded. display. the bodies have gnaw
● From inside the tavern ● The butcher’s shop is marks upon, as though
can be heard sounds of empty, except for bones they had been eaten.
people crying. The scattered on the floor. ● The figures shuffling
diabolic archers speak in There is no blood listlessly around town
harsh guttural sounds, anywhere, as though it are mostly possessed
and the possessed had all been licked up. humans and dwarves.
townsfolk do not speak. ● The town smithy is Some of them have
● The tavern’s doors and occupied by dozens of bloated to huge size.
windows have been cold, shivering demons: ● The base of the tower
boarded up from the they’re crowding around has ropes tied to it, and
outside. Only the front the forge fire for warmth. corpses are attached to
door is unboarded (but is the tower. It looks like
guarded). those tied to the tower
were ritually killed.
Where to go from here... If the adventurers sneak into the tavern (two DC 20 skill checks) or fight the
guards to get inside (3.4a) go to section 3.4b for the tale of the survivors. If the adventurers sneak into the
tower (two DC 25 skill checks) go to section 3.5 (and if they fight their way inside use section 3.4a).
Searching for the Crusader’s soldiers is section 3.4c.

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3.3a Fighting the demons
If the adventurers start a fight with demons, because they are trying to get into the Red Bower Tavern, or
because they are trying to fight their way into the tower, or because they have decided to attack the demons
in the town then use this section.

Demons in Town Fight


Number of Diabolic Mesmerized Possessed Diabolic Hexer
PCs Hexer Townsfolk Townsfolk 5th level caster [DEMON]
Initiative: +9
3 1 10 1
4 2 15 1 Psychic scourge +10 vs. MD—7 ongoing psychic and fire
5 2 5 2 damage
Natural even hit: The next attack made with the psychic
6 2 15 2 scourge can be a close attack against a nearby enemy. If that
7 2 5 3 hits all engaged enemies take the damage too.

Possessed Townsfolk R: Pain wrack +10 vs. MD—9 ongoing psychic and fire
Huge 6th level wrecker [DEMON] damage. While the psychic damage from this attack is ongoing
Initiative: +2 the target can not attack diabolic hexers nor be attacked by
them.
Scythe +11 vs. AC (two attacks, each against a different
enemy)—50 damage AC 21
C: Shadowy tentacles +11 vs. PD (1d4 attacks, each PD 15 HP 72
against a different nearby enemy)—25 psychic damage MD 19
Miss: 10 ongoing psychic damage.

Huge and bloated: Once per battle if the possessed townsfolk Mesmerized Townsfolk
misses with an attack it grabs one engaged enemy. 5th level mook [HUMANOID]
Initiative: +6
Fear Aura: Enemies engaged with the townsfolk and who
have 30 HP or fewer are dazed and can not use the escalation Unnatural strength +10 vs. AC—9 damage
die.
AC 21
AC 22 PD 19 HP 18 (mook)
PD 18 HP 280 MD 15
MD 18 Mook: Kill one mesmerized townsfolk for every 18 damage
you deal to the mob.

Where to go from here... If the adventurers fought the demonic guards to get inside the tavern go to
section 3.4b for the tale of the survivors. If the adventurers fought the demons to get inside the tower at the
center of town go to section 3.5. Searching for the Crusader’s soldiers is section 3.4c.

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The streets are patrolled by diabolic archers and possessed townsfolk

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3.3b The survivors’ tale
If the adventurers have snuck into the Red Bower Tavern, or have fought their way past the guards, use this
section.

Huddled in the tavern are thirty fearful civilians, mostly dwarves and humans. They are dirty and
malnourished, and many of them are injured. If the adventurers snuck inside the civilians communicate with
them in whispers, otherwise the civilians are keen to escape.

Among the survivors there are those who want to know whether the adventurers have seen this person or
that, if there are more survivors, and if help is on the way. As you role­play the survivors relay the following
information:
● The demons came months ago. A group of strangers came into town and began attacking people.
The strangers were driven off, but those that they attacked started acting strangely. Soon many
people in town were ‘infected’ and the minions of the Diabolist arrived.
● The town is at the edge of the Chuulfen, to the east of it.
● The tower at the center of town belonged to the wizard Artrax. Artrax hasn’t been seen for months,
he shut himself up in his tower long before the demons arrived..
● The demons are interested in the tower, it was the first building that they seized.
● The townsfolk hid out in basements and attics, or fled. Those that fled were captured, as were those
that hid. Captured townsfolk are taken to the tavern and guarded there.
● Sometimes there are loud sounds and strange lights, then chuul arrive. The townsfolk heard these
sounds recently, they coincide with the adventurers arriving.
● When the chuul arrive townsfolk are dragged to the base of the tower and tied there. The chuuls kill
those tied to the tower, but then become strangely docile. Sometimes possessed townsfolk are
killed by chuuls too.

If the adventurers want to help the survivors escape town that will require six DC 25 skill checks. There are
30 survivors; each failed skill check means that 5 survivors die, are recaptured, or do not make it out of
town. Encourage the player making each skill check to describe how their success or failure aids or hinders
the escape of the survivors. However, if they wish to free the civilians and have yet to fight the guards then
they’ll need to fight the guards outside (section 3.5a).

Where to go from here... Given what the adventurers have learned, the logical place for them to head to is
the tower (section 3.5). Searching for the Crusader’s soldiers is section 3.4c.

3.3c The Crusader’s soldiers


The other soldiers arrived in or near town, but were scattered. Some of the soldiers might have been
captured, some have been killed, and some are hiding and trying to regroup. At this point in the adventure
the adventurers do not stand much chance of rejoining the main body of the soldiers, but with searching
they might find a handful of soldiers. Searching for scattered soldiers is a DC 30 task (the soldiers are hiding
and sneaking about trying not to be seen, as are the adventurers). If the DC 30 skill check is passed the
adventurers see some other soldiers and are able to have a whispered conversation, but can not physically
meet up without attracting undue attention (and facing a fight ­ see section 3.4a).
A DC 35 skill check allows the adventurers to temporarily meet up with a handful of the Crusader’s soldiers.
In that case the characters gain the ability to bypass one fight that uses section 3.4a, as the soldiers tell
the adventurers “Go, we’ve got this” and fight the demons and demon­possessed townsfolk on the
adventurer’s behalf.

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3.4 The wizard’s tower
The tower at the center of town seems to be the focal point of the Diabolist’s plans for this town. The
adventurers have either snuck inside, fought the guards outside, or have temporarily met up with some of the
Crusader’s soldiers who are creating a distraction or are engaging the guards outside to allow the
adventurers to burst inside. Whichever way they have achieved their goal the adventurers are inside the
tower.

The lower levels of the tower are a mess, wrecked when the Diabolist’s forces took over the town of
Whitmarsh. From somewhere inside the tower the sound of fighting can be heard… but from where? It
echoes up and down the stairwells.

As the adventurers start to search the tower one of them feels something wet drip onto their head. Looking
up the party sees a fleshy substance stretched across the ceiling. Whatever it is has rope­like veins pulsing
in its flesh, and it covers all of the ceilings of the tower. Organs and orifices wheeze and pump to life at that
moment, as an influx of blood brings vitality the creature above their heads. Hooked limbs unfurl, and wet
faces slip out from between inflamed folds of skin. This is what became of the town’s wizard, Artrax, after he
made a deal with the Diabolist to better understand chuuls. The wizard­thing attacks the party.

If the adventure has featured at least two fights this session and you do not have time for a third fight, skip
ahead to section 3.6
The Wizard Artrax Fight
Number of The Wizard Artrax Number of The Wizard Artrax
PCs PCs
3 2 6 4, and one has +3 AC
4 3 7 5
5 4
Even though we are presenting these abominable wizard­things as separate entities, they are all part of the same horrid tower­infesting
organism. The wizard­things surge across the ceiling, part of a sheet of flowing suppurating flesh. Some of them might hold back the
better to whisper their secrets while other parts of Artrax slither forward to engage in melee combat.
The Wizard Artrax
8th level spoiler [ABERRATION]
Initiative: +10

Nightmare of grasping skull­claw­teeth and animated entrails +13 vs. AC (1d3 attacks)—25 damage

C: Flesh­twisting secrets whispered to the wizard by the Diabolist herself +13 vs. MD (one nearby or far away
enemy)—19 ongoing damage and the target is confused (easy save ends).
Third failed save in a combat: The adventurer gains a painful physical deformity, and they take a ­2 penalty to AC and PD until
their next full heal­up. Getting rid of the deformity will involve healing magic, hot knives, and pain.

AC 22
PD 20 HP 144
MD 24
Creepy things the wizard might whisper…
“The night stars are not what you think… they are eyes!” “Look inside yourself. You are more than what you have
become.”
“The Diabolist freed me. I can help free you.” “Don’t be afraid. Nobody dies when they are a part of me.”
“It’s what’s inside that counts. I want you inside me.” “The Diabolist showed me such sights! I want to share them.”
“I like you. You’ll like being part of me.” “I’m saving you… for later.”

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The wizard Artrax clings to the ceilings of his tower... mutated, and stretched out like dough.

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3.5 The wizard’s death
With a gurgle the wizard Artrax dies, and his flesh begins to fall from the ceiling in sheets. Elsewhere in the
tower shouts can be heard from soldiers of the Crusader who were also fighting the wizard.

After the adventurers cut themselves free of the flesh­sheets or crawl out, they smell smoke. A soldier has
set fire to the tower, or a burning brazier has been knocked over during the fight. The flesh­sheets of the
wizard Artrax are full of fat and are flammable. Very soon the entire tower is going to be blazing like a torch,
and anybody still inside it will die!

Cultists, diabolic archers, the Crusader’s soldiers and the adventurers pour out of the tower.

The Crusader’s soldiers attack the diabolic archers and cultists. Elsewhere the demon­possessed townsfolk
are falling to their knees and clutching their heads. Some of the possessed townsfolk explode or dissolve
into piles of flaming goo. Others seem to no longer be possessed and stumble away from the tower.

As the tower collapses with a roar the final Diabolist­aligned combattants flee the town. The Crusader’s
soldiers send up a cheer, and the survivors seek each other out. Notable NPCs among the soldiers are: (if
they have survived)

● Commander Boleth. The leader of the “Face Stompers”, and the adventurers’ ‘boss’.
● Sergeant Wolfblood. A jovial half­orc who is sympathetic to the adventurers.
● Sergeant Rory. A human soldier who enjoys giving the worst tasks to the adventurers.
● Gil Jimson. A young half­elf soldier from a fishing village in Azure Bay.
● Firth. A former thief from Concord, she chose service to the Crusader over jail.
● Volarian. A tiefling whose family was saved from demons by the Crusader when she was young.

Rob Heinsoo says...

Actually I would have had one of these people already sucked into the wizard, screaming from the
wizard's body, screaming “kill me”, but that's just me!

The surviving soldiers share stories of what they saw inside the tower. One of them has liberated a charred
diary from the flames that fills in the gaps in the adventurer’s knowledge. Whitmarsh is close to the edge of
the Chuulfen and Artrax the wizard was looking for a way to defend the town from chuuls. He made a deal
with the Diabolist for the secret of controlling them, but she tricked him. Instead of protecting the town
Artrax became a monster under the Diabolist’s control, a monster capable of magically transporting chuuls
and controlling them.

As the sun goes down those who died are mourned by those that knew them, and those that remain
celebrate their victory. The fire spreads across Whitmarsh, and by sunrise half the town is destroyed.

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Session 4: Hold steady
4.0 Prelude/Introduction.
The adventurers must defend Whitmarsh until reinforcements arrive.

Session Start Session End

The adventurers start the adventure in the now Reinforcements arrive at Whitmarsh.
half­burnt out town of Whitmarsh.

If a character is new to this week, ask the player to briefly recount the story of how they came to be in
Whitmarsh. Are they one of the Crusader’s soldiers, a resident or visitor who hid from the demons, or a
formerly possessed person.

Overall the party need a unifying reason to be together. Being cut off from civilization, on the
edge of the Chuulfen, in a burnt­out town cut off from civilization and surrounded by demons and
cultists should give the group plenty of reason to stick together.

Don’t forget to roll icon relationship dice at the


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

4.1 Burying the dead


The adventurers and the remaining soldiers of the Crusader need to bury their dead. Go around the group
and ask each player to invent a soldier or villager (a quick description, name, etc) and describe how that
soldier died during the taking of Whitmarsh. Turn to the next player and ask them why their adventurer is
sad (or maybe glad) that the NPC is dead. Go around the group until each player has had a chance to
create one of the Crusader’s soldiers to mourn, and to have their character mourn a dead NPC.

4.2 The message and preparation


The adventurers and the soldiers receive a mystic message from the Crusader, the sound of his voice
carried on the wind like a distantly heard battle cry. Help is on its way, but they need to hold the town until
help arrives. The Crusader is sending a force to the hellhole in the chuulfen, and will be using Whitmarsh as
a staging area for the push through the marshland toward the hellhole.

Some of the soldiers have returned from scouting, and report that the town is surrounded. It looks like the
Diabolist’s forces will try to retake the town.

The adventurers realize that they need to prepare for a siege of Whitmarsh. On the next page are skill
checks that the players can attempt in order for the adventurers to prepare the town.

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Build or repair a barricade Trap the tavern Learn the layout

The adventurer helps to build a The tavern is one of the few Walking the streets of the town
barricade across a street in order to defensible buildings standing in and memorizing them might help
slow the Diabolist’s forces down. It town. If the Diabolist’s forces get you if you have to fight outside.
won’t hold forever, but will buy inside it then they’ll have to deal The Diabolist’s forces know the
defenders time. with your traps. streets too, so getting an
advantage is tricky.

DC: 20 DC: 25 DC: 30

Success: Start the escalation die in Success: Remove 1d4 mooks from Success: Start the escalation die in
4.3a at 1. 4.3b 4.3c at 1.

Build a hide Help create a ritual circle Uphold Morale

You arrange rubble and burnt wood Some of the Crusader’s soldiers The soldiers will fight better if they
so as to provide you with a hiding know magic and want to set up a are confident of winning and in
place from which to spring an healing ward to drag the wounded good spirits. How will you help
ambush. back to. Can you help? raise their spirits?

DC: 20 DC: 25 DC: 30

Success: Start the escalation die in Success: Once during this Success: Remove one normal sized
4.3d at 1. adventure everybody may reroll 5th or 6th level enemy from a battle
their recovery dice outside of due to soldiers having killed it
battle. earlier in the siege.

Scrounge and scavenge Healing Build a siege weapon

The ruins of the town must surely If you are a cleric, a paladin who You construct a catapult to fling
hold something that can help you. can lay on hands, a druid who can rubble at an advancing enemy
A whetstone to sharpen weapons, regenerate others, or somebody group coming towards the ritual
some food perhaps? else who can heal then you can circle that some of the Crusader’s
heal some of the soldiers. soldiers are setting up.

DC: 20 DC: 25 DC: 30

Success: Once during this Success: Remove one normal sized Success: Start the escalation die in
adventure you may nominate an 5th or 6th level enemy from a battle 4.3e at 1.
ally to reroll an attack. due to soldiers having killed it
earlier in the siege.

After the preparations are done the Diabolist’s forces come down out of the hills. The players can choose
which parts of the battle to help out with (4.3a—4.3e). After at least two fights reinforcements arrive (section
4.4). If you have time for more battle, roll a d6 to see what happens next.
1. The Diabolist’s forces are at the barricades again (4.3a)
2. The tavern is under attack (4.4b)
3. There are demons running through the streets (4.4c)
4. You see a chance to ambush the Diabolist’s footsoldiers (4.3d)
5. The ritual circle needs to be defended (4.3e)
6. There is a lull in the battle. One adventurer can roll a skill check to prepare for the next wave (4.2)

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4.3a The barricades
The Diabolist’s forces come down out of the hills, screaming and slavering. You stand behind the
barricades, ready to repel them.
Barricades Fight
Number of Frenzy Diabolic Glabrezou Glabrezou (pincer demon)
PCs Demon Cultist Large 8th level caster [DEMON]
3 0 5 1 Initiative: +16
4 2 5 1 Pincer +13 vs. AC—45 damage
5 4 5 1 Natural even hit: The demon can grab the target as long as it
6 0 5 2 isn’t already grabbing a creature. The grabbed foe can’t move
except to teleport, pop free, or attempt to disengage, and
7 2 5 2 disengage attempts take a –5 penalty unless the creature hit
the glabrezou with an attack that turn. The glabrezou gains a
Frenzy Demon +4 attack bonus against any enemy it is grabbing.
5th level wrecker [DEMON]
Initiative: +10 R: Painbolt +13 vs. MD (one nearby or far away
creature)—70 psychic damage
Claw +9 vs. AC (2 attacks)—9 damage
C: Hellfire + 13 vs. PD (1d3 nearby enemies in a group
Raging frenzy: Whenever the frenzy demon misses with a and any glabrezou allies engaged with those
melee attack, it gains a +1 attack bonus and deals +1d4 enemies)—50 fire damage
damage until the end of the battle (maximum bonus +4, +4d4).
Mirror images: At will, as a move action, a glabrezou can
AC 21 create multiple images of itself that make it harder to target.
The next time an attack would hit the glabrezou, the attacker
PD 17 HP 70
has to roll 11+ with another d20 roll: success indicates a hit;
MD 17 failure is a miss that hits one of the mirror images instead,
dealing no miss damage to the glabrezou but dispelling all the
Diabolic Cultist images. Once the glabrezou is staggered, it takes 2d10 damage
th whenever it uses mirror image, so movement or escape start
5 level mook [HUMANOID]
Initiative: +9 registering as alternatives.

Curved daggers +9 vs. AC—9 damage Power word stun: Once per day as a free action, the glabrezou
can utter a word of power, canceling a single action just taken
R: Hellfire +9 vs. AC—9 fire damage by a nearby creature with fewer hit points than the
glabrezou—whether it was casting a spell, healing an ally, or
Strength in numbers: If more than three cultist mooks are
whatever. The GM can see the results of the action, such as a
engaged with a target they gain +2 to attacks.
die roll, before deciding whether to use the power word.
AC 20
AC 22
PD 18 HP 18 (mook)
MD 15 PD 22 HP 320
Mook: Kill one cultist mook for each 18 damage you do to the MD 18
mob of mooks.

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The barricades won’t hold the demons at bay for long, but maybe it will be long enough.

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4.3b The Red Bower Tavern
The tavern is one of the last defensible structures left in town, a good place to make a heroic last stand, or
to lure enemies to their defeat.
Tavern Defense Fight
Number of Frenzy Diabolic Hezrou Hezrou (toad demon)
PCs Demon Cultist Large 7th level troop [DEMON]
3 2 5 1 Initiative: +11
4 4 5 1
Meaty, clawed hands +12 vs. AC (2 attacks)—28 damage
5 2 5 2 Any hit: The demon can grab the target if it isn’t already
6 4 5 2 grabbing a creature. The grabbed foe can’t move except to
7 2 5 3 teleport, pop free, or attempt to disengage, and disengage
attempts take a –5 penalty unless the creature hit the hezrou
Frenzy Demon with an attack that turn. The hezrou gains a +4 attack bonus
against any enemy it is grabbing.
5th level wrecker [DEMON]
Initiative: +10
Demonic stench: While engaged with this creature, enemies
Claw +9 vs. AC (2 attacks)—9 damage with 84 hp or fewer are dazed (–4 attack) and do not add the
escalation die to their attacks.
Raging frenzy: Whenever the frenzy demon misses with a
melee attack, it gains a +1 attack bonus and deals +1d4 Nastier Specials
damage until the end of the battle (maximum bonus +4, +4d4). Abyssal sergeant: Lower­level non­mook demons nearby the
hezrou deal damage equal to their level when they miss with
AC 21 an attack.
PD 17 HP 70
MD 17 Stab this now: The hezrou’s allies gain a +4 attack bonus
against any creature it is grabbing.

Diabolic Cultist AC 22
5th level mook [HUMANOID]
Initiative: +9 PD 16 HP 210
MD 20
Curved daggers +9 vs. AC—9 damage

R: Hellfire +9 vs. AC—9 fire damage

Strength in numbers: If more than three cultist mooks are


engaged with a target they gain +2 to attacks.

AC 20
PD 18 HP 18 (mook)
MD 15
Mook: Kill one cultist mook for each 18 damage you do to the
mob of mooks.

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The Red Bower Tavern is still standing; a safe haven, but for how long?

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4.3c Running street battle
The demons have broken through the barricades at the other end of town, and are headed towards an area
with insufficient defenders. The adventurers have a chance to head them off and turn them back.

Demons in Town Fight


Number of Possessed Frenzy Diabolic Diabolic Diabolic Archer
PCs Cow Demon Archer Cultist 5th level archer [DEMON]
Initiative: +9
3 1 2 2 5
4 2 2 2 5 Long tongue +10 vs. AC—7 ongoing fire damage
5 2 3 3 5 R: Burning bow +10 vs. PD—18 fire and acid damage
6 2 4 4 5
Acid blood: When the diabolic archer dies everybody engaged
7 3 4 4 5 with it takes 2d4 acid damage.

Possessed Cow Demonic ability: Diabolic archers always have a demonic


Large 5th level troop [BEAST] ability. Give a single shared ability to the whole group.
Initiative: +6
AC 21
Impossibly wide mouth full of spiders +15 vs. AC—23 PD 15 HP 72
damage
Stampede: This creature gains a +2 bonus to attack and
MD 19
damage for each other ally engaged with the target (max +4
bonus).
Diabolic Cultist
Gore and trample: If a possessed cow’s attack makes an 5th level mook [HUMANOID]
enemy staggered it may make a second attack. Initiative: +9

AC 21 Curved daggers +9 vs. AC—9 damage


PD 19 HP 100 R: Hellfire +9 vs. AC—9 fire damage
MD 15 Strength in numbers: If more than three cultist mooks are
engaged with a target they gain +2 to attacks.
Frenzy Demon
5th level wrecker [DEMON]
AC 20
Initiative: +10 PD 18 HP 18 (mook)
MD 15
Claw +9 vs. AC (2 attacks)—9 damage Mook: Kill one cultist mook for each 18 damage you do to the
mob of mooks.
Raging frenzy: Whenever the frenzy demon misses with a
melee attack, it gains a +1 attack bonus and deals +1d4
damage until the end of the battle (maximum bonus +4, +4d4).

AC 21
PD 17 HP 70
MD 17

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Whitmarsh burns as the battle rages on.

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4.3d Ambush
The adventurers spot an opportunity to turn the tables on the Diabolist’s troops. The group should nominate
one adventurer to lead the ambush; the player of that adventurer must make a skill roll against a DC of 25.
On a success that adventurer and their highest initiative ally may act, and then after they have acted combat
begins as usual. If the skill check was a failure then combat begins as usual.

Ambush Fight
Number of Diabolic Diabolic Hell Knight Diabolic Archer
PCs Archer Cultist 5th level archer [DEMON]
3 2 5 1 Initiative: +9
4 0 5 2 Long tongue +10 vs. AC—7 ongoing fire damage
5 1 10 2
R: Burning bow +10 vs. PD—18 fire and acid damage
6 2 15 2
7 3 20 2 Acid blood: When the diabolic archer dies everybody engaged
with it takes 2d4 acid damage.
Hell Knight Demonic ability: Diabolic archers always have a demonic
This is one centaur you don’t want to mess with. Half bull, ability. Give a single shared ability to the whole group.
half demon, all rage.
Huge 6th level wrecker [DEMON] AC 21
Initiative: +2 PD 15 HP 72
Flaming lance +11 vs. AC—50 fire damage and the target is MD 19
dazed until the start of the hell knight’s next turn.

Charge: The hell knight can use its lance attack mid­way Diabolic Cultist
through its move, at a ­3 to attack.
5th level mook [HUMANOID]
Initiative: +9
Resist fire 18+: You’ll see that the demon resists fire the first
time you use fire against it. Fire attacks against this demon Curved daggers +9 vs. AC—9 damage
must hit with a natural 18+ or do half damage.
R: Hellfire +9 vs. AC—9 fire damage

Demonic speed: The demon can take an extra action each Strength in numbers: If more than three cultist mooks are
turn while the escalation die is 4+. engaged with a target they gain +2 to attacks.

Burning: Enemies who start their turn engaged with the AC 20


demon take 6 fire damage. PD 18 HP 18 (mook)
MD 15
AC 22 Mook: Kill one cultist mook for each 18 damage you do to the
mob of mooks.
PD 20 HP 300
MD 18

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The perfect place to spring an ambush!

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4.3e Ritual circle
Some of the Crusader’s soldiers have set up a healing ward to drag wounded allies back to. The Diabolist’s
forces have spotted the ward and are determined to destroy it and the magic­users who are keeping it
active. A flood of frenzied cultists throw themselves at the adventurers, while demons direct them.
This fight ends when the escalation die reaches 4+. The adventurers just need to hold out until those in
the circle can turn their attention from healing to defending themselves.
Ritual Circle Fight
Number of Apprentice Doyen Diabolic Doyen Despoiler
PCs Despoiler Despoiler Cultist 5th level caster [demon]
Mage Initiative: +9
3 2 2 5
Horns and daggers +9 vs. AC (2 attacks)—6 damage
4 2 2 15
Natural 16+: The despoiler can pop free from the target.
5 2 2 25
R: Abyssal whispers +10 vs. MD (one nearby or far away
6 2 2 35
enemy)—20 psychic damage, and the target is confused (save
7 2 2 45 ends); OR the target can choose to avoid the confusion effect
Apprentice Despoiler Mage by taking 4d8 psychic damage to clear their head . . .
7th level caster [DEMON] C: Sow discord +10 vs. MD (2 nearby enemies engaged
Initiative: +14 with the same creature or with each other)—one target
makes an at­will melee attack against this power’s other target
Horns and swords +12 vs. AC (2 attacks)—16 damage
Limited use: 1/day, as a quick action.
Natural 16+: The despoiler mage can pop free from the
target.
AC 20
R: Abyssal whispers +13 vs. MD (one nearby or far away PD 15 HP 65
enemy)—36 psychic damage, and the target is confused (save
MD 17
ends); OR the target can choose to avoid the confusion effect
by taking 10d8 psychic damage to clear their head . . .

R: Magic missile (one nearby or far away enemy)—8


automatic force damage
Limited use: 1/round, as a quick action.

C: Sow discord +13 vs. MD (2 nearby enemies engaged Diabolic Cultist


with the same creature or with each other)—one target
5th level mook [HUMANOID]
makes an at­will melee attack against this power’s other target Initiative: +9
Limited use: 1/battle, as quick action.
Curved daggers +9 vs. AC—9 damage
Aura of betrayal: At the start of each of the despoiler mage’s
turns, choose a random nearby enemy. Until the start of the R: Hellfire +9 vs. AC—9 fire damage
despoiler mage’s next turn, that creature’s allies no longer
Strength in numbers: If more than three cultist mooks are
consider it an ally, though its enemies’ powers can still target it
engaged with a target they gain +2 to attacks.
as an enemy. The creature isn’t compelled to attack its former
friends, but the effect tends to screw up all sorts of spells, bardic
songs, and the Diabolist knows what else. But at least the
AC 20
betrayal effect is likely to target someone else next round. PD 18 HP 18 (mook)
AC 23 MD 15
Mook: Kill one cultist mook for each 18 damage you do to the
PD 18 HP 90 mob of mooks.
MD 22

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The healing ward is vital to the battle plan.

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4.4 The Crusader’s banner
Glorious horns resound. Dark paladins in platemail charge into town on their mighty steeds, breaking the
Diabolist’s lines. The Crusader’s banner waves high in the breeze! The chitters and growls of the demons
turn into howls of defeat as they are surrounded and slaughtered.

Once the battle is won bar the slaughter the most impressive looking paladin rides over to the adventurers.

“I am Sir Triumphian. Well met, adventurers! I have been told that you were instrumental in liberating this
town. Yes, this will make a fine base for us as we march on the Diabolist’s hellhole!”

Sir Triumphian wants the adventurers opinions on what to do about the citizens of Whitmarsh. He loudly
muses over several options open to him:
● Killed. The people of Whitmarsh allowed themselves to become demon­infested. Worse, there is
no way to know if any of them are still possessed. By allowing them to live it puts everybody in
danger. Best to burn the taint of chaos out now... put them all to the sword and loot the town.
● Conscripted. The citizens stood up to demons: that means they are strong. Their town is ruined,
and their harvest is needed by the Crusader’s footsoldiers and paladins. There is nothing left for
them here. Those that can fight will be pressed into service as soldiers for the Crusader, those that
can not will follow the army and cook.
● Enslaved. The citizens of Whitmarsh are under the protection of the Crusader. Whitmarsh will
become a fort, and the citizens will build it. Other villages and towns nearby need never again fear
demons or the creatures that come out of the Chuulfen.

This is purely a role­playing opportunity, no rolls are needed here. As the people with knowledge of the
situation the adventurers are well­placed to advise Sir Triumphian on what is to happen to the people of
Whitmarsh. Sir Triumphian doesn't care what the citizens of Whitmarsh want, all he cares about is doing
what needs to be done no matter the cost.

After the conversation is over, Sir Triumphian finds that some of his paladins died in the fight, and instructs
the adventurers to take what they need from the bodies. There is a champion­tier magic item available to
anybody who does not yet have a champion­tier magic item.

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Session 5: Taking the Chuulfen hellhole
5.0 Prelude/Introduction.
The adventurers must help the Crusader’s forces break through the defences of the Chuulfen
hellhole.

Session Start Session End

The adventurers are near the Chuulfen hellhole, The adventurers are released from the service of
and intend to help the Crusader’s forces conquer the Crusader.
it.

If a character is new to this week, ask the player to briefly recount the story of how their adventurer ended
up helping the Crusader conquer a hellhole.

Don’t forget to roll icon relationship dice at the


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

5.1 Wading hip­deep through centipedes


The crusader’s army marches from Whitmarsh into the Chuulfen, heading straight for the hellhole that they
know is there. The army engages and kills the few chuuls that attack, but the swampland holds less obvious
dangers. Quicksand. Sucking bogs that supply waggons get stuck in. Rivers of centipedes. The closer to
the hellhole the army gets the more dangerous and weirder the terrain becomes.

Go around the group and ask each player to provide a description of a danger that the party faces as it
marches with the army. Turn to the next player and ask them how their adventurer overcame that obstacle.
Go around the group until each player has had a chance to create an obstacle, and a chance to narrate how
their character was instrumental in getting past an obstacle.

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5.2 The living wall
An army can not pass through swampland sneakily, and the Diabolist knows that the Crusader’s army is
coming. She has made sure that the only ways for the army to move toward the hellhole are guarded. The
commanders of the army are sure that the Diabolist intends to delay them in the swamp until she can bring
a force of her own against them. The army must press forward, now!

The way ahead is blocked by a moving wall of gelatinous cubes, and patrolled by demons. The adventurers
are one of several groups sent out to punch a hole through the living wall. Beyond the wall is a burning
hellscape.

Invisible Wall Fight Chart Gelatinous Cube


Number of Frenzy Demon Gelatinous Cube
PCs
Huge 5th level blocker [OOZE]
Initiative: +4
3 1 2
4 0 3 Shlup’n’schlorp +10 vs. PD—30 acid damage, and the cube
5 2 3 engulfs the target (functions like a grab; see below) if it’s
smaller than the cube
6 1 4
Miss: The cube can make a spasms attack as a free action.
7 0 5 [Special trigger] C: Spasms +10 vs. AC (up to 2 attacks,
each against a different nearby enemy)—15 damage
Frenzy Demon
5th level wrecker [DEMON] Engulf and dissolve: Targets engulfed/grabbed by the cube
Initiative: +10 take 30 acid damage at the start of the cube’s turn but are not
viable targets for additional attacks by the cube. Multiple
Claw +9 vs. AC (2 attacks)—9 damage targets can be held within the cube simultaneously. Any
engulfed creature that is also staggered must begin making last
Raging frenzy: Whenever the frenzy demon misses with a
melee attack, it gains a +1 attack bonus and deals +1d4 gasp saves or become paralyzed as the cube’s toxins
damage until the end of the battle (maximum bonus +4, overwhelm it.
+4d4).
Flows where it likes: The ooze is immune to opportunity
Teleport: This demon can teleport twice each battle as a move
action. attacks.
Ooze: The ooze is immune to effects. When an attack applies
AC 21 a condition to an ooze (dazed, hampered, weakened, ongoing
PD 17 HP 70 damage, etc.), that condition doesn’t affect it.

MD 17
AC 20
PD 18 HP 200
MD 15
Grabbed: Some monsters grab you. Generally they grab you after a successful hit. Most monsters can only grab one creature
at a time, but there are exceptions. A creature can let go of a creature it is grabbing as a free action. Individual monsters may add
extra effects to their grab, but here are the basics: when you’re grabbed you are engaged with the creature grabbing you and
you can’t move away unless you teleport, somehow pop free first, or successfully disengage. Unfortunately, your disengage
checks take a –5 penalty unless you hit the creature that is grabbing you the same turn that you’re trying to disengage. In other
words, when you attack a creature grabbing you, it’s easier to get away from it. If you are smaller than the creature that is
grabbing you, it can move and carry you along with no problem. If you are the same size or larger, it has to let go of you if it
wants to move. Grabbed creatures can’t make opportunity attacks. That also applies if the creature grabbing you decides to let
go and move away from you; it doesn’t have to disengage or take an opportunity attack from you, it just leaves you behind.
Grabbed creatures can’t use ranged attacks, although melee and close attacks are fine. The creature grabbing you generally
gets a +4 attack bonus against you, so you’ll want to get away unless you’re super macho.

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The gelatinous cubes are easy to spot, for once.

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5.3 The battle has begun
Once past the living wall the army presses onward and is met by force. The battle has begun!
The adventurers can choose to take part in the initial clash (5.3a), attempt avoid combat (5.3b), or can try
to attempt a daring raid past enemy lines (5.3c). After two of the 5.3x sections are complete the adventurers
find themselves once again tasked with taking a key strategic goal (5.4). Players can opt to do the same
section twice.
If you need to stick to two hours just run section 5.3b once, and then go to section 5.4.

5.3a The lava field


The adventurers find pushed towards the front of the battle, and find themselves standing on a lava field
facing demonic foes.
Lava Field Fight Chart Worm Demon
Number of Rage Demon Worm Soldier
PCs 5th level mook [DEMON]
Demon Demon
Initiative: +9
3 1 5 5
4 2 1 2 Flesh­melting secretions +10 vs. AC—9 acid damage
Natural even hit: Target is vulnerable to fire damage
5 2 5 5
(save ends).
6 3 1 2 Miss: 1 fire damage
7 3 5 5
AC 21
Rage Demon PD 19 HP 18 (mook)
Large 7th level wrecker [DEMON] MD 15
Initiative: +13 Mook: Kill one worm demon mook for every 18 damage
you deal to the mob.
Tearing claws +13 vs. AC or +14 if the target is
stuck—36 fire damage
Natural even hit: The target takes double damage (72)
Soldier Demon
and is dazed (easy save ends). The damage is tripled 7th level mook [DEMON]
(108) on a natural 20 attack roll. Initiative: +12
Miss: 3 fire damage Soul­whip +13 vs. MD (2 targets or the same target
twice)—5 fire damage
AC 20 Fast: After each attack roll the demon moves as a free
action.
PD 18 HP 54
Miss: 3 fire damage
MD 14
AC 23
The Diabolist! PD 20 HP 27 (mook)
Whenever an adventurer misses and the d20 attack roll MD 21
was lower than the escalation die value the Diabolist Mook: Kill one soldier demon mook for every 27
mystically strengthens her troops from afar: add a damage you deal to the mob.
cumulative +1 to the miss damage done by demons.

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Demons climb out of the fiery river to defend the hellhole.
Lava immunity: The demons in this fight are immune to lava, but not to magical fire.

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5.3b The better part of valor
The adventurers see the battle raging and decide to bypass the worst of the battle in the hopes of surviving
another day. An old cracked lava field looks like it offers refuge from the fight, but it has dangers of its own.

Each player whose adventurer is moving through the gullies must make a skill check to avoid danger. Pick
a hazard below for each adventurer, have their player roll against the skill check DC and if they fail they
take damage or suffer some other consequence.

Volcanic Outgassing Lava Elemental Hell Spiders

The fumes from a crack in the A tiny lava elemental rises up out These tiny spiders crowd round
ground threaten to overwhelm you. of the floor and tried to eat your hellholes and feast upon dreams.
boot.

DC to disarm/dodge/detect: 20 DC to disarm/dodge/detect: 25 DC to disarm/dodge/detect: 30

+10 vs PD—4d6 poison damage +15 vs AC—4d8 fire damage +20 vs MD—2d20 psychic damage

Soul­Crushing Despair Acid Pool Acid Spurt

You pass by an iron implement of That pool of liquid is in fact A bubble forms beneath a nearby
torture, rusted from the rain and sulphuric acid. Do you notice in pool of acid… and pops!
pitted from acid. The psychic time before you try to wade across?
residue weighs upon you.

DC to disarm/dodge/detect: 20 DC to disarm/dodge/detect: 25 DC to disarm/dodge/detect: 30

+10 vs MD—4d6 psychic damage +15 vs PD—4d8 acid damage +20 vs PD—2d20 acid damage

Tortured Souls Steam Explosion Hot Lava

Ghosts of those who were tortured A trapped pocket of rain­water has A flow of lava heads towards the
to death by demons attempt to been building up pressure. Now the party, creepingly slow yet
drain the life­essence from rocks crack and chips of stone inevitably destructive. Can you
trespassers. come flying toward you in a gout of find a way around it?
superheated steam.

DC to disarm/dodge/detect: 20 DC to disarm/dodge/detect: 25 DC to disarm/dodge/detect: 30

+10 vs MD—4d6 negative energy +15 vs MC—4d8 damage +20 vs PD—2d20 fire damage
damage

Icon relationship results: Being familiar with demonic terrain helps here. A 6 with the Crusader or Diabolist
allows an adventurer to advise an ally and give them +10 to their roll to spot or bypass the hazard. A 5 with
the Crusader gives lets you ask the GM to re­roll the damage results for your hazard, and take the second
roll.

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5.3c Who dares, wins
The adventurers see a way to end the battle early. The Diabolist’s forces have set up a magic circle through
which they are channeling her power. Despoiler mages dance around the circle, chanting and calling down
lightning and fire upon the Crusader’s forces. If the adventurers can kill the mages the soldiers of the
Crusader will no longer be at a disadvantage.
Ritual Circle Fight
Number of
PCs
Apprentice Vrock Angry Vrock (vulture demon)
Despoiler Impling
Mage 6th level spoiler [DEMON]
Initiative: +9
3 3 1 0
4 3 2 3 Filth­covered claws +11 vs. AC (2 attacks)—7 damage, and
5 3 3 6 5 ongoing poison damage
Natural even hit: The vrock can make a demonic screech
6 3 4 9
attack as a free action.
7 3 5 12 [Special trigger] C: Demonic screech +11 vs. MD (1d3
Apprentice Despoiler Mage nearby enemies)—5 psychic damage, and the target is
7th level caster [DEMON] vulnerable (attacks vs. it have crit range expanded by 2) until
Initiative: +14 the end of the battle

Horns and swords +12 vs. AC (2 attacks)—16 damage Nastier Specials


Natural 16+: The despoiler mage can pop free from the Predation: Creatures hit by the vrock’s demonic screech
target. attack that are already vulnerable are also hampered (save
ends).
R: Abyssal whispers +13 vs. MD (one nearby or far away
enemy)—36 psychic damage, and the target is confused (save AC 21
ends); OR the target can choose to avoid the confusion effect PD 18 HP 88
by taking 10d8 psychic damage to clear their head . . .
MD 18
R: Magic missile (one nearby or far away enemy)—8
automatic force damage
Limited use: 1/round, as a quick action.
Angry Impling
5th level mook [DEMON]
C: Sow discord +13 vs. MD (2 nearby enemies engaged Initiative: +9
with the same creature or with each other)—one target
makes an at­will melee attack against this power’s other target Pitchfork +10 vs. AC—9 damage
Limited use: 1/battle, as quick action.
R: Fire­breathing +10 vs. PD (1d3 nearby or far away
Aura of betrayal: At the start of each of the despoiler mage’s
enemies in a group)—6 fire damage
turns, choose a random nearby enemy. Until the start of the
despoiler mage’s next turn, that creature’s allies no longer
consider it an ally, though its enemies’ powers can still target it Flight: These demons can fly.
as an enemy. The creature isn’t compelled to attack its former
friends, but the effect tends to screw up all sorts of spells, bardic AC 21
songs, and the Diabolist knows what else. But at least the
betrayal effect is likely to target someone else next round.
PD 19 HP 18 (mook)
AC 23 MD 15
Mook: Kill one angry impling mook for every 18 damage
PD 18 HP 90
you deal to the mob.
MD 22

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The circle burns brightly in the hellscape.
Home ground advantage: The demons in this fight gain +1 to attack confused enemies.

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5.4 The living fortress
The Crusader’s enemies withdraw to a castle made of living flesh. Once the castle has been breached the
adventurers’ job will be complete, and victory for the Crusader assured. The adventurers discover that they
have been volunteered for the forlorn hope. The forlorn hope is a name given to the first wave of soldiers who
are to assault a well­defended position, where nobody in the first wave is expected to survive. If the
adventurers manage to climb the wall and hold it for long enough for the next wave to come over it then they
will be legends. If they die, they will be forgotten and their bodies trampled under foot as the battle rages on.

Backing out isn’t an option. Anybody who shows cowardice and runs is running straight towards the
Crusader’s army and certain death. This final battle is in two parts. Diabolic archers and angry implings who
die in 5.4a are removed from 5.4b, and vise­versa.

5.4a The living fortress


The adventurers must first spend a round crossing open ground, and three rounds climbing ladders; during
the first part of the battle use ‘final battle part 1’. There is no time to rest and recover before heading to
section 5.4b.
Part 1: Going over the top.
Number of
PCs
Diabolic Archer Angry Impling Angry Impling
5th level mook [DEMON]
3 5 6
Initiative: +9
4 5 12
5 9 6 Pitchfork +10 vs. AC—9 damage

6 9 12
R: Fire­breathing +10 vs. PD (1d3 nearby or far away
7 13 6 enemies in a group)—6 fire damage

Diabolic Archer Flight: These demons can fly.


5th level archer [DEMON]
Initiative: +9 AC 21
Long tongue +10 vs. AC—7 ongoing fire damage
PD 19 HP 18 (mook)
MD 15
R: Burning bow +10 vs. PD—18 fire and acid damage Mook: Kill one angry impling mook for every 18 damage
you deal to the mob.
Acid blood: When the diabolic archer dies everybody engaged
with it takes 2d4 acid damage.
Adventurers can not engage the diabolic
Demonic ability: Diabolic archers always have a demonic
ability. Give a single shared ability to the whole group.
archers in melee combat. They are on top of the
wall and the adventurers will not be until the 4th round ends
AC 21 and part 2 of the fight begins.

PD 15 HP 72 Teleporting to the top of the wall... or other


shortcuts that get a character to the top of the wall early,
MD 19 mean that the adventurer who gets there early and on their
own starts part 2 of the fight early and on their own!

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The living castle doesn't look welcoming. The demons upon the battlements certainly aren't!
Living castle: Rolling a 1 means the adventurer takes 4 negative energy and poison damage.

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5.4b The living castle
Once on top of the battlements of the castle the escalation die resets to 0, and the adventurers have to
survive for long enough for the escalation die to reach 6 when the rest of the Crusader’s forces will reach the
top of the wall. There is no time to rest between part 1 of the battle (5.4a) and this part of the battle.
Part 2: On the battlements.
Escalation
die
Diabolic Archer and Vrocks Vrock (vulture demon)
Angry Implings
6th level spoiler [DEMON]
0 Whichever enemies
survived part 1 are Initiative: +9
already waiting upon 1
the battlements. Filth­covered claws +11 vs. AC (2 attacks)—7 damage, and
1 Add 1d4 5 ongoing poison damage
Angry Implings Natural even hit: The vrock can make a demonic screech
2 Add 1d4 attack as a free action.
Angry Implings Add a vrock
[Special trigger] C: Demonic screech +11 vs. MD (1d3
3 Add 1d4 nearby enemies)—5 psychic damage, and the target is
Angry Implings vulnerable (attacks vs. it have crit range expanded by 2) until
4 Add 1d4 the end of the battle
Angry Implings Add a vrock
5 Add 2d4 Nastier Specials
Angry Implings Predation: Creatures hit by the vrock’s demonic screech
6 Add 2d4 attack that are already vulnerable are also hampered (save
Angry Implings Add a vrock
ends).
Fight ends Fight ends
AC 21
Diabolic Archer PD 18 HP 88
5th level archer [DEMON]
MD 18
Initiative: +9

Long tongue +10 vs. AC—7 ongoing fire damage Angry Impling
5th level mook [DEMON]
R: Burning bow +10 vs. PD—18 fire and acid damage
Initiative: +9
Acid blood: When the diabolic flunky dies everybody engaged Pitchfork +10 vs. AC—9 damage
with it takes 2d4 acid damage.

Demonic ability: Diabolic archers always have a demonic R: Fire­breathing +10 vs. PD (1d3 nearby or far away
ability. Give a single shared ability to the whole group. enemies in a group)—6 fire damage

AC 21 Flight: These demons can fly.


PD 15 HP 72
AC 21
MD 19
PD 19 HP 18 (mook)
MD 15
This fight ends at the end of the round when Mook: Kill one angry impling mook for every 18 damage
the escalation die becomes 6. Adventurers who you deal to the mob.
can advance the escalation die through their abilities should
attempt to do so.

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The floor of a living castle, be careful you don’t become a part of it!
Living castle: Rolling a 1 means the adventurer takes 6 negative energy and poison damage.

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5.5 Victory!
With a roar the Crusader’s forces pour over the battlements. The adventurers have held the battlements long
enough for the castle’s defences to be breached. The demons who were engaged with the adventurers turn
and run, and are cut down as they flee. The outcome of the battle becomes certain.

As the adventurers slump to the floor to tend to their wounds the Crusader’s forces raise a cry of triumph.
The battle is over!

Demons and cultists alike are dragged out of the castle. The cultists scream and beg for mercy, but the
Crusader has none to give. The butchery continues long into the night. By break of day not a single cultist
remains alive, and the demons are in chains.

5.5 Aftermath
The surviving adventurers are brought before a general of the Crusader. She is a tiefling, called General Krod.

“Thanks in part to you we have taken this hellhole. Whether we decide to hold it is not my call to make, but
no matter what the Crusader decides, we’ve dealt a blow to the Diabolist. Thanks to you.”

The general offers each adventurer a magic item that was recovered from the living castle. The items are
epic tier!

The adventurers are free to march safely back with the Crusader’s forces out of the Chuulfen to Whitmarsh,
and from there they may make their own way back to civilization. Now is a good time to do small scenes
with the group, playing out narratively and cooperatively how they get back to civilization from Whitmarsh
and what they plan to do once there.

This concludes the adventure!


Go around the table and ask each player what their adventurer does next. Do a mini­montage to give closure
to the adventure.

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

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

… and finally THANK YOU.

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Appendix 1: Temporary Magic: Potions, Oils, and
Runes.
Players can purchase or find temporary magic items during the adventure...

Item Cost Effect

Healing potion 100 gp Recovery +2d8 hp (max 60 hp of healing)

Resistance potion 200 gp Resist 16+ against one damage type

Oil 200 gp +2 (see oil chart in the core book)

Rune 300 gp +2 (see the rune chart below or in the core book)

Random Rune Effect on Armor


01–20 The bonus also applies to PD
21–40 The bonus also applies to MD
41–60 The bonus also applies to both PD and MD
61–80 As 41–60, and you can reroll one failed save while the rune is active
81–100 You can take your first rally this battle with a quick
action (if you can already rally with a quick action, the action is free)
Random Rune Effect on Weapon
01–20 +4 bonus to opportunity attacks
21–40 Weapon gains an energy damage type such as fire, cold, etc., and deals +1d4 damage
(champion: +2d6; epic: +5d6)
41–60 +4 attack bonus on first round of combat
61–80 Weapon deals +1d10 damage while escalation die is 3+ (champion: +4d6; epic: +3d20)
81–100 Reroll one missed attack roll with weapon
Random Rune Effect on Spellcasting Implement
01–20 +1 additional attack bonus if spell has only one target
21–40 Implement gains an energy damage type such as fire,
negative energy, etc., and deals +1d4 damage (champion: +2d6; epic: +5d6)
41–60 +1 additional attack bonus with daily spells
61–80 +1 additional attack bonus if spell has more than one target
81–100 Reroll one missed attack roll with implement

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Appendix 2: Cheat sheet.
Conditions
13th Age uses the following conditions. You can only be affected by the same condition once at any time;
for example, if two effects would confuse you, the worst one affects you and you ignore the confuse portion
of the lesser effect. Similarly, penalties from these conditions don’t stack. If you’re both weakened and
stunned you only take a –4 penalty to your defenses (plus other different effects).
Confused: You can’t make opportunity attacks or use your limited powers. Your next attack action will be a
basic or at­will attack against at least one of your nearby allies, usually determined randomly. If you don’t
have any nearby allies, you either do nothing much or, at the GM’s option, act in a strange confused manner
that suits the story.
Dazed: You take a –4 penalty to attacks.
Fear: Fear dazes you and prevents you from using the escalation die.
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 specific attack
rolls.)
Helpless: If you’re unconscious or asleep, you’re helpless and a lot easier to hit. While helpless, you take a
–4 penalty to all defenses and you can be the target of a coup de grace.
Stuck: You can’t move, disengage, pop free, change your position, or let anyone else move you without
teleporting. You’re not otherwise penalized, necessarily.
Stunned: You take a –4 penalty to defenses and can’t take any actions.
Vulnerable: Attacks against you have their crit range expanded by 2 (normally 18+).
Weakened: You take a –4 penalty to attacks and to defenses.

Skill Check DCs, Trap/Obstacle Attack Bonuses & Impromptu Damage for Champion Tier
Characters

Degree of Skill Trap or Impromptu Impromptu


Challenge Check DC Obstacle Damage Damage
Attack (Single Target) (Multiple
Roll vs. Targets)
AC/PD/MD

Normal task 20 +10 4d6 or 4d8 2d10 or 2d12

Hard task 25 +15 4d8 2d12

Ridiculously 30 +20 4d8 or 2d20 2d12 or 3d10


hard task

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Appendix 3: Magic Items.
Remember to mention that items are alive and have personalities, so that characters using
magic items can have personality quirks if they wish. If you have more items than your level,
your items take over and you become a vehicle for their personalities!

Demonfire Ring Orb of Evil Orb of Iron

This ring is made of entwined bronze, This dark crystal orb pulses with a faint The pitted iron orb was forged in
silver, and gold dragons warmth. demon­fire.

You (and your equipment) are immune Default bonus: Attack and damage with Default bonus: Attack and damage with
to normal non­magical fire. This means an arcane or divine spell or attack: +2. an arcane or divine spell or attack: +2.
that you can wade through lava, hold (Recharge 16+): Deal 2d6 ongoing fire (Recharge 11+): Make an enemy reroll
molten metal in your hands, and other damage with a hit or miss. (recharge 11+ an attack vs your MD. (recharge 6+ if
impressive tricks. The ring requires if attuned to two orbs) attuned to two orbs)
concentration to use, so you can’t use it (After­effect): After the ongoing damage (After­effect): After the reroll, you are
to defend you against attacks that do fire is saved against you gain resist fire 12+. immune to the confused condition until
damage. the end of the battle.

Quirk: Entranced by flames. Quirk: Hungry for raw flesh. Quirk: Arrogance.

Swift­Pain Weapon Dagger of Punishment Hellclaw

(Any weapon) (Dagger) (Any bladed melee weapon)

Default bonus: Attacks and damage Default bonus: Attacks and damage Default bonus: Attacks and damage
when using the weapon: +2. when using the weapon: +2. when using the weapon: +2.
Once per battle when you are engaged When you roll a crit with a ranged attack All attacks with this weapon do fire
with an enemy that has less than 20 hp, with any weapon, instead of doing crit damage, and ignore resistances and
as a quick action; deal 20 negative damage you may opt instead to teleport immunities to fire damage.
energy damage to the enemy, into engagement with the target and
make a basic attack with the dagger.

Quirk: Watches others in a creepy way. Quirk: Licks lips, tells lies. Quirk: Laugh at other’s misfortunes.

Demon­Skin Armor Cuirass of Bravery Hellforged Plate

(Light armor) (Any armor) (Heavy armor)

Default bonus: Armor class: +2 AC. Default bonus: Armor class: +2 AC. Default bonus: Armor class: +2 AC.
(Recharge 6+): When a demon attacks (Recharge 6+): When a nearby ally is (Recharge 11+): Gain resist 12+ to the
you and misses; you heal HP equal to targeted by an attack you can move (as a first damage type to hit you this battle,
twice the demon’s level. free action) to make yourself the target the resistance lasts until the end of the
of the attack instead, battle.

Quirk: Craves heat. Quirk: Loves to make mid­battle Quirk: Bravado in the face of danger.
speeches.

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Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative

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Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams,

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

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