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....THREE HEARTS.


.............OVER…..........
...GLITTERHAEGEN...

Three romance-themed adventures for 13th Age characters of 5th level, by ASH LAW.

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Love in a Time of Adventure
Why is it that we are comfortable with slaughter, mayhem, and looting corpses in our games,
but not themes of love? The answer is that most of us will never face down an orc armed only
with our knowledge of the arcane arts and our trusty wand, but all of us have felt the pain and
joy of love. It is easy therefore to treat an encounter with an orc as fun, but mushy stuff makes
some of us uncomfortable.

These three adventures follow classic, maybe even cliché quest formats: the delivery, the
fetch quest, the treasure hunt. Classics. For groups that are looking for a little valentines day
massacring without getting their characters directly involved in the romance they are great
adventures; they can also act as a springboard for discussion on including romance themes in
games (if you want to have such a discussion). I know of at least one 13th Age group that has a
player character romancing an icon, and at conventions I often see One Unique Things that deal
with romance, so maybe your group is ready for it. Or maybe not.

If you do want to include themes of romance in the game here is my advice:


● Get buy-in from everybody first, and discuss boundaries. If your group is not into it then
they are not into it. If you are not into it then you aren't into it.
● Check in on everybody on a regular basis. Make sure everybody is comfortable, and if
not switch focus to a plot that doesn't involve the romantic life of a PC.
● PC-NPC romance works best. A GM can step away from playing a NPC to play other
NPCs, giving everybody distance from the in-character romance and a chance to
breathe. PC-PC romances are sometimes fun, but be aware that normally there isn’t that
built-in distance from a character or situation with PC-PC romances.
● Expect to giggle. A lot. The first game you run a romance plot involving a player
character everybody will giggle. Don’t worry, that will pass.

Courtly romance with the seventh son of a powerful wizard-lord in Horizon, romantic intrigue
and betrayal in the Court of Stars, deserting from the barracks of First Triumph to go behind
enemy lines and rescue a loved one from the Diabolist’s forces, chivalrous paladins of the Great
Gold Wyrm on quests to prove their love, or just wooing the beautiful owner of your favorite
tavern… there certainly is a place for romance in 13th Age for groups comfortable with it.

Have a great Valentines Day.

- ASH

PS -
Roses are red, violets are blue,
Please take this short survey with a new adventure at the end of it: http://
tinyurl.com/13THAGESURVEY

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We’d love to hear from you.

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...BURNING LOVE...

Infernatos the Devourer needs help delivering gifts to a blue dragon that he is in love with.
The adventurers must get a cart full of gifts past the Thunderhead kobold tribe, present the
gift to Corusca the Unforgiving, and read her the poetry that her paramore has written. The
blue dragon is convinced that the red is just interested in taking over her territory and hunting
grounds and must be convinced otherwise.

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A quest!
The characters are approached in a tavern called the Red Dragon Inn, by a red-cloaked being that seems
human. He explains that he needs a go-between to deliver flowers and chocolates to his beloved. His
paramore believes that he is just after her lands and money, and he fears that a fight will ensue if he
approaches her in person. He explains that he has been aware of the exploits of the adventurers for
some time due to their spreading fame, and so has decided to clandestinely approach them for help. If
asked his name he answers ‘Nate’. He will pay them 10 GP each, 50 each if her responsive is positive;
his lady friend doesn't live that far away but this is very important to him which is why he’s willing to pay.
Her home is guarded, so they’ll need to sneak in.
As soon as any of the adventurers agrees he transforms into a huge red dragon (destroying a wall of the
tavern in the process) and the adventurers realize that this ‘Nate’ is the notorious Infernatos the Devourer.
Infernatos tells the adventurers that a cart-load of flowers and chocolates can be found a couple of streets
away (just look for the burning florist’s shop). He also asks that they read his true-heart a poem that he
has written for her. The poem is in ancient draconic but he’s sure that won’t be a problem for them, right?
With a few last minute instructions on how to get to Corusca the Unforgiving’s cave (and a reminder that
he knows where they sleep at night if they fail him) the mighty red dragon takes off into the skies.

A NOTE ON DRAGONS AND WHIMSY

The dragons in this adventure might come off as ‘whimsical’. That certainly isn’t our vision for all
dragons in 13th Age. In fact the term most would use is ‘terrifying’. Feel free to introduce aspects that
play up the terror of entering a dragon’s territory. Mention the smell of burning flesh that comes when
the wind changes, the boulders rent asunder by mighty claws, the dead fish floating in the stream, the
silence and lack of local wildlife, the sound of roaring that shakes the trees with its power.
Then again this is an adventure released on Valentines Day, so maybe ‘darkly whimsical’ is the right
note to hit. Try substituting the heads of residents of Glitterhaegen for the flowers and chocolates that
the party is asked to deliver. After all, nothing says “I want to move into your territory” like a cartload of
severed heads, especially chocolate covered severed heads.

Don’t forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit (such as a magic item) and any 5s
give a benefit with a story complication.

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Characters
Infernatos the Devourer - A red dragon who has travelled from the Magma Keeps to woo Corusca.
Normally red dragons would court other red dragons, but Infernatos is overcome with admiration for the
larger blue. He has spent years carefully transferring his hoard northwards so he can be closer to the
target of his affection.
Corusca the Unforgiving - A blue dragon. Her cave is large and her hoard larger, the floor of her home
consists of smooth glass that the dragon herself has fused. Corusca’s territory near Fairwind Sound
allows her to hunt not just land-animals but also the many larger fish that swim in the Midland Sea. She is
suspicious of anybody who proclaims their love for her and wants to move into her territory, she has got
burnt in the past.
The Thunderhead Clan - A kobold band of dragon-worshipers who live in warrens near the entrance
to Corusca’s cave. They want their dragon to be happy (happy dragons eat fewer kobolds). Important
kobolds (that is to say ‘kobolds who other kobolds consider important’) are Chieftain Ipyip the Dragon-
Talker (their leader and ambassador/priest to the dragon), Trap-Mistress Reehlaa (in charge of keeping
their warren safe), and High-Lord General The Right Honorable Sir Fightboss Killmaster Yaargh (a
snivelling runt of a kobold who has been ‘promoted up the ranks’ simply by out-surviving his peers).
Kobold Name Generator (roll a d20 for each syllable, or use the italic names, and then use the last digit of the last
d20 for random kobold attributes)

1 Ad ad aak Aaargh! 11 Ne ic lik Oledru _1 Angry

2 Dra ah ail Adasrall 12 Ol ip lod Olorda _2 Brave

3 Ee ali bee Ariakaa 13 Oz ko pee Opizaak _3 Cowardly

4 Ha ap daa Dragorlik 14 Po ma raa Sooplaa _4 Curious

5 He ar dah Eeriaaaaak! 15 Ri me ral Tyblaah _5 Heavily-muscled

6 Ip as den Haedroo 16 Sa nes rke Wemerue _6 Nervous

7 Ja ed doo Keedoo 17 Ta or ree Worblee _7 Pot-bellied

8 Ki en esk Madree 18 We ria roo Yaoplak _8 Scabrous

9 Ma er kaa Mapodoo 19 Yip rka was Yiporra _9 Scarred

10 Me ib laa Memeal 20 Zor zu zin Yipyipale _0 Young

The Emperor knows that blue and red makes purple. Maybe purple dragons would be perfect for the
imperial dragon riders. Maybe they would be a menace. Either way having agents in place ahead of time
is probably wise. The last thing the troubled Dragon Empire needs is more dragons who are not under the
Emperor’s control.

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The Great Gold Wyrm knows that not all ‘chromatic’ dragons are evil. Maybe love will mellow
these two (or maybe they will join together to become a force of destruction and evil). If the pair can
be convinced to join with the side of good it gives the Great Gold Wyrm leverage against his rivals and
enemies The Three.

The High Druid supports the breeding of natural creatures on general principle, but needs to keep
a close eye on this unusual pairing. A purple dragon might upset the balance of nature, but might be
something that she can guide to stop the spreading stain of civilization.

The Prince of Shadows thinks two dragons combining their hoards close to Shadow Port is
a great idea, especially if they occasionally leave it unguarded. It is an especially good idea if he has
friends who have scoped out the lair beforehand for when it is unguarded.

The Three see an opportunity to gain a foothold of draconic power close to Glitterhaegen, maybe
eventually setting up a puppet-ruler over Glitterhaegen. Of course different breeds of dragon uniting might
set a bad precedent. This requires careful handling, and most importantly they need not to be seen to
be handling it… the rulers of Drakkenhall like to appear as if their rule is an effortless expression of their
draconic might.

Challenges
Just getting the cart out of Glitterhaegen and to the cave of the blue dragon is going to be tough.

Challenge Success Failure


(Only one shot at passing each one, one roll for success or
failure. Don’t let one or two PCs hog the limelight, let each PC
handle at least one challenge each.)

1. Get the cart away from curious onlookers Proceed See ‘Townsfolk of
Throw money = DC 15 and 20 gp to the next Glitterhaegen’
Threats of violence = DC 20 challenge
Drive the cart away at high speed = DC 25
Gratuitous violence to the urchins and all other bystanders
(without attracting the city guards) = DC 30

2. Avoid being detained by the city guards Proceed See ‘The guards’
A simple bribe = DC 20 and 10 gp to the next
A complex bluff = DC 25 challenge
High-speed cart over a rising drawbridge = DC 35

3. Through the wilderness Proceed The next challenge has DCs


Up the coast = DC 20 to the next 5 higher than they would
Crosscountry = DC 25 challenge otherwise be.
Around the coast by boat = DC 30

4. Kobold scouts Proceed See ‘Kobold scouts’


Kill the scouts before they can flee = DC 25 to the next
Move slowly and silently, leaving no trace = DC 30 challenge
A cunning disguise = DC 30

5. Kobold ambushes Proceed See ‘Through the Bitterwood’


Use magic to make the tiny menaces fear you = DC 25 to ‘Wooing’
A cunning bluff = DC 30

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High-speed cart ride = DC 35

Townsfolk of Glitterhaegen
Recent events have made them rather curious, while others want to steal the cart or its contents, and
others have pointed questions to ask. Treat the townsfolk as a series of traps rather than running any
actual combats.

Street gang Curious citizens Angry florist Angry mob


shakedown

DC to spot/avoid: 25 DC to spot/avoid: 25 DC to spot/avoid: 30 DC to spot/avoid: 25


Attack: +10 vs AC Attack: +10 vs AC Attack: +15 vs AC Attack: +15 vs
Effect: Lose 50 GP or Effect: Next DC is 5 Effect: 6d4 damage AC against each
take 3d10 damage higher. adventurer
Effect: 2d10 damage.

The guards
The guards manning the city gate are checking everybody going in or out. It is nothing unusual, just
a random Glitterhaegen shake-down. However, the adventurers have a cart full of chocolate and
flowers and a bit of explaining to do. As you are at this section the ‘avoid being detained by the city
guards’ challenge has obviously been failed. The guards are in no mood to actually fight heavily armed
adventurers, but are not beyond roughing the adventurers up then hurriedly backing off while calling
for backup (commonly known as ‘running away’) when it looks like an actual fight might start. If the
adventurers fight the guards the guards either die, become too injured to fight, or run away.
They get one good punch or kick in against 1d6+1 adventurers. The player who triggered the event is
the ‘plus one’ but gets to pick who the other 1d6 are in the party.
Brass knuckles and steel toe-caps +10 vs AC—10 damage

Kobold scouts
These kobolds range the forest on the lookout for threats to the clan. They do not engage with enemies,
they set up a trap and fade quietly into the leafy darkness to report back on the threat. The adventurers
have one chance to catch the kobolds before they slip away (a DC 25 check). If they fail either use two of
the traps below and increase the kobolds in any potential fight by 2d10 kobold handmaidens.

Kobold traps
Classic pit trap Purple Roundhead ‘shrooms Swinging hives

The kobolds have dug a very The kobolds have seeded a Hornets nests on sticks swing-
deep spike-lined pit and covered likely campsite with a toxic out at head-height at the
it with a dirt-colored cloth. fungus. If the adventurers don’t adventurers! Worse, the nests

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Getting back out is a move spot it in time and set up camp are covered in glue; whoever
action if you use this trap in there, they will be in for horrid gets hit by this will have a
combat. skin-sloughing rashes. hornet’s nest stuck to their face!

DC 20 to avoid DC 25 to avoid DC 30 to avoid

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

Through the Bitterwood


The kobolds have been alerted to the presence of the adventurers and attack them, either right outside
the cave entrance or deep in the woods. Use the kobold fight chart.

Wooing
You are finally in the cave with a huge blue dragon. A kobold clan waits in the wings, ready to attack. It is
time to present the flowers and chocolate, and read some poetry written in an almost unpronounceable
draconic tongue.

This is now a skill challenge. Each player in turn must narrate how they help to woo the dragon and make
an appropriate skill check using an appropriate background, with a DC as determined by the below chart.
When a player succeeds move one place upwards on the chart, but a failure moves the group one place
down. Start where the chart says ‘Start...’

End! The dragon has been successfully courted. The kobold tribe might still attack on
Woo!
the way out, but at least Corusca the Unforgiving is pleased.

DC 30 You have navigated the worst of the poem, just don’t foul up now...

Take 2d6 damage from rocks thrown by the kobolds. They are making it really hard
DC 25 to
concentrate, but you will have to deal with them later.

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You need to convince the dragon that you are presenting gifts, but are not yourself
Start ... DC 20 an
edible morsel. Wooing a dragon is dangerous task.

The stress is unbelievable. Either lose a recovery or make the next adventurer’s DC
DC 25 5
higher.

The draconic word for ‘beautiful heat-shimmer from lava’ and ‘mud’ are very similar.
DC 30 You tell her that she has muddy scales... take 4d8 lightning damage from the
dragon.

End! The blue dragon attacks! Corusca the Unforgiving has seen through your shallow
Boo!
ploy to read her bad poetry while you try to steal her hoard.

Each position on the chart has a listed consequence. When you move up or down on the chart the
adventurer who made the roll takes the consequence listed.

Happily ever after?


If the adventurers successfully complete their task then Corusca the Unforgiving gives them a sack of
sapphires to give to Infernatos the Devourer. Just leaving with the gems and selling them earns the
characters 1000 GP to split between them. Returning to Infernatos with the gems gains the adventurers
his gratitude and 500 GP each (including the 100 GP each they were promised at the start). If they fail
in their task they are paid the 10 GP each promised by Infernatos the Devourer. If they kill Corusca then
Infernatos will attack them in a blind rage... or he might simply shrug his shoulders and ask them what her
lair is like and mention that he is thinking of moving in now that it is empty.

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It was a very nice tavern before the dragon showed up

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A hillside with some rocks to hide behind is the perfect place for a kobold ambush

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The kobolds guard the entrance to the dragon’s lair from all intruders

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The dragon pounded the rock into sand, then blasted the sand into glass

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Kobold Fight Chart
Kobold Bravescale
Number Kobold Kobold These iron-clad woad-painted kobolds don’t run
of PCs Bravescale Handmaid away from danger!

3 4 5 4th level blocker [HUMANOID]


Initiative: +9
4 5 10
Spear +9 vs. AC—13 damage
5 6 10 Natural roll is above target’s Wisdom
(trapster): The kobold pushes or trips the
6 7 15 target into a trap. See Trapster.

7 8 20 Disciplined maneuver: If the escalation die is 3+


and this creature has at least two bravescale
allies in the battle, whenever an enemy moves
Handmaiden of Corusca the Unforgiving
to engage the bravescale, it can make a spear
3rd level mook [HUMANOID]
porcupine attack against that enemy as a free
Initiative: +4
action.
Spear porcupine +11 vs. AC—10 damage
Dragon-claw club +13 vs. AC—4 damage
Lock shields: For each other kobold bravescale
R: Lightning arc +14 vs. AC—4 lightning next to the bravescale or engaged with a
damage creature that this bravescale is engaged with, the
bravescale gains a +2 bonus to AC (maximum
Evasive: Kobolds take no damage from missed of +4), and each enemy engaged with the
attacks. bravescale takes a -2 penalty (maximum of -4) to
disengage checks.
Split off: When one of the kobold’s allies engages
a creature engaged with the kobold, the kobold AC 20
can pop free as a free action. PD 18 HP 55
MD 14
AC 17
PD 15 HP 8 (mook)
MD 11 Trapster (roll d6)
1. Boiling oil squirting from a concealed bladder.
Mook: Kill one kobold archer mook for every 8
1d4+escalation die fire damage.
damage you deal to the mob. 2. Pool of acid in a hidden foot-sized pit.
1d4+escalation die acid damage.
3. Hidden foot snare.
Stuck (hard save ends).
4. Bellows-driven blowdarts triggered by
tripwire.
3 ongoing poison damage.
5. Suddenly caltrops! Caltrops everywhere!

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1d8 ongoing damage.
6. Hallucinogenic dust in a cloth packet.
Confused (easy save ends).

Corusca the Unforgiving Fight Chart Corusca the Unforgiving


Large 7th level caster [DRAGON]
Number Corusca Kobold Initiative: +9
of PCs Handmaid Vulnerability: Force

3 1 0 Shining claws +10 vs. AC—20 damage


Natural even hit or miss: Corusca makes
4 1 10 two twin-tail attacks as a free action

5 1 20 [Special trigger] Twin-tail +10 vs. AC—12


damage and 2d6 lightning damage
6 1 30
C: Lightning breath +10 vs. AC (1d3+1 nearby
7 1 40 enemies)—10 lightning damage
Natural even hit: Coruscating aura
activates as though the target had just
Handmaiden of Corusca the Unforgiving cast a spell at the dragon of 6th level or
3rd level mook [HUMANOID] lower.
Initiative: +4 Intermittent breath: Corusca can use her breath
weapon 1d4 times per battle, but not two turns in
Dragon-claw club +13 vs. AC—4 damage a row.

R: Lightning arc +14 vs. AC—4 lightning Coruscating aura: When an enemy targets the
damage dragon with a spell of 5th level or lower, the
dragon can roll a save; success means that...
Evasive: Kobolds take no damage from missed ● The spell has no effect
attacks. ● Corusca gains 10 HP
● The caster takes 2d8 lightning damage.
Split off: When one of the kobold’s allies engages A 7th level spell only has one of the above effects.
a creature engaged with the kobold, the kobold A 9th level spell has none of the above effects.

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can pop free as a free action.
Resist lightning 12+: When a lightning attack
AC 17 targets Corusca the attacker must roll a natural
PD 15 HP 8 (mook) 12+ on the attack roll or it only does ½ damage.
MD 11
Mook: Kill one kobold archer mook for every 8 Flight: Like all dragons, Corusca can fly fast and
damage you deal to the mob. well.

Escalator: Corusca adds the escalation die to her


attack rolls.

Our hungry goddess: As a free action Corusca


may eat up to kobolds per round, and gain 1HP
per kobold eaten.

AC 28
PD 20 HP 150
MD 20

Infernatos the Devourer Fight Chart

Number ‘Nate’ Infernatos


of PCs

3 1 0

4 1 0

5 0 1

6 0 1

7 0 1

Infernatos the Devourer


Large 6th level wrecker [DRAGON]
Initiative: +11 ‘Nate’
Vulnerability: Cold Double-strength 6th level wrecker [DRAGON]
He looks human, until he breathes fire and starts
punching through walls with his fists.
Fangs, claws, and tail +17 vs. AC (3 attacks)—
Initiative: +11
14 damage

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C: Firey breath +17 vs. PD (up to 4 nearby Fist +17 vs. AC (2 attacks)—20 damage
enemies)—10 fire damage
Miss: Half damage. C: Firey breath +17 vs. PD (up to 4 nearby
Intermittent breath: Infernatos can use his breath enemies)—10 fire damage
weapon 1d3 times per battle, but not two turns in Miss: Half damage.
a row. Intermittent breath: Infernatos can use his breath
weapon twice per battle.
Metal-heating aura: All enemies carrying metal
items (swords, armor, belt buckles, jewelry, coins, Resist fire 12+: When a fire attack targets Corusca
etc) must save or take 5 fire damage at the start of the attacker must roll a natural 12+ on the attack
their turns. roll or it only does ½ damage.

Resist fire 12+: When a fire attack targets Corusca Escalator: Nate adds the escalation die to his
the attacker must roll a natural 12+ on the attack attack rolls.
roll or it only does ½ damage.
Flee: Once per battle if ‘Nate’ is leaving the fight
Flight: Like all dragons, Infernatos can fly fast and by turning into a dragon and flying off, everybody
well. who takes an opportunity attack against him takes
60 fire damage.
Escalator: Infernatos adds the escalation die to his
attack rolls. AC 21
PD 20 HP 160
AC 21 MD 16
PD 20 HP 180
MD 16

.MADE FOR EACH OTHER.

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A forgeborn has created a companion, but needs help obtaining vital time-critical components
to bring their love to life. It is a race against time to get some chunks of living metal and a
mechanical heart, while the lovelorn forgeborn completes the final preparations.

A quest!
A forgeborn called Prax approaches the adventurers with a request. They might meet Prax in a tavern as
the living construct seeks them out, or they might have gone to Prax’s forge to have armour and weapons
repaired or modified and the forgeborn met them there.

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Prax explains that the life of an artificer can be lonely, and so in secret began to create a forgeborn to be
a lifemate. Another forgeborn, Hammer of God, together with Trine and Rising Red Mist, found out about
this and destroyed vital equipment and components in Prax’s workshop. Prax has set up another secret
workshop, but needs the missing materials quickly or Galatos’ body will no longer be a viable vessel for
life.
Prax promises each character a piece of construct equipment (see the loot section) in exchange for
helping source the last few materials needed to finish the construction of Galatos, the companion
forgeborn of Prax’s own design. The adventurers will need to travel to one of the hidden workshops of
Bella the Mad to retrieve a wand, and to the Steel Caves in Pocket Bay to fetch living metal.

“FREE DWARF-FORGED? NOT ON MY WATCH! GET BACK IN THE MINES!”

At a local convention I whipped this adventure out. Joey Turco of Gamerati was playing his regular 13th
Age dwarf character, and instantly sided with Hammer of God. I did not see that coming. The adventure
didn’t even leave the tavern, the heroic adventurers piled on Prax and beat him into unconsciousness
and then handed Prax over to Hammer of God for a couple of silver coins. When you run this adventure
be prepared for some characters to have strong feelings about forgeborn; some will want to free them,
others may see them as soul-less property, and other player characters may want to destroy them as
abominations. It may be best before the game to ask each player to come up with a short backstory of
how they became Prax’s friend.

Characters
Prax - A lovelorn forgeborn who seeks to construct a companion, Prax is an expert sculptor and makes a
living repairing fellow constructs. Prax intended to carry out the final steps in bringing Galatos to life, but
while making a modification to Hammer of God accidentally allowed his creation to be seen.
Galatos - The as-yet lifeless companion of Prax. Galatos has alabaster-white body plating and is covered
in swirls of inlaid gold.
Hammer of God - Hammer is a bombastic forgeborn who earnestly believes that only the “children of
the gods” (mortal races) have the right to create life, and that constructs making other constructs is an
abomination. Hammer of God was physically repulsed by the one glimpse of Galatos’ lifeless body that
was accidentally revealed to the disgusted construct.
Trine - A friend of Hammer of God. Trine believes in the superiority of constructs, desiring to rule over the
mortal races. Trine keeps such opinions secret. When Hammer of God came to Trine and told of what
had been seen, Trine decided to kidnap Prax and Galatos once the creation process is completed.
Rising Red Mist - A forgeborn with a head styled like a horse’s head. Rising Red Mist is a former friend
and patron of Prax, and helped to unknowingly source many of Galatos’ components. Rising Red Mist is
a wizard, and is angered that Prax tricked the components from them.

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The Archmage used to try to regulate and control the creation of living constructs like the forgeborn,
but with his power waning and his wards failing he can no longer maintain his monopoly. If the forgeborn
could become self-policing in such things, and self-sufficient, then that would be something off his plate
so he can concentrate on the bigger picture.

The Crusader believes that an army of steel-shod warriors with iron bones is something
that he wants. Enslaving demons and adding them to his army is grand, but a race born to the
sound of marching feet would be better. If he knows about what is going on in the backstreets
of Glitterhaegen he is likely to be supportive, but will certainly expect the new creatures to join
him.

The Dwarf King has a stake in this. Forgeborn? The correct term (according to him) is ‘dwarf-
forged’. Some dwarves feel that their dwarf-forged servitors should remain in the darkness of the mines,
while others are proud to see the results of their craft walking the world above. It is unknown which side of
the coin the Dwarf King will come down on.

The Lich King is always seeking new ways to grow his power. He has heard of the
existence of an undead forgeborn (‘Forgefang the Undying’) and that has piqued his interest.
He is willing to take his time understanding the full ramifications of this, but what are a few
years to one who has existed for untold centuries. If this forgeborn will create another for love,
later might not the same forgeborn try to raise that companion from the grave?

The Prince of Shadows thinks that a true-breeding (or at least ‘self-constructing’) race of
forgeborn is a fantastic idea. They will be young, naive, and open to his manipulation. Glitterhaegen is
right in his backyard, and if he helps usher a race into wider existence they will owe him a big favor. The
Prince of Shadows likes it when entire races owe him favors.

Don’t forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit (such as a magic item) and any 5s
give a benefit with a story complication.

Into the steel caves.


The fabled steel caves are dangerous, surrounded by wasteland through which metal spikes jut up
at crazy angles. These spikes kill anything venturing too close, exploding out of the ground to impale
anything that moves. Even low-flying birds get skewered. Not only that but deadly steel raptors live here.

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Ask around the table if anybody has a plan for getting past the spikes. Whichever solution the players
come up with it requires three DC 20 skill checks to succeed without a hitch. Pick the most obvious
character to make the first skill roll. Every success brings the party closer to the steel caves.

If they fail ask them what went wrong, and then ask the player who failed the roll to decide if this was a
bad thing for everybody (everybody rolls a save (11+) or loses a recovery from mishaps) or if it was really
bad for one other person (that other person loses a recovery and must make the next skill check at +5
difficulty).

Once three successful skill rolls have been made the player characters are at the entrance to the caves.

Steel raptors.
As the adventurers enter the caves they hear the sound of something large moving about, a clack-clack-
clack like steel claws on a metal surface. They also smell ozone, and can feel a vibration through the
ground.

Stalking into sight is a steel raptor. It looks like a steel-plated wingless and eyeless dragon, but it
moves with the deadly sinuous grace of a hunting cat. It freezes in place as it comes into sight of the
adventurers, one of its six legs raised off the ground. Armoured plates in its head slide back to reveal a
single orb of glowing furnace heat, its huge cyclopean eye. It swings its head about, seemingly blind to
their presence but aware that somebody might be there.

The steel raptor (also known as a forge predator) is an intelligent pack hunter, smarter than a dog or a
wolf. This steel raptor in front of the party is moving loudly and feigning blindness so that the rest of its
pack can slip into position around the party. It is a DC 35 check for the adventurers to spot this. Have
whichever player has stated that their adventurer is at the back of the party make the roll: if they succeed
it is a normal fight, if they fail it is an ambush.

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The shining lake.
The adventurers press further onwards underground, the oddly glowing water of the steel caves lapping
against their feet. Up ahead they can see large conglomerations of slowly shifting metal, roiling in slow
motion in the water.

The caves are not free of danger. Even with the steel raptors dispatched the living metal itself is a hazard,
solid one minute then a liquid the next. The living steel is capable of simple reactions to its environment,
slowly moving about and growing spikes when threatened. Wither the steel really is alive or if the metal
just has unusual properties is unknown, but it is necessary for the forgeborn that Prax is creating.

Shining Lake Hazard Chart


The dangers one faces in these caves are not usually found elsewhere. Make sure each character gets to
face at least one danger.

Electrical arc Sudden spikes Rocks fall

Lightning leaps across the The living metal of the cave A sleeping steel raptor is curled
cavern, arcing between roof and shifts configuration without up on the ceiling. As it shifts
wet metal. warning. in its sleep rocks clatter down,
dislodged by its claws.

DC 20 to avoid DC 25 to avoid DC 20 to avoid

+10 vs PD—4d6 lightning +15 vs AC—4d8 damage +10 vs AC—4d6 damage


damage

Quickiron Thunder of the gods Kobolds!

What looked like a flat section The whole cave shakes, the Kobolds are sneaking about the
of metal is a sticky metallic fluid cause is unknown. The sound cavern, carrying...
known as quickiron. of ringing metal is as loud as A GIANT GLOWING MAGICAL
if a mad god with a hammer is DIAMOND!
striking the caverns. They are too far away for you
to catch them*, they shoot
some arrows as soon as you
spot them and then dart off to
disappear in a side passage.

DC 20 to avoid, for each DC 20 to avoid, for each DC 30 to avoid


adventurer adventurer

10 thunder damage, and thunder +10 vs AC—2d12 thunder +20 vs PD—2d20 poison

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attacks do double damage until damage damage
the end of the adventure.

* You can use this to lead into the adventure ‘Omenquest’ which is available here at the end of the
survey: http://tinyurl.com/13THAGESURVEY

Heavy metals.
Bella the Mad disappeared many years ago, but her legacy is still remembered. During her life she was
a master trap-builder, vault designer, and inventor. Many modern construct components owe a lot to her
designs, and chief among them is said to be an artificial heart capable of feeling love.

It is not known why Bella disappeared. Most say she died of old age; others claim that she replaced her
body bit by bit with steel over the years, and when she could no longer hide her transformation she simply
put on a metal mask and slipped away to join the ranks of the Forgeborn. In some quarters it is whispered
that she was killed or captured by an icon, others joke that she walked into a trap of her own creation on
her way to make a mug of hot mulled wine.

Whatever the truth of the matter she left behind dozens of hidden laboratories scattered along the
coast from Pocket Bay to Fairwind Sound. It is to one of these laboratories that Prax dispatches the
adventurers. Prax requires the artificial heart for the new forgeborn. The laboratory is trapped, and some
of his contemporaries know where it is so might be waiting for the adventurers.

Sure enough at the hidden laboratory the trio of Hammer of God, Trine, and Rising Red Mist await the
adventurers (see the Forgeborn trio fight chart). At first they try reasoning with the adventurers. Hammer
of God does most of the talking, explaining how a construct making a construct is an abomination that
runs contrary to the natural order of things. If that fails Trine attacks without warning, and the other two
forgeborn join the enraged Trine in the attack.

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Happy ever after!
The metals and Bella’s mechanical heart have been located, and Prax brings Galatos to life. The two
fall instantly in love with each other - they were literally made for each other. In gratitude Prax creates a
forgeborn artifact for each adventurer (see the loot just before the maps).

...or is it happy ever after?


Here are some ideas for further adventures related to this one. They are not ‘canonical’, but rather are
springboards for your own wild imagination as to what may happen next.
● Galatos is ‘invisible’ to all the gods. This makes the newly created forgeborn both a threat and a potential
valuable resource for the dark-god worshiping Crusader and his light counterpart the Priestess.
● Other forgeborn come to Prax to learn, and soon an underground school has sprung up to teach the secrets
of creation to other forgeborn. Somebody is killing forgeborn and harvesting their bodies for components.
Whoever it is learnt their trade at the school. Prax needs help keeping the ‘invisible school’ a secret.
Meanwhile copycat killers start to appear, targeting the forgeborn-created forgeborn.
● Refugee souls from another realm need bodies and have selected the nearly indestructible forgeborn race to
inhabit. This starts a shadowy war between the forgeborn and the refugees.
● Forgeborn on the surface are rare, there are many more of them in the Dwarf King’s mines. Prax’s actions
have sparked a rebellion. The forgeborn underground needs help smuggling free’d forgeborn to the surface.
Dwarven abolitionists clash with mine owners, halting production and endangering the empire.
● Forgeborn are starting to split into sub-races. Forgeminds with psychic crystals growing in them, forest-
forged with antler-like branches and vines, rusting deathforged with bone plating, godforged with their gold
and ivory bodies, hellforged with their burning iron skin, spellforged with their lightning blood. The icons are
all scrambling to claim one of the new kindreds as their servants, potentially starting a war of constructs.
What is behind this sudden development of the forgeborn race?
● Forgeborn are beginning to lose their free will, becoming intelligent yet soul-less automatons. What is
causing this, and can it be stopped or reversed? Where are the souls going?
● A forgeborn creator mystery cult venerates the Dwarf King, and believes that by becoming more dwarf-like
in spirit that they will grow closer to their creator. The Dwarf King encourages the mystery cult, but a branch
of the cult have recently began sacrificing dwarves to ‘eat’ their spirits. Meanwhile Prax’s actions has the

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potential to cause a split within the main body of the cult.
● Some forgeborn have started taking on gender, modifying their outer forms to fit the cultural expectations
of the mortal races. Other forgeborn reject this fad, and try to make themselves as inhuman as possible.
Clashes between ‘gendered’ and ‘fleshless’ forgeborn become common in Glitterhaegen. The bulk of
forgeborn remain on the sidelines, but it won’t be long before a construct civil war starts.
● Galatos has the ability to command non-sentient constructs. Prax and Galatos break up and Galatos
becomes a powerful megalomaniacal villain. A heartbroken Prax seeks out the adventurers to help him
make a forgeborn companion. Apparently Galatos was not Prax’s first or last attempt.
● Inspired by Prax a team of forgeborn sacrifice their souls and components to create a forgeborn dragon
called Steelheart. Steelheart begins killing other creatures, gaining their powers by eating their hearts. With
every kill the dragonforged becomes more powerful. While it is ridding the empire of monsters, some of the
icons view it as a growing threat or as competition.
● All over the Dragon Empire previously unthinking constructs are waking up to self-awareness. This is a
major problem for several of the icons, and they put a price on the head of all forgeborn.
● The Lich King invites Galatos and Prax to the Necropolis where he promises to perform a marriage for them.
What is the fallen king up to?
● It is prophesied that Prax will rise to become an icon called The Artificer. The prophecy mentions that
this new icon will end the age and destroy one of the other icons. Prax is now at the center of a huge
web of intrigue and assassinations. If the prophecy is true then helping Prax become an icon will gain the
adventurers great power (and even greater enemies)... but what if this is a self-fulfilling prophecy?

Forgeborn Loot
Forgeborn Armature

Cape, Cloak, Mantle

Sitting on the upper back, this armor-plated accoutrement sports four extra arms.
(Extra arms do not allow one to attune to extra magical gloves or rings, those need to be worn on your real appendages)

Always:
+1 bonus to PD (adventurer); +2 PD (champion); +3 PD (epic).

Outside of combat you can also perform tricks with relative ease; stunts like rubbing your stomach while
patting your head (while also juggling balls and writing in a diary and drinking a cup of tea). How often
this comes in useful we leave entirely to your imagination.

The arms take too much concentration to directly control in a fight; instead, the wearer of the armature
can give one of three mental commands. Setting or changing the command is a quick action.
Offencive Defensive Grappling

Maybe the arms are wielding The arms move to block The arms grab at opponents,
extra weapons, maybe they are incoming attacks, deploying preventing them from moving
gesturing while you are casting small circular shields that unfold away from you, giving you more
a spell, or maybe they are just from the forearms. The arms opportunity to inflict punishment

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repeatedly punching your many can even block attacks of which upon them.
enemies in the face. you were not yet aware.

Reroll any damage dice that Gain +1 to AC. This bonus Enemies take a -4 penalty to
come up ‘1’, taking the new stacks with bonuses from other disengage from you.
result. magic items and from wielding
a shield (although the bonus
is from a magic item, it is not
the result of magic but of the
physical actions of the item).
If the wearer of the arms becomes helpless the GM may allow the arms to continue to fight for one turn
more (or may not - GM’s call really). In the case of the arms being set to ‘defensive’ or ‘grappling’ they
follow the rules above, in the case of ‘offencive’ the character deals miss damage to engaged enemies
while helpless.

Recharge 16+:
Reroll a failed skill roll or save that might have been helped by having more than the usual number of
arms. You must convince the GM that having the extra arms might help you out.

Quirk:
The arms take on a life of their own, disobeying commands and getting in the way.

Forgeborn Gauntlet of Forgeborn Gauntlet of Forgeborn Gauntlet of


Arcane Potency Puissant Reach Mighty Insight

Glove Glove Glove

The gem in the palm of this The cylinders that surround the The forearm of this gauntlet is
gauntlet glows when empowered forearm of this gauntlet spin with set with brass and porcelain
by a spell. a high-speed whine in battle. eyeballs.
White-hot iron nails shoot out
Recharge 16+: upon command. Always:
As a standard action cast any As a quick action command one
at-will spell you know into the Recharge 16+: of the eyeballs to detach (or re-
glove, the spell is not ‘cast’ but When you hit with a basic attach). Treat the eyeball as a
has instead empowered the ranged attack make a second temporary familiar, giving it the
glove. basic ranged attack that deals familiar abilities flight, scout,
2d4 x level fire damage and talkative. Eyeballs with the
talkative ability do not speak but
Quirk: Always sizing up instead produce an inch-high
Once the glove is empowered,
potential opponents monochromatic illusion that they
until the end of the fight:

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At the start of each round roll d6: can use to display still or moving
If you roll over the escalation die images and tinny sound.
you deal your level in damage The eyeballs might fly on gas
(of the same type as the spell jets, walk on tiny articulated
empowering the gauntlet) legs, scuttle like mechanical
to each foe that moves into spiders, or just simply roll along.
engagement with you or begins You can always see whatever
its turn engaged with you. the eyeballs see. You can
If you roll equal to or under the only have one eyeball doing
escalation die you may cast the something at a time, but can
spell as a quick action on your have up to 3 detached at once.
turn.
Quirk: Over-inquisitive
Quirk: Desire to crush objects

Forgeborn Helm of Elemental Deduction

Helmet

Colored lenses on tiny arms slide out of recessed slots in this metal helm.

Always:
+1 bonus to MD (adventurer); +2 MD (champion); +3 MD (epic).

Tell the GM that you are actively looking for a particular type of thing that can be described with one
word (“Gold”, “Footprints”, “Doors”, “Keys”, “Clues”, “Ambush”, “Fish”, “Nobles”, “Coins”, “North”); you
may roll 2x d20 for any skill check involved in your search and take the better result.

With concentration (it takes a minute or so) you can see through a nearby non-magical solid object,
though this requires keeping still and staring hard at the object being looked through.

Quirk: Calm analysis of situations, possibly aloof emotionlessness.

Steel Raptor Fight Chart Steel Raptor


Their purrs sound like swords being sharpened,
Number Steel Raptor and they move like very graceful very very fast
of PCs very big cats. Their six powerful legs sport claws
sharp enough to leave marks in stone, and their
3 2 beak-like armoured maws can snip right through
metal.
4 3
6th level wrecker [CONSTRUCT]
5 4 Initiative: +14

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6 4
Sundering bite, rending claws +11 vs. AC (2
attacks)—14 damage
7 5

Pack hunter: If more than one steel raptor is


Steel raptor ambushes: If these creatures spring engaged with a target, each steel raptor does an
their ambush successfully then three of them can extra 7 damage on a hit.
act with a move and standard action, and the
escalation die goes up to 1. Then roll initiative Furnace vision: The steel raptor can not only see
normally and proceed with turns in initiative order.
creatures that are invisible, intangible, ghostly,
etc... but any creature that is using a spell such as
Nastier specials
Each steel raptor is unique. If the players invisibility or blur, or is shadow-walking, phasing,
are having too easy a time you can throw an ghostly, or similar; takes 7 fire damage at the start
unexpected curveball or two at them mid-fight. of each of their turns until they are again fully
visible
Acrobat: This steel raptor gains +2 to defences against
all ranged attacks, as it twists and leaps with cat-like
speed and grace. Armored: These creatures are literally steel-plated,
even their bones and muscles are metal. On
Defensive posture: This steel raptor rolls up into a ball, rounds where the escalation die is odd they take
like an armadillo or pangolin. Once per battle it can half damage from all odd attack rolls, on rounds
sacrifice its next move action this battle to only take half
damage from an attack.
where the escalation die is even they take half
damage from even melee attack rolls only.
Really smart: Once per battle as a quick action the steel
raptor pulls a trick that makes its target weakened (save AC 22
ends). Tricks could include swatting a wand out of a
wizard’s hand, headbutting the cleric as she is about to PD 20 HP 80
call upon her deity, etc. MD 16
Speech: This steel raptor is smart enough to speak, and
it uses this to yell something distracting as it attacks
(granting it a +2 to one attack in the battle). Steel Raptors and the Icons
The Dwarf King employs these creatures as
Spell eater: Once per battle this steel raptor can make a guardians, and the Crusader’s army employs
spell miss by literally eating the spell. them as hunters.
Both the High Druid and the Priestess regard
Spikes: Razor-sharp blades and barbed spikes slide out them with suspicion if not outright hostility. The
from the beast’s armoured plates. The steel raptor does
Lich King seems to fear steel raptors… his
5 damage on a miss.
power is over undeath, but can a living construct
really die?
This raptor flies: With a metallic ‘Snikt!’, blade-like
wings slide out from under the steel raptor’s armoured
plates. It can fly like an eagle.

Forgeborn Trio Fight Chart

Number of Modifications to the fight

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PCs

4 Trine and Rising Red Mist now roll d4+1 for determining the number of
inbuilt crossbow or spinning cogs attacks they may make each turn.

5 Give Hammer of God and Trine +6 to AC

6 Hammer of God’s HP starts at 180

7 Give Trine and Rising Red Mist +6 to attack

Hammer of God Trine Rising Red Mist


6th level wrecker [CONSTRUCT] 5th level archer [CONSTRUCT] 5th level caster [CONSTRUCT]
Initiative: +9 Initiative: +9 Initiative: +9

Mighty fists +11 vs. AC (2 Arm-blade +10 vs. AC—18 Burning chains +11 vs. PD—
attacks)—7 damage, and 5 damage 12 fire damage and the target is
ongoing damage hampered and stuck (hard save
Natural even hit: Make R: Inbuilt crossbow +11 vs. ends both)
a stomp attack as a free AC (1d3 attacks)—7 damage,
action. and Trine may move as a free C: Spinning cogs +11 vs. MD
action immediately following the (1d3 attacks against nearby or
[Special trigger] C: Stomp +11 attack (up to a maximum of 3 far away enemies)
vs. PD (1d3 nearby enemies) extra moves per turn). Natural even hit: Target
—5 thunder damage, and the is hampered (hard save
target is vulnerable (attacks Iron sights: Trine gains a ends).
against it have crit range cumulative +1 to hit (maximum Natural odd hit: Target
expanded by 2) until the end of of +4) against a target for each is confused (easy save
the battle time it misses that target during ends).
the battle. Natural even miss:
AC 22 Target takes 5 force
AC 21 damage.
PD 20 HP 90
Natural odd miss: Target
MD 16 PD 19 HP 70
is dazed until the end of
MD 14 its next turn.
Aftereffect: Targets who
successfully save against the
hampered or confused effects
of this spell immediately take 10
force damage.

AC 21
PD 17 HP 70
MD 19

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The steel raptors prowl the shores of the Steel Caves, gouging the living metal with their claws.

The water laps gently against the glowing metal, yet the floor under the water isn’t rusted at all.

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Bella’s towers mostly lie in ruins, but beneath the ruins can be found many interesting things.

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Bella the Mad had more than one hidden laboratory.
The glowing goop on the floor is not a good thing; there is still an upright tank of it left.

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The hidden workshop of the lovelorn forgeborn artificer

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...HEART OF STONE...

A naga has had her fiance turned to stone by a jealous medusa. The adventurers must quest for
three rare components of a stone-to-flesh potion while avoiding the monstrous servants of the
medusa noble. The wedding is just a couple of days away, can true love find a way?

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A quest!
Each adventurer in this adventure has long had a mysterious patron, a mystic who calls herself
“Serpent’s Truth”. Though they have never met her she has helped them, using magical messengers to
communicate. Sometimes she asks favors in return for her advice, sometimes she sends aid in the form
of scrolls or potions delivered by magically conjured serpents.

Go around the group and ask each player to recount a time when the mystic called Serpent’s Truth
helped them.

The mystic now calls upon them to meet them in her home in Glitterhaegen. It is a large mansion,
obviously the home of somebody very wealthy. Many servants and guards maintain the place and keep
their mistress safe. From the appearance of the place it looks like a wedding is being prepared, and in
the main hall where an altar has been set up stands a statue of a surprised looking dwarf dressed in the
clothing of a dwarven groom (presumably Serpent’s Truth has had this statue created as a stand-in for
rehearsals - she didn’t it is Silas). Many golems and other magical constructs patrol the grounds.

When ushered into the inner rooms of Serpent’s Tooth, the players are faced with a naga! These magical
and long-lived creatures are rumored to be magic users who have shed their skins in order to attain more
powerful forms. This creature is Serpent’s Tooth, or as she is more properly known Sa-An-En-Al-Hia-Sul.
She explains that she was due to marry her love, a dwarven rune-smith called Silas Longstone, when
her ‘friends’ intervened and transformed him to stone. She has now appeased most of her friends by
changing wedding venues, but can’t risk angering others by transforming him back. She needs them to
make a potion out of three ingredients and get the refleshed Silas to a hidden temple in the Bitterwood, all
by nightfall. If the adventurers will do this deed for her she will be very grateful, and offers the party some
of her rare spell-crystals (crystals that hold many grimoires worth of knowledge).

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“Nagas are to the flow of magic what fish are to the ocean”
Art by Rich Longmore, from the new 13th Age Bestiary.

The Diabolist thinks that such a marriage might cause chaos between the naga and the medusas.
Beautiful, delicious chaos. The diabolist has such wonderful plans for this couple, but first they must be
married… Of course the Archmage is always at odds with Nagas, and a marriage between a Naga and a
Dwarf could strain relations between the Archmage and the Dwarf King.

The Elf Queen is both ‘sister’ to and occasional rival of the High Druid. Having the nagas on
her side would perhaps benefit her greatly. The nagas have never been able to master druidic magic,
perhaps they might prove able to bypass druidic protection rituals.

The Orc Lord knows that the Lich King deals with nagas. They share the same quest for longevity
and power. Lich’s often give their phylacteries to nagas for safekeeping, or so it is said. The Orc Lord is
cunning, and is willing to have his pawns help this naga as a way of gaining trust (trust that he will later
betray, of course).

The Priestess strongly disapproves of anybody shutting down a wedding. Even monsters deserve
a happy ever after, don’t they? Besides, the Archmage is a powerful ally and a gift of magical knowledge
gained from the nagas would keep the alliance strong.

The Prince of Shadows deals in secrets and knowledge. The nagas know ancient secrets, and
hoard knowledge. A simple quid pro quo deal, a marriage safeguarded now for some useful information
later. Maybe he’s even attending the wedding in disguise? No, probably not. But maybe.

Characters
Serpent’s Truth aka Sa-An-En-Al-Hia-Sul - A naga who has amassed a fortune through indirectly
influencing many events to benefit her trade investments. She is genuinely in love with Silas Longstone.
Silas Longstone - A dwarven rune-smith and master of enchantments. He originally built a trading
relationship with Serpent’s Truth in order to gain from her lost secrets of rune-smithing, but fell in love with
the serpent. It was he who arranged for her mansion in Glitterhaegen.
Lady Starscale - A medusa noblewoman and a very old friend of Sa-An-En-Al-Hia-Sul. In their youth
when the world was a very different place they adventured together. Now she is the secret force
behind much of the trade in the eastern half of the Midland Sea. She normally lives in Drakkenhall but
has travelled to Glitterhaegen for the wedding. It is Lady Starscale who turned Silas to stone over an
argument about the wedding venue. Lady Starscale wants her friend to take a couple of centuries to
reconsider the whole marriage idea. Sa-An-En-Al-Hia-Sul has promised not to turn Silas back to flesh
herself, so Lady Starscale has dispatched her servants to stop anybody fetching the ingredients for a
potion that will return him to life.
Slaah - A half-lizardman servant of Lady Starscale. He doesn't like his job, but he fears his mistress and
is well paid. He doesn't understand his mistress’ motives half the time, and certainly can’t understand why
Serpent’s Truth is still her friend.
Baroness Kob - A medusa, one of Lady Starscale’s entourage.
Father Rockthorn - A dwarven priest hired to conduct the wedding.
The other guests - Harpies, Chaos Mages, Non-Humanoid Druids, Ancient Elven Nobles, a Rakshasa
nethermancer deep in conversation with an Ogre Mage, a gaggle of Lamias (the bridesmaids), a Marilith
demon, etc. Oh, and lots of very nervous dwarves trying hard not to look like a walking buffet.

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Don’t forget to roll icon relationship dice at the
start of every session and have any 6s give a
positive benefit (such as a magic item) and any 5s
give a benefit with a story complication.

The Purple Silvercress.


Near the center of Glitterhaegen the city founders built a park. Through the ages the park has been
expanded, sold off for building land, burnt, used as a military training ground, converted to farmland
during sieges, and forgotten. Only a few parts of the original park remain. In one of the forgotten corners
bloom unremarkable flowers called purple silvercress.A fact forgotten by all but the naga is that purple
silvercress absorbs magic. Flowers that are ready to harvest glow, but the glow can not be seen by most
mortal creatures. Serpent’s Truth has provided the adventurers with goggles that allow them to see the
purple silvercress’ glow.
Lady Starscale has sent some of her servants to destroy the flowers, and when the adventurers get there
they find Starscale’s creatures doing such that. Lady Starscale doesn't want Silas returned to flesh, and is
willing to risk her followers lives in a fight. Lady Starscale’s servants are willing to compromise, but need
to be convinced to do so. If negotiations fail (or never take place), then a fight is inevitable.
See Starscale’s Servants Fight

The Fire-Blooming Cyanamid.


In a private garden in one of Glitterhaegen’s more prestigious residences resides the fire-blooming
cyanamid. This rare carnivorous plant attacks the roots of plants that grow near it with red-hot roots. Only
grass and moss can grow near the fiery predator. Creatures venturing too close must contend with spurts
of fire and whipping tendrils from beneath the ground.
It takes three DC 15 skill checks to approach the fire-blooming cyanamid’s mound without initiating a fight
with it, two DC 25 skill checks to harvest the flower without triggering a fight, and three further DC 20 skill
checks to sneak away. A failure on any one triggers a fight with the cyanamid, and possibly with guards
from the residence that the garden is part of, and a failure on one of the DC 25 checks means that the
person making the roll takes 2d12 damage.
See Cyanamid Fight

Medusa Tears.
The final ingredient is the hardest to harvest, medusa tears. Normally an adventurer would have to kill
a medusa and harvest the tear ducts and hope that they are enough to do the job. Too much time has
passed for just the tears to turn stone back to flesh, and killing a wedding guest would be unacceptable to
Serpent’s Tooth.
To get one of the medusa guests to cry (with sorrow, joy, laughter, or by use of onions) works this way…
start by making a DC 20 check. If it is a success reduce the DC by 5 for the next character to try, and
by 5 again if that is a success. Each success brings the difficulty closer to 0. Once the difficulty is 0 the
medusa sheds a tear and the party gathers it. For every failure raise the DC by 5. Once the DC reaches
35 it is no longer possible to attempt to gather a medusa’s tear (they are kicked out of where the medusas
are, the medusa cries but slithers or runs away as she does so and the tears are lost, etc). It is down

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to the players what backgrounds they use and how they attempt to wring tears from the cold-blooded
serpent women.
If all else fails the adventurers might have to fight a medusa.
See Medusa Fight

Get him to the temple on time!


Finally the adventurers need to hassle to the wedding, taking the still groom with them, via boat, to the
Bitterwood and the hidden temple there. If they have avoided a fight so far then the medusa’s forces try to
stop them, either at the mansion, the docks, or at the hidden temple (see Medusa Fight or Starscale’s Servants
Fight). If they get him to the wedding then love has won the day.

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Poor Silas Longstone, turned from flesh into stone.

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Gently glowing Purple Silvercress flowers line the well-trod path.

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The Fire-Blooming Cyanamid tolerates no other flowers in its presence.

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This old dock is perfect for quietly smuggling grooms.

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The secret Bitterwood temple is popular with medusas.
There is a large statue garden out back...

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Starscale’s Servants Fight Chart Slaah the half-lizard
Double-strength 7th level leader [HUMANOID]
Number Slaah Armed Initiative: +9
of PCs servants
Twin swords +10 vs. AC—20 damage
3 1 0 Natural even hit or miss: Slaah commands
one ally to make a basic melee attack as
4 1 10 a free action.

5 1 20 C: Poison spit +10 vs. AC (1d3+1 nearby


enemies)—10 poison damage
6 1 30
Leaping lizard: Slaah can leap great distances
7 1 40 and cling to walls while moving, but must return to
the ground to fight with his swords.

Armed servant
Swaying dance: As a move action Slaah may use
3rd level mook [HUMANOID]
some of the serpent magic that he knows. He may
Initiative: +4
either grant all the armed servants +1 to hit OR
may lower his AC by 1d4 until the start of his next
Dagger +13 vs. AC—4 damage turn to teleport to any spot nearby or far away OR
may only do half damage with his next attack but
R: Crossbow +14 vs. AC—4 damage make two attacks instead of one.

Mob mentality: If the number of armed servants Disloyal: Slaah can be bargained with, and is
engaged with an enemy or group of enemies and willing to call an end the fight and walk away
outnumbers them 3-1 they do 6 damage instead alive if he thinks he can report failure to his
of 4 with their daggers. mistress and get away with it.

AC 17 AC 28
PD 15 HP 8 (mook) PD 20 HP 150
MD 11 MD 20
Mook: Kill one armed servant mook for every 8
damage you deal to the mob.

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Fire-Blooming Cyanamid Fight Chart Fire-Blooming Cyanamid
Large 7th level wrecker [PLANT]
Number Cyanamid Mansion Initiative: +9
of PCs Guards Vulnerability: Cold

3 1 - AC 24 5 C: Flailing tendrils +10 vs. AC (4 attacks


against nearby or far away enemies)—5
4 1 - AC 25 10 damage
Natural even hit or miss: The target takes
5 1 - AC 26 15 5 fire damage. No target can take this
more than once a round.
6 1 - AC 27 15
C: Flame Burst +10 vs. PD (1d3+1 enemies
7 1 - AC 28 15 nearby its central flower)—10 fire damage
Full blast: If only 1 target is hit it takes a further 10
ongoing fire damage.
Mansion Guards
3rd level mook [HUMANOID] Feed me, adventurers! Feed me now!: Every time
Initiative: +4 an adventurer is hit or a guard dies the Cyanamid
heals 10 HP.
Wooden clubs +10 vs. AC—8 damage
Immobile: The plant can not move from its central
AC 17 mound. Its high PD represents its ability to pull in
PD 15 HP 7 (mook) its bloom, and its high AC represents the fact that
MD 11 it is armoured by a hillock of soil.
Mook: Kill one guard mook for every 8 damage
you deal to the mob. AC 21+1 for each party member
PD 20 HP 140
MD 30

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Medusa Fight Chart Medusa Wedding Guest
Double-strength 6th level wrecker [HUMANOID]
Number Medusa Lamia Initiative: +11
of PCs Wedding Bridesmaid
Guest Snakes and Daggers +11 vs. AC (two attacks)
—10 damage and 10 ongoing poison damage.
3 1 0 Natural 18+ hit or miss: The medusa can
make a petrifying gaze attack against the
4 1 1 target as a free action.

5 1 2 [Special trigger] Petrifying gaze +11 vs. MD—20


psychic damage and the target must start making
6 1 3 last gasp saves as it turns to stone.

7 1 4 Caught by an eye: When an enemy rolls a 1 or a 2


on an attack against the medusa, the medusa can
make a petrifying gaze attack against that attacker
Lamia Bridesmaid as a free action.
Women on top, serpent on the bottom.
3rd level troop [HUMANOID]
AC 22
Initiative: +4
PD 16 HP 160
R: Bow +8 vs. AC—10 damage MD 20

Slither: Lamia never provoke opportunity attacks, Oh, and remember...


even when firing their bow while engaged in
melee combat.

Nastier Specials
Lioness Lamia: This lamia is like a centaur, but
with a lioness’ body. When she fires her bow
in combat she claws at enemies; she does 5
damage to one enemy engaged with her that is
not the target of her bow attack.
Insect Lamia: Though she looks fully humanoid
and could pass for human or elf, this creature can

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dissolve fully or partially into a swarm of roach-like
insects. When she moves out of engagement with
an enemy that enemy takes 5 poison damage.

AC 19
PD 17 HP 45
MD 13

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