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Crown

Ax
of
is

Wa
deRoc
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CROWN OF AXIS
Credits
Designer Artwork Publishers
Wade Rockett Simone Bannach Cathriona Tobin, Simon Rogers

Developers Art Directors Playtesters


J-M DeFoggi, Rob Heinsoo J-M DeFoggi, Rob Heinsoo Tim Baker, Byron Bose, Yuri Button,
Ben Feehan, Eric Franklin,
Editor Layout Stephanie Franklin, Miguel Friginal,
Trisha DeFoggi Aileen Miles James Geluso, Beth Harmon,
Marcus Heimberger, Oral Heimberger,
Cover Wade Says Symbol Josh Kelly, Deryk Jackson, Kyle Jackson,
Aaron McConnell Regina Legaspi
Rebecca Lauffenburger, Jennie Morris,
Paint Assist Robbie Myers, Mark Pileggi, Lucas Pina
Lee Moyer

13th age is a fantasy roleplaying game by


Rob Heinsoo, Jonathan Tweet,
Lee Moyer, & Aaron McConnell

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Crown of Axis

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2
C on t e n t s

TABLE OF

CONTENTS
Warren Spiders 27
Introduction 4 Sisathra 28
Summary 4 Uncomfortably Big Spider 28
Choose Your Villain 5 Claiming the Reward 29
Using Icon Relationships 6

Welcome to Axis 7 An Assassination


Attempt 30
Approaching the City 7
Neighborhoods of Axis 7 The Theater 30
Everyday Life In Axis 8 Quirdith the Poisoner—Assassin 31
Bringing Axis to Life 8 Janna the Strangler—Assassin 31
Gladiators and Games 8 Drugov the Hammer—Assassin 31
Stagehand Thug 32
Clearing the Warrens 10 Troupe Member
Icon Customization
32
32
Orna Throng 10
Troupe Zombie 32
Approaching the Crown of Axis 10
Adventuring in the Warrens 11
Trouble Table Rules 11 Investigative Scenes 33
Traps, Hazards, and Monsters 12 The Investigative Montage 33
The Warrens Areas 13 Heating Up the Investigation 34
A: Main Entrance(s) 13 Lists of Clues 34
B: Equipment Room 13 Axis Adversaries 36
C: Repair Shop 14 Bumbling Adversary 36
D: Gladiator Cells 14 Competent Adversary 36
E: Dead Flowers’ Lair 15 Brute Adversary 36
F: Lieutenants’ Quarters and Treasure Vault 16 Customization 37
G: Backstage 18
H: Chamber of the Terrible Emperor 19 The Grand Opening 38
I: Infirmary 20 Describing the Scene 38
J: Toilets 21 Introducing the Bad Guys 40
Clockwork Gladiators 21
Busted Clockwork Gladiator 21 Crossed Swords
Clockwork Gladiator 22 and Double-Crosses 41
Dead Flowers 22 Tightening the Screws 41
Skullface 23 The Swords of Emberhill 41
Tentacle Steev 23 Gharn of Tregaskis 42
Twitch 23 Jade Fortress Mercenary 42
Barga the Bound 24
Crunch 24
Dead Flowers Soldier 24
The Hidden Emperor 43
House Emberhill 43
Inferestis 25 Emberhill Noble 44
Inferestis the Watch Skull 25 The Prophet and the Hidden Emperor 44
Ghosts 25 The Prophet of the Ages 44
Bound Soul 26 The Hidden Emperor 45
Haunting 26 Aftermath 46
Skitter Lizards 26 Foreshadowings 46
Skitter Lizard 26
Striped Skitter Lizard 27 Player Handout:
Troglodytes 27 Neighborhoods of Axis 47
Troglodyte 27

3
Crown of Axis

INTRODUCTION
In this 13th Age adventure for a party of three to six 1st or 2nd
level characters, our heroes go in search of employment in The Flow of the
Axis, the capital of the Dragon Empire! But when the manager
of a gladiatorial arena offers them a simple job—rid the arena’s
Adventure
underground tunnels of an occupying gang—the heroes quickly Crown of Axis begins and ends with fixed scenes: Clearing
learn that the fabled City of Swords is also a city of deadly intrigue. the Warrens and The Hidden Emperor. The middle scenes—
Targeted for death by an unknown enemy, the PCs must An Assassination Attempt, the Investigative Scenes, The
use all their resources to discover who wants them dead and Grand Opening, and Crossed Swords and Double-crosses—
why, and to stop the enemy’s villainous plans. are more fluid. Like many published adventures, once the
plot starts rolling, your players may derail the ‘assumed’
Summary timeline. Depending on your players, they may want to
investigate well before the assassination attempt or confront
The manager of the Crown of Axis amphitheater, which is
House Emberhill as soon as they finish clearing the warrens.
being renovated and re-opened, hires the heroes to Clear the
Not to worry, 13th Age encourages this sort of creative
Warrens beneath it of a dangerous gang and other monsters.
thinking by your players. A couple of our playtests veered
While clearing the warrens, they discover a mysterious chamber
quickly out of the main timeline because of the PCs’ side
inscribed with the Emperor’s symbol. Upon collecting their
plots, then looped back into the story with variations.
reward, they encounter the strangely hostile right-hand man of
Remember, the villains of this adventure are working
the arena’s new owners: House Emberhill, an old aristocratic
toward their earth-shaking ritual in the Chamber of the
family of Axis. Around the same time as the amphitheater’s
Terrible Emperor. If your players jump ahead, use the scenes
Grand Opening (where the heroes can fight as gladiators,
as needed to ensure the players arrive in the chamber just in
if they wish) the heroes are targeted by an Assassination
the nick of time. If they assault and kill Gharn of Tregaskis
Attempt. Then, it’s time for Crossed Swords and Double-
immediately outside Orna’s office after they clear the
crosses, as House Emberhill frames the heroes for a crime they
warrens, let them. It just means the assassination attempt
didn’t commit. Forced to go on the run and clear their names,
happens sooner (and maybe with nastier specials), as House
they discover the Emberhill family worships an evil former
Emberhill marks the party for death immediately. Similarly, if
icon, the Terrible Emperor, as a god (see Book of Ages page 90
the heroes decide to skip the Crown of Axis’ grand opening,
for more information on the Terrible Emperor). Their new
have them encounter a Jade Fortress recruitment drive, with
“spiritual counselor”, a mysterious figure known as the Prophet
an official from House Emberhill delivering the Duchess’
of Ages, plans to conduct a ritual to topple the current Emperor
speech to drum up recruitment.
and replace him with his acolyte—a young man the Prophet
claims is a reincarnation of that icon. However, during the final
confrontation with the Hidden Emperor, the Prophet reveals
his true plan: to strike a blow against Axis on behalf of his secret describe how their characters know each other based on their
master, a rival icon! Can the heroes save Axis? backgrounds, icon relationships, and One Unique Things. (For
Adventurers assemble: This adventure assumes the PCs example, “When Rolf washed ashore after escaping the Lich
have already met, and they are on their first adventure as a King’s prison ship, I was the one who found him,” or “We fought
group. If you’d like to sketch out their relationships more fully, side by side in the Battle of Three Owlbears.”)
you might want to go around the table and ask the players to Time: 5 to 8 hours. Or considerably more if your players
chew up time with inter-party intrigues!
Arena or Leveling up: The adventure assumes the characters begin

Amphitheater? at 1st or 2nd level. They take an incremental advance after


clearing out the warrens, then ascend to the next level after the
An amphitheater is an open-air venue, historically circular battle with the theater assassins. Feel free to give them another
or oval-shaped. An arena is a performance area within the incremental advance into that level after the adventure if you
amphitheater—for example, the area where gladiators fight. intend to keep playing with the same characters.
Most of us call the entire structure an arena; but for this Adjustments: If you have seven or eight PCs, add at least
adventure, we are more specific because sometimes it’s another 2nd level monster to the battles.
important to understand exactly where the action is taking If you want to run Crown of Axis as a champion-tier adventure,
place. (In-game, a PC might impress a professional or a true we recommend you make the reopening of the Crown of Axis
fan of the games by using the correct terminology.) amphitheater much more significant to the city—and the occupants
of the warrens something more powerful than a street gang. Also,
make the villains’ plot a true threat to the Emperor’s iconic status.

4
I n t r odu c t ion

Darkness and Light (D&L)


Is This an Intro Crusader: The stone altar used in the Chamber of the
Adventure? Terrible Emperor was originally the blood-drenched
altar of a Dark God’s temple, slain by an earlier age’s
For players, sure! For a GM, maybe! As a first-time GM, Crusader of Light. The Prophet’s mission is to restore
you’ll need to be familiar with the core rulebook and the this dead god to life.
mechanics of montages, which are spelled out on page 11 of Diabolist: The stone altar in the Chamber of the
the Gamemaster Resource Book sold along with the GM Terrible Emperor is actually a demon cyst: a stony
Screen. Unlike some of our other adventures, which leave crystal that encases a foul being from the Abyss. The
icon relationship advantages entirely in the hands of the Prophet’s mission is to ignite the power of the demon
GM and players, Crown of Axis helps by suggesting possible within, so its malignant influence infects Axis.
uses of specific icon relationships in many combat and social Great Gold Wyrm: The paladins of the Great
encounter scenes. Gold Wyrm are plagued by dreams that foretell the
Emperor’s fall into darkness. The Prophet’s mission
is to destroy the Chamber of the Terrible Emperor in
If you want to run Crown of Axis as an epic-tier adventure, the hope of severing the mystical bond between the
you’ll need to make some major changes. Maybe the Emperor and Axis before that happens.
amphitheater is the Imperial Coliseum itself, and some powerful Priestess: A militant sect in Santa Cora sees the chaos in
icon-connected enemy has seized it. Perhaps House Emberhill the Dragon Empire and has a solution: it must be purified
allied with that icon to overthrow the Emperor, but the PCs’ and ruled by the wisdom of she who speaks for the gods
intervention ruined their plans—so now they have to kill the of light. The Prophet’s mission is to lay the groundwork
PCs and find another way to get into the Coliseum to enact by consecrating the Chamber of the Terrible Emperor to
their ritual. The outcome might drastically change the power the Priestess, magically linking it with the Cathedral.
dynamic between the thirteen icons.
Enemies of the Empire (EoE)
Choose Your Villain High Druid: The High Druid decides it is time for the
Wild to strike a blow against the Empire that cannot be
This adventure pits the heroes against the Prophet of the Ages: a ignored. The Prophet’s mission is to plant a magical vine
mysterious enemy connected to an icon—one they have a personal in the Chamber of the Terrible Emperor that feeds on
grudge against. Before you start play, ask all the players to roll the blood spilled in the arena, so it grows and spreads to
their dice for any negative relationships with icons. (If your players choke the streets and crack the foundations of buildings.
have already played 13th Age, explain that this isn’t a normal icon Orc Lord: While the Orc Lord’s armies hammer the
relationship roll; it’s an element of setting up this adventure.) Tally Empire’s defenses to the north, he also seeks to strike
the 5s and 6s rolled for each icon—if one icon has more than any terror from within. The Prophet’s mission is to corrupt
other, that’s the icon behind the Prophet of the Ages. the Chamber of the Terrible Emperor so orcs, trolls,
Alternatively: You can choose the enemy icon in advance, or and other deadly magical beings can spawn in the
have your players roll before game night, so you can plan ahead. tunnels beneath the city.
We divided the icons into three groupings, with Prince of Shadows: The magic of the Chamber of the
possibilities for how the Prophet of the Ages may fit into each Terrible Emperor is what links the Emperor and Axis.
icon’s organization and what his true mission is—but feel free to The Prophet’s mission is to connect the chamber to the
make up your own story. Prince, so he can influence the Emperor’s will and turn
the Dragon Empire into an engine of profit for corrupt
Civilization and Rulership (C&R) nobles and criminal oligarchs.
Archmage: The Archmage’s magical wards are
The Three: The Blue discovered the magic of the
everywhere—except in Axis, by the Emperor’s decree.
Chamber of the Terrible Emperor powers the geas that
The Prophet’s mission is to extend the Archmage’s
ensures her conditional obedience to the Emperor. The
reach by creating a secret locus of power in the
Prophet’s mission is to break the spell, so the Three
Chamber of the Terrible Emperor.
can unite to ravage and plunder the Empire at will.
Dwarf King: The Dwarf King claims ownership of all
treasure in the underworld, but a whole lot of it winds up
in the Emperor’s hands. The Prophet’s mission is to send Weaklings & Elites
a powerful message by using the Chamber of the Terrible
This book makes occasional use of two monster categories
Emperor’s magic to block any non-dwarves in Axis from
we introduced after the core rulebook. Weakling monsters
attuning to magic items found in the underworld.
are half as strong as normal monsters, both when building
Lich King: The Prophet’s mission is to consecrate the
battles and in combat. Elite monsters are half again as tough
Chamber of the Terrible Emperor to the Lich King,
as normal monsters, and they count as 1.5 creatures of their
so all blood that is shed in the arenas strengthens his
level when building battles.
necromantic power.

5
Crown of Axis

Using Icon than treating it like a mere token they spend to affect
the story. With any luck, they’ll soon be asking

Relationships questions like, “Could I use my icon relationship


with the Archmage to supercharge shocking
In several places, we add opportunities grasp, so it melts through the big metal
for PCs to use unspent icon door?”
relationships to overcome challenges Additionally, you’ll see notes
without fighting or skill checks. throughout about how PCs can
The goal is to introduce the idea use their icon relationships to
that icon relationships are a negate certain monster abilities
resource your players can (and in various fights. While this
should!) take advantage of to is typically outside the scope
bend the rules of the game in of icon relationships,
fun ways that make their it provides additional
characters look cool interesting ways to
and heroic. You should encourage PCs to use
encourage them to explain their icon relationships
how the relationship in this adventure.
comes into play, rather

6
We l c om e to A x i s

WELCOME TO AXIS
At the innermost point of the Azure Bay, encircled by the
Bronze River, stand the shattered outer remnants of an ancient Neighborhoods of Axis
volcano. Penetrated by access tunnels and carved with the The neighborhoods of Axis include Arena Town, the Docks,
flowing forms of stylized dragons, these towering crater walls Garrison, Goldring, the Palaces, Rabbleward, Saltpork, Upside,
shelter a majestic city of barracks and palaces. The city echoes Wyrmblessed, and Wyrmshadow.
with the clang of blade on blade, the clatter of horseshoes, and
the crunch of drilling soldiers’ boots. Arena Town
Majestic metallic dragons soar above the city, their scales Thirteen amphitheaters occupy the city’s literal and spiritual
glittering in the sun. Through its gates, and from its ports, the center, surrounded by taverns, music halls, and smaller,
Imperial Legions continually set out to fight giants, orcs, titanic enclosed fight clubs. Many gladiators live here in apartments
sea monsters, and the ravaging armies of kings, warlords, and or houses. On arena days, spectators of all classes crowd the
villainous wizards. Visitors from every corner of the known district.
world crowd the streets and marketplaces, and the air smells of
smoke, spices, oiled leather, perfumes, and the sea. The Docks
Here’s where Axis exports war and imports raw materials.
Behold Axis, the City of Swords—cauldron of battle, arena
Small cargoes containing the work of artisans (particularly
of gamesmanship, and seat of empire!
swordsmiths) ship out of the city. Troop ships dock here to
pick up infantry units, or to drop off tired and injured soldiers.
Your Axis Will Vary Sailors stay at the district’s inns; dockworkers live in hovels and
boarding houses.
The version of Axis we present here is heavily influenced by
or drawn directly from the city’s description in 13 True Ways Garrison
and other sourcebooks. But as with everything else in 13th A huge, sprawling district filled with barracks and bursting
Age, we don’t want to present a single, consistent view of Axis. with soldiers. Some troops belong to the Emperor, others to the
We want to create something you can embellish, deconstruct, Crusader, and many more to private armies and free companies.
plunder, customize, or recreate for your own campaigns. Those with long histories own their garrisons; others rent
Therefore, you should consider everything in this section just barracks space.
one possible interpretation—feel free to change anything that
doesn’t fit with your vision of Axis and the Dragon Empire. Goldring
Goldring’s craftsfolk and artisans produce and sell jewels and
jewelry, ceramics, fabrics, fragrances, and implements of war

Approaching the City here. The most successful oversee large shops in Goldring,
but live in Upside. Others live over their shops in this district.
The first thing travelers notice is that Axis is extremely well- Security is tight.
defended. Thirteen detachments of the Imperial Home Guard
protect the spires of the broken crater walls, and patrol the The Palaces
tunnels dug through the volcanic stone. They close the gaps Here’s where you’ll find the wealthiest and most powerful
between the crater shards with mithril-mesh curtains in citizens of Axis. It’s crowded with extravagant estates and
response to a high alert, turning the old volcano into a seamless manors, but Thronehold, the Emperor’s palace, dominates them
wall between the city and every ground approach. all—eight stories high, it occupies a thirty-five acre plateau.
The Docks remain open to the sea, defended by a The Emperor’s living chambers go mostly unused in favor of the
detachment of warships and watchtowers spaced along the smaller palaces he secretly owns throughout the neighborhood;
piers, while the dragons of the floating cloud district known as he moves among them on an unpredictable schedule using
Wyrmblessed respond to any form of aerial attack. teleportation magic.

The Gates Rabbleward


Two crater-wall gaps—a large break at Garrison South and a The poor and the marginalized gather in this cramped
smaller one north of Upside—act as natural gates into the city. neighborhood of shanties and hovels. Feuding criminal gangs
Soldiers of the Imperial Home Guard, deployed in teams of four, impose whatever order exists—city guards here are brutal
stop suspicious-looking entrants for questioning and perhaps and corrupt, and squads of soldiers and sailors often roam the
a search. Because Axis is a city of warriors, the mere fact that neighborhood looking for strong, healthy bodies to press-gang
someone is armed to the teeth, with old blood spatters crusted into into military service.
the dents in their armor, doesn’t necessarily flag them as trouble.
Those who look like they belong are unlikely to be stopped.

7
Crown of Axis

Saltpork game pieces ranges from pebbles, to simple wooden markers, to


Living in these modest wooden houses (and drinking in its tiny works of art made with precious metals and gemstones. If
taverns) are the workers of Axis: the people who keep the you want to bond with, impress, humiliate, or flatter someone in
amphitheaters, palaces, shops, and garrisons running. Without Axis, playing a wargame with them provides a great opportunity
their labor, the City of Swords would fall apart. to do so. Currently, the most popular wargame in the city is
Axes & Allies by the sage Laharis the Younger.
Upside Residents: Most residents of Axis are human, though
This tiny neighborhood is an oasis of middle-class moral half-elves, half-orcs, and dragonics are thoroughly integrated
propriety in a city of soldiers, famehounds, strivers, and into the Imperial machinery. High elves take to Axis better than
celebrants. Valuing hard work and achievement over appearance wood elves and deep elves, while halflings and gnomes generally
(at least until they move up to the Palaces), Upsiders’ manors prefer to live in less militarized cities. Dwarves are welcomed,
are drab and regular—though their interiors are more lavish. but the Imperial Home Guard keeps a wary eye on rowdy, off-
Most of Upside’s residents own successful shops in Goldring. duty squads from Forge.

Wyrmblessed
A shelf of solid cloud floating above Axis, Wyrmblessed is
Bringing Axis to Life
home to a community of metallic dragons loyal to the Great Facts about a city’s people, locations, and cultures are just one
Gold Wyrm. They vigilantly protect the city from aerial attacks, part of bringing it to life in your game. Pepper your descriptions
unleashing their fury against any who assault the city under of Axis with the sights, sounds, smells, and textures of the city.
their lord’s protection. The dragons typically deal with random Decide in which season your adventure takes place, and what
adventurers through their intermediaries in Wyrmshadow. the weather is like. When the heroes walk down a street, do they
feel crisp fall air on their faces? The first snowflakes of winter?
Wyrmshadow A spring rain? Or does the summer sun beat down on them
This district lies within a constant shadow cast by the cloud until a welcome breeze from the sea blows in? Do they smell
platform of Wyrmblessed overhead. Allies of the city’s dragons roasting meat, blooming flowers, the stench of the sewers, the
live in this neighborhood: humans, elves, dwarves, and dragonics. smell of livestock in the market? Are the warrens hot, stuffy,
Visitors without obvious dragon-related business receive and humid . . . or cool and dry?
attentive stares and, if they don’t take the hint, polite but pointed
questions. The dragons don’t take kindly to unwanted visitors.
Playing Axes & Allies
Everyday Life in Axis If a PC wants to play Axes & Allies or some other popular Axis
Some basic information about the city and those who call it wargame, set a DC of 15, 20, or 25, depending on the skill level
home. of their opponents. Have the player make a skill check (with a
Currency: Gold coins, called imperials (or “imps”), show background bonus, if appropriate) using Intelligence, Wisdom,
the visage of the Emperor on one side and the dragon throne or Charisma, depending on how their character approaches
on the reverse. Silver coins, or dragons (nicknamed “wyrms”), the game: rules mastery, gut instinct, or trying to “read” others
depict a stylized dragon perched on the clouds of Wyrmblessed. and influence their state of mind. Describe the outcome of
Coppers, officially called pence (colloquially “pennies”) portray the wargame, and the reactions of the other wargamers and
the Imperial Coliseum. spectators, based on the result. Scenarios in Axes & Allies
Climate: Proximity to the sea provides a temperate climate, include Battle of Burning Ford, Lich King’s Legions, Defend
ideal for garrisoned soldiers and dragons, and offers fertile Underhome!, and Wings Over Drakkenhall.
farmland to the north and south of Axis.
Food: As a city of soldiers, most of Axis favors portable
food and drink that fills you up and keeps you marching. The
basic starch is the loaf of bread, made with whole grain flour
Gladiators and Games
and sometimes topped with aromatic seeds. Food stalls sell buns Most gladiatorial bouts are fought between two pairs of
containing spiced beef or pork, as well as roasted and skewered gladiators who are matched to complement each other’s size,
meats and vegetables. The wealthy often dine on game hunted skill, and personal style. For example, a big, strong, slow fighter
in the Dire Wood to the south. might be paired with a small, quick partner; a gladiator with a
Chai—hot, strong, black tea flavored with spices and sword and shield might fight alongside one who’s armed with
herbs—is a favorite beverage, as are wine from the vineyards a spear and net. Bouts can also range from one-on-one grudge
of the Demon Coast and dwarf-brewed beer from the north. matches to massive reenactments of historic battles.
The beecake, a disc of dried honey, accompanies chai service in Admission is free, but tickets are limited: Gladiatorial
loftier homes. games are funded by an amphitheater’s patrons to show off their
Leisure time: Residents of the City of Swords love to wealth and civic pride, and to honor the gods of war. Tickets are
reenact historic battles—and create interesting new ones—via in limited supply: those that aren’t given as gifts to the wealthy
wargames played on tabletops. The quality and detail of the and powerful are available on a first-come, first-served basis.
Each ticket is marked with a section number, tier number,

8
We l c om e to A x i s

and seat number, with the best seats being those closest to the The judge: The honor of officially declaring the outcome
action. Some tickets entitle the bearer to food and drink, as well of a match goes to a judge, usually someone the amphitheater
as special souvenirs. A ticket might sell for 5 gp to 100 gp on the owners want to flatter: a noble, a wealthy merchant, a war hero,
black market, depending on the seating and perks. or a visiting dignitary. Some judges draw audiences to a match
No beasts: Battles between gladiators and monsters were due to their personal fame, expertise in the games, or a perceived
popular under some cruel Emperors, but are unfashionable in friendship with (or dislike of ) certain gladiators. In practice,
the current Emperor’s reign. Now, it is all gladiators, all the however, most judges rule based on the crowd’s response.
time. If you’re in the arena, it’s because you chose to be there.
Dismemberment is expected: When fighting in the arena,
gladiators wear heavy helmets and thick armor that cover most
of their vital spots but leave their arms and legs bare. This
Are the Games
ensures that wounds bleed freely, and limbs are often hacked Life and Death?
off. In some matches, a fighter isn’t considered truly down until
In popular culture, a thumbs-down from the
they’ve lost a limb. By tradition, “arm monkeys” (humans in
judge in an arena means dealing the death blow
monkey masks) and “leg clowns” dash into the arena to retrieve
to a fallen gladiator. If your version of Axis is
severed extremities, entertaining the crowd by pretending to
especially brutal and bloody, you may want to
lose them, steal or hide them from each other, and other hijinks.
go that route; but our default view in 13th Age is
Dismemberment is almost always reversible: Unless a
that gladiators are professional warriors and
dismembered gladiator is meant to die in the arena, or receives
entertainers. In Rob Heinsoo’s game, a thumbs-
a lethal thumbs-down from the judge (judgment tends to fall
down or thumbs-up might determine whether
heavily on bad losers), they are carried out the arena’s main
a fighter gets showered with rotten vegetables or invited
entrance and into the care of a healer who reattaches the
to fight in the arena again. In my game, a thumbs-down
severed bits.
from the judge tells a gladiator the judge believes has won
Skill and brawn; not magic: Most of the time, Axis
to deliver one final, almost-but-not-fatal, blow to their
arena fights use designated nonmagical weapons and armor.
enemy—who, by tradition, must accept it. A thumbs-up ends
Spellcasting and magic items are not allowed. On very special
the match without that final blow, signaling that the losing
occasions, the highest-grade amphitheaters might feature a
gladiator performed well.
“magic-allowed” bout, using powerful and expensive rituals
to keep battle magic contained within the arena. (Audiences
generally prefer not to have their faces fireballed off.)
To the crest: Bouts that are more about skill than blood
can be fought “to the crest”, instead of until a warrior falls. In
these bouts, gladiators wear helmets with crests on them, often
representing their patron or god. If you knock your enemy’s crest
off their helmet, you win. Crest fights work well for exhibitions of
skill, and for fights between highly unequal combatants.

9
Crown of Axis

CLEARING
THE WARRENS
In which the heroes learn the particulars of an amphitheater’s including reserved seats in the second-tier and food and drink.
lower levels firsthand, encounter several uncooperative residents, The PCs can also keep any loot they find in the warrens.
and discover a mysterious architectural feature. • If A PC wants to make a DC 15 Wisdom check to sense
whether Orna is telling the truth, a success tells them
After a long search for employment in Axis, Orna Throng—the
she is, but there’s something about the arrangement that
new manager of the Crown of Axis, one of the city’s thirteen
makes her nervous. If they succeed by 5 or more, or have
gladiatorial amphitheaters—hires the player characters for a job.
an appropriate background (related to crime, security, or

Orna Throng gambling) or icon relationship (the Prince of Shadows), you


may tell them some or all of the truth: Orna is running a
Years ago, Orna Throng was a gladiator of average skill, whose scheme. She was supposed to give this job to someone else,
gambling problems led to her being banned from fighting in the but she hired the less-expensive PCs instead, so she could
games. During her time in the arena, she learned much about pocket the difference to help pay off her gambling debts.
the business side of things; and when she became the assistant
manager at one of the smaller amphitheaters in Axis, she found Ask the group: “There’s a private, personal reason each of
her true calling. Being in charge of the re-opened Crown of Axis you agreed to take this particular job, which has nothing to do
is a huge opportunity, and she’s going to make the most of it. with money—it has something to do with a background, an icon
relationship, or your One Unique Thing. What is that reason?”
Three Things about Orna Throng Go around the table and have each player describe their
1. She’s a middle-aged human from the Red Wastes, whose character’s personal reason for caring about this first job, based
muscular build—though still impressive—has gone a bit on these storytelling hooks. Write down their reasons and look
soft since she left the games. for opportunities to work them into the adventure.
2. A sharp-eyed observer (DC 20 Wisdom skill check) might Example: Nareth Spearsong has the background “Estranged
notice indentations on her fingers where rings she wore for a daughter of a legendary warrior queen.” She might agree to
long time were recently removed (sold to pay gambling debts). the Crown of Axis job in hopes of making connections to fast-
3. She will never sell her thick, gold thumb ring, which was track her into the arena. There, she can get out from under her
given to her by the dwarven gladiator Firez of the Fire Halls mother’s shadow and earn her own fame. The GM writes this
when she first arrived in Axis. (DC 15 Intelligence skill down, and later arranges for Nareth to meet a retired gladiator
check with an appropriate background to recognize his who sees potential in her.
flame symbol on the ring.) Tell the group: They will get a full heal-up and regain
all their powers at the end of this part of the adventure, so
The PCs meet with Orna Throng in her temporary office, a rented they should feel free to play with all of their characters’ toys!
room on the ground floor of the Golden Goblin, in an inn a block However, any icon relationships they spend are gone for the
away from the Crown of Axis. Orna tells the PCs the following: remainder of the session.
• At its peak in an earlier age, the legendary battles fought in
this arena earned it the name “Crown of Axis”.
• Later owners lacked the ability to recruit and nurture top
Approaching the
fighters. Eventually, the amphitheater fell on hard times and
was closed.
Crown of Axis
The Crown of Axis, now almost completely restored, stands
• New owners recently purchased the amphitheater and are
as a proud remnant of an earlier age. Built solidly of stone,
restoring it to its former glory.
its style reflects an era that prized simplicity: unlike some
• The scheduled grand opening is less than a month away, but
other amphitheaters, its walls and pillars are mostly bare of
there’s a problem. A crew of thieves and cutthroats—called
decoration. Even though the grand opening is a month away, the
the Dead Flowers, due to the floral perfume worn by its
symbol of the Emperor already hangs in a place of honor over
members—made their lair in the warrens, the system of
the place where the judge will preside over the games.
tunnels and rooms below the arena.
Scaffolding still surrounds the structure; during the day, the
• The new owners need this problem taken care of quickly and
sounds of hammering, sawing, and workers shouting echo from it.
quietly. This is why Orna hired the PCs—to clear out the
However, the activity within the amphitheater seems muted,
gang so work can resume.
and an atmosphere of fear hangs in the air. The large entrance
• Once the warrens are completely cleared, each PC will receive
to the west—where a wide ramp slopes downward into the main
100 gp and tickets to the amphitheater’s grand opening,

10
C l e a r i ng t h e Wa r r e n s

causeway of the warrens—leads into pitch darkness. Well before arena, so refer to the exits in each area and see the Navigating
the sun goes down, the workers grab their tools and hurry home. the Warrens sidebar.
Apparently, guards protect the amphitheater and the construction Yes, we know our map is heavily slanted toward the current
materials overnight, but sometimes things go missing or are open entrance instead of properly balanced—as it would be for
destroyed by those who make the warrens their home. a functioning arena! If the PCs do their job right, they can help
The large entrance to the west is currently the only way down clear out the other side later!
into the warrens. The gate on the south side of the arena, in the A most random dungeon: Most dungeons tell you exactly
center of the amphitheater, through which gladiators come and go which monsters, traps, hazards, and effects are located where.
during an event, is blocked with slabs of stone. The workers refuse However! Adventures designed as introductions to an RPG tend
to unblock it: someone or something grabbed a worker who came to be run more often than others, increasing the chance there’s
too close to the gate at sundown and dragged him into the dark. someone at the table who’s played them before. That’s why we’re
If the PCs talk to the workers, they say two surveyors who using trouble tables, instead.
went into the warrens vanished. Thinking they might have been Trouble tables are random event/wandering monster
injured or trapped in an accident, the foreman sent a work crew generators the players roll on each time the PCs enter a new
after them, along with a couple of guards. Only one member of area of the dungeon. This ensures every adventure through the
the party came back alive, babbling about deadly traps, horrible warrens is different.
creatures lurking in the dark, and a skull-faced ghost who Randomizing the warrens also serves a similar function as
smelled like gardenias. They’ve since heard that the “ghost” is 13th Age monster abilities that trigger on certain dice results: the
actually the leader of a gang of bandits living down there, but GM doesn’t know what’s coming next, either! But if that isn’t
what kind of gang lives side by side with monsters? fun for you, go ahead and place the ready-made battles, traps,
hazards, and events in this section in whichever areas you like.
Adventuring in Also, if you feel an area’s description doesn’t need additional
flavor—or you want to make sure your group encounters a
the Warrens specific monster—you can choose not to roll.
The map of the warrens indicates the approximate locations
of several different areas. There are many corridors below the

11
Crown of Axis

Trouble Table Rules 3–4. Player-created hazard: Ask the player to your left
Each time the adventurers enter a new area of the warrens, have to describe a trap or hazard in the tunnels the group
one player roll a d6 on the trouble table for that area. must overcome before they can move forward. The
Turning back: It’s your call as a GM whether to have the player to their left may expend a resource (a daily
players keep rolling on the trouble table once the PCs defeat the spell or power, a benefit from an icon relationship,
Dead Flowers and are on their way out of the warrens. If they a recovery, or any other genuine cost) to get past
didn’t encounter many wandering monsters before that point, it the hazard. That player narrates how their character
might be a fun “Oh, you thought you were safe?” moment. uses the spent resource to overcome the challenge.
Bored now: Some of the results on the trouble tables are Alternatively, that player may decide to chance
purely atmospheric. The bonuses are meant to limit the number double-or-nothing and make a DC 20 skill test. If
of times each result happens, but if you keep rolling the same they succeed, the character overcomes the challenge
atmospheric result, skip it or come up with new riffs on the theme. and there’s no cost. If they fail, everyone in the group
Assumptions about sound: Although we present each area either loses a recovery or must expend a resource.
as if it is the ‘next room in the dungeon,’ the areas are, in fact,
5. Choking hazard: Something rotten or crumbling
quite spread out—far enough away from each other that fights
collapses, or a patch of fungus releases its spores
in one area don’t necessarily register in other areas.
into the air. All PCs in the area must make a normal
save or take 1d10 damage.
Navigating the 6. Crushing hazard: A wooden beam or piece of
Warrens masonry falls with a crash. +10 vs. PD (1d3
creatures in a group)—1d12 damage.
There are many ways to run dungeons in 13th Age. Some of
our books, like the Battle Scenes books, provide maps for The Dead Flowers have claimed the warrens. They and their
each encounter. Crown of Axis was written for a theater-of- allies—clockwork gladiators, Sisathra and her spiders, and
the-mind style of play. Because the order of the encounters— skitter lizards—control most areas. However, ghosts haunt some
and which specific monsters or traps are in each area—is areas, while trogs claim others. Who—or what—the PCs might
fluid, we only provide a rough map so GMs can navigate their encounter in the warrens is a surprise.
party through it. Each area includes terrain and exits that link When the trouble table refers to a wandering monster
them together, and each encounter has battle advice for how encounter, roll on the Wandering Monster table. Feel free to reroll
to use the monsters when the PCs encounter them. If you (or choose!) if you feel the same monsters come up too often or if
prefer using maps, there should be enough information to you want the PCs to encounter a specific monster in a specific area.
help you build out a playable version of each area. Wandering Monster Table (d10)
1–2. Troglodytes (page 27): These horrifying
underworld dwellers emerge from holes at the

Traps, Hazards, bottom of refuse pits. (If the PCs express any
curiosity, tell them they get the sense that whatever
and Monsters realms are down there, investigating is beyond their
abilities right now. Book of the Underworld can give
The Dead Flowers set a few traps throughout the warrens, you a head start on planning that adventure . . . .)
and there are areas that have become dangerous due to age
and decay. When the PCs encounter one of these, roll on the 3–4. Skitter lizards (page 26): The PCs might encounter
Warrens Trap or Hazard table. them roaming the tunnels in packs, or stumble
across a nest.
Warrens Trap or Hazard Table (d6)
5–6. Clockwork gladiators (page 21): With this result,
1. Alchemical fire trap: A PC steps on and crushes
Twitch knows the PCs are in the warrens and decides
(DC 20 skill check to avoid) a tiny glass vial of
to have some fun by sending her toys out to find them.
alchemical liquid that ignites powder scattered on
the floor; +10 vs. PD (all creatures in the area)— 7–8. Ghosts (page 25): The Crown of Axis is quite old,
2d6 damage, and 5 ongoing fire damage. and many people have died here in terrible ways. So
yes, it’s haunted as heck.
2. More cowbell trap: A PC trips a wire (DC 15 to
notice) attached to a string of rusty cowbells, which 9–10. Dead Flowers (page 22): Typically, the PCs
clang loudly. Have one PC make a normal save; a failure encounter a group of gang members and a
means the Dead Flowers are alerted to the presence of lieutenant. Perhaps they are heading in or out on
intruders and will try to ambush the PCs when they business, or maybe they’re searching the warrens for
enter the area after the next (see the ambushes and intruders (especially if they’ve been alerted by loud
surprise rules in the 13th Age core rulebook, page 164). battles, hazards, or traps).

12
C l e a r i ng t h e Wa r r e n s

Trouble Table (d6)


Other Likely 1. There is nothing of note here. Add +3 to the group’s
Monsters next trouble table roll in the warrens.

Feel free to replace battles that don’t interest you with fights 2. The PCs hear something echoing in the tunnels:
that feature other 13th Age monsters. Goblins and ghouls perhaps a skittering noise like sharp little claws; a
would fit right in here. On the other hand, we’ve found that clock ticking and metal scraping against stone; or
kobolds are un-fun when they’re the first (or among the first) rough laughter and raised voices in the distance. Add
monsters new players encounter because they don’t take +3 to the group’s next trouble table roll in the warrens.
damage from missed attacks, and miss damage—an example
3. A trap or hazard activates. Roll on the Warrens Trap
of the design principle that something happening is much
or Hazard table (page 12). Add +2 to the group’s next
better than nothing happening—is an important feature of
trouble table roll in the warrens.
13th Age.
4. Warren spiders: Encounter with the warren spiders.
These monsters have covered this area in their webs,
though not thickly enough to be a real problem like in
The Warrens Areas their true lair. See page 28 for warren spider stats.
The once-bustling tunnels beneath the arena are now eerily 5+. Encounter!: Roll on the Wandering Monster table
silent, abandoned by all except monsters and cutthroats. (page 12) to see what inhabits this room.

A: Main Entrance(s) Treasure


There used to be two entrances to the warrens—at the east and None.
west ends of the amphitheater. However, during the last days
Exits
of the amphitheater’s heyday, the east entrance was sealed by
Doors to the right and left of the gladiator statue at the back of
a blast of dragon fire that collapsed the entrance and fused the
the room lead to short corridors, which, in turn, lead to Areas B
stony rubble with melted gold and silver. While Orna’s workers
(the equipment room) and C (currently a repair shop).
are ready to unseal it, they are waiting until the PCs finish
clearing the warrens before they provide whatever is down there
with another way to escape.
B: Equipment Room
Features:
Features:
• Old and well-used cupboards, shelves, and trunks
• A wide, flagstone pathway that slopes gently
line the walls; a variety of items sit on the shelves in
downward.
orderly rows.
• A wide, high entrance—large enough to bring an
• Coiled ropes, ladders, poles, and cloaks hang from
adult elephant through . . . back in the old days when
hooks on the walls.
elephants fought in the arena!
• One long table and three stools sit against the wall.
• Massive, heavy, wooden double-doors—one door
Second glance: The items in this room would be
is closed, the other is slightly open and leads into
quite useful to a crew of robbers and burglars (or
darkness.
fantasy roleplaying game characters; don’t be surprised
Second glance: Close examination of the door
if the PCs start ‘looting’). This must be where the Dead
handles reveal flecks of rusted metal, and scratches.
Flowers keep their shared equipment.
(There used to be a lock.)
Trouble Table (d6)
These were the main entrances to the causeway that runs east
and west through the warrens. Here, people, beasts, structures, 1. There is nothing of note here. Add +3 to the group’s
and materials were moved in and out. The doors at the west end next trouble table roll in the warrens.
would normally be wide open (for construction work) or closed 2. At some point while in this area, the PCs feel a
(for security). ghostly presence that quickly fades. Add +3 to the
group’s next trouble table roll in the warrens.
Terrain
Big heavy door: Opening or closing the doors requires effort, 3. A trap or hazard activates. Roll on the Warrens Trap
but not a skill check. Roll on the trouble table once the PCs or Hazard table (page 12). Add +2 to the group’s
push through the doors. next trouble table roll in the warrens.

4+. Encounter!: Roll on the Wandering Monster table


(page 12) to see what inhabits this room.

13
Crown of Axis

Treasure Trouble Table (d6)


Four oil lanterns with covers to quickly hide their light; a clay 1. There is nothing of note here. Add +3 to the group’s
jug of lantern oil; several pieces of flint to strike sparks; sacks of next trouble table roll in the warrens.
various sizes and types of cloth; a small pot of grease; eight dark,
waterproof cloaks; a set of climbing spikes; four strong, 50-foot 2. The PCs smell something unusual: maybe a gamey,
ropes; four 10-foot poles; a large net; a theatrical trunk containing reptilian smell, the odor of rotting meat, the stench
wigs, false beards and mustaches, makeup, costume jewelry, and a of sewage (a dwarf or a PC with a background
variety of cheap scarves, caps, hats, jackets, and robes. related to swamps or the underworld immediately
recognizes it as trog stench), or the faint aroma of
Exits gardenias. Add +3 to the group’s next trouble table
Doors at the far side of the equipment room stand between the roll in the warrens.
cupboards and the shelves. One leads to a wide hallway between
3. The PCs walk into a mass of cobwebs. Add +3 to the
this room and Area C (currently a repair shop). Hooks holding
group’s next trouble table roll in the warrens.
a clay tile bearing the name Glinda the Grinder hang over the
other door. This door opens to a long corridor with hooks and 4. A trap or hazard activates. Roll on the Warrens Trap
pegs on the on the walls, which eventually leads to Area D (the or Hazard table (page 12). Add +2 to the group’s
gladiator cells). next trouble table roll in the warrens.

5+. Encounter!: Roll on the Wandering Monster table


C: Repair Shop (page 12) to see what inhabits this room.
Features:
• A strong smell of oil. Treasure
• One long table and three stools against the wall. The tools yield a total of 25 gp if sold on the market. A DC 16
• Tools and clockwork parts from clockwork gladiators skill check with an appropriate background identifies the
meticulously organized on shelves and hooks on the inscribed mark on the high-quality tools as belonging to
walls. A place for everything, and everything in its place. Anubius Glonck, a clockmaker in Goldring who will give them
Second glance: The tools and parts are from 50 gp for finding and returning them. The spare parts and the
a variety of places, and range widely in quality. One busted clockwork gladiator aren’t worth the effort to sell, but
jumble of parts on the table reveals itself to be some sort Glonck would take them all for 5 gp total.
of humanoid metal construct in a state of half-repair.
Exits
This is where Twitch tinkers with the clockwork gladiators. A There are three doors that lead out from this room. One leads
gladiator-related background skill check recalls training using back to the west entrance (Area A), one leads to Area B (the
clockwork opponents was once a fad, but they proved too equipment room), and the other leads to Area D (the old
expensive to maintain compared to opponents made of meat. gladiator cells).
The tools and parts are almost all stolen.

Terrain & Traps


D: Gladiator Cells
It’s alive! Alive!: If a PC ‘s background could let them activate Features:
the clockwork gladiator on the table, they can make a DC 20 • A row of barred, stone-walled cells to the north and
Wisdom or Intelligence check to try it. If they succeed, have south, their doors held closed with intricately knotted
them roll a d20 and add the amount by which they succeeded. rope but otherwise unlocked.
Compare the result to the following table. • The cells hold piles of straw and coarse blankets,
wooden pails for chamber pots, empty or smashed
Revived Busted Clockwork Gladiator Actions
wine jugs, and a few personal effects.
1–5. It attacks the PC with its crushing grip (page 21). • The area reeks of cheap wine, body odor, and urine.
Second glance: Searching the cells turns up
6–15. It staggers around aimlessly for a while, falling over things like knives, gold rings, and small pouches of
and running into walls, before it collapses. coins hidden in the straw or sewn into blankets.
16+. It follows the PC everywhere until it is ordered to
These gladiator dressing rooms are barred cells, which could
perform any other action. Then it nods obediently and
be locked if needed for holding prisoners or for storage. They
runs away at inhuman speed, disappearing into the city.
currently serve as living quarters for low-ranking Dead Flowers.

Terrain & Traps


A knotty challenge: Each knot that holds a door shut is
distinctive, telling anyone who knows the code whose room
this is. A skilled knotter can tell whether someone’s been
snooping in their cell, because when they untie the rope, they

14
C l e a r i ng t h e Wa r r e n s

can see it’s not exactly as they tied it. Untying a knot takes a
DC 15 Dexterity skill check. A character who fails the roll still
E: Dead Flowers’ Lair
unties the knot, but causes a handful of wooden marbles to fall Features:
out with a clatter—a group of Dead Flowers, skitter lizards, or • Formerly a row of monster pens with removable
clockwork gladiators quickly arrive and attack. Re-tying the walls, the gang has turned this into a large common
knot perfectly takes a DC 25 check. area. None of the doors here are locked.
• The area is lit by guttering candles in sconces on the
Trouble Table (d6) walls. Furniture consists of crates, barrels, wooden
stools, bales of straw, and one large, knife-scarred and
1. There is nothing of note here. Add +3 to the group’s
wine-stained rectangular table littered with chipped,
next trouble table roll in the warrens.
wooden cups and stale breadcrumbs.
2. At some point while in this area, the PCs see the • Bundles of dried fish and sacks of onions and
vague forms of ghostly ancient gladiators drifting potatoes hang from hooks in the ceiling. Painted with
through the walls. The ghosts disappear without admirable skill on the wall across from the entrance
doing more than chilling the air, but. add +3 to the is a grinning skull with a single, blood-red tear rolling
group’s next trouble table roll in the warrens. down its bony face, surrounded by a wreath of black
flowers and gold coins. Next to it is a shelf that holds
3. The PCs find a survivor trapped in the warrens—
six clay jugs: four that contain cheap wine and two
either locked in a gladiator cell by the Dead
shorter, rounder jugs sealed with wax.
Flowers, hiding in terror, or webbed by spiders but
Second glance: It’s hard to see in the candlelight,
still miraculously uneaten. The survivor smells of
but below the mural is a rectangular hole just large
gardenias. If the PCs ask them about it, they reveal
enough for a medium-sized person to crawl through.
they found a half-empty bottle of the floral perfume
the Dead Flowers use. The survivor overheard Trouble Table (d6)
some of the gang talking and knows the Dead
1–2. Clockwork gladiators attack the PCs. Add +3 to the
Flowers consider this perfume to be of life-or-death
group’s next trouble table roll in the warrens.
importance, but does not know why (see page 22 for
the facts). There’s enough left in the bottle to make 3+. The Dead Flowers—including several lieutenants—
the entire group safe from a skitter lizard attack. If the are eating, drinking, and gambling in this area. (Stats
survivor is a guard, use the competent adversary stats on page 22.)
from the Axis Adversaries section (page 36), with the
Arena Town muscle’s bouncer ability. If it’s a worker Terrain & Traps
or surveyor, they have no attack abilities and any 6+ Ambush!: If the PCs alerted the Dead Flowers to their presence
attack roll made against them kills them. Add +3 to because they did not deal with the door knots in the last
the group’s next trouble table roll in the warrens. area, then the PCs find an ambush waiting for them. (Use the
ambushes and surprise rules on page 164 of the 13th Age core
4. A trap or hazard activates. Roll on the Warrens Trap
rulebook.) In this scenario, the Dead Flowers set off the ‘pottery
or Hazard table. Add +2 to the group’s next trouble
burn’ below as part of the ambush instead of using it to flee.
table roll in the warrens.
Crate and barrel: If you like to use combat modifiers in
5+. Encounter!—Roll on the Wandering Monster table battles, PCs and Dead Flowers can use the crates, barrels, and
to see what inhabits this room. Or choose the Dead even the table (turned on its side) as cover—these give the
Flowers option, as they use these cells as living quarters. creature taking cover +2 to attacks against their AC and PD.
Feel free to ignore this option if you don’t want to keep track of
Treasure additional modifiers.
Most Dead Flowers spend their loot on carousing: searching the Pottery burn: The sealed clay jugs are filled with oil. If
area reveals 2d8+3 gp worth of coins and salable personal effects. Skullface (or in Skullface’s absence, a lieutenant) decides it’s
better to flee than fight, they give a sharp whistle that signals
Exits the Dead Flowers to attempt to disengage on their next turn—
Large doors on the north and south walls lead deeper into although if they fail their disengage check, they still move away
the warrens and to Areas G (the amphitheater’s northern and and just take the opportunity attack. All but two use their
southern backstage), while a door to the east is held shut with move action to quickly scramble through the hole in the wall
one of those strange knots. This door leads to Area E (the Dead into Area F. One soldier moves to the shelf, grabs a jug, and
Flowers’ lair). Should the PCs not properly deal with the knot hurls it at the floor in the middle of the room, shattering it and
(see a knotty challenge, page 14), the Dead Flowers gang is spreading a pool of oil. Another soldier then grabs a candle
aware they are coming, and prepares an ambush (see Area E). from a nearby sconce and throws it into the oil, setting it ablaze.
Finally, there is a small tunnel that connects this area to Area I
(the infirmary).

15
Crown of Axis

Pottery burn +10 vs. PD (2d3 nearby creatures in a group)—


1d12 fire damage, and 5 ongoing fire damage.
F: Lieutenants’ Quarters
On their next turn, these two exit through the hole, if
and Treasure Vault
possible. (If Tentacle Steev is in the battle, he fully submerges Features:
in his barrel, which is fireproof.) • Ten large rooms with strong wooden doors on the
north side of the causeway.
Treasure • Each door is closed, and the six closest to the center
Aside from the wine, oil, and food, the Dead Flowers don’t keep of the warrens are secured with locks.
treasure here. Removing the mural by axe or saw takes a lot • Each of the six locked doors has a different symbol
of time and effort; but it is, in fact, an unknown work by the painted on it in white paint.
notorious artist and thief Armelita Ashenstone (presumed Second glance: The locks vary widely in type, but
dead) that can fetch 100 gp from an Upside art dealer. A PC all are high-quality.
with a background related to art, culture, or high society can
make a DC 16 Intelligence check to identify the artist and There is no trouble table for this area because the Dead Flowers and
potential value of the piece. their lieutenants are here. If the PCs have yet to encounter Skullface,
he and a group of Dead Flowers are holed up in this area relaxing.
Exits Formerly a row of largish storage rooms with lockable
Large doors on the north and south walls lead to Areas G (the doors, the six rooms nearest the center of the warrens are
amphitheater’s backstage). The small hole leads to Area F, as living quarters for Skullface, Twitch, Tentacle Steev, Barda,
does a door on the southeast wall. The door to the west leads to and Crunch. There is also a vault (located between Skullface’s
Area D (the gladiator cells). and Twitch’s rooms) for the gang’s loot. Items stored here await
distribution to gang members or sale to a fence. The gang’s
leaders keep the gardenia perfume locked up in the treasure
vault so they can ration it.

16
C l e a r i ng t h e Wa r r e n s

If the PCs are quiet as they approach this area, they may Barga the Bound’s room: Barga’s hold on sanity is growing
overhear Skullface and the others complaining about the more tenuous, so she is trying to get some of her spellbook out
ettercap who moved into the new chamber to the north (a of her head. The walls are covered with arcane formulae . . . and
reference to the Chamber of the Hidden Emperor). scorch marks. Lots of scorch marks. She keeps her possessions in
If the PCs study the symbols on the doors, they find the a warded chest, which has seen better days. There is a wand (GMs
symbols don’t appear to be part of any known code or language. choice as to which one) in the chest, as well as 15 gp in various
A rogue, or a PC with knowledge of the underworld, may jewelry. If you’re wondering why Barga isn’t using the wand herself,
suspect their meaning is only known to the members of the it’s because the spellbook that possessed her isn’t sharing.
Dead Flowers. Crunch’s room: Crunch’s room is a juxtaposition. It
Skullface’s room: A low bed consisting of a wooden appears as though the half-orc built most of the furniture in
frame with a straw mattress. Ornate silver candle holders this room out of salvaged pieces from within the warrens. He is
and candelabras sit on low wooden tables (50 gp total), and a no carpenter, and his skill shows. However, there are beautiful
beautiful chai serving set (10 gp) rests on the floor between two menus, fine cheese, and remarkable vintages of wine on the
comfortable, embroidered sitting pillows. A small, wooden case rough, lopsided tables. All in all, the wine and cheeses are
kept shut with a latch (2 gp) holds items that can be used to play a worth 30 gp. The PCs should either leave the furniture alone,
variety of games: two dice, several tokens of polished stone, and a burn it, or sell it as modern art to a blind curator of the Axis
deck of 40 painted cards (the Thirteen icons, the Spelljack, and 26 museum (for 10 gp. But come on, the PCs are adventurers, not
numbered cards with scenes from everyday life). art critics).
Twitch’s room: Two ratty blankets, one wadded up to make The treasure vault: The door to this room is visible from
a pillow. Most of the space in the room is taken up with piles of the Dead Flowers’ lair (it is up to the GM whether it is open or
scrolls and books about engineering (12 gp for all of them, 10 gp closed), so any Dead Flowers or clockwork gladiators in that
and a much lighter load if a PC’s background tells them only a area attack as soon as the PCs come into view. A pile of loot
few are valuable). Scattered across the floor are small puzzles sits against the far wall: four rolled-up rugs (5 gp each); a set of
(rings, strings, boxes, sliding squares). The walls have gouges, as fine, silver tableware (25 gp); a small, wooden chest containing
if someone scratched fitfully at them with a metal implement. twenty glass vials of gardenia perfume (5 gp total); a human
Tentacle Steev’s room: The walls and ceiling are beautifully skull engraved with elaborate designs and with fire opals set
painted to look like a bedroom in an Upside mansion. A small in its eye sockets (a treasure-savvy PC estimates they’re worth
music box (10 gp) sits on the water-stained floor, but the room 2,000 gp each, but they’re actually a priceless magic item—see
is otherwise empty. the Treasure section for this area); and a matching set of five
decorative swords resting on a red silk wrap-cloth (50 gp).
Clockwork gladiators stand guard over the treasure, waiting
How is This for the haunted skull to activate them—which it does when it
One Room? rolls for initiative. The skull is the haunted skull of Inferestis—
perhaps one of Skullface’s ancestors, or a fallen foe or ally who
Area F is actually a large group of rooms, not a single serves the gang leader in undeath—that keeps watch over the
encounter. This could present a difficult fight because of the Dead Flowers’ treasure.
lieutenants and the clockworks in the vault. It is up to the
#/Level of Busted Clockwork Clockwork
GM how to run this area, but here are some ideas: Inferestis*
PCs Gladiator* Gladiator*
• Keep the treasure vault door closed! If the door is closed,
the PCs can deal with the Dead Flowers first, and then 3 x 1st level 5 1 1
move on to the vault.
4 x 1st level 5 2 1
• Keep the treasure vault door open. If you want a tough fight,
you could keep the door open, allowing the clockworks 5 x 1 level
st
10 2 1
to rush out into the main area. This makes the encounter
6 x 1st level 10 3 1
double-strength, but the watch skull cannot join, so
Inferestis (see below) becomes more of a trap than a 3 x 2 level
nd
6 2 1
monster.
4 x 2nd level 8 3 1
• Use the far away rules. Start the battle with only the Dead
Flowers gang members in the main area, and Skullface and 5 x 2 level
nd
10 4 1
the lieutenants in their rooms. Those in the rooms count
6 x 2nd level 10 5 1
as far away, and do not become aware of the fight unless
an ambush was set or after the first round of combat. This
* See pages 21, 22, and 25 for monster stats.
makes the fight more difficult as it continues, with stronger
foes rushing into the room during subsequent rounds.

17
Crown of Axis

Terrain & Traps • Tall, wooden panels lean against the walls—painted
The PCs can pick the locks on the doors with a DC 20 Dexterity background scenery shows faintly through the dust
skill check. On a failure, a poisoned needle pierces the lock- and grime of years: desert, ocean, jungle, mountain
picker’s hand, doing 1d6 damage and causing them to break range, a cavern, and a hill outside Axis where a
out in reddish-purple hives. (DC 15 Intelligence check with an famous duel was fought.
appropriate background to identify the poison as some kind of Second glance: Some of these devices appear
reptile venom.) to be for raising and lowering structures, scenery,
gladiators, and monsters. Others are pump machines
Treasure and pipes for flooding and draining the arena with
In addition to the treasure in the individual room descriptions, water for “sea battles”.
if the PCs kill Inferestis, they discover his gem eyes are a magic
item that someone willing to pay the price can equip and attune. Terrain & Traps
Monsters fighting in this area make use of the terrain, and the
Eyes of Inferestis (wondrous item): A character who removes PCs should be encouraged to do the same. Here are examples of
their own eyes and replaces them with these gems can conditions such maneuvers could add to normal attack damage
see normally through them. Once per day, they can use a (a normal save ends each):
standard action to see any nearby creatures, objects, or • Slicing through a rope with a blade or arrow to drop
magical sigils rendered invisible or otherwise disguised something heavy onto a target’s head (the target is stunned).
through magic. A creature or object thus revealed can never • Smashing open an oil barrel to create a slippery pool (no
become invisible to that character again. If the gems are not damage, but adjacent enemies take a –4 penalty to defenses).
removed after the character’s death, the character becomes • Pushing a heavy stack of scenery over onto a target (the
a haunted watch skull after their body decomposes or their target is dazed).
skull is removed. Quirk: Convinced there’s an invisible world • Luring a target into machinery, then pulling the lever or
that overlaps this one, and its unseen inhabitants surround us turning the wheel (target is stuck).
at all times. • Looping a rope around a target’s neck and hauling them into
the air (4 ongoing damage).
Exits
The only way into or out of the lieutenants’ quarters and Trouble Table (d6)
treasure vault is through Area E (the Dead Flowers’ lair).
1. There is nothing of note here. Add +3 to the group’s
next trouble table roll in the warrens.
G: Backstage
There are two backstage areas, one to the north and one to the 2. A trap or hazard activates. Roll on the Warrens Trap
south, but each is functionally identical. See the Exit sections or Hazard table. Add +2 to the group’s next trouble
for which rooms connect to which areas. table roll in the warrens.

Features: 3–4. Warren spiders: Encounter with the warren


• Large, dark, musty workspace filled with ropes, spiders. These monsters have covered this area
pulleys, levers, wheels, and other mechanical in their webs, though not thickly enough to be a
contraptions, as well as barrels that smell strongly of real problem like in their true lair. See page 28 for
oil. warren spider stats. If the PCs have already fought
• Here and there on the floor are oil stains, dried and defeated the warren spiders in one of these
animal droppings, old bones with teeth marks in random rooms, this room is empty of all but webs;
them, and dried pools of blood. add +3 to the group’s next trouble table roll.

5+. Encounter!: Roll on the Wandering Monster table to


see what inhabits this room.
Flee, Dead Flowers,
Flee! Treasure
This area is treasure-free, aside from any treasure that might
Rob Heinsoo’s campaign benefited hugely from allowing a result from a wandering monster battle.
couple Dead Flowers lieutenants and mooks to flee with
part of their treasure while others fought and got captured Exits
or killed. It’s easy to believe the Dead Flowers have a secret The northern amphitheater backstage has four exits. One is
escape route out of the warrens that only they know about—a a hole in the wall where something broke through the wall to
hidden tunnel that won’t come into play until they’ve actually reveal Area H (the Chamber of the Terrible Emperor). Another
gotten away. What originally looks like bad luck may be a is a tunnel that leads to the sealed entrance (Area A) on the
stroke of good fortune when the PCs need an advantage eastern end of the warrens. The remaining two tunnels lead to
against House Emberhill later on! Area D (gladiator cells) and Area E (the Dead Flowers’ lair).

18
C l e a r i ng t h e Wa r r e n s

The southern amphitheater backstage


has five tunnels leading out of it. The three
western tunnels lead to Areas I, J, and D
(the infirmary, toilets, and gladiator cells).
The northern tunnel leads to Area E (the
Dead Flowers’ lair). The eastern tunnel
leads to Area A (the sealed entrance) on
the east end of the warrens. There are
also stairs that lead up to the arena, which
are sealed from above with stone slabs to
prevent the Dead Flowers from exiting
the warrens into the arena (or dragging
unsuspecting workers down).

H: Chamber of the
Terrible Emperor
Features:
• Broken masonry indicates a thick wall
once hid this tall, hexagonal chamber
with carved walls made of greenish
stone. Directly across from the
makeshift entrance, carved into the
wall from floor to ceiling, is a faceless
figure wearing the Emperor’s robes
and crown. One hand holds a sword,
the other holds a severed head by its
hair.
• A square hole in the ceiling, set
with differently textured blocks of
glass, causes the light from outside
to stream in and cast strange,
disorienting patterns on the carved
walls.
• Glittering silver spiderwebs crisscross
the chamber, at the center of which
is a waist-high hexagonal pedestal of
polished black stone with greenish
veins.
Second glance: The carvings on
the walls depict gladiators in the Crown
of Axis arena willingly accepting the
deathblow from hooded executioners.
The floor is a tiled mosaic of
astrological symbols. The style of the
carvings, and the clothing and weapons on the figures, Grandmaster of Flowers, the monks of the Dragon
clearly belong to a long-ago age. The pedestal in the Empire eventually rose up to overthrow him. (See Book
room has a hole in the top the diameter of a human of Ages for more details.)
palm and a little less than an arm’s-length deep. For the origin and purpose of this chamber, see
A monk PC, or another character with an the Investigative Montage section on page 33—this
appropriate background or One Unique Thing, information is available if the PCs go looking for it
recognizes it as having been built in the Age of outside the warrens.
the Terrible Emperor. In that age, a tyrannical and
corrupt ruler destroyed all opposition to his reign, There is no trouble table for this area. It’s Sisathra’s lair, so
and used astrological magic to make himself immune she’ll be here with an appropriate number of warren spiders.
to weapons and spells. Inspired by an icon called the You can find the stats for Sisathra and her spiders on pages 28
and 29.

19
Crown of Axis

#/Level of PCs Uncomfortably Big Spider Sisathra I: Infirmary


3 x 1 level
st
1 1
Features:
4 x 1st level 2 1 • Three long tables, hacked, gouged, and stained with
blood.
5 x 1st level 2 1
• Moth-eaten, blood-caked aprons hang from hooks on
6 x 1 level
st
3 1 the walls.
• A few dusty bottles lie on the floor.
3 x 2nd level 2 1

4 x 2 level
nd
3 1 This is where healers with varying degrees of skill temporarily
patched up gladiators in years past. The Dead Flowers prefer to
5 x 2nd level 4 1 use their lair, so this room is up for grabs monster-wise.
6 x 2 level
nd
5 1
Trouble Table (d6)

Terrain & Traps 1. There is nothing of note here. Add +3 to the group’s
Those webs make moving in the chamber during combat tricky: next trouble table roll in the warrens.
Each time a PC moves without teleporting, they must make a 2. The PCs find the remains of a humanoid or other
DC 25 skill check or become stuck (save ends). Each time a PC creature. It might be an old skeleton, or parts of one.
uses a move action to hack away at the webs, the DC lowers— It might be the body of a worker who was murdered
to 20, then 16, then 11, then 6. After that, the webs no longer by the Dead Flowers, eaten by skitter lizards, or
present a hazard. killed by a trap or hazard. (The Dead Flowers looted
the body, so there’s nothing of value on it.) It might
Treasure have an item of little or no value, such as a rotted
See the Treasure entry in the Warren Spiders section on page 29.
or shredded piece of clothing, a shattered mirror, a
Exits burned-out torch, or a dented lantern. Add +3 to the
There is no exit from this area, save going back through the wall group’s next trouble table roll in the warrens.
to Area G (northern backstage). 3. A trap or hazard activates. Roll on the Warrens Trap
or Hazard table. Add +2 to the group’s next trouble
table roll in the warrens.

But What If My 4. Warren spiders: Encounter with the warren spiders.


These monsters have covered this area in their webs,
Players Break It? though not thickly enough to be a real problem like
Let us be real for a second. In several of our playtests, groups of in their true lair. See page 28 for warren spider stats.
experienced murderhobos instantly decided to desecrate the If the PCs have already fought and defeated the
statue and altar of the Terrible Emperor. Players . . . am I right? warren spiders in one of these random rooms, this
You don’t have to live with a broken finale. It could room is empty of all but webs; add +3 to the group’s
be that high-tier magical effects protect the statue and next trouble table roll.
altar, preventing the players from affecting them without a 5+. Encounter!: Roll on the Wandering Monster table to
powerful ritual. In this case, the players have another reason see what inhabits this room.
to return to this chamber, presumably at the height of the
Prophet’s ritual. Treasure
Or perhaps the players are successful, but the chamber Three of the dusty bottles contain healing potions.
slowly, magically repairs itself once the PCs are gone. Dread
ex-icons have a way of reappearing, and it’s probably not the Exits
first time this statue has been ‘destroyed’! The eastern tunnel leads to Area G (southern backstage). A
small door to the south connects to Area J (the toilets). Finally,
there is a small tunnel that connects this area to Area D (the
gladiator cells).

20
C l e a r i ng t h e Wa r r e n s

this to the PCs by describing them blundering into things as


J: Toilets they move to attack.
Features: Icon relationship: A PC who holds an unspent icon
• A long wooden bench with four holes cut into it. relationship with the Dwarf King can spend it to expand the
• A pail, encrusted with human waste, sits below each PCs’ critical hit range against clockwork gladiators by 2 (crit on
hole. 18+).
• It smells pretty much the way you’d expect. We include the building battles table for the random
trouble table encounters here.
The Dead Flowers keep chamber pots in their living quarters, so
they won’t have to wander through monster-infested tunnels in
Busted Clockwork Clockwork
the middle of the night. As a result, this room is empty. #/Level of PCs
Gladiator Gladiator
Trouble Table (d6)
3 x 1st level 2 2
1. There is nothing of note here. Add +3 to the group’s
4 x 1st level 4 2
next trouble table roll in the warrens.
5 x 1 level
st
4 3
2. The PCs smell something unusual: maybe a gamey,
reptilian smell, the odor of rotting meat, the stench 6 x 1st level 4 4
of sewage (a dwarf or a PC with a background
3 x 2 level
nd
5 2
related to swamps or the underworld immediately
recognizes it as trog stench), or the faint aroma of 4 x 2nd level 6 3
gardenias. Add +2 to the group’s next trouble table
5 x 2 level
nd
6 4
roll in the warrens.
6 x 2nd level 8 5
3. A trap or hazard activates. Roll on the Warrens Trap
or Hazard table. Add +2 to the group’s next trouble
table roll in the warrens. Busted Clockwork Gladiator
It can’t swing a weapon and it sounds like a sack of nuts and
4. Warren spiders: Encounter with the warren spiders. bolts as it limps or drags itself forward, but don’t let it get its
These monsters have covered this area in their webs, hands on you.
though not thickly enough to be a real problem like
in their true lair. See page 28 for warren spider stats. Weakling 1st level troop [construct]
If the PCs have already fought and defeated the Initiative: +3
warren spiders in one of these random rooms, this Vulnerability: lightning
room is empty of all but webs; add +3 to the group’s
Crushing grip +5 vs. AC—4 damage
next trouble table roll.
Natural even hit: The target is grabbed.
5+. Encounter!: Roll on the Wandering Monster table to Natural 1–5: The busted clockwork gladiator takes 4 damage.
see what inhabits this room.
AC 16
Treasure PD 13 HP 19
If there’s a PC in your party that considers anything in here MD 9
‘treasure’, please, never tell us about them.

Exits Updated Grabbing


A small door to the northwest connects to Area I (the
infirmary). A tunnel to the northeast leads back to Area G
Rules
(southern backstage). When a monster grabbing you starts its turn, it deals
automatic damage to you as a free action. The automatic
Clockwork Gladiators damage is equal to half the normal damage it deals with
the attack that damaged you—in this case, 2 damage. This
Once used for training and practice, these automatons gathered automatic damage is in addition to the monster’s normal
dust and cobwebs in a storage closet until Twitch found them. actions and attacks. When you are grabbed, you are engaged
She’s been repairing them over time with stolen parts and using with the creature grabbing you and you can’t move away
them to train Dead Flowers members in combat. unless you teleport, somehow pop free, or successfully
Battle tactics: No matter where the group encounters disengage. If you are smaller than the creature grabbing you,
the clockwork gladiators, their tactics are the same—ignore it can move and carry you along, no problem. If you are the
everything and attack whatever is moving in the room. They same size or larger, the creature grabbing you must let go of
were designed to train gladiators, but their programing is not you if it wants to move.
advanced enough to account for terrain and hazards. Telegraph

21
Crown of Axis

Icon relationship: A PC who holds an unspent icon


Clockwork Gladiator relationship with the Elf Queen can spend it to cancel
This clockwork gladiator is fit and ready to teach you some
Skullface’s an elf of some kind ability. A PC who holds an
lessons about fighting.
unspent relationship with the Crusader, Emperor, or Prince of
1st level spoiler [construct] Shadows can spend it to cancel an injury to one.
Initiative: +6 Building battles with the Dead Flowers: The table below
shows battles where Skullface is and is not present. Whether
Lunge +7 vs. AC—4 damage Skullface is present in a battle depends on the trouble table
Natural even hit: The target is hampered (save ends). result and the timing. We figure that, at most, you’ll want to
Natural odd hit: The target is vulnerable (save ends). have two fights against the Dead Flowers, so we’ve included four
different lieutenants in case both fights require two lieutenants.
Parry and riposte: Once per battle, when an engaged enemy
If you only need two lieutenants, stick with Twitch and Tentacle
hits the clockwork gladiator, the attack misses instead. The
Steev . . . and maybe surprise the PCs later with a revenge ‘visit’
clockwork gladiator can then make a lunge attack against that
from Barga and Crunch!
enemy as a free action.

AC 18 Dead Flowers Dead Flowers


#/Level of PCs Skullface
PD 15 HP 24 Soldier Lieutenant
MD 11 3 x 1st level 7/3 1* 0/1

4 x 1 level
st
10/5 1* 0/1
Dead Flowers 5 x 1st level 8/3 2/2 0/1
Any gang of Axis thieves has to be tough if it’s going to succeed, 6 x 1 level
st
13/5 2/2 0/1
and that goes double for one that claims Arena Town as its turf.
The leadership of Skullface, the intelligence and ruthlessness 3 x 2nd level 3/5 2/1* 0/1
of Twitch and Barga, and the muscle of Steev (now Tentacle 4 x 2 level
nd
8/3 2/2 0/1
Steev) and Crunch, make them a force to be reckoned with.
Now that they’ve found a lair infested with monsters that will 5 x 2nd level 13/8 2/2 0/1
eat outsiders but leave them alone, they’re reluctant to give it up 6 x 2 level
nd
18/13 2/2 0/1
without a fight.
Battle tactics: The PCs are attacking the gang in the gang’s * Do not use Tentacle Steev in these fights.
lair; therefore, they are at a tactical disadvantage. The Dead
For all Dead Flowers
Flowers should always use the terrain to their advantage (such
as cover in the equipment room or the ‘pottery burn’ trap in the Lizard repellent: All Dead Flowers gang members are doused
lair). They also can flee to other areas to grab reinforcements, with stolen floral perfume, making them immune to attacks
which may force the PCs into battles for which they are by skitter lizards. The vials are kept under lock and key in the
unprepared. Needing to stop that one fleeing gang member adds loot storage room located between Skullface’s and Twitch’s
a level of tension to any fight. living quarters.
When selecting a lieutenant for a specific battle, consider
which powers will work best in the current area. For example,
Barga’s close and multi-target attacks in Area E can lead to
explosive complications for the PCs! Any fight with Tentacle
Steev (a 3rd level) or Crunch (a double-strength 1st level) will be
more difficult, so keep that in mind.

22
C l e a r i ng t h e Wa r r e n s

Skullface Tentacle Steev


Orphaned gutter punk turned bandit leader? Runaway heir from This Dead Flowers lieutenant once broke into a powerful
a noble house? The identity of the elf who commands the Dead wizard’s tower when the wizard was still home. He’s now a
Flowers is unknown, their features hidden behind a crude skull tentacled monster who lives in a barrel filled with filthy, black
mask that eerily distorts their voice. water, pushed around in a wheeled cart.
2nd level leader [humanoid] 3rd level spoiler [beast]
Initiative: +7 Initiative: +7

Razor +7 vs. AC—7 damage Club-wielding tentacles +7 vs. AC (4 attacks)—3 damage


Natural even miss: An ally engaged with the same target can Natural even hit: Once per round as a free action, Tentacle
make a basic attack against the target as a free action. Steev can make a blast of foul water attack against a nearby
enemy.
R: Crossbow +7 vs. AC—7 damage
Natural 16+ hit: The target is vulnerable to attacks by Dead [Special trigger] C: Blast of foul water +8 vs. PD—target is
Flowers gang members (save ends). dazed (save ends).

An elf of some kind: Skullface has one of the following racial AC 20


powers: PD 17 HP 50
Cruel: Once per battle, the razor attack does 5 ongoing MD 13
damage.
Elven grace: At the start of each of Skullface’s turns, roll a
d12. The first time the result is less than or equal to the Twitch
escalation die, Skullface can make an extra standard action This Dead Flowers lieutenant is a ball of nervous energy barely
that turn. Do not roll this die again for the rest of the battle. contained within the body of a lean, wiry halfling—arms covered
Highblood teleport: Once per battle, as a move action, in skull and flower tattoos.
Skullface can teleport anywhere they can see. 1st level wrecker [humanoid]
Surprising: Once per battle, Skullface can subtract one from Initiative: +8
the natural result of one of their own d20 rolls.
Knock ’em down +6 vs. AC—5 damage
An injury to one: The first time a member of the Dead Flowers is Natural even hit: Target takes a –4 penalty to AC and PD
staggered, all nearby Dead Flowers gang members (including (move action ends) and Twitch makes a gut ’em attack
Skullface) deal +1 damage for the rest of the battle. against the target.
Nastier Special
[Special trigger] Gut ‘em +7 vs. AC—5 damage.
The face behind the skull: Skullface returns in future sessions
to oppose the PCs—even when slain—each time with new Twitchy: Twitch gains a +2 AC bonus against opportunity
followers. If the PCs look beneath the mask, they might find attacks.
a different elf than the one they fought last time; or maybe it’s
always the same elf, returning from the dead again and again. AC 18
(Whichever freaks your players out more.) PD 16 HP 24
MD 12
AC 18
PD 16 HP 36
MD 12

23
Crown of Axis

Barga the Bound Crunch


This overenthusiastic wizard bonded herself to a spellbook, When you’re a massive half-orc literally named “Crunch”,
becoming a living repository of arcane power. There’s a reason becoming muscle for a street gang is an obvious career choice.
such bonds are normally done at much higher levels. Crunch is saving his cut of loot to open a wine and cheese shop
someday, though.
1st level caster [construct]
Initiative: +6 Double-strength 1st level wrecker [humanoid]
Initiative: +7
Spell-breath +6 vs. AC (1d4 enemies engaged with Barga)—5
force damage Clobber +8 vs. AC—7 damage
Natural even hit: The target is teleported to the far side of the Natural even hit: Crunch can make a choke attack against the
battlefield, and hampered (save ends). target as a free action.
Natural 2–5 hit or miss: Barga is teleported to the far side of
the battlefield, and hampered (save ends). Choke +7 vs. PD—7 damage
Natural 1: Barga is teleported into a wall and dies. Natural 16+ hit: Crunch throws the target across the
battlefield to any nearby spot he can see, doing an
R: HEXPLOSIONATOR!!!! +6 vs. the targets’ lowest PD (1d3 additional 3 damage.
nearby or far away enemies in a group)—10 damage, split
evenly (round down) between all targets hit. R: Grab something big and throw it +6 vs. PD (1d3 nearby or
Natural even hit or miss: The target is dazed (easy save ends, far away enemies in a group)—7 damage.
6+).
AC 17
Natural 16+ hit: Make a violent dispelling attack as a quick
PD 15 HP 54
action against the target.
MD 11
Natural 1: 1d3 nearby or far away allies in a group take 10
damage, split evenly (round down) between all targets hit.
Dead Flowers Soldier
Skullface has trained this band of thieves, burglars, robbers, and
C: Violent dispelling +6 vs. MD (one nearby or faraway
street fighters well.
enemy)—5 damage, and any spell-like effects on the target or
caused by the target end. 2nd level mook [humanoid]
Natural even hit or miss: One random nearby ally is dazed; if Initiative: +7
the ally is a mook, they are stunned instead.
Spiked club +6 vs. AC—7 damage
Nastier Specials
Natural 16+ hit: the target takes 1 damage each time it makes
Spell absorption: Once per battle, when a spell not granted by a non-basic attack (save ends).
a talent hits Barga, it has no effect. Later in the battle, as a
quick action, Barga can cast the spell that hit her, using the R: Crossbow +7 vs. AC—5 damage.
original caster’s attack and damage bonuses.
Warlock’s warp: When one of Barga’s attacks misses all targets, AC 18
Barga teleports as a free action. PD 16 HP 9 (mook)
Violent undoing: Barga’s violent dispelling attack “dispels” MD 12
all manner of useful conditions, such as a rogue having
momentum or a fighter having a higher crit range. Mook: Kill one Dead Flowers soldier mook for every 9 damage
you deal to the mob.
AC 16
PD 11 HP 30 Treasure
MD 15 Dead Flowers carry pouches of money (3d10 gp) when they’re
carousing, purchasing supplies, or returning from a job with
sacks of loot. They keep a few coins stitched into their clothes
for emergencies: 3 gp for a soldier, 15 gp for a lieutenant, and 40
gp in gold and gems for Skullface.

24
C l e a r i ng t h e Wa r r e n s

Inferestis Because I love jewels, skulls, and jeweled skulls


in fantasy RPGs, I gave Inferestis every single
None of the Dead Flowers know where Skullface got Inferestis. nastier special available to turn this battle
They just know the skull tries to scare them whenever they from, “There was some kind of skull alarm, but
deposit their ill-gotten gains, and has done so for as long as we smashed it,” to your players saying years
they can remember. Inferestis, to its credit, does not tell anyone from now, “Wait, everyone stop. Is that a skull?
about its past, but it does take its “alarm system for the gang“ What if it’s like that haunted skull we found in
job quite seriously. the arena?” If you feel like all those specials are
Icon relationship: A PC who holds an unspent icon too much, remove gem eyes and move-triggered.
relationship with the Archmage or Lich King can spend it to
quickly persuade Inferestis not to start screeching, and maybe
share some useful information about the warrens and its
inhabitants. It’s possible the skull has long-term goals of its Ghosts
own . . . . Depending on your preference, these could be formless, glowing
wisps, or translucent images of the beings as they appeared in
Inferestis the Watch Skull life—perhaps at the moment of their deaths, mangled by combat
2nd level troop [undead] in the arena or a horrible disaster in the warrens.
Initiative: +9 Battle tactics: The ghosts should surprise the PCs (DC 20
Wisdom check to avoid the ambush), as they rise up from the
C: Screech +8 vs. MD (1d3 random nearby enemies)—5 floor and move through the walls. Remember, these creatures
psychic damage cannot leave the room. Feel free to telegraph this to the PCs
Natural 16+: The target is stuck (save ends). by mentioning strange wards in the room, or by allowing the
First natural even miss each round: 1d4 nearby Dead Flowers PCs to make a DC 20 Intelligence check to understand how
soldiers hear the alarm and join the battle. hauntings work.
Limited use: 1/round, when the escalation die is even. Icon relationship: A PC who holds an unspent icon
relationship with the Lich King or the Priestess can spend it
Gem eyes: The skull can sense the unseen and things from to negate the ghostly ability of all hauntings in the battle for a
beyond the world. A wizard using a blur spell, a rogue shadow single round.
walking, and other similar abilities offer no protection from
the skull and its screech attack. (If the PCs come up with a #/Level of PCs Bound Soul Haunting
plausible tactic to bypass the skull, give the skull a normal 3 x 1 level
st
4 1
save to detect them.)
4 x 1 level
st
7 1
Immobile: The skull can’t hop, jump, roll, or fly. It can’t even
5 x 1st level 9 1
move its jaw.
6 x 1 level
st
8 2
Lost opportunity: This creature can’t make opportunity attacks.
3 x 2nd level 7 1
Move-triggered: When an enemy nearby the skull uses a move
4 x 2 level
nd
7 2
action to move, the skull can make a screech attack against
that creature as a free action that interrupts the move. The 5 x 2nd level 10 2
skull can use this ability twice per round. Shadow walking,
6 x 2 level
nd
13 2
teleporting, and other non-standard modes of movement
trigger the screech attack.

AC 18
PD 17 HP 38
MD 13

25
Crown of Axis

Bound Soul
Sad little death in life; sad little life in undeath.
Skitter Lizards
These dog-sized descendants of a gladiator’s escaped pets sneak
3rd level mook [undead] out of the warrens at night in search of refuse or small animals
Initiative: +6 to eat. Sometimes, a meal comes to them.
Vulnerability: holy Battle tactics: The skitter lizards are cunning beasts. If
you are feeling ambitious, try incorporating some of the skitter
Life-stealing touch +7 vs. PD—5 negative energy damage.
lizards in with the Dead Flowers battles.
Vengeance: When three or more bound souls are destroyed in battle, Icon relationship: A PC who holds an unspent icon
any remaining bound souls get +2 to all attacks and damage. relationship with the Three can spend it to either expand their
crit range against skitter lizards by 2 (crit on 18+) or gain 16+
Bound haunting: This creature is bound to the area of the resistance against skitter lizard attack damage. These benefits
warrens in which the PCs encounter it, and cannot leave. last for the rest of the adventure but don’t extend to the PC’s
allies, because sharing isn’t in the Three’s nature.
Flight: A bound soul drifts through the air, then moves swiftly
to attack its target. #/Level of PCs Striped Skitter Lizard Skitter Lizard

Ghostly: This creature has resist damage 14+ to all damage 3 x 1st level 4 1
except holy damage. A bound soul can move through solid 4 x 1 level
st
7 1
objects, but can’t end its turn inside them.
5 x 1st level 5 2
Unnatural touch: While the bound soul is present in an area,
6 x 1 level
st
8 2
the temperature becomes icy cold.
3 x 2nd level 4 2
AC 18
PD 16 HP 10 (mook) 4 x 2 level 7 2
nd

MD 13 5 x 2nd level 7 3

Mook: Kill one bound soul mook for every 10 damage you deal 6 x 2 level
nd
10 3
to the mob.
For all skitter lizards
Haunting Hisssss: A skitter lizard won’t attack a creature that’s rubbed
Nasty death in life; nasty intentions in undeath. some sort of acrid scent—such as citrus oil or strong
2nd level spoiler [undead] perfume—on its body or armor.
Initiative: +6
Vulnerability: holy Skitter Lizard
2nd level wrecker [beast]
Warmth-stealing touch +7 vs. PD—7 negative energy damage Initiative: +6
Natural 18+: The target chooses to either take 5 ongoing
negative energy damage (hard save ends, 16+) or lose Savage chomp +6 vs. AC—7 damage
one recovery, as the haunting steals away some of its life Natural even hit: The skitter lizard can make a tail whip
essence. attack as a free action.

Bound haunting: This creature is bound to the area of the C: Tail whip +7 vs. AC (up to 2 nearby enemies in a
warrens in which it’s encountered, and cannot leave it. group)—4 damage.
Flight: The haunting drifts through the air, then moves swiftly Nastier Special:
to attack its target. Lethal poison: On a critical hit with savage chomp, the target
also takes 3 ongoing poison damage.
Ghostly: This creature has resist damage 14+ to all damage
except holy damage. A haunting can move through solid AC 17
objects, but can’t end its turn inside them. PD 15 HP 40
Unnatural touch: While the haunting is present in an area, the
MD 11
temperature becomes icy cold.

AC 16
PD 14 HP 30
MD 11

26
C l e a r i ng t h e Wa r r e n s

So, the PC Troglodyte


2nd level spoiler [humanoid]
Wants a Lizard Initiative: +4
A ranger or druid can make a skitter lizard their pet or animal
Club +6 vs. AC—8 damage
companion, if they have the appropriate class talent and the
Miss: Damage equal to the penalty the trog’s stench currently
position is currently vacant. (During character creation you
imposes on the target.
might choose to tell the player they can find a pet or companion
during this adventure, which gives it a fun origin story.) Have
R: Javelin +5 vs. AC—6 damage.
them describe how they track one down and win it over to their
side. A striped skitter lizard can be a pet, and has access to the Chameleon: Underground, or in swamps and rivers, attacks
agile, counter-bite, poisonous, and scout abilities. A skitter against troglodytes by enemies who aren’t engaged with them
lizard can be an animal companion: use the stats for either the take a –4 penalty.
boar or the snake on page 121 of the 13th Age core rulebook, and
drop the hisssss ability that limits who and what it can attack. Trog stench: Trogs spray scents that stink so badly, other
humanoids take penalties to all attacks, defenses, and saves
when engaged with a troglodyte or when nearby three or
more troglodytes. Non-humanoids usually aren’t affected.
Striped Skitter Lizard Humanoids affected by trog stench can make a normal save
3rd level mook [beast]
at the end of each of their turns, though they’ll be taking a
Initiative: +7
penalty. If the save succeeds, the humanoid can ignore all trog
Nasty bite +8 vs. AC—6 damage. stench for the rest of the battle.
Trog stench penalties vary for different humanoid races:
AC 19 –4: Elves, gnolls, gnomes
PD 17 HP 11 (mook) –3: Humans, halflings, half-elves, holy ones, tieflings, most
MD 13 everyone else
–2: Half-orcs, dragonics
Mook: Kill one striped skitter lizard mook for every 11 damage –1: Dwarves
you deal to the mob. –0: Forgeborn

Treasure AC 18
A skitter lizard nest contains 3d6 eggs, worth 5 gp each to PD 17 HP 38
professional chefs and collectors of exotic animals. MD 13

Troglodytes Treasure
A few days ago, something—perhaps the construction work on The trogs’ gold arm bracelets radiate malevolent magic, and are
the amphitheater, or the raucous songs and laughter of the Dead engraved with abstract designs that seem to writhe when you
Flowers—drew the attention of the trog tribes that dwell in look at them too long. A PC who claims them begins to have
lightless caves deep beneath the city. Tonight, of all nights, they strange dreams about a wondrous, glittering city deep in the
have emerged to feed. underworld—a city in which they belong. All right-thinking
Battle tactics: The troglodytes, due to their club attack and merchants refuse to buy these items, but a certain type of dealer
their chameleon ability, love hit-and-run tactics. Have them check in forbidden things would be extremely interested in them,
to disengage when they can, and dart in and out of combat, relying perhaps offering a trade.
on their chameleon ability to make them harder to hit at range.
#/Level of PCs Troglodyte
3 x 1 level
st
2

4 x 1st level 3

5 x 1 level
st
4

6 x 1st level 4

3 x 2 level
nd
3

4 x 2nd level 4

5 x 2 level
nd
5

6 x 2nd level 6

27
Crown of Axis

Warren Spiders Sisathra


2nd level caster [humanoid]
Long ago, the ettercap Sisathra learned that an ancient site Initiative: +6
of power dedicated to the Emperor was hidden beneath the
abandoned Crown of Axis amphitheater. She made her home Sacrificial dagger +7 vs. AC—7 damage
in its warrens so she could study it, and perhaps discover its Natural 16+ hit: Sisathra can use the web that burns an
secrets. Her continuous prayers and sacrifice to the Mother of the additional time this battle.
Void have caused the spiders of the warrens to grow unnaturally
large and intelligent, and they obey her commands. Sisathra and R: The skein of pain +7 vs. MD—7 psychic damage, and until
Skullface have a non-aggression pact: Skullface shares secrets the end of the battle, the target takes 3 psychic damage each
about Axis that the Dead Flowers learn, and Sisathra keeps her time it fails a save.
spiders from eating Skullface’s gang members.
Battle tactics: As mentioned in the trouble table entries, C: The web that burns +7 vs. PD (1d3 nearby enemies in a
the warren spiders can only be found in specific locations, and group)—5 ongoing acid damage
they announce their presence with their webs. Natural even hit: The target is hampered (save ends).
Icon relationship: A PC who holds an unspent icon Limited use: 1/battle.
relationship with the Elf Queen or Prince of Shadows can
spend it to bargain with Sisathra. In exchange for a secret the Goopy webs: When a 4th level or lower enemy rolls a natural
PC knows related to their backgrounds, One Unique Thing, or 1–5 with a melee attack against Sisathra, that enemy is dazed
icon relationships, Sisathra shares a secret she knows about the (save ends).
adventure. At any time during this adventure, this player can ask
the GM one question and the GM will answer truthfully—this is AC 18
the secret Sisathra whispered to them. PD 12 HP 32
The table below represents battles where Sisathra is not MD 16
present. The battle building table that includes Sisathra is
on page 20, along with the text on her usual location—the
Chamber of the Terrible Emperor. Uncomfortably Big Spider
2nd level blocker [beast]
#/Level of PCs Uncomfortably Big Spider Initiative: +6
3 x 1st level 2 Bite +7 vs. AC—6 damage, and 3 ongoing poison damage
4 x 1 level
st
3 Natural even hit: The target also takes 2d4 ongoing poison
damage if it’s dazed or stuck.
5 x 1st level 3

6 x 1 level
st
4 C: Web +7 vs. PD (up to 2 nearby enemies in a group)—5
damage, and the target is stuck until the end of the spider’s
3 x 2nd level 3 next turn
4 x 2 level
nd
4 Natural 16+: The target is also dazed until the end of the
spider’s next turn.
5 x 2nd level 5
Wall-crawler: An uncomfortably big spider can climb on
6 x 2 level
nd
6
ceilings and walls as easily as it moves on the ground.

AC 18
PD 16 HP 36
MD 12

28
C l e a r i ng t h e Wa r r e n s

Treasure
Hanging from the spiders’ webs are husks of dead skitter lizards,
Claiming the Reward
and perhaps one or two humanoids whose insides have been Once the heroes finish the job of clearing out the warrens, they
liquefied and sucked out: the surveyors, workers, or hired are to claim their reward from Orna Throng back at her office
guards that went missing. If the PCs search a humanoid body, in the Golden Goblin.
roll a d20. When they reach the door, they find it guarded by four Jade
Fortress mercenaries. They politely tell the PCs that Orna is in
Dead Guard
an important meeting, and to please have a seat in the common
1. 1 magic rune room—it shouldn’t be long. If the PCs insist on going through
2. 1 single-use flask of magic oil the door, the mercenaries shrug and allow them to pass. They
see a worried Orna at her desk and a visibly angry Gharn of
3–4. 1 non-magical weapon, average quality Tregaskis standing before her. He gives the PCs a baleful look
5. 1d8 gp and asks if these are the “adventurers” she hired When she
confirms that they are, he scowls at them, tells Orna “We will
6. 1 healing potion discuss this later, at length,” and exits with a sneer and a swirl of
his cloak.
Dead Surveyor
If the PCs obey the mercenaries and wait in the inn’s
7–8. 1 personal item worth 1d4 gp (jewelry, snuff box, common room, Gharn leaves the office with Orna Throng
flask, etc.) behind him, and the scene plays out in the common room.
9–10. Personal items of no value Once Gharn is gone, Orna collects herself and
congratulates the heroes on their success. She gives them the
11. 2d4 gp agreed-upon reward and waves off the confrontation with
12–13. 1 healing potion Gharn by saying, “These rich nobles always want everything done
exactly their way.” She urges the PCs to enjoy their payday, gives
Dead Worker them an invitation to the grand opening of the amphitheater,
and says she’ll spread the word about the good work they do.
14–15. 1 personal item worth 1 gp The truth?: If they persuade her to tell them what’s
going on—using flattery, threats, or some other means (DC
16–17. Personal items of no value 20 Charisma check)—she admits her bosses told her to hire
18–19. 1d3 gp their preferred troubleshooters for this job—the Jade Fortress
mercenaries. However, she hired the PCs instead, knowing
20. 1 healing potion & 1 magic rune they’d perform just as well without charging the Jade Fortress’
high rates. Yes, she might catch some flak for not obeying
instructions, but the fact is, she took care of the problem.
If they succeed by 5 or more, or have an appropriate
background (related to crime, security, or gambling) or icon
relationship (the Prince of Shadows), Orna confesses she spent
the rest of the mercenary hiring budget to pay off her gambling
debts. Her bosses weren’t exactly happy about it, but they agreed
to take the money out of her wages to make up the difference.

29
Crown of Axis

AN ASSASSINATION
ATTEMPT
In which the heroes’ opponents make their first move in a deadly unpredictable adventurers to wander around Axis telling people
game. what they saw beneath the Crown of Axis.
You could run this battle before the Grand Opening
Sometime soon after the adventure in the warrens, Gharn of
or shortly after, depending on your sense of how things are
Tregaskis hires a crew of assassins to murder the PCs—the
going at the table. If it’s before, when Gharn spots them at the
stakes of House Emberhill’s plot are too high to allow a gang of
amphitheater he is extremely unhappy they aren’t dead yet, and
the encounter becomes much more
tense. Either way, run this battle when
the PCs are out and about in Axis, in
a place where police or hired security
won’t intervene—possibly as they’re
selling off the loot they found in the
warrens.

The Theater
In the proper context, when someone
in Axis murmurs to you that they
have “friends in the Theater” they
mean they can connect you with a
certain trio of assassins who can get
rid of troublesome people for you.
Led by the wyrmspawn dragonic,
Quirdith, these murderers-for-hire
(three ‘principals’ and their supporting
‘troupe members’) got their name
from their talent at disguise and their
skill at staging public assassinations so
they appear to be something entirely
different.

Tactics
The Theater prepares an ambush
for the PCs somewhere public,
persuading anyone in the area to go
somewhere else and replacing them
with troupe members posing as
innocent bystanders. When the PCs
enter the area, Drugov shouts at one
of them, addressing them by name.
Drugov accuses them of doing him
wrong: cheating at dice, reneging on a
debt, wrecking a marriage, abandoning
comrades in battle, stealing, or some
other crime that fits their general
profile. While the troupe member
‘bystanders’ join the argument—some
taking the PC’s side, some taking
Drugov’s side, and others arguing with
each other or generally contributing to

30
A n A s s a s s i n a t ion At t e m p t

the confusion—Quirdith and Janna quietly position themselves


nearby to attack (DC 20 Wisdom check to notice them).
Janna the Strangler—Assassin
Rumor has it Janna is the adopted daughter of the King of Rats
If the PCs refuse to fight, one of the ‘bystanders’ shouts
in Rabbleward, and that he gave her the magical necklace of rats’
that one of them drew a weapon, and the battle begins. The
bones she wears.
Theater’s goal is to get the killing over with quickly and then
vanish, leaving a few troupe members behind as ‘witnesses’. 1st level wrecker [humanoid]
Initiative: +8
Stagehand Troupe
#/Level of PCs Assassin Short sword +7 vs. AC—4 damage.
Thug Member

3 x 1st level 3 0 0 Strangling cord +7 vs. AC—3 damage, and 4 ongoing damage.
4 x 1 level
st
3 0 4 A touch of were-blood: When Janna is not staggered at the start
5 x 1 level
st
3 0 7 of her turn, she heals 5 hp.

6 x 1 level
st
3 1 5 Necklace of the Rat King: Once per battle as a quick action,
Janna can conjure a ghostly swarm of rats. They cannot attack
3 x 2nd level 3 0 5
or be attacked, but they can perform minor acts of distraction
4 x 2 level
nd
3 1 5 or small-scale destruction. They vanish at the beginning of
her next turn.
5 x 2nd level 3 2 5

6 x 2 level
nd
3 2 10 AC 19
PD 15 HP 24
MD 11
Quirdith the Poisoner—
Assassin Drugov the Hammer—Assassin
This dragonic assassin-monk is typically disguised as a loyal
The Hammer can play at being merry, kind, or sympathetic. But
servant of the Emperor, but his blade gleams with a poisonous
when the mask drops, this dwarven assassin is as stony and cold
sheen.
as the mountains.
1st level spoiler [humanoid]
1st level troop [humanoid]
Initiative: +6
Initiative: +4
Scale blade +6 vs. AC—5 damage
Hammer and shield +6 vs. AC—5 damage
Natural even hit: The target takes 3 ongoing poison damage.
Natural even hit: Drugov can make a shield bash attack
C: Shadow vapors +6 vs. PD (1d3 nearby enemies)—4 acid against the target as a free action.
damage
[Special trigger] Shield bash +6 vs. PD—3 damage, and the
Shadows everywhere: Hit or miss, the nearby area around
target is dazed (save ends).
Quirdith is filled with shadowy vapors that make it difficult
to see until the end of the battle. Other creatures in the Shield of the wolf: Drugov deals +1d6 damage on opportunity
vapors besides Quirdith and his crew take a –2 penalty to attacks.
all attacks and defenses.
Limited use: 1/battle, as a quick action. That’s all you got?: Once per battle as a free action, when
Drugov is hit by a non-critical attack, he takes half damage
R: Hand crossbow +6 vs. AC—4 damage from that attack.
Natural even hit: The target takes 3 ongoing poison damage.
AC 17
Step into the shadows: Twice per battle as a move action, PD 15 HP 30
Quirdith can step into heavy shadows, or shadows created by MD 11
his shadow vapors, and step back out of nearby or far away
shadows. He often uses this ability to move next to a target.
When he attacks an enemy after stepping out of the shadows,
he gains a +2 bonus to that attack.

AC 17
PD 11 HP 27
MD 15

31
Crown of Axis

Stagehand Thug Troupe Zombie


These guys are not the sharpest prop swords in the Theater, but 0 level mook [undead]
they are great at using props to bludgeon heroes to death. Initiative: –1
Vulnerability: holy
2nd level troop [humanoid]
Initiative: +6 Dead limb +5 vs. AC—2 damage
Natural 16+: Both the troupe zombie and its target take 1d4
Realistic stage props +7 vs. AC—9 damage
damage.
Natural odd miss: The thug is dazed until the end of its next
turn. Headshot: A critical hit against a troupe zombie deals triple
damage instead of the normal double damage for a crit.
AC 18
PD 16 HP 36 AC 13
MD 12 PD 10 HP 7 (mook)
MD 7
Troupe Member Mook: Kill one troupe zombie mook for every 7 damage you
2nd level mook [humanoid]
deal to the mob.
Initiative: +3

Hand axe or club +6 vs. AC—5 damage


Orc Lord
Kill, kill, kill: Once per battle as a free action, the first
Superior numbers: While there are more troupe members than time a Theater assassin becomes staggered, they let
enemies, the troupe member gains a +1 attack bonus. out an orcish war cry that gives all Theater assassins
and troupe members +1 to damage for the rest of the
AC 18 battle.
PD 16 HP 9 (mook)
MD 12 The Three
Scales of the Black: Once per battle as a free action, the
first time a Theater assassin becomes staggered, they
Mook: Kill one troupe member mook for every 9 damage you
can invoke the name of the Black to give all Theater
deal to the mob.
assassins and troupe members +1 AC for the rest of the

Icon Customization battle.

If you want to give the Theater some iconic flavor, use one of Treasure
these abilities to connect them to a villainous icon with whom Necklace of the Rat King: A number of times per day equal to
the heroes have a negative or conflicted relationship. your Intelligence modifier as a quick action, you can conjure
a swarm of ghostly rats to perform a single act of minor
Diabolist destruction: chew through a rope, shred a scroll, unravel a
We are one in Her light: When a troupe member drops tapestry, befoul rations, and similar actions. The rats cannot
to 0 hit points, each assassin gains a +1 bonus to their attack or be attacked. If used in battle, the rats disappear at
attacks until the end of their next turn (cumulative, max the beginning of your next turn.
+4). Scale blade (recharge 11+): When damage from this weapon
leaves an enemy with 20 hit points or fewer, you deal 5 ongoing
Lich King poison damage to them (champion: 40 hp/10 ongoing damage;
You shall not die, but be transformed: When a troupe epic: 80 hp/20 ongoing damage). Quirk: Speaks in a menacing
member drops, there’s a 50% chance it rises again and hiss.
fights during its next turn as a troupe zombie. Shield of the wolf (recharge 16+): The shield bears the heraldic
symbol of a wolf. When you invoke the aid of the symbol in
battle, you do an additional +1d6 damage on opportunity
attacks (champion: +2d6; epic: +4d8). Quirk: Quick to hold a
grudge.

32
I n v e s t ig a t i v e S c e n e s

INVESTIGATIVE
SCENES
In which the heroes must solve the mystery of who is trying to kill
them, and why. The Investigative
Because this is an adventure for beginning characters, it’s
possible your players are experiencing 13th Age for the first time.
Montage
At any point after the warrens dungeon crawl, whenever the
Collaborative, player-driven worldbuilding is an important part
heroes decide they want to get some answers about their
of the game; so, we’re going to use this as an opportunity to
strange circumstances—or if they start asking lots of questions
hand the reins to the players. In these investigative scenes, they
aloud in an agitated way—ask them if they want to investigate.
build Axis by adding new locations and NPCs. Meanwhile, all
If they say yes, tell them you’re all going to handle this by
that poking around stirs up trouble.
running an investigative montage. In a police procedural on
As mentioned earlier, the middle stages of this adventure
television, this is the part of the show where the detectives hit
are fluid. These investigations might take place after a weird
the streets in search of clues: we see them knocking on doors,
encounter with House Emberhill, or shortly after the first
interviewing witnesses, and showing the victim’s photo to
assassination attempt, or perhaps even after the PCs become
bartenders and delivery people. That’s the scene the PCs are
outlaws, thanks to Emberhill’s machinations (see Tightening
going to play out—not by interacting with pre-generated NPCs
the Screws on page 41).
and locations, but through player improvisation using the 13th
Age montage mechanic.

33
Crown of Axis

Give the players the Neighborhoods of Axis handout


(page 47). Then ask a player to decide on a single question they When to Run an
want to find an answer to—for example, “Who was the man
that glared at us?” or “What’s the significance of that chamber
Investigative Montage
we found?” or “Who were the assassins who attacked us in the Ultimately, the players decide when they want to focus on
marketplace?”. solving the mystery in which they’re embroiled. There are
Once they’ve decided what they want to know, ask the a few points in the adventure where this is likely to happen.
player what kind of person they’d go to in Axis to find the If the players seem to be floundering with no idea of what
answer. Then, ask in which Axis neighborhood that person can direction to go, the following scenes provide opportunities
be found. for the GM to suggest they start looking for clues:
Once you have a type of person and a neighborhood, • After the warrens section, when they first see Gharn of
narrow it down. What’s that person’s name? What’s their job? Tregaskis and mercenaries of the Jade Fortress.
Where exactly do you find them, and what’s it like? Write • After the Grand Opening, when they encounter the
down the information about this new NPC and location, briefly Emberhills.
describe how the scene plays out, and give the player one to • After they’re attacked by the Theater.
three clues from the lists provided that partially or completely • After the battle if they’re attacked by the Jade Fortress or a
answers their question. Eventually, the PCs should have enough group of Axis adversaries.
clues to put them together and see the whole picture.
Once the first montage turn is done, move to the next
player and repeat the process, and then the next. Each player is Lists of Clues
free to continue investigating an already-asked question during Share these bits of information with the players during an
their turn, or to investigate a new question of their own. investigative montage. How many items you want to reveal in
an individual segment of the montage is up to you—the pacing
Heating Up the Investigation largely depends on how much progress the players make in
The longer the investigation takes, the more likely the PCs will putting the pieces together to solve the mystery. If the adventure
run into trouble for asking too many dangerous questions. This feels like it’s dragging, have a source of information draw the
increase in ‘heat’ is represented by the escalation die. curtains, bar the door, look furtively around, and whisper
Start at 1 on the second player’s turn: When the second secrets at length. (Later, of course, the heroes learn this person
player takes their turn in the montage, the GM sets the died in a tragic accident. It’s a shame how often tragic accidents
escalation die at 1. happen to those who speak ill of House Emberhill . . . .)
Increase by 1 per turn to 6: Each turn, the escalation die
advances by 1, to a maximum of 6. Gharn of Tregaskis
Roll for trouble: The GM rolls a d6 each turn. If the result • He wears a silver badge with a tattered banner emblem on it.
is equal to or less than the current number on the escalation • It is the emblem of the Emberhill family.
die, trouble breaks out! The nature of the trouble depends on • He wears a ring with a piece of jade carved to look like a
the GM’s sense of what would be most fun and exciting at that fortified tower.
moment. An NPC might recognize the PCs and run away, or • The Jade Fortress mercenary company gave him the ring to
betray them. (“I’d be happy to answer your questions, just let me signify he is empowered to give orders on behalf of whoever
go into the kitchen for a moment. Please wait here . . . .”) The bad employs the company.
guys might send a gang of Axis adversaries to attack them, or • He wears a blue and black patterned sash that indicates his
even the assassins from the Theater if they haven’t appeared yet. family is from the Axis border territory of Tregaskis.
Reset the heat die to 0 and keep going: Once trouble • Historically, the minor warlord who rules Tregaskis has
occurs, ask the players if they want to continue to investigate, sworn fealty to House Emberhill.
or stop the montage and do something else. If they choose to • He’s a swordsman and sorcerer who serves as retainer to
continue, reset the escalation die to 0 and start the process over House Emberhill—though in private, people also use words
again. Players can start a new investigative montage at any time. such as “fixer” and “leg-breaker” to describe his role—and
Cooling it: A player might suggest a clever way their PC commands the Jade Fortress mercenaries in their employ.
can use their turn in the montage to reduce the amount of heat
the investigation is generating—for example, a skill check with The Jade Fortress
an appropriate background (rogues are especially good at this) • The soldiers wear green cloth badges with a fortified tower
or certain spells or powers that affect the escalation die. The emblem.
whole point of using the escalation die in this montage is to • These badges are the emblem of the Jade Fortress, a famed
keep the players actively engaged, so reward their initiative and mercenary company with thousands of members.
cleverness: when they describe what they do, have them roll a • Most of the company is on campaign fighting giants in the
d6 and reduce the escalation die by that amount. far north under the command of their general, Soonya Sur.

34
I n v e s t ig a t i v e S c e n e s

• House Emberhill, one of the noble houses of Axis, employs • He says the gods gave him the gift of discerning the rise
several hundred Jade Fortress mercenaries as the bulk of its and fall of the ages. He senses the end of this age is coming,
fighting force. followed by a glorious renewal of the Dragon Empire.
• Gharn of Tregaskis, a retainer of Emberhill’s, commands the • He travels with a mute acolyte: a serene, ethereally beautiful
Jade Fortress mercenaries in their employ. young man he calls Iosef.
• The Prophet convinced the Emberhill family Iosef is the
House Emberhill “Hidden Emperor” foretold by their heretical Cult of the
• House Emberhill is one of the First Families of Axis: in Terrible Emperor. They plan to conduct a ritual in the
the Age of Founding, their ancestor fought at the Blessed Chamber of the Terrible Emperor to strip the Emperor of his
Emperor’s side to overthrow the Wizard King. power and elevate the Hidden Emperor to iconic status.
• Since then, each head of the house has held the title • The Prophet of the Ages is secretly an agent of an enemy
Defender of the Fields of Amroth, which lie within their icon, and the “ritual” is a magical attack on Axis itself. (See
holdings. The family prides itself on being the first line of the options on page 5 for who the Prophet might be, and
defense against invaders, and has fought in every major war what this attack might look like.)
in every age.
• The current head of House Emberhill is the matriarch, The Theater Assassins
Duchess Almyra. • The attackers are a crew of professional assassins.
• Other members of House Emberhill include Duchess • This crew is called the Theater, because of their approach to
Almyra’s brother, Martius; her sons, Corbus and Grimoald; staging killings.
and her daughters, Berchildis and Radegund. • The three “principals” of the Theater are a dragonic named
• Gharn of Tregaskis is their loyal retainer, and commands the Quirdith the Poisoner, a human (rumored to have wererat
Jade Fortress mercenaries in their employ. (During wartime, connections) named Janna the Strangler, and a disgraced
they would raise additional troops from the people living on dwarf named Drugov the Hammer.
their lands.) • Clients turn to the Theater when they want to make a death
• It’s rumored their status in the Emperor’s court has declined look like an accident—or the result of an unrelated dispute.
as the family has become more withdrawn and isolated, • Sidir, a terrifying underworld figure who calls himself the
preferring to dwell on past glories than the needs of the “King of Murder”, can connect clients with assassins of
present day. any specialty. People who come to Sidir asking about his
• Lately, they’ve become patrons of artists whose work business dealings tend not to return, but there are always
celebrates past ages: composers, poets, playwrights, people in the criminal underworld desperate enough to
novelists, painters, and sculptors. Their most recent trade information for gold, or a favor.
contribution to cultural life was the purchase and renovation • A low-level criminal in Sidir’s orbit reveals that a well-
of the Crown of Axis. dressed swordsman who wore a silver badge with a tattered
• The family has a new spiritual advisor—a charismatic mystic banner emblem on it, a jade ring, and a blue and black
who calls himself the Prophet of the Ages. patterned sash recently visited Sidir.
• The Emberhill family are members of the Cult of the • That swordsman is Gharn of Tregaskis, a retainer in service
Emperor, who worship the Emperor as a god. to House Emberhill. In underworld terms, Gharn is the
• The family actually worships the Terrible Emperor: a family’s “fixer”.
harsh, cruel, oppressive monarch of a past age, who was
overthrown by monks inspired by an icon called the The Chamber of the Terrible Emperor
Grandmaster of Flowers. • The amphitheater that came to be known as the Crown of
• The Prophet of the Ages has convinced the family that Iosef Axis was built in the age of the Terrible Emperor.
(his mute acolyte) is the “Hidden Emperor”, an icon their • At its dedication, the Terrible Emperor himself consecrated
cult believes is the reincarnated Terrible Emperor. it to the Dark Gods whose domain is war.
• They plan to conduct a ritual in the Chamber of the Terrible • In those early days, it had a reputation as the most lethal
Emperor on the night of the new moon—two days from arena in the city: most of its gladiators were convicted
now—to strip the Emperor of his power and elevate the criminals given a chance to die for the glory of the Emperor.
Hidden Emperor to iconic status. • According to legend, the Terrible Emperor’s evil spellcasters
• The Prophet of the Ages is lying to the Emberhills to conceal used a ritual chamber in the warrens to gather necromantic
a deadly threat to Axis. power from the sacrificial deaths of gladiators in the
arena overhead. They channeled this power into spells to
The Prophet of the Ages strengthen the Terrible Emperor and send sickness and
• The Prophet of the Ages was first seen in House Emberhill’s death to his enemies from afar. When the chamber was
manor several months ago, where he was introduced as the discovered after the Terrible Emperor’s fall, an exorcist-
family’s new spiritual counselor. monk claimed to sense the spirits of the slain gladiators
• The Prophet claims to be from the Red Wastes, and to have within it. On her advice, the new Emperor had the chamber
spent the last twenty years as a hermit, meditating in the ritually purified and sealed off.
ruins of the Golden Citadel.

35
Crown of Axis

A common stereotype about Axis residents is that Competent Adversary


they’re ready to fight at the drop of a hat. This is 1st level troop [humanoid]
inaccurate: they are also ready to fight if you’re Initiative: +5
wearing a hat, or if you say the word hat.
Serious weapon +6 vs. AC—5 damage.

R: Serious ranged weapon +6 vs. AC—5 damage.

Axis Adversaries AC 17
PD 15 HP 27
One of the fun things about adventures set in large cities is that MD 11
they’re filled with potential opponents: arrogant nobles looking
for trouble, guards, tavern brawlers, gang members, and other
adventurers. Where would heroes be without easily confounded Brute Adversary
members of the Watch; the elite bodyguards of a master villain; Double-strength 1st level wrecker [humanoid]
or the hulking, knuckle-cracking giant who just loves crushing Initiative: +3
spines?
Use these monsters to build battles quickly and easily Huge weapon +7 vs. AC—10 damage, and the target pops free
during an investigative montage, or whenever the players find Natural 16+: The target is dazed (save ends).
trouble in Axis. Use the special abilities in the Customization
section to give them a distinctive flavor based on either their R: Nasty thrown weapon +6 vs. AC—9 damage
district or their role. Natural 18+: The target is dazed (save ends).
Nastier Special
#/Level of Bumbling Competent Brute
PCs Adversary Adversary Adversary Out of the frying pan: If the escalation die is at 2 or higher, and
the brute adversary rolls a critical hit against an enemy, the GM
3 x 1st level 10 1 0 has the option to take the adventure in a different direction.
4 x 1 level
st
5 1 1 Instead of taking damage, the target(s)—and all other player
characters in the battle—are knocked unconscious. (If they
5 x 1st level 10 2 1 aren’t engaged, an unseen enemy sneaks up behind them and
6 x 1 level
st
10 3 1 conks them on the head.) They all wake up a short time later in
custody—a Watch jail cell, a palace dungeon, a criminal gang’s
3 x 2nd level 12 1 1 headquarters, or whatever else is appropriate. Each player
4 x 2 level
nd
12 2 1 makes icon rolls and keeps rolling until at least one player has
a result of 5 or 6. Players who gain an icon relationship can
5 x 2nd level 18 2 1 describe how they use their connection to the icon to get some
6 x 2 level
nd
18 3 1 benefit from the situation. For example, they can describe
something useful or valuable nearby that they get to take with
them when they leave, gain valuable knowledge from their
Bumbling Adversary captors, or devise a brilliant escape which they then narrate.
On a result of 5, the GM introduces a new complication tied
1st level mook [humanoid]
to their captivity: perhaps a stronger foe now pursues them, or
Initiative: +3
they owe a debt to the cellmate who tells them how to escape
Light weapon +6 vs. AC—4 damage (or the gang leader who lets them go free).
Natural 1: The bumbling adversary is taken out of the fight in
an entertaining way. Another bumbling adversary engaged
AC 17
with the target can take advantage of the distraction to
PD 15 HP 54
make a light weapon attack as a free action.
MD 11

R: Light ranged weapon +6 vs. AC—3 damage.

AC 17 I recommend not using out of the frying pan more


PD 15 HP 7 (mook) than once in an adventure—unless you want to
MD 11 treat it as a running joke. (“We’re in a cell again?!”)

Mook: Kill one bumbling adversary mook for every 7 damage


you deal to the mob.

36
I n v e s t ig a t i v e S c e n e s

Customization Tavern Brawler


Axis adversaries often have special advantages, based on their Oh, yeah?: When the tavern brawler first becomes staggered, it
job, district, social class, or other factors. Use these advantages can make a counterpunch attack as a free action.
to give competent or brute adversaries the heroes encounter a
[Special trigger] Counterpunch +6 vs. AC—5 damage.
distinctive flavor in battle.
Wizard
Arena Town Muscle Axis is the City of Swords, but that doesn’t mean a hero won’t
Bouncer: On a natural 16+ hit with the arena town muscle’s
end up on the wrong end of a wand! Re-skin the wizard’s attacks
melee attack, the target pops free.
as magic, with “special effects” that resemble 1st level spells such
Belligerent Aristocrat as acid arrow, color spray, ray of frost, and shocking grasp. In
A bit of help, if you please: When the belligerent aristocrat is addition, give the wizard any or all of the following abilities:
first staggered, one nearby belligerent aristocrat can pop
free (if engaged) and make a free move action to engage the R: Magic missile (one nearby or far away enemy)—2
attacker. automatic force damage
Limited use: 1/round, as a quick action.
Garrison Police
You’re nicked: Targets engaged with Garrison police must roll a Abjuration: Once per battle after making an attack, the wizard
16+ to disengage. can gain a +2 bonus to AC until the end of their next turn.

Imperial Home Guard Counter-magic: Once per battle, when targeted by a spell, the
War-armored: Once per battle, an Imperial Home Guard may wizard can make a saving throw. If it succeeds, the spell
ignore all damage from a hit (but not a crit) against AC. is canceled—and the attacker loses the action they were
using for the spell. If the spell had a limited use, that use is
Magical Brute expended if the attacker’s natural attack roll was even.
The magical brute adversary is a magical beast, construct,
zombie, or other strange creature, and gains the unstoppable Evocation: Once per battle, the wizard can evoke an attack. On
ability. a hit, the attack does double damage. On a miss, the attack
does full damage. On a natural 1–3, the wizard disintegrates,
Unstoppable: When the magical brute drops to 0 hp, it does not is sucked through a portal into another reality, or is dragged
immediately die. Ignore any damage in excess of 0 hp, roll away to the Abyss by demons.
2d6, and give the brute that many temporary hit points. No
other healing can affect the brute or give it more temporary Wyrmshadow Guardian
hit points: when the temporary hp are gone, the brute dies (or Dragon’s breath: Once per battle on a natural 16+ hit with
falls into pieces, rots away, vanishes, etc.). its melee attack, a Wyrmshadow guardian can make an
alchemical fog attack against a nearby target.
Palace Guard
Always alert: When on the grounds of their palace, a palace C: Alchemical fog +6 vs. PD (1d3 nearby enemies)—3
guard cannot be surprised or ambushed. Also, attempts to damage, and the target is dazed (save ends).
sneak past them take a –2 penalty.

Private Patrol (Goldring and Upside)


Beatdown: If more than one private patrol guard is engaged with
a staggered target, add +2 to their melee attack rolls.

Rabbleward Cop
Fight dirty: On a natural 16+ hit with the Rabbleward cop’s
melee attack, roll 1d4:
1. Spike ‘em—the target takes 5 ongoing poison damage.
2. Blind ‘em—the target is hampered and can’t make ranged
attacks. The target can end the effect by splashing liquid
into their eyes or using a similar act as a standard action.
3. Gut-punch ‘em—the target is weakened (save ends).
4. Kneecap ‘em—the target is vulnerable (save ends).

37
Crown of Axis

THE GRAND OPENING


In which the heroes observe how the wealth, status, and egos of You might decide Orna sensed she was marked for death and
the rich and powerful in Axis are made manifest in the spectacle went into hiding, and she’ll turn up during an investigative
of the games, and behold the faces of their true enemies. montage to tell the PCs what’s really going on in the Crown of
Axis. If you want to highlight how merciless House Emberhill
Twilight descends on the city, and people are thronging to the
is, the PCs might instead find her body walled up in the warrens
newly reopened Crown of Axis—the legendary amphitheater
behind freshly-laid brick.
restored to its former glory, or so its new owners promise.
Action: The games begin with a dazzling display of
Heralds proclaim the grand opening in the public markets.
fireworks booming and crackling overhead, as musicians play
Exclusive invitations arrive at the homes of the city’s most
influential citizens and distinguished visitors. Some say the
Emperor himself will attend, though smart fans of the games
know full well this isn’t true—it’s the arena’s promoters
spreading rumors.
The heroes don’t have to attend the arena’s grand opening,
and if your players aren’t interested, don’t force it. If they do
attend, they will enjoy the reward for their earlier warren-
crawling, and encounter the adventure’s chief antagonists: the
sinister aristocrats of House Emberhill; House Emberhill’s new
spiritual advisor, the Prophet of the Ages; and a silent, oddly
beautiful man named Iosef who accompanies the Prophet.

Describing
the Scene
Describe the scene at the amphitheater for the
players: a sold-out crowd of people who are
laughing, arguing, and singing; the smells of food
cooking, perfumes, and closely-packed bodies in the air.
Earlier, we asked you to think about in which season the
adventure takes place—are people dressed in light
summer wear? Or are they bundled up in furs, their
breath steaming in the cold? Do the food vendors at
the stalls outside the arena and roaming the stands
offer ices and melons, hot chai and spiced skewered
lamb, or mulled wine and piping-hot buns filled
with beef or pork? Do the stars shine brightly in a
clear sky, or is it overcast?
If the PCs head down into the warrens, they
quickly find themselves in the way of the
beehive of workers getting ready for the
spectacle. The gladiators are warming up
in their cells, chatting amiably with each
other as they stretch. The hole in the wall
that leads to the Chamber of the Terrible
Emperor is blocked by a large wooden panel
bearing a “DO NOT ENTER” sign, with two
Jade Fortress soldiers standing watch.
If the PCs look for Orna Throng,
someone tells them she resigned from her
position and left Axis in a hurry, due to a
family emergency. The new manager is the
retired dwarven gladiator Firez of the Fire Halls, a
friend of Orna’s from her early days as a gladiator.

38
Th e G r a n d O p e n i ng

an Imperial marching song—some in the crowd look delighted beyond this world. Then, the first gladiators emerge from the
and sing along with gusto, while a few seem uncomfortable. warrens and begin the ritual of battle.
(A monk PC immediately recognizes it as a song from the age
of the Terrible Emperor. A PC with a background related to Player Characters in the Arena
the history of the Empire can do so with a DC 15 Intelligence If your players want their characters to fight in the arena . . . oh,
check. A PC with experience in the Empire’s armies knows it’s a who are we kidding? Of course, they will—build battles using
favorite of soldiers who long for a return to what they imagine the Axis adversaries (see page 36). Here are some rules for PC
as the “good old days” of iron-fisted rule.) gladiators.
The fireworks and music come to an end, and lights Getting into the game: If the PCs successfully cleared the
shine on the owners’ box as a herald introduces Duchess warrens at the Crown of Axis, the manager of the amphitheater
Almyra, Defender of the Fields of Amroth, Matriarch of House is willing to give them a shot. If you want to use these rules in
Emberhill. A woman dressed in black and purple robes and another adventure to have your players fight in a different arena,
elaborate gold jewelry that sparkles with gems steps forward— have them make a DC 15 skill check for Strength, Dexterity,
she is small in stature, but her presence has the force of one or Charisma with an appropriate background, and describe
belonging to an ancient house. Small, glowing spirits hover how they’re trying to impress (or otherwise persuade) the fight
around her head, magically amplifying her voice: manager in such an audition.
Armor: Gladiator armor protects player characters as if
My fellow citizens, and devoted subjects of our glorious
it were light armor. Anyone not proficient in light armor takes
Emperor. I speak to you on an historic occasion: the
only a –1 attack penalty when wearing gladiator armor. Player
rebirth and renewal of an arena that stands for the
characters gain a +5 bonus to the first death save they make
greatness of the Dragon Empire. Until recently, it was a
while wearing gladiator armor, but if they roll a natural 16+,
ruin—brought low not by force of arms, but by neglect.
they don’t get up. Instead, they heal to 0 hit points and stop
Apathy. A decline—dare I say it—of the pure, warlike
making death saves, though they are still unconscious and
spirit that first made Axis great. But House Emberhill
helpless.
has never forgotten that the true strength of the Dragon
Crested helmets: In a crest-taking battle, a PC can choose
Empire lies in blood and steel. Just as the gods of war
to become dazed (–4 to hit) and deal half-damage when
have blessed us with a rebirth of this, the Crown of
attacking their opponent. If they hit with a natural even roll,
Axis, let us all pray they send a spirit of rebirth to
they knock off the target’s crest. If the target is staggered, the
our beloved Empire. And now, I declare the official
PC knocks off the crest with any successful hit.
reopening of the Crown of Axis with the sacred words
Dismemberment: Arena games are set up for limbs to fly,
that have not been heard within its walls for ages: let
so welcome to No-Arms Town, PCs! When the escalation die
the games begin!
reaches 3, a natural attack roll of 16+ against a staggered enemy
As the crowd roars, the lights blaze—illuminating the hacks off a limb of the GM’s choice. When the escalation die
floor of the arena. The Duchess takes her seat with her family, reaches 4, that becomes a natural 11+; at 5, it is a natural 6+,
a mysterious golden-robed figure, and a beautiful young man and at 6, every attack that hits removes a limb. A dismembered
whose gaze seems—even from a distance—fixed on something target is stunned until the end of its next turn. Healers reattach
all severed limbs (both PC and NPC) after the match with no

Arena Montage lasting damage.


Ending a fight: The judge (GM) can decide it’s time to end
You can keep the combat in the arena purely in the a fight (and perhaps the match) between two engaged gladiators
background while the PCs talk to people, pick audience when it looks like one is clearly going to win. A thumbs-up
members’ pockets, carouse, or try to investigate (or pick a simply ends the fight. A thumbs-down ends the fight by having
fight with) Gharn and the Emberhill family. It might be fun, the winner deliver a final blow. If the losing gladiator is obeying
though, to run at least one arena battle—either the first one tradition, the winner scores an automatic hit with their attack.
or the main event—as a montage. In a normal match, this automatically drops the target to 0 hit
Introduce the combatants with their names and a points; the target is unconscious and helpless but does not have
brief description: where they’re from, their appearance, to make death saves. In a death match, it’s an automatic critical
their chosen weapons, and how the audience reacts to hit.
them. Then, have one of the players choose a gladiator and If a fight ends and the match is still going on, the loser
describe their opening attack against another gladiator. The leaves or is carried out of the arena and the winner finds
next player describes the result of that attack, and how the another enemy to fight. When a match ends, the judge
defending gladiator responds. Keep going around the table, announces the winners and awards prizes.
giving a blow-by-blow account of the event, until it reaches a Healing: If fighting in the arena is just a fun, one-time
satisfying conclusion, and a winner is announced. (The rogue thing, restore all PC gladiators to full hit points at the end of the
in the group is encouraged to take bets, and perhaps find a event. If fighting in the arena becomes an important part of the
way to cheat a bit.) game for your group, treat each arena battle as a normal battle,
and healing as normal healing. The arena healers are only there
to reattach severed limbs, not to act as walking healing potions.

39
Crown of Axis

To the Victor Go the Spoils


If Heroes are (and Don’t Forget to Tip Your Healer)
Gladiators: If a PC fights as a gladiator and wins their bout, Firez presents
them with 500 gp and a special iron coin with a stylized crown
Fighting in Spirit on it, which indicates they fought and won in the Crown of
If there are PCs in the audience, have them participate Axis.
using the Fight in Spirit rules in the 13th Age core rulebook Firez tells the heroes it’s customary for winners to tip the
(page 166). Fighting in spirit is a special combat action healers working at the event at least 1 gp each. Failing to do so
that represents how your character helps or inspires party invites bad luck in the arena!
members when you are out of the fight altogether. Once per
round, players can specify how their character is fighting Introducing
in spirit alongside the other party members. For example, a
barbarian might say, “The fighter has watched me rage during
the Bad Guys
all these fights, and now, seeing me cheer him on, he feels a Duchess Almyra’s speech, dress, and whole . . . deal . . . should
little bit of my rage coming on. He gets a bonus on his attacks.” telegraph to the players that House Emberhill is extremely bad
Fighting in spirit grants a character +2 to attacks, AC, PD, or news. If they start asking questions around the amphitheater,
MD, and +1 thereafter. If the fight is still on, and a player has run an investigative montage (page 33) within the confines of
something else to add to the story, they should sell it to the the building—they could talk to attendees, merchants, workers,
GM. Obviously, it’s more interesting if players make up new or even gladiators recovering in the warrens after their matches.
stories; if they keep trying to use the same story, they aren’t Considering the wide array of people at this event, they can
following the spirit of this rule and don’t provide a bonus. learn everything publicly known about House Emberhill, Gharn
of Tregaskis, the Jade Fortress, and the Prophet of the Ages in
Prizes: The lower-end amphitheaters reward their winners this scene.
in silver coin. Higher-tier amphitheaters reward winners with Neither the Emberhills nor Gharn of Tregaskis attack the
silver or gold, and the top amphitheaters—where the best, most PCs here, preferring to deal with these inconvenient adventurers
famous gladiators fight—award large amounts of gold to both at a time and place of their choosing. If the players are keen
winners and losers, though the winners receive a lot more than on attacking the Emberhill nobles, remind them that trying to
the losers. murder the owners of the amphitheater they’re in—who are also
Along with money, the winner or winners typically receive a one of the city’s oldest and most respected families—won’t end
prize. Depending on the amphitheater, these might include a shed well for them. If the PCs challenge them to a duel, they dismiss
dragon horn (the greater the age of the dragon, the more valuable the challenge with chilly amusement as being beneath them.
the horn), a beautifully-wrought weapon or helmet, a cask of If the PCs attack the nobles, they’re immediately swarmed by
wine, a ring worn by a legendary gladiator, or a side of beef. arena guards; end the scene with the PCs are dragged away in
Temporary background: The first time a PC fights as irons (the mocking laughter of the nobles and Gharn ringing in
a gladiator in an arena, they gain a two-point temporary their ears), and begin a new scene where they’re locked up in an
background: “Axis gladiator”, which lasts only for this adventure. Axis dungeon, challenged with figuring out their escape. If the
If the PC already has a gladiator background, it’s now temporarily PCs attack Gharn, or provoke him into a fight, let the PCs battle
2 points higher. Once during the adventure, that character’s him and his Jade Fortress mercenaries for a couple of rounds
player can reroll a failed skill check to which the “Axis gladiator” before the arena guards grab the PCs and throw them out of the
background could apply. If they want to keep this background, amphitheater and into the street.
you could let them swap points around—they’re only first level,
so this can be one of their formative experiences—or they could
take the Further Backgrounding feat.

40
C r o s s e d Swor d s a n d D ou b l e - C r o s s e s

CROSSED SWORDS
AND DOUBLE-CROSSES
In which blood continues to be spilled in Axis, as befits its nature This is also a great time to stage the big battle with Gharn
as the City of Swords, and our heroes discover plots within plots. and the Jade Fortress. The heroes might run the villainous
Gharn through with a sword or give him some other satisfying
The heroes’ tenacity, and their annoying habit of surviving
death; or compel him to surrender and take him captive. They
battles, finally causes the Prophet of the Ages—the villain
might even appeal to his loyalty to the Empire by revealing the
behind this entire sequence of events—genuine concern. These
Prophet’s scheme is actually an assault on the city.
ruffians could seriously disrupt their plans for the Hidden
In fact, it’s up to you to decide how much Gharn knows
Emperor’s supposed ascension to icon status! The Prophet tells
about his employers’ cultic activities and sinister plans, and how
House Emberhill that it is time to deal firmly with them.
he feels about them. He might be in on the scheme, but he could

Tightening the Screws just as easily be a loyal retainer carrying out orders without
knowing their true purpose. Maybe he has his limits as a bad
Let the heroes know a magistrate of His Majesty the Emperor’s guy and considers overthrowing the Emperor as out of bounds.
government has issued a warrant authorizing House Emberhill If this is how things play out, Gharn could become the heroes’
to apprehend them on criminal charges, using deadly force if grudging ally (for now) though his scared oath forbids him to
necessary. There are several ways to do this: take up arms against House Emberhill.
• A friendly NPC warns the heroes. If the players really, really want Gharn or the mercenaries
• The heroes spot Jade Fortress mercenaries searching for to fight by their side, handle this by treating them as a resource
them in locations where they’ve spent time, or interrogating the PCs can draw on in battle. Use a variation of the Fight in
NPCs they’ve met about their whereabouts. Spirit rules: once per round, a player can narrate how Gharn
• They see wanted posters with drawings of themselves posted helps their character, granting them +1 to attacks, AC, PD, or
around Axis. MD. Each time a player does this, have them roll a d20 and
• Jade Fortress mercenaries—or members of the Imperial subtract the current value of the escalation die. If the modified
Home Guard—see them in public or kick in the door of their result is less than 11, Gharn is injured and out of the fight. On a
lodgings and try to arrest them, ideally leading to an exciting modified result of 1–5, Gharn is slain.
chase and battle.

The charges are false, of course, but connected to something


The Swords of
the PC’s have actually done. They might be accused of stealing
something from the warrens, rigging the games during the
Emberhill
Icon relationship: A PC who holds an unspent icon relationship
arena’s grand opening to cause a gladiator’s injury and defeat, or
with the Emperor or Crusader can spend it to draw upon their
trafficking in stolen goods (the loot from the warrens—nobody
knowledge of tactics and cancel the Jade Fortress mercenaries’
said they could sell it, just that they could keep it).
build the fortress ability.
Whatever the charge, the fact is House Emberhill used its
connections to persuade a magistrate (named Cranch Threeloft,
Jade Fortress
if anyone asks) to issue a warrant so they could legally put the #/Level of PCs Gharn of Tregaskis
Mercenary
PCs on ice—either permanently or long enough for their plan to
succeed. Our heroes must clear their names or forever remain 3 x 2nd level 2 1
hunted fugitives within the borders of the Dragon Empire.
4 x 2nd level 3 1
This section is where the investigative montage reveals
the truth of the matter, if it didn’t already earlier: the Emberhill 5 x 2 level
nd
4 1
family are cultists under the sway of the Prophet of the Ages;
6 x 2nd level 5 1
the Prophet’s young companion is a proto-icon called the
Hidden Emperor, whom they plan to elevate to iconhood in the 3 x 3 level
rd
3 1
Chamber of the Terrible Emperor; and they plan to conduct
4 x 3rd level 4 1
this ritual in less than two days’ time, during the night of the
new moon. The PCs also might learn the true identity of the 5 x 3 level
rd
5 1
Prophet, and that “Iosef ” is actually a living spell that will be
6 x 3rd level 7 1
activated by the ritual—like a bomb smuggled into the very
heart of Axis. If not, you should have fun making these facts
explosively apparent at the climax of the adventure.

41
Crown of Axis

Gharn of Tregaskis Jade Fortress Mercenary


A loyal retainer to the House of Emberhill, the fifty-third of As stone-faced as their name suggests.
his line to serve. Never seen in public without a retinue of Jade
2nd level troop [humanoid]
Fortress mercenaries, Gharn’s function is simple: eliminate all
Initiative: +6
obstacles to the family’s ambition.
3rd level spoiler [humanoid] Deadly scimitar +7 vs. AC—7 damage.
Initiative: +8
R: Rain of arrows +7 vs. AC (up to 3 nearby or far away
Renowned blade +8 vs. AC—10 damage targets)—5 damage.
Natural 16+ hit: The target is dazed (save ends).
Build the fortress: When three or more Jade Fortress
C: Dark sorcery +8 vs. PD (1d3 nearby or far away mercenaries are engaged with the same target, their AC
targets)—8 negative energy damage increases by +2.
Natural 16+ hit: The target takes 5 ongoing poison damage.
AC 17
Miss: 3 damage.
PD 16 HP 40
AC 19 MD 12
PD 17 HP 45
MD 13 Treasure
Gharn wears a heavy gold chain with a medallion bearing the
symbol of House Emberhill, worth 35 gp to someone dodgy
enough to purchase such a hot item. His sword bears the
inscription Return me to Tregaskis, and nobody in Axis will buy
it or accept it.

42
Th e H i dde n E m p e r o r

THE HIDDEN
EMPEROR
In which matters are settled, one way or another. Prophet of the Ages
The Prophet of the Ages and House Emberhill, confident the and Hidden Emperor
heroes are safely out of their way, focus on completing the ritual #/Level of PCs Prophet of the Ages Hidden Emperor
in the Chamber of the Terrible Emperor on the night of the new 3 x 2 level
nd
1 1
moon—giving the PCs the opportunity to strike back.
Let the players’ discussions guide you in deciding where 4 x 2nd level 1 2
this battle takes place: the Chamber of the Terrible Emperor 5 x 2 level
nd
1 3
on the night of the ritual, the Emberhills’ Axis residence in
the Palaces district, a secret lair where agents of the Prophet’s 6 x 2nd level 1 4
iconic patron meet, or another battlefield entirely. A PC with 3 x 3 level
rd
1 2
a noble background could even challenge the Emberhill family
to a duel on the grounds of the Emperor’s palace itself! Any fun 4 x 3rd level 1 2
and at least somewhat plausible plan of attack allows the PCs to 5 x 3 level
rd
1 3
find and confront the bad guys and engage them in battle—the
point is to stage a satisfying climactic fight, not to make the 6 x 3rd level 1 4
heroes jump through a lot of hoops to get to that point.
Likewise, be generous with giving the PCs the resources
they need to accomplish their plan, as long as they are the ones
Emberhill Nobles and the Prophet
actually crossing swords with the villains. If (for example) they Prophet Jade
#/Level of Emberhill Hidden
manage to convince someone in the Imperial Home Guard that of the Fortress
PCs Noble Emperor
House Emberhill has turned traitor, keep those guards busy Ages Mercenary
fighting ghosts or animated gladiator skeletons or a convenient 3 x 2nd level 1 1 1 0
troglodyte invasion while the PCs focus on the core group of 4 x 2 level
nd
1 1 1 1
bad guys. If they flood the warrens with poison gas or set it on
fire, it should quickly become obvious to them that the ritual is 5 x 2nd level 1 1 1 2
continuing as planned and something Very Bad will happen if 6 x 2 level
nd
2 1 1 2
they don’t get in there and stop it.
Depending on the PCs’ plan, they might fight the Prophet 3 x 3rd level 1 1 1 1
and the Hidden Emperor, or the nobles of House Emberhill and 4 x 3 level
rd
1 1 1 2
Jade Fortress mercenaries, or all of them at once. To account for
this, we’ve provided three different building battles tables. 5 x 3rd level 2 1 2 1

6 x 3 level
rd
2 1 2 2
Emberhill Nobles
Jade Fortress
#/Level of PCs Emberhill Noble
Mercenary House Emberhill
3 x 2nd level 1 2 If the PCs decide to fight the Emberhill family instead of (or
in addition to) the Prophet and the Hidden Emperor, decide
4 x 2nd level 2 2
which family members—Duchess Almyra, her brother Martius,
5 x 2nd level 2 3 her sons Corbus and Grimoald, and her daughters Berchildis
and Radegund—take part in the battle, and which are off doing
6 x 2 level
nd
2 4
something else vital to the plot. Someone is definitely keeping
3 x 3rd level 2 2 an eye on the Emperor, while others stand ready with their Jade
Fortress mercenaries to fight any loyalists in the Imperial Home
4 x 3 level
rd
2 4
Guard and the Garrison and Docks districts.
5 x 3rd level 3 4 Icon relationship: A PC who holds an unspent relationship
with any icon can spend it and describe how they use battlefield
6 x 3 level
rd
4 5
tactics appropriate to that icon to negate one of the Emberhill
noble’s On the Art and Science of War abilities.

43
Crown of Axis

Inscription (d8)
Emberhill Noble 1. UNDER THE MOUNTAIN YOU SHALL FIND ME
Congratulations: you have the honor of battling a member of one
2. IN GOROGAN’S MAW YOU SHALL FIND ME
of the Empire’s oldest and most respected military families. If you
3. ATOP STARPORT YOU SHALL FIND ME
win, your name will become famous . . . for better and worse.
4. IN HIS GREAT NECROPOLIS YOU SHALL FIND ME
2nd level spoiler [humanoid] 5. BENEATH ALGOL YOU SHALL FIND ME
Initiative: +7 6. ON THE PATH OF THE KORU YOU SHALL FIND ME
7. IN THE SHRINE OF THE FORGOTTEN ONE YOU
Ancestral weapon +7 vs. AC—7 damage SHALL FIND ME
Natural even hit or miss: The Emberhill noble can use an On 8. IN THE HEART OF THE SHADOWS YOU SHALL FIND ME
the Art and Science of War ability.

R: Agonizing dart +7 vs. AC—7 damage


The Prophet and
Natural 16+: The target is dazed (easy save ends, 6+). the Hidden Emperor
[Special trigger] On the Art and Science of War by Merovech Icon relationship: A PC who holds an unspent icon relationship
I, Duke Emberhill: Drawing upon the classic text on war with whichever icon the Prophet secretly serves can spend it to
written by their famed ancestor, the Emberhill noble can remove a natural even hit or miss effect of dagger of forgotten
employ a variety of battlefield tactics. Sagroth or curse of forgotten Sagroth. They could also use it to
Appear strong when you are weak: If the Emberhill noble is automatically make a saving throw against ongoing damage
staggered, they gain +2 to melee attacks until the end of the caused by the Hidden Emperor’s attacks, or to enable an ally to
battle. do so.
Make the terrain your shield: Until the beginning of their next
turn, the Emberhill noble gains a +2 bonus to AC and PD. The Prophet of the Ages
Seize the extraordinary moment: The next time an enemy This gold-robed and hooded figure transfixes you with a gaze
rolls a natural 1 on an attack against the Emberhill noble, that seems to pierce the veil of time and space. He also keeps
the Emberhill noble can make an attack against them as a talking about “forgotten Sagroth” even though everyone else does
free action. indeed seem to have forgotten what that is.
Take bold action: Until the end of their next turn, the 2nd level leader [humanoid]
Emberhill noble can add the escalation die to their attack Initiative: +8
roll.
Turn misfortune into gain: The Emberhill noble can Dagger of forgotten Sagroth +7 vs. AC—7 damage of a
immediately make a saving throw against all conditions type appropriate to the Prophet’s icon: cold, fire, lightning,
they’re suffering. If they fail the roll with a natural 5 or thunder, negative, or holy.
less, they continue to suffer the condition(s), but also apply Natural even hit or miss: Allies gain a +2 bonus to attacks and
those conditions to a nearby enemy. damage against the target (hard save ends, 16+)

AC 18 Curse: Once per round as a quick action, when the escalation


PD 16 HP 36 die is even, the Prophet can make a curse of forgotten Sagroth
MD 12 attack.

C: Curse of forgotten Sagroth +7 vs. MD (one nearby


Treasure enemy)—7 damage
An Emberhill noble carries coins and jewelry worth 100 gp Natural even hit or miss: One nearby ally’s PD and MD
per PC, along with an ancestral weapon worth 1000 gp per increase by +2 until the end of their next turn.
PC. Around the neck of one deceased Emberhill noble, hidden
beneath their clothes, is a chain with a silver key. Roll on the AC 16
following tables to determine what is inscribed on the key, and PD 10 HP 48
in what language; or choose whichever combination you like MD 14
best:
Language (d6)
1. Dwarven
2. Elvish
3. Orcish
4. Dragonic
5. Abyssal
6. Necromantic

44
Th e H i dde n E m p e r o r

The Hidden Emperor


Hey, that ethereally beautiful, preternaturally calm youth? He’s
glowing all of a sudden. Transforming. Oh yeah, turns out it’s a
golem made of pure spell energy. And it’s splitting into separate
golems to kick your asses more easily.
Double-strength 2nd level wrecker [construct]
Initiative: +6

Gentle touch +7 vs. AC—14 holy damage.

R: Benevolent gaze +7 vs. PD (1d4 enemies in a group)—10


holy damage
Natural 16+ hit: 7 ongoing fire damage.

Limited golem immunity: The Hidden Emperor can’t be dazed,


weakened, confused, or made vulnerable.
Ongoing damage doesn’t harm it either, unless
it’s acid, fire, or lightning.

Made of magic: At the start of a battle, the


Hidden Emperor can multiply itself, creating
as many duplicates as needed to make it a
fair fight (or an unfair one).

Secret weapon: When the escalation die


reaches 3, one copy of the Hidden Emperor
makes a normal save at the end of each of
its turns. On a success, the humanoid
forms of all the Hidden Emperor
copies melt away; it becomes a fountain
of unleashed spell energy, and whatever
disastrous effect it was designed to have
on the city of Axis begins to happen. The PCs can
no longer attack the Hidden Emperor by normal
means—they must think of some clever use of their
icon relationships, backgrounds, One Unique Things,
ritual casting abilities, or talents to stop the spell
effect. All enemies remaining in the battle except the
Prophet of the Ages either flee in fear or, if you want
to run them as honorable villains, agree to help the PCs
save Axis.

Unstable: When reduced to 0 hp, the Hidden Emperor explodes,


causing 7 damage to anyone engaged with it and 1d3 other
nearby enemies.

AC 17
PD 16 HP 80
MD 14

45
Crown of Axis

Treasure need a patron to be their business partner. (This would also


The Prophet of the Ages has a special crystal ball created by its free them up to go on adventures instead of being stuck in Axis
icon. running a business.)
If they fail to defeat the villains, Axis suffers a disaster at
Crystal ball of the Diabolist, or Orc Lord, or the Three, or the enemy icon’s hands. It might be a magically-engineered
whoever the Prophet serves: You can look into the crystal disaster or a monstrous invasion that wrecks buildings and
ball twice per level. Everyone, including you, rolls their claims lives, casting the heroes in the roles of rescuers or
relationship dice with the icon whom the Prophet serves; if warriors. It might introduce a subtle shift in the balance of
someone rolls a 5 or a 6, you see something potentially useful power that undermines the Emperor and strengthens the enemy
or enlightening related to that icon. icon. It could gradually build power, weakening the city—the
On a 5, the icon is aware that someone unauthorized is tone of your game determines whether that’s humorous (a
using their crystal ball. Two 5s mean the icon also knows plague of wibbles) or horrific (monstrous creatures emerging
roughly where in the Dragon Empire the crystal ball is at that from the sewers at night to drag screaming citizens down to
moment. More than two 5s means the icon can see you and some terrible fate).
your surroundings through the ball. Quirk: Obsessed with the
possibility that the icon might be eavesdropping through the
crystal ball.
Foreshadowings
Running Crown of Axis sets in motion a number of potential

Aftermath plot lines for an ongoing campaign. You might look for player
cues to see which elements of the adventure they find intriguing
If the heroes defeat some combination of the Emberhill family, or run with the ones that excite you. They include, but are
the Prophet of the Ages, and the Hidden Emperor, they prevent certainly not limited to the following:
the enemy icon’s plot against Axis from succeeding. Also, these • Who is Inferestis the Watch Skull, and where does it come
particular villains are permanently or temporarily neutralized. from? If it still exists, is it now working toward goals of its
The heroes clear their names of any crimes they were accused own, perhaps involving the PCs?
of committing—either by producing evidence that proves their • Whoever attunes to the Eyes of Inferestis comes to suspect
innocence, or persuading the Emberhill family to withdraw the an invisible world overlaps the world of the Dragon Empire.
accusation. Does that world really exist? If so, what is it?
The fate of the Crown of Axis depends on how the • How does the elf called Skullface keep returning from death?
adventure went. The amphitheater might be destroyed by the • Will House Emberhill’s far-flung family members seek
Hidden Emperor’s unleashed power in the final battle. If the revenge?
Emberhill family are publicly revealed as traitors (or privately • Do other cities have buried shrines to the Terrible Emperor?
revealed as such to the right people), it might be shut down Or do other cities have problems with their own former
amid scandal or pass into the hands of new owners. If the villainous icons?
Emberhills manage to survive with their reputation intact, they • Does the criminal underworld of assassins extend across the
might continue to run it. It’s possible the heroes can blackmail entire Empire? What role does it play in the rise and fall of
the family into turning the amphitheater over to them; but nations, and who is at the head of the organization?
unless one of the PCs is a wealthy and powerful aristocrat, they

46
I n t r odu c t ion

PLAYER HANDOUT:
NEIGHBORHOODS OF AXIS
Arena Town Rabbleward
Thirteen amphitheaters occupy the city’s literal and spiritual The poor and the marginalized gather in this cramped
center, surrounded by taverns, music halls, and smaller, neighborhood of shanties and hovels. Feuding criminal gangs
enclosed fight clubs. Many gladiators live here in apartments impose whatever order exists—city guards here are brutal
or houses. On arena days, spectators of all classes crowd the and corrupt, and squads of soldiers and sailors often roam the
district. neighborhood looking for strong, healthy bodies to press-gang
into military service.
The Docks
Here’s where Axis exports war and imports raw materials. Saltpork
Small cargoes containing the work of artisans (particularly Living in these modest wooden houses (and drinking in its
swordsmiths) ship out of the city. Troop ships dock here to taverns) are the workers of Axis: the people who keep the
pick up infantry units, or to drop off tired and injured soldiers. amphitheaters, palaces, shops, and garrisons running. Without
Sailors stay at the district’s inns; dockworkers live in hovels and their labor, the City of Swords would fall apart.
boarding houses.
Upside
Garrison This tiny neighborhood is an oasis of middle-class moral
A huge, sprawling district filled with barracks and bursting propriety in a city of soldiers, famehounds, strivers, and
with soldiers. Some troops belong to the Emperor, others to the celebrants. Valuing hard work and achievement over appearance
Crusader, and many more to private armies and free companies. (at least until they move up to the Palaces), Upsiders’ manors
Those with long histories own their garrisons; others rent are drab and regular—though their interiors are more lavish.
barracks space. Most of Upside’s residents own successful shops in Goldring.

Goldring Wyrmblessed
Goldring’s craftsfolk and artisans produce and sell jewels and A shelf of solid cloud floating above Axis, Wyrmblessed is
jewelry, ceramics, fabrics, fragrances, and implements of war home to a community of metallic dragons loyal to the Great
here. The most successful oversee large shops in Goldring, Gold Wyrm. They vigilantly protect the city from aerial attacks,
but live in Upside. Others live over their shops in this district. unleashing their fury against any who assault the city under
Security is tight. their lord’s protection. The dragons typically deal with random
adventurers through their intermediaries in Wyrmshadow.
The Palaces
Here’s where you’ll find the wealthiest and most powerful Wyrmshadow
citizens of Axis. It’s crowded with extravagant estates and This district lies within a constant shadow cast by the cloud
manors, but Thronehold, the Emperor’s palace, dominates them platform of Wyrmblessed overhead. Allies of the city’s dragons
all—eight stories high, it occupies a thirty-five-acre plateau. live in this neighborhood: humans, elves, dwarves, and
dragonics. Visitors without obvious dragon-related business
receive attentive stares and, if they don’t take the hint, polite but
pointed questions. The dragons don’t take kindly to unwanted
visitors.

47

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