S2-E19: Adventure Site Creation: Sleigh Down!

This week Becca joins us again as we create another adventure site! This one is themed for the holiday as we build up the situation surrounding Santa’s sleigh crashing!

And like we mentioned, if you haven’t read the 13th Age novel written by Greg Stolze The Forgotten Monk, be sure to pick it up this holiday season. It’s great!

And for more 13th Age holiday festival ideas, check out Volume 3 of the Escalation Fanzine!


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S2-E18: Campaign Creation

For this episode, we took an idea that one of our listeners, Carl, had submitted, and brought him on to talk about it. Namely, how does one set up a campaign? It’s one thing to use a published adventure for a one-shot, it’s a whole other task to weave multiple plots and subplots together into a way that’s meaningful for everyone at the table.


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S2-E17: Fantasy Grounds

One of the challenges in playing RPGs is finding enough people to get together to play. But with the prevalence of the internet and virtual table top programs, distance is less of an issue. This week we have a guest host join us as we take a look at Fantasy Grounds and its official 13th Age modules.

If you’re interested in purchasing Fantasy Grounds or its modules, you can do so either on Fantasy Ground’s website or through Steam (program and modules).

We mentioned in the show that Matthew Colville has some excellent tutorial videos available about Fantasy Grounds, and you can watch them here.


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S2-E16: Escalation!

This week we bring Tim and Sherm onto the show to talk with them about the 13th Age fanzine, Escalation! It’s a wonder publication that’s made by the fans for the fans, and if you have not yet read them, you really should!

You can access the five Escalation! volumes as well as their 13th Age Glorantha adventure, Skyfall, by going to https://escalationfanzine.blogspot.com

And if you are looking for other fan-created resources or are wondering how to share what you’ve made, head over to the Vault of the 13th Age!


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S2-E15: Adventure Site Creation: Castle Ruins

This week we brainstorm another adventure site. Back in Episode 10, we crafted a Champion Tier Swamp, and this time we come up with some ideas for some Epic Tier Castle Ruins for you to use at your table.

 

 


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S2-E14: High Magic & Low Cunning Review

This week we take a look at the 13th Age book Battle Scenes: High Magic & Low Cunning. We talk about how the Battle Scenes books are useful to GMs and what our favorite bits of High Magic & Low Cunning are.

If you’re interested in picking up the books, you can do so at your FLGS (like Petrie’s Family Games) or Pelgrane Press, and you can purchase some of the individual adventures at DriveThruRPG.

And if you’re unfamiliar with Tucker’s Kobolds, you can read about them here. 


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S2-E13: Interview with Cat Tobin

This week we brought Cat Tobin, co-owner and managing director for Pelgrane Press, on the show. We had a great discussion ranging from how she was introduced to RPGs to how she became co-owner of Pelgrane Press to what sort of 13th Age products we can anticipate seeing!

It was a wonderful conversation, and if you want to hear more from Cat, follow her on Twitter! (https://twitter.com/CatTHM)

 

And just as a reminder, if you don’t have a copy of Book of Ages or Loot Harder yet, now would be a great time to pick up your copy of it! Through the end of September, you can receive a 10% discount off your pre-order of both Loot Harder: A Book of Treasures and The Book of Ages by using the promo code POD#ICON18LHBA 


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S2-E12: Book of Ages Review

This week we take an in-depth look at one of the new resources to 13th Age GMs – the Book of Ages!

It is natural for us play in the 13th Age, but what happened prior to that? How did the 12th Age end? What happened way back in the 3rd Age? This book is an excellent resource in how to answer those questions. Listen in as we discuss what all is included in the book and what Age we’d like to play in!

In the episode, we reference using a ‘Dirty Dungeon.’ That game mechanic was created by John Wick, though we’ve adapted it to 13th Age, which you can read here.

And if you don’t have a copy of this book yet, now would be a great time to pick up your copy of it! Through the end of September, you can receive a 10% discount off your pre-order of both Loot Harder: A Book of Treasures and The Book of Ages by using the promo code POD#ICON18LHBA 


If you enjoy listening to the Iconic Podcast, please consider supporting us by becoming a patron or by using our Amazon referral link to do your online shopping.

Dungeon Montage

Dungeon Montage – Collaborative Dungeon Design

~ Inspired by John Wick’s video on Dirty Dungeons and his article in Play Dirty 2~

Welcome to the Dungeon Montage. J-M has used this technique multiple times in a variety of games and swears by it. One of the great things about 13th Age is its collaborative storytelling, drawing the players into the design process normally reserved for the GM.  Backgrounds, One Unique Things, and Travel Montages all work together to support this collaborative process. But what about the dungeons of the Dragon Empire?

The Gamemaster, being the prepared person that they are, will have foreshadowed the group’s journey to a dungeon, living or otherwise. For the great curse can only be broken there, the item forged in the 3rd Age which holds the key to slaying the grand evil was buried there, a dragon load of gold is horded there, you get the idea. All that’s needed is for the group to travel there and clear it out. Well that and the Gamemaster needs to design it first.

The Dungeon Montage operates under the assumption that the characters are not the first people to delve any dungeon in the empire. After all, the empire goes back 12+ ages. Bards tell tales of the ancient crypts. Wizards pack libraries full of lore of the previous ages. And taverns are full of NPCs who were adventurers just like you, before they took a trap to the face. All of these provide avenues for characters to do their research and prepare for the delve.

To use the Dungeon Montage, you’ll need to set aside an hour or so of your game session, preferably a session or two before the characters will arrive at the dungeon, to allow them to do their research. Much like a travel montage, each player will add a piece of lore that their characters discovered, collectively crafting the dungeon. One player may add the rumor that the dungeon is guarded by constructs of the Dwarf Lord from the 7th Age. Others may turn up tales of a magic spring which provides sanctuary to delvers. Round and round the rumors go, adding to the group’s knowledge of the dungeon.

The rules are fairly simple. Each round, the players are each allowed to add one piece of information concerning the dungeon. It cannot contradict another player’s or the Gamemaster’s ideas, but it may build on those ideas. After each idea, the Gamemaster rates the danger of the addition:

  • Cosmetic ideas are worth 1 dungeon point.
  • Foes or traps or interesting set pieces are worth 2 dungeon points.
  • Really cruel or interesting choices might be worth 3 dungeon points.

You can keep track of these points in different ways; J-M uses poker chips, adding them into a bowl with each addition. The Gamemaster should dutifully record the rumors (and if they are cruel, the name of who created them).

At the end of every round, the Gamemaster adds one black chip to the pool. We will get those chips later. Play continues for any number of rounds the Gamemaster or group decides. Two to three rounds will generate sufficient information for a small set of encounters, perhaps even a full heal-up’s worth. Eight to ten rounds will give the group enough to explore for a whole level. Once the montage is complete, the players total their dungeon points. These represent the abstract understanding of the dungeon that the characters have gained through their research.

While in the dungeon, the points may be spent as follows:

  • X points to add +X to a hit roll. If you rolled a 1, too bad. No amount of dungeon points can help you.
  • X points to add +X to a skill roll.
  • 5 points to gain a free recovery
  • 10 points to gain and spend an immediate icon relationship

Players have final say for all dungeon point spent. If they feel a spend is too costly, put it to a vote. The majority rules.

The Gamemaster, at the end of this, should have a list of great ideas for their dungeon, as well as a number of black chips. The black chips serve two purposes. The first is that there are a number of false rumors equal to the number of black chips. The Gamemaster gets to choose how to twist and turn those rumors to their own nastier specials. Additionally, they function in the same way dungeon chips do for players, but for NPCs. J-M recommends adding –

  • 3 points to steal the escalation die for a round

This method, much like many of the above-mentioned mechanics, adds player buy-in to the dungeon. It is no longer just a dungeon they have to delve, but one which they already know and are prepared for. At the end of this montage, the players have done much of the design of the dungeon. So, when the balor jumps out to attack the 4th level party of adventurers, it is not your fault as the Gamemaster. No, it is Christopher’s fault for adding it in.

For more inspiration and advice, J-M highly recommends purchasing John Wick’s Play Dirty 2.

S2-E11: Go Berserk!

This week we take a close look at one of the new classes introduced in 13th Age Glorantha – the Berserker. This class is divided into two paths: the Storm Bull and the Zorak Zorani. While both come from the same core class, they play very differently from each other. Listen in as we talk about the differences, why you might want to play one, and some ways to bring them into the Dragon Empire!


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