S1-E24: Failing Forward

13thAgeForward

With the type of heroic characters you are playing in 13th Age, failure shouldn’t happen all that often. So what do you do when you don’t roll high enough? In this episode, we talk about what it means to Fail Forward.

One of the things we mention is Plot Immunity, which you can read more by visiting JM’s blog.
If you have a story of how you or your players failed forward, we’d love to hear about it. Leave a comment below or on our Google+ page!

S1-B19: Princes of the Apocalypse

PrincesOfTheApocalypseIn this episode, we take a look at the Dungeons & Dragons adventure, Princes of the Apocalypse. We briefly go over the history of the Elemental Evil line of products then delve into the latest campaign, in which the players are tasked with hunting down four elementally-aligned cults and stopping the Elemental Princes from unleashing their destructive power on the Dessarin Valley!

Wizards of the Coast and Sasquatch Game Studio did a great job on this product, and it is well worth picking up. Even if you’re not going to run it using the DnD system, it’d be an easy port into a number of other systems, including 13th Age!

Links to the Free Players Guide
Wizards.com (pdf)
DriveThruRPG (pdf or PoD)

You can find the original Temple of Elemental Evil over at dndclassics.com.

As always, a special thanks to Petrie’s Family Games for sponsoring our podcast. If you ever find yourself in the Colorado Springs area, stop on by!

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S1-E23: Sorcerers

13thAgeSorcerer

The Sorcerer is a fantastic class to play in 13th Age – you have the ability to wield magic, but you don’t necessarily have the training to go along with it. And uncontrollable power always leads to interesting situations.

 

In this episode, we talk about the unique features of the Sorcerer class: Gather Power, Breath Weapon, and Chain. We also talk about some of the Heritages and Spells available to Sorcerers, and how to make your sorcerer that much more interesting.

If you’re wanting to expand the options even further, be sure to check out Deep Magic by Kobold Press.

S1-E22: Monster Creation

13thAgeMonsterIn this episode, we explain how to create your own monsters for 13th Age.

Creating a monster is as easy as reskinning or stealing powers from another monster, but if you want to truly make your own, you’ll want to check out the DIY Monsters section of the 13th Age Core book (p252-255) and the Monster Creation section of the Bestiary (p228-232).

Links:
Pelgrane Press’ Monster List
Vault of the 13th Age Monsters
13th Age Monsters with Icon Relationships
Ryven Cedrylle’s Monster Toolkit

[expand title=”Modarach“]
A thousand-year old scorpion spawned during a previous age, the Modarach likes to hide beneath sandy soil and jump out, quickly attacking nearby foes.

The rarity of these creatures serves only to make them more valuable to those who seek to protect something.

Modarach
Large 4th level wrecker [BEAST]
Initiative: +6

Gigantic Pincers: +9 vs AC (2 attacks) – 14 damage
Dual Hit: If both pincers hit during the same turn, the Modarach can make a Stinger attack during its next turn as a standard action.

[Special Trigger] Stinger: +12 vs AC – 20 damage, and 5 ongoing poison damage

Make ’em bleed: When escalation die is odd, damage from Gigantic Pincers increases by 6 while AC is reduced by 2.

Serious burrower: An Modarach can burrow incredibly quickly for short distances. They will create mounds of sand and dirt as they surge through the ground. (see page 200 for burrow rules)

Nastier Special:
It’s Not a Stinger!
Once per battle, after a successful Stinger attack, deal half damage and the character has been implanted with the Modarach’s offspring. After next full rest, character chooses between spending two recoveries to remove the offspring or losing CON * level HP and gaining an Arachi as a [wonderous] magic item. You regain lost HP when you dispose of the Arachi (spend 2 recoveries after a long rest).

AC 20
PD 18
MD 14
HP 108

Arachi (Wondrous Item)
Once per battle when the escalation die is 3+, the Arachi can erupt from your flesh and savagely attack your enemies. You take 1d4*lvl damage.

Sic ’em: +2*lvl vs AC – 1d8*lvl damage and 1d6*lvl ongoing poison damage

Quirk: Constantly itchy
[/expand]
[expand title=”The Infected/Chaos Affected“]
Infected/Chaos Touched

A byproduct of living too close or in a Hellhole, the infected are normal plants, animals, or humanoids that have been changed under the relentless effects of Chaos.

Waves of chaotic energy have mutated the insects in the surrounding area, making then grow large and aggressive.

Large Mutated Insect/lvl 5/Mook
Initiative +12
Bite /Sting +11 vs AC, 10 damage
Miss 3
Spittle attack – On a natural 18-20 the insect makes a poison spittle attack as a free action
Poison spittle +10 vs PD target is Weakened (pg 172 core book)
Flight – Insects are skilled at flying and hovering around a target
Shifty – Mutated insects are shifty from a lifelong avoidance of fly swatters and receive a +5 AC vs opportunity attacks

AC 20 HP 22
PD 19
MD 16

It has been determined that living near a Hellhole can be hazardous to your health. If the Demons don’t get you first, the environment will.

Double Strength Mutated Humanoid/lvl 6/ Wrecker
Initiative +10
Claw/Bite (2 attacks) +12 vs AC, 30 damage
Miss 10
Resist Fire 13+ or 1/2 damage
Explosive Personality – When the infected is reduced to 0 HP it explodes, damaging nearby enemies, +10 vs PD target weakened
Stench Aura – Enemies engaged in melee with an infected and have less than 30 hp (see fear aura p 200) are dazed by the stench of the infected.

Nastier Special – On every even number facing on the escalation die, the infected heal 1/2 of the damage already taken. Ah the effects of Chaos are varied and wonderful!

AC 18 HP 200
PD 17
MD 14

Icons – Though not confirmed she had anything planned, most people blame the Diabolist for these mutations.
[/expand]
[expand title=”Blood Daemon“]
They are formed from the blood of a sacrifice and bound to the essence of a daemon of the outside.

Hystalli
Large 12th level Spoiler [Daemon]
Initiative: +18

Roll on the Demon Random Ability Table
Resistance: Physical Damage 16+
Vulnerability: holy
Aura of Vengeance (Fear): 120

Weapons formed of blood (2 attacks) mww- +20 vs. AC—150 damage
16+ to hit: 15 ongoing damage

Engulf – +17 vs. PD (a creature of up to one size larger)—Engulf target creature. Target creature is
Blinded, stuck, and vulnerable until freed from this attack. At the start of the round, when the escalation die increases, make the Drowning in Blood attack against the engulfed target. An engulfed target may make a disengage check at -5 to pop free from the Hystalli on his turn. The Hystalli automatically lets go when it is staggered or dead.
Drowning in Blood:
+17 vs. PD
On a hit, the Hystalli leaches life from the target. Hystalli heals for 30 and the target must make a last gasp save.

Retribution! – When the escalation die is 1+, keep track of what the players roll. If a character would hit a target only due to the escalation die, the attacker takes 25 points of damage. You may describe this retribution as the Hystalli greeting the attack by extruding bloody thorns, blood spikes, or a bloody bolt.

Double-strength monster: Hystalli count as two 12th level monsters when you are building battles.

AC 28
PD 26 HP 500
MD 22
[/expand]

S1-B18: The Breaking of Forstor Nagar

BreakingOfForstorNagarThis week, we’re taking a look at the 13th Age conversion of The Breaking of Forstor Nagar by Rite Publishing. It’s a rescue mission – one where you’re pitted against a horde of cannibals and a glacier that’s actively seeking to destroy you. Can you get in and convince the person of interest to leave? Can you get out alive?

In this spoiler-heavy session, we go over what we liked and disliked about it in the hopes of giving you a clear picture of what you’re getting when you purchase this product.

S1-E21: Amethyst: Apotheosis

13thAge_AmethystApotheosisIn this week’s episode, we review Dias Ex Machina’s Amethyst: Apotheosis. It’s a post-apocalyptic setting where magic and technology exist simultaneously. But while they’re both present, they don’t play nicely together.

The 13th Age adaptation of Amethyst introduces some very nice tech mechanics, giving you what you need to use technology at your table. For example, they cover several new tech classes, vehicle movement, and weapon rules.

If you want to snag a copy of it, head over to RPGNow.

S1-E20: A Tour of Axis

13thAgeAxisJoin us this week as we explore the capitol of the Dragon Empire, Axis. We talk about the unique aspects of the city and how you might use it in your 13th Age game – both as a GM and a player.

Playing in such a massive city could lead you to need additional mass combat rules, outlined on Pelgrane Press’ website.

Nick took the challenge given to him in Episode 18 to do a write-up on a ‘Model Fighter,’ and placed him in a game of Tusk set in Axis.

If you have used Axis creatively in your campaign or have an opinion as to why there’s no cheese in Axis, we’d love to hear about it! Leave a comment below.

S1-B16: Denver Gamefest 2015

Starfest2015In this episode, we have the privilege of having Cameron from Petrie’s Family Games join us to talk about this year’s Gamefest in Denver, Colorado.

Cameron gives a brief history of Petrie’s Family Games and what sets this game store apart from the others, then we delve into this year’s Starfest and specifically Gamefest. The Gamefest guests of honor this year are Jonathan Tweet, Scott Morris, and Jay Little!

The ‘fest will run from April 17th through the 19th, and you can get tickets and find more information at http://starfestdenver.com.

As always, a special thanks to Petrie’s Family Games for sponsoring our podcast. If you ever find yourself in the Colorado Springs area, stop on by!

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S1-E19: Encounter Creation

13thAgeMonstersMarchingWe’ve had a number of listeners put in a request for an episode on encounter creation, and we were happy to oblige! In this episode, we start at the beginning and talk about what an encounter is.

13thAgeMonsterIcons

A great tool that is at your fingertips to use in your 13th Age encounter creation is the monster page on Pelgrane’s website and the Monster SRD.

We also discuss how 13th Age balances the encounters mechanically and create three encounters you can use at your table!

[expand title=”Adventurer Tier“]
Level 2 Encounter

Use in any underground, moist environment (sewers, cavern at bottom of well, crypt, marsh cave, etc)

Hooks:
Need to gather Fungaloid spore (for ritual, etc)
Troglodyte has something an Icon wants back (it killed/ate a courier and stole the item, etc)
Something/someone is in cave(rn) and is well guarded

DC15 to notice trap
On failure, Trog Chanter ambushes them (gets a free attack before initiative is rolled)
On success, you expose Trog Chanter

When escalation die is even, roll a DC15 Dex check. On a failure, the character slips on the slimy, underwater surface and is vulnerable. It is a move action to stand up (and is no longer vulnerable). Does not provoke opportunity attacks.

Players

Trog Chanter

Aerial Spore

Sporrior

3

1

5

0

4

1

8

0

5

1

8

1

6

1

8

2

Trog Chanter (13th Age Core Rulebook p247)
The stories say that trogs developed their hideous stench to escape from being a slave race of the dark elves. Certainly the trogs hate dark elves, the way any cold-blooded predator hates a former tormentor. But trogs really hate dwarves. If a dwarf is slain in battle, that counts as a trog victory, even if the trogs had to ally with other creatures they loathe to kill the dwarf.

For All troglodytes
Trog stench: Trogs spray scents that stink so badly that 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.

Humanoids affected by trog stench can make a normal save at the end of each of their turns (though they’ll be taking a penalty…). If the save succeeds, the humanoid can ignore all trog stench for the rest of the battle.

Trog stench penalties vary for different humanoid races:
-4 Elves, gnolls, gnomes
-3 Humans, halflings, half-elves, holy ones, tieflings, most everyone else
-2 Half-orcs, dragonics
-1 Dwarves
-0 Forgeborn

3rd level leader [HUMANOID]
Initiative +5

Spear +8 vs. AC -12 damage
Miss: Damage equal to the penalty the trog’s stench currently imposes on the target.

R: Hissing curse +10 vs MD (one nearby enemy, or a faraway enemy at -2 atk) – 10 damage, and the target is again affected by trog stench if it had saved against the effect.

Natural 20: All nearby humanoids who saved against trog stench earlier in the battle are again affected by it.

Chameleon: Underground, or in swamps and rives, attacks against troglodytes by enemies who aren’t engaged with them take a -4 penalty.

AC 19
PD 16
MD 18
HP 44

Aerial Spore (13th Age Bestiary p83)
It floats serene, red and deadly. The long tendrils push it spasmodically as it crawl-drifts closer, flicers of bioluminescence pulsing through its small, languid body.

2nd level mook [PLANT]
Initiative +1

C: Stinging tendrils +6 vs PD (one nearby enemy) – 4 poison damage, and the target is weakened until the end of its next turn

Puffball exploder: The first time each round an aerial spore in the battle drops to 0 hp, it explodes and 1d3 nearby non-fungus non-construct creatures are covered in spores and begin to choke. Until the end of the battle, when a choking creature8 rolls a natural 1-5 on an attack roll, it takes damage equal to the natural roll. If a creature is affected twice by this attack, the damage it takes on a natural 1-5 doubles; if affected three times, it triples, etc.

Spores: A creature choking from puffball exploder can use a standard action to wash the spores off itself and/or cough them up, preventing further choking effects until it’s affected by puffball exploder again.

Weightless: The aerial spore floats upon air currents, but it prefers to stay within 5 to 7 feet of the ground so it can use its tendrils to keep it in place or propel it. A free-floating spore too far away from the ground to use its tendrils can easily be blow about from strong winds or similar magical effects

AC 15
PD 9
MD 13
HP 7 (mook; puffball exploder)
Mook: Kill one aerial spore mook for every 7 damage you deal to the mob.

Sporrior (13th Age Bestiary p84)
Fungo are not known for being fast, but this one is. A strange pale ape-dog thing, with a head that hinges open to unleash a high=speed spore attack. Clouds of choking fungus accompany chitinous darts launched by compressed air.

2nd level wrecker [PLANT]
Initiative +10

Chitinous bite +7 vs. AC – 5 damage
Natural even hit or miss: The sporrior can make a spore cloud attack this turn as a quick action
R: Parasitic darts +6 vs. AC (1d3 nearby or far away enemies in a group) – 5 poison damage
Natural even hit or miss: The sporrior can make a spore cloud attack this turn as a quick action.
C: Spore cloud +6 vs. PD (1d3 nearby enemies) – 4 poison damage

Sprinter: A sporrior gains an extra move action when the escalation die is odd.

Wall-crawler: A sporrior can climb on ceilings and walls as easily as it moves on the ground.

AC 18
PD 16
MD 12
HP 36

[/expand]

[expand title=”Champion Tier“]
Random encounter to be used as a “Red Herring” that has no direct connection to the current story. I love it when the group gets sidetracked on a useless trail. Of course it can be used to foreshadow another adventure.

Party has something that is wanted/needed by someone very powerful. – The Master (Pit Fiend) who wants to become an ICON??

I am using Devils out of 13 True Ways

Fury Devil (Erinyes) 8th Level Wrecker p 175
Lemure 3rd Level Mook p 169

An Erinyes (Fury Devil) is sent to punish the mortal and retrieve the item.

Erinyes brings along a mob of Lemures to distract/impede group.

– remember encounter math p186. Mooks count as 0.2 so bring plenty(tailor to group size and composition)

– Hellbent When the first Erinyes is defeated, three more rise up to finish the mission. (Hero who killed first Erinyes is now on hit list)When they are defeated five more rise up to finish the mission. (and the hero who killed an Erinyes is added to the list)This makes the fairly easy battle of one powerful devil and a mob of mooks something to talk about at the ol’ alehouse….if you live.

– Lots of special abilities to remember for devils. Should not be an easy fight. Remember devils work well together!

– Outdoor encounter since it will less likely attract help for the group. Town always have do gooders hanging around.
– Lemure’s Nastier Special – Too dumb to die

If the group is smart and tries to bargain with the devil over the item, the PC with the item must still be punished for having the item. (The hubris of mortals!) Of course this leaves a lot open for the GM for future hurt and humiliation. The group might live through this encounter without having to fight, but it will cost them later.
[/expand]

[expand title=”Epic Tier“]
Volcanic Lair of the Flame Wreathed Dragon [Almost Double Strength]

Reasons: This can be dropped into any campaign where you need to give the players a macguffin
– The Dragon has an item in the horde.
– The volcano was a dumping pit in a previous age where an older archmage deposited magics that were too dangerous to be out in the open but could not be destroyed.
– The Players need a wish granted by an efreet in order to complete a quest.

The Lair
The Caldera of an active volcano. The spirit of the volcano as tortured by the magic items lodged in its belly as its rage is placated by the magics of Volinaosk. There are two ways in. The first is through the halls of a Fire Giant enclave. The second is through a maze of volcanic vents that lead to the main Caldera chamber.

Pyroclastic Spirit Manipulation:
Players who want to attempt to anger, sooth, or control the mountain spirit can do so. The boundaries between the real world and the plane of fire is thin here. The spirit can be contacted with an appropriate background check, power, or icon relationship roll.

If the players want to anger the mountain spirit (DC25), they can increase the Escalation die by +1 (1x per round).
If the players want to soothe the mountain spirit (DC35), they can prevent the Escalation die from increasing (The second time this is done in the same round decreases the die by one).
If the players want to control the mountain spirit (DC3-), they can cause the mountain spirit to lash out at their enemies
Choose 1 of the following:
On a natural 1-5 – The presumption angers the spirit and the caller suffers the same effect.
– Lava Psuedopod Attack:
– Background vs PD:
□ 4D20 + (Ability mod used in the background check x3) Fire or Crushing Damage
– Entangling Grasp:
– Background vs PD:
□ 2D20 + Hampered and Stuck

Creatures:
Volinaosk – Flamewreathed Dragon x1 [B170]
– Both nastier specials
– Smoke Elementals
Effreet x2 [B93]
Epic Fire Elementals x4 [13TW p193]

Volcanic Escalation
1 – [Check for Wildfire. Roll For Smoke Minions]
– Eruptive Rumblings
§ The stress from the fight is causing the spirit of the mountain to begin to awaken. The walls shake a bit and the magma bubbles faster.
2 – [Check for Wildfire. Roll For Smoke Minions]
– Cracks in Stone
§ The floor begins to break apart. Non-flight movement requires a D25 roll. On a failure the creature takes 2D20 fire damage
3 – [Check for Wildfire. Roll For Smoke Minions]
– Eruptive Rumblings – Level 2
§ The stress from the fight is causing the spirit of the mountain to begin to awaken. The walls shake a bit and the magma bubbles faster. 1D4 chunks from the wall fall to the floor. Odds will strike Volinaosk or the Efreets, evens target the PC’s.
□ Giant Effing Wall Attack: +20 vs PD to hit, 4D10
4 – [Check for Wildfire. Roll For Smoke Minions]
– The Cracks Spread
§ You have about 50% lava and floor at this point. Disengage attempts are done a -3 due to the need for situational awareness. Non-flight movement requires a DC30 roll. On a failure the creature takes 2D20 fire damage
5 – [Check for Wildfire. Roll For Smoke Minions]
– It can’t get much worse
§ Nothing happens now, but the rumblings get more intense.
6 – [Check for Wildfire. Roll For Smoke Minions]
– Pyroclastic Explosion.
§ Fed up with the disturbing of its slumber, the mountain spirit attempts to expunge all with a fountain of lava. Fire resistance [even the monsters] is worthless against the hate filled attack.
□ Pyroclastic Explosion – +25 vs PD. 4D12+6 Fire Damage

Things to Remember
– Chaotic Damage
– Whipping Flames Jump
– Blade of the perfect warrior jumps
– If the PC’s roll an odd, they take damage
– Lots of Ongoing Damage
– Fear threshold is 120hp
[/expand]