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SirFozzie
Mar 28, 2004
Goombatta!
Bought 13th age at gencon and am loving it. However... Between this book and shadowrun 5e both in my bag.. I am now lopsided from the sheer size of the books.

Question.. How much stragetizing goes on with the escalation die? Ie does it lead to the same strategy on every battle to maximize feat refreshes?

SirFozzie fucked around with this message at 12:21 on Aug 19, 2013

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SirFozzie
Mar 28, 2004
Goombatta!
Here's an alternate/additional Icon I worked out (I also have plans for The Green, The Silver, The Bronze, and the Knight Commander)

The White

In the icy lands far to the North of the Dragon Empire, a forgotten icon stirs. It's fairly well known that the Wizard King (now better known as the Lich King) killed the White Dragon in a massive confrontation. Whether this is a descendant of the White, or the White returned is unknown. What is known is that the White controls the Northern Wastes. The nomadic tribes that wander these frozen lands send their best warriors every five years to battle for the White's favor.

The unworthy are slain (and/or eaten by the White). The worthy receive the Frozen Brand, a symbol of the White's favor, and sent back to their tribes to function as honored advisers and leaders. Those who particularly catch the White's eye receive a different blessing. They are preserved in ice by a careful application of the White's draconic breath. It is said that when the White has a large enough army, he will reverse the spell holding them in suspended animation, and the barbarian army will sweep forth and slay the Lich King.

Quote: "Once, the Wizard King visited upon us great horrors and strife. When the time is right, we shall return the favor, ten-fold."

Usual Location His lair in the Northern Wastes, but they travel a lot to determine that no foes threaten his lands.

Common Knowledge: It was rumored that the line of White Dragons had ended, thanks to the Wizard King, but instead, they settled in the Northern Wastes and seemed happy in that frozen climate. The Northern Barbarian Tribes pay homage to these dragons and send them tribute and battle for their favor.

Adventurers and the Icon: Usually, the view of the White is quite conflicted. Barbarians and other such Northerners may have battled for the White's favor (and then left their tribe to seek adventure and glory in warmer climes). Missions for the White usually seek to harm the White's enemies (chief amongst them the Lich King). Other adventurers usually receive commissions to seek out artifacts and material from past ages.

Allies: The White is uneasy allies with The Three (as much as one dragon ever allies with others). Other allies are more convenience based (if they seek to harm the Lich King, then they will seek a temporary truce).

Enemies: The Lich King is said to be quite perturbed that a foe they had thought long since destroyed has returned. The Emperor worries that the White could lead a barbarian army into the Empire in search of the Lich King and cause the Empire strife.

History The White has waxed and waned in past ages, as different monsters have assumed the title.

The True Danger Everything will be fine, unless the agents of the White uncover the mystic Draconic Amulet of Winter's Chill, then the Northern Wastes will expand into fertile lands currently held by the Empire, and the White will see that the time to avenge ancient wrongs has come.

SirFozzie
Mar 28, 2004
Goombatta!
Help me out here, I'm going to be running a 13th age game on this weekend, (I want to save the PDF's PP has sent out for Organized Play till at least they have second level)

the basic plot for the first adventure:

The party of four 1st level characters (Fighter, Cleric, Rogue, Sorceror) has just finished escorting a merchant caravan to a northern town (near the edge of the Dragon Empure). While they're there, a large raiding force of goblinoids and kobolds raid the town, hoping to steal grains and stuff to feed themselves and possibly expanding an army). I want a full four encounters of various battles around the city... This is what I've come up with so far...

1: Defending the Town Square (6 1st Level Goblin Mooks, 2nd Level Hobgoblin Troop leading them)
2: Finding a group of Kobolds being chased by an escaped bull (5 1st Level Kobolds with Knives, 1 1st Level Kobold Troop, 1 Second Level Leader) (then skill challenge to corral the bull before it does more damage)
3: Goblins with Axes trying to break into homes (4 1st level Goblins (troop) with comically big axes.
4: ???

I was thinking something like an ogre who has a message from the leader telling them to raid the town, to provide plot bunnies for future growth)

Any thoughts?

SirFozzie
Mar 28, 2004
Goombatta!
Well, we played it tonight.

The relationship rolls, the Orc Lord featured twice, so I stuck a note that the goblins and kobolds were on loan from the Orc Lord to the White, as part of the White's plan to raid the town for foodstuffs (and to search for the Draconic Amulet of Winter's Reckoning, an artifact which will cause winter to spread further south from the Northern Wastes, empowering the White. (The White and the Orc Lord would both love to dance on the disembodied skull of the Lich King, so they're working together)

They got the note, and decided that the artifact was a great plot hook, so they're going to the city of mages to try to get someone to look up the lore about the amulet.. which means that the warforged cleric is going to be quite perturbed with the mages asking the group's sorceror how he came to build this lovely pet of his, and if they can disassemble it and put it back together (after powering it up, of course).

The mage's city in 13A is so much fun, as theyfocus on Magic so much that anyone who can't do third level magic as a minimum is looked down upon ;)

SirFozzie
Mar 28, 2004
Goombatta!
Went pretty bog standard, justto get them thinking 13th age, instead of D&D3E.. the fighter was very.. displeased (in game, not out of game) with how all the kobolds kept popping away from him and towards the squishies.. the Cleric was the star, the rogue couldn't shadowwalk to save his life (including two straight fumbles, I determined he had sprained his ankle)

They were impressed, one of the players who runs a seperate D&D 3.5 game says he wishes that his game could be converted over (his group runs with some groggy grognards, so not possible)

SirFozzie
Mar 28, 2004
Goombatta!
The Crimsoncaps "Nasty" special ability (the double badword) is awesomely named:

F*** T*** ;)

SirFozzie
Mar 28, 2004
Goombatta!
If I wanted to do a Deadlands "Weird West" version of 13th Age, what would be the Icons?

Hellstrome

Stone

The Texas Rangers

The Pinkertons

Smith and Robards

The Prospector

???

SirFozzie
Mar 28, 2004
Goombatta!
Here's a bit I was thinking about for the Deadlands-13th age crossover:

Revenants, Also known as the Walkin Dead are those heroes (and villains) who've died in the Weird West, but attracted the attention (for one reason or another) of a manitou. The manitou inhabits the body of the recently deceased, bringing it back to life. Some manitous try to blacken the name of heroes so to tarnish their legend, others bring back monstrous villains to continue their rampage after finding what should have been their rightful home at Boot Hill.

When a character in Deadlands-13th Age dies, roll a d20.

Level:
+1 character is an adventurer-tier
+2 Character is champion-tier
+3 Character is epic-tier

Legend:
+1 for every successful story of great heroism or villany the character has created with regards to the supernatural (for example, saving the town from bandits would not count, but defeating a manitou-haunted black magic user would)

On a total of 20 or more, the character will be coming back from the dead.

Immediately apply the following attribute modifiers:

+2 CON
-2 CHA

Revenants also gain the following: Resist Bullets (6+).

Most revenants still have the "stench of the grave" on them, and unless masked by something like copious amounts of alcohol, will cause offense in social situations and unsettle animals such as horses.

Revenants only receive half the escalation die (round down) as a bonus to their rolls. The Spark of Life doesn't flow as freely for them as it does for the living compadres.


When a revenant first arises, they must immediately make a hard (15+) save against the Manitou's control. A roll of 1 means that the Manitou has fully taken over the body of the revenant (the character becomes a villanous NPC). A failure on this save means that the Manitou has temporary control over the Revenant, for one hour for each point the Revenant failed the save by. If the save is made, the Revenant comes back in control of his body... at least for now.

At the GM's discretion (usually limited to once or twice per session), the GM can call for a Struggle. The Struggle is where the manitou senses a chance to wreak evil or to harm the Revenant's friends and inflicts great pain on the Revenant in an attempt to take temporary control. This is an Average Constitution-Modified Skill Check (Adventurer DC15, Champion DC20, Epic DC25) for the Revenant.This is modified by -1 for each successive check that the Revenant has passed, as the manitou grows frustrated and tries to break the Revenant's will.

If the Revenant fails this skill check, the manitou takes control of the Revenant for one minute per point the skill check failed by. On a roll of a 1, the time of control extends to HOURS. The manitou does not do suicidal things (if the Revenant is killed, so is the Manitou), but it looks to inflict maximum harm and fear.

Example

The party has caught a local bandit who has the location of a coven of devil worshipers )who intend to sacrifice some townsfolks to raise the Fear Level in the area..) for whatever (probably foolhardy) reasons, they leave the Revenant to watch over the prisoner. The manitou senses an opportunity, and causes a Struggle , which the Revenant fails by 10. That means the manitou has control for 10 minutes

The manitou grins, and loosens the bonds on the bandit, telling him to run.. before shooting him in the back, of course. When the party comes back, the manitou calmly explains that the bandit was "shot trying to escape"[/i]


(Feats for the Revenant would be an increase to their Struggle rolls, the ability to "count coup" on defeated supernatural enemies and possibly gain a new power from their defeat, the ability to recover Healing Surges (because they cannot rely on heal spells and the like) by eating raw meat, and possibly a lowering of their Stench of the Grave)

SirFozzie
Mar 28, 2004
Goombatta!
Oh, here's a feat I thought of for the Revenants/Harrowed:

The Devil's Bargain:

Foolish and/or desperate Revenants have been known to call on their manitou for strength to make a key shot, or to keep fighting when all seems lost. But there's always a price to pay. The Revenant opens his soul up to channel the energy from the Manitou, but that just gives the manitou something to grab on to the next time it feels like raisin a little Hell. The Revenant may add up to 5 points to his next roll of a d20. However, his next Struggle roll will take that much of a penalty.


Example:

Ol' Dead Hank is racing out of a collapsing mine, desperate to make it out to his friends before he's buried under tons of rock. He calls on the Devil's Bargain and adds three to his roll to make it out alive. He succeeds, but at a price. Later that night, when the rest of the party is asleep, the manitou tries to come out to play, and Hank has to subract three from his Struggle roll.. hope Hank's pals are light sleepers, or they might be never wakin up again!

SirFozzie
Mar 28, 2004
Goombatta!

djw175 posted:

I don't know. I'm always weary of forcing a PC into an NPC. I've seen it go wrong a lot. I mean I don't like 4e's daze, dominate, and stun rules for the same reason. It's taking away action from the players.

The best NPC's are PC's.. (I would allow the PC to control what the Revenant does while under the manitou's control, as long as they play it straight)

edit

Mystic Mongol posted:

First impressions, I'd just give all harrowed the ability to count coup at no cost, and make that their primary source of "magic items", instead of trying to balance it around a feat.

Besides that, I love it all tremendously.

Good point: Hucksters can use Relics such as the Book of Hoyle, Preachers can use Holy Relics, Mad Scientists can create devices (I'm working on rules for Hucksters and Mad Scientists)..Perhaps some of the count coup bonuses give the Manitou bonuses in the Struggle as a quirk (more bestial for example?)

SirFozzie fucked around with this message at 23:20 on Oct 29, 2013

SirFozzie
Mar 28, 2004
Goombatta!
yeah, that works really well..

Just off hand stuff that I was thinking about for hucksters (may be too much extra work, 13th age prides itself on simplicity and a unified system)

Base 5d10 (4 dice of one color and 1 die of a different color, to represent the manitou's attempts to turn it around on the Huckster. I'm calling them for now Power dice (regular), and Manitou (different color) dice)

Backgrounds can add extra dice (usually of the regular color, but things like repeatedly calling on the Manitous can add Manitou dice)

You need a pair to successfully cast a Huckster spell. If you get two pair, three of a kind, a straight, or four/five of a kind, the spell is considered empowered)

Manitou dice are special. A zero on the manitou die counts as a Wild (IE, can be used to make any match possible). A 1 on the manitou die means that the manitou has managed to turn it on the Huckster. Total up all 5 dice used to make the hand:

Adventurer Tier: Divide the total by 2, (round down), and take that much damage in backlash
Champion Tier: Take the total in damage
Epic: Take the total x 2 in damage.

Note under this rule set that a spell can both succeed, AND take backlash.

Example: Thaddeus Smart is caught with an ace up his sleeve while gambling at the local saloon. Not wanting to be dragged out to the nearest hangin tree, he goes for the other ace up his sleeve, and casts a hex to cause a large flash of light to blind his irate fellow gamblers to give him enough time to get to his horse. He rolls 5d10: The power dice come up 5 5 3 2... and the manitou die comes up 1. Uh oh.. The good news is that the hex goes off as planned (as he rolled a pair), but the backlash means that Thaddeus takes (5+5+3+2+1=16/2... 8 Points of backlash damage). A slightly singed Thaddeus makes a break for his horse, while he hears the manitou chortle in delight)

Here's another take with a simpler rule: Make a standard Charisma-modified difficulty check (Adventurer DC15, Champion DC20, Epic DC25), subtracting the level of the hex (1/3/5/7/9) from the roll. If the check succeeds, the spell is cast successfully. On a 20, the spell is empowered (double damage), on a 1, the manitou causes a backlash. The spell fails in a manner determined by the GM, but it should generally be the opposite of what the caster intended, for example, a spell causing X damage to an enemy should instead do it directly to the Huckster).

For each two times the huckster has cast a hex previously in this session, the backlash number goes up by 1 (So, after two hexes, there's a backlash on a 1-2, after four, 1-3, so on so forth). Certain hexes are listed as risky (double the chance of a backlash), or safe (no chance of a backlash)

SirFozzie
Mar 28, 2004
Goombatta!
Also look at registering for the 13th age Adventure Paths.. there's been several sent out to folks already, I think it's going to continue for 2014...

edit: Link to the Organized Play page: http://www.pelgranepress.com/?p=12301

SirFozzie
Mar 28, 2004
Goombatta!
So, the fourth "Tales of the 13th Age" adventure is out (well, four and a bonus adventure)

If you're part of the Tales of the 13th Age setup (organized play) through Pelgrane, you can download all of these.

2nd level adventures (don't run the same characters through these, these are meant to run at the same "Game time" in campaigns)

Crown of the Lich King – Sneak into the isle of the Necropolis in order to steal a crown, but must avoid the undead and worse.
Wyrd of the Wild Wood – The crash-landing of a flying prison drops adventurers into the heart of a natural realm gone wild.
Quest in the Cathedral – Adventurers go on a vertical dungeon-crawl to seek wisdom and insight from a mysterious oracle.
Shadow Port Shuffle – Adventurers must pay off a debt to the Prince of Shadows by committing high crimes at his behest.

Bonus Adventure:
The Folding of Screamhaunt Castle – A haunted castle and a stormy night, a perfect combination! What could go wrong?

Coming March 1, "Rage of the Orc Lord", a fourth level adventure (that deals with the fallout of Quest in the Cathedral, and directly follows on from Shadow Port Shuffle). This will be the first of three interlocking (again, same game time, so different characters) adventures for fourth level

SirFozzie
Mar 28, 2004
Goombatta!
From the last page: Pelgrane Press has a signup for Organized Play (either at stores or private use), you can register here:

http://www.pelgranepress.com/?p=12301

SirFozzie
Mar 28, 2004
Goombatta!

Joeslop posted:

Can someone explain a little bit more about spells to me? I see that every spellcaster has a list of spells by level, and also a "Spells" section on their level progression. So when the Bard's chart (:v:) says "Spells and Songs, 1st Level, 2" that means they get to choose 2 songs or spells, right? Do they get to change those choices when they've had a full rest, or is it permanent until they level up and get more slots? I can't find a section that lists this in detail; the Wizard section has feats and other things that talk about preparing different spells but I don't see anything concrete about how that works.

My gut says they get to choose per day since their selection of spells at certain levels actually goes down but I really don't know.

Well, remember, in the case of spells, 1st level spells can be cast as third level, fifth level, 7th level or 9th level spells, with the spell "powering up" as needed.

SirFozzie
Mar 28, 2004
Goombatta!
new adventure out for the Organized Players:


The survey includes a voting form for GM of the Month, lets you tell us what new products you'd like to see, and at the end after you click 'submit' you will receive the link to the adventure 'Omenquest'.

Omenquest showcases 13th Age's kobolds, and has our first named dragon (Tephra the Stone Burner), together with treasure right from the dragon's corpse (looting the body in this adventure means looting the whole body!).
For those that don't fancy fighting a named dragon, there is an alternate route that takes adventurers through part of one of Omen's famous living dungeons.

SirFozzie
Mar 28, 2004
Goombatta!
Replied a few weeks ago. Just booked my hotel ($1000/4days. Oof)

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SirFozzie
Mar 28, 2004
Goombatta!
Good news everyone that ordered the 13th age Bestiary:

Just got an email:

The latest version of the Bestiary is available from your order page - fully laid out. It's off to the printers shortly.

Also, They mention a Midgard 13th Age Bestiary from Kobold Press, but that link is currently 404.

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