Search Results for: high magic

High Magic & Low Cunning: Battle Scenes for Five Icons Book and Map Bundle

Ready-to-Go Battle Scenes for GMs: Less Prep, More Play!

The Battle Scenes books are independent collections of icon-themed encounters for the 13th Age Roleplaying Game  at all levels of play, packed with dangerous hand-picked foes on terrifying terrain.

High Magic & Low Cunning: Battle Scenes for Five Icons brings you 45 challenging and memorable sets of battles, against enemies connected to the Orc Lord, Prince of Shadows, Archmage, High Druid, and The Three. Drop these fights into your game at every tier of play from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.

With High Magic & Low Cunning, you can:

  • Give the PCs compelling reasons to fight based on their icon relationships, their stories, and your campaign
  • Pit them against NPCs and monsters whose icon connections make them meaningful opponents—not just random foes
  • Use traps and terrain to provide a challenging environment with opportunities for clever tactics
  • Unleash all-new monsters on the PCs, along with new magic items to wield in battle.
  • Easily adjust battles to make them easier, or harder
  • Use the provided storylines to link each battle to the ones that come after, taking the PCs from one full heal-up to the next using only the battles in the set – with room to expand on these stories to fill multiple sessions of gameplay.

From a white-knuckle white-water ride past orcish hordes, to abseiling kobolds and a perilous magical cloud fortress, High Magic & Low Cunning takes your players on an unforgettable journey to adventure.

The digital download includes “The Wizard’s Gifts”, a bonus scene that’s not in the printed book. You also get the complete set of High Magic & Low Cunning printed color maps from the High Magic & Low Cunning Map Folio.

The enemy awaits. Are your heroes ready?

High Magic & Low Cunning: Battle Scenes for Five Icons Map Folio

Bring your battles to life!

“If we’re going to fight to the death, let’s at least do it someplace pretty.” – Jara the Jaded, High Elf Rogue

The High Magic & Low Cunning Map Folio brings you 45 maps from High Magic & Low Cunning – Battle Scenes for Five Icons, printed in glorious full color by expert cartographers! The Map Folio includes:

  • Player-facing maps for exciting battles in a mad wizard’s lair, an underground fighting arena, an active volcano, and more
  • GM-only versions of each map with the encounter title, High Magic and Low Cunning page references, monster positions, and hidden terrain features
  • A full index so you can easily cross-reference the maps with scenes in High Magic & Low Cunning

Why run a straightforward, stand-up battle when you can make the PCs dodge bursts of lava, swing on vines across a deep gorge, or fight the animated contents of a wizard’s laboratory gone berserk? Get the High Magic & Low Cunning Map Folio—your players will thank you for it, once their characters have stopped burning, falling, or being pummelled by a living hat rack.

People who bought this also bought Fire & Faith: Battle Scenes for Four Icons Map Folio, The Crown Commands: Battle Scenes for Four Icons Map Folio and Book of the Underworld.

You may also be interested in High Magic & Low Cunning: Battle Scenes for Four Icons Book and Map Bundle and 13th Age Battle Scenes Complete Collection.

High Magic & Low Cunning: Battle Scenes for Five Icons

Ready-to-Go Battle Scenes for GMs: Less Prep, More Play!

The Battle Scenes books are independent collections of icon-themed encounters for the 13th Age Roleplaying Game  at all levels of play, packed with dangerous hand-picked foes on terrifying terrain.

High Magic & Low Cunning: Battle Scenes for Five Icons brings you 45 challenging and memorable sets of battles, against enemies connected to the Orc Lord, Prince of Shadows, Archmage, High Druid, and The Three. Drop these fights into your game at every tier of play from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.

With High Magic & Low Cunning, you can:

  • Give the PCs compelling reasons to fight based on their icon relationships, their stories, and your campaign
  • Pit them against NPCs and monsters whose icon connections make them meaningful opponents—not just random foes
  • Use traps and terrain to provide a challenging environment with opportunities for clever tactics
  • Unleash all-new monsters on the PCs, along with new magic items to wield in battle.
  • Easily adjust battles to make them easier, or harder
  • Use the provided storylines to link each battle to the ones that come after, taking the PCs from one full heal-up to the next using only the battles in the set – with room to expand on these stories to fill multiple sessions of gameplay.

From a white-knuckle white-water ride past orcish hordes, to abseiling kobolds and a perilous magical cloud fortress, High Magic & Low Cunning takes your players on an unforgettable journey to adventure.

The digital download includes “The Wizard’s Gifts”, a bonus scene that’s not in the printed book. You can also get the complete set of High Magic & Low Cunning printed color maps in the High Magic & Low Cunning Map Folio.

The enemy awaits. Are your heroes ready?

People who bought this also bought Fire & Faith: Battle Scenes for Four Icons, The Crown Commands: Battle Scenes for Four Icons and Book of Ages.

You may also be interested in High Magic & Low Cunning: Battle Scenes for Four Icons Book and Map Bundle and 13th Age Battle Scenes Complete Collection.

Download Free 13th Age Battles From High Magic & Low Cunning

High Magic & Low Cunning: Battle Scenes for Five Icons is available to pre-order, and it’s pretty great! But you don’t have to take my word for it: Check out these free previews of Rafting Razoredge Gorge, a low-level adventure featuring a journey through perilous waters to ambush an orcish camp. Battle 1: Catch of the Day (download the […]

Find Your Writing Bugaboos with the Magic of Highlighting

Revising your writing requires acute concentration. The first draft may be an act of pure creation, but when you start to patch it up, any tool that can assist your weary brain warrants consideration, no matter how mechanical it may seem. Almost every writer’s first draft includes stylistic bugaboos that need to be hunted down […]

On the High Road to Kaiin

On the High Road to Kaiin (& sundry other articles of equally fine quality)

Scenarios and articles for Cugel-level The Dying Earth RPG.

Within this substantial booklet you will find:

  • A comprehensive gazetteer of Azenomei Town – its customs, inhabitants, and opportunities for misadventure and malfeasance. Followed by an accompanying piece on Pergolo: the Manse of Iucounu, including full plans and room index & contents for two floors of this extensive iconic location.
  • ‘The High Road to Kaiin’: An extensive, darkly humorous, murder-mystery. A large fully-detailed scenario, utilizing several classic Vancian concepts adapted to new circumstances. Including full-color deck-plans for a highly unusual mode of transport that would be the envy of Captain Wiskitch himself!
  • High Road leads directly into ‘A Walk in the Woods’ – a nail-biting race for survival against the inhospitable expanse of the Great Forest of Da and its varied slavering denizens. (In the author’s game series, this two-part scenario was the immediate prequel to The Exasperating Cadaver adventure.)
  • A large article on the ‘Deities of the Dying Earth’ – replete with new cantraps, spells, magic items, and suggestions for including the influence of these Overworld entities in your games. Plus, full details on the Aumoklopelastianic Cabal and Solar Emosynaries!
  • ‘Dabbling with Magic’: Detailed notes on how to practically introduce more potent magic to your Cugelesque characters as they head towards the lofty heights of Liane-Level gameplay. (Including a number of dangerously incomplete spells of ‘less than perfect utility’ likely to be learned by our unwitting rogues – and used at their peril!)
  • More ‘Cantraps’ than you can shake a stick at! Being mostly minor spell-like effects for Cugel-Level characters who aspire to learn the magical arts.
  • ‘Gilgad’s Wilderness Survival Guide’ offers numerous peculiar enchanted items, a range of cunning capacities (Tweaks) that your characters can attempt to master, and a bounty of efficacious Tag-Lines harvested from the original stories and the author’s addled perspectives.
  • An alternative ‘Exotic Weaponry of the Dying Earth’ article that was created independently of (and at the same time as) the one found in Issue 6 of the Excellent Prismatic Spray.
  • ‘The Royal Cartographers’. An introductory framework plus a full set of itineraries that turn the entire Scaum Valley Gazetteer publication into an expedition on behalf of Prince Kandive of Kaiin. The characters are employed to compile a comprehensive guide to the peoples, locations, and oddities of the lands he sees as his eastern domains. The introduction also includes a congruent in-game opportunity to reside for some weeks among the upper echelons of society in the Great Palace of Kaiin – even if your adventurers are rogues of the lowest sort!

GUMSHOE Zoom: Voodoo 1 – Magic

The first of a new series of GUMSHOE Zooms looking at historical magic traditions — and giving you the tools and rules to evoke these puissant powers in your own game! This first issue in a two-issue series examines sympathetic magic and zombies, and Zooms in on the Afro-Caribbean magical-religious complex encompassing Vodoun, Candomble, Santeria, Obeah, and Palo Mayombe. The loa ride in May!

GUMSHOE Zoom: Voodoo 1 – Magic is the second installment Ken Writes About Stuff volume 2.

Voodoo 1 – Magic includes,

  • 29 new spells, including Curse with Nightmares, and Enter Dreams
  • Full voodoo mechanics, from preconditions, to power and resistance, with full GUMSHOE statistics
  • Considerations for Trail of Cthulhu, Mutant City Blues, and Night’s Black Agents
  • and more!

Praise for Ken Writes About Stuff,

The content of KWAS is top-notch, as one would expect from a RPG luminary like Kenneth Hite” – Daniel D.

 brief injection of Hite-ian awesome … they’re just about the right length to digest in a single sitting, and full of amazing ideas that will make anyone’s game into a flavourful occult gumbo” – Bill Templeton

What is a GUMSHOE Zoom?

Not everything can support a game of its own, or even a big sourcebook. For those things, we present the GUMSHOE Zoom, a sort of supplement focused on a key game mechanic and its possible applications. In general, Zooms are interesting potential hacks, or intriguing adaptations of the main rules. Some apply to one specific topic or sub-sub-genre. Others cross all manner of GUMSHOE turf; you can slot them in and adapt them to tales of Cthulhuoid investigation, mean superpowered streets, or alien colonies alike.

Zooms are experimental. That does mean that they haven’t been playtested, necessarily. (If something in here is really really broken – and it’s not, as this ain’t our first rodeo – we’ll fix it in post.) But that also means we encourage you to experiment with them. Changing the cost, or prerequisites, or point effect, or other mechanical parameters of a given Zoom changes how often it shows up and how much drama it drives. The dials are in your hands.

Zooms will change the focus of your play if you use them. Putting a mechanic on the table puts it into your game. Adding a Zoom means more actions, possibly even more scenes, using those rules. Since the Zoom mechanics are intended to encourage specific actions or flavors, to force a card in your storytelling hand, they aren’t “balanced” against “normal” actions or rules. In general, if you don’t want to see more of it, don’t Zoom in on it.

Zooms are optional rules. You can and should ignore them if you don’t want them, or change them at will. After all, if a given Zoom turns out to be crucial to an upcoming GUMSHOE game, we’ll change it to fit that specific genre or form of storytelling.

13th Age Character Builds: Highly Weird Chaos Mage

Chaos Mage By ASH LAW The chaos mage is my second favorite class, right behind the wizard. It is certainly, in my opinion, the most fun class to play. The fun for me with this class is not in being effective in combat, but from being weird in combat and discovering what happens—because that is […]

13th Age Character Builds: Mortal Magics Necromancer

THE NECROMANCER By ASH LAW In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements.   MORTAL MAGICS […]

13th Sage: Icon Riffs for the Crusader and High Druid

The Icon Riffs series offers inspiration for adventure design and improvisation at the table. The ideas presented aren’t numbered, because numbered lists imply a certain consistency between results. These lists are evocative rather than consistent. They’re also not thorough. This isn’t an attempt to list all the things that could be associated with the icons. There are huge numbers […]

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