13th Age Organized Play Update: June 2016

Tides of Fate: Part 1

The Dragon Empire is under attack by strange creatures called star-masks, monsters that fall from the stars themselves. But if the legends are true, there’s a chance to take the fight to the enemy. The magical ship Ostulti, created in the age of the Wizard King, is a flying fortress that can ascend to the highest heavens. With it, one could reach the dungeon planet where the star-masks dwell. The only problem is that the Ostulti was lost when the Wizard King fell. Can the adventurers find it?

Tides of Fate Part 1 is June’s 13th Age Alliance organized play adventure, designed for 7th level characters in four two-hour sessions. If you’re a 13th Age Monthly subscriber, you can download organized play adventures from your Bookshelf. RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly also include  organized play adventures.

Become a 13th Age Volunteer GM

There’s so much demand for 13th Age play at conventions that we can always use more help from GMs. If you want to join our crew as a volunteer GM, fill out this form!

13th Age at #Roll20Con

The nice folks at Roll20 invited us to run a game for charity at #Roll20Con, and we eagerly accepted. Online Organized Play Czar Aaron Roudabush GM’d a group consisting of Wade Rockett, Suzanne Wallace, Adam Koebel, and Tristarae. Check out the video below!

Tides of Fate Monster Preview: Crab of Death

Double-strength 6th level mook [BEAST]

Initiative: +6

Bone-crushing pincers +10 vs. AC (two attacks)—14 damage

  • Miss: 2d8 damage

Shell game: While staggered, if the crab of death doesn’t move on its turn it gains +2 AC.

Water breather: These crabs breathe underwater and swim very well.

Nastier specials

Sudden squatter: When an enemy wearing heavy armor misses with a melee attack against a crab of death and rolls a natural 1–5, the crab sheds its shell and climbs into the armor of that enemy. While sharing the armor the enemy takes 2d8 damage at the start of each of their turns. The only way to avoid this is to get out of the armor quick (usually a standard action) and try to kill the crab and retrieve the armor later, you can’t attack the crab while it is squirming around in armor that you are still wearing.

AC 22

PD 19  HP 36 (mook)

MD 14

Mook: Kill one crab of death mook for every 36 damage you deal to the mob.

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