13th Age Organized Play Update: October 2016

Return to Screamhaunt Castle

Screamhaunt Castle disappeared years ago. Tonight, it returned to its birthplace of Gravenstein. Now the adventurers must contend with ghosts, ghouls, and things that go bump in the night to investigate the cursed place. To add to their worries, Madame Vex the seer has given the adventurers a very disturbing card reading. Has she read their fate…or sealed their doom?

Return to Screamhaunt Castle is the upcoming 13th Age Alliance organized play adventure, designed for characters of 2nd level to be played 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!

Let’s Play: Shadows of Eldolan, Roll20 Edition

For International Pelgrane Day, GM Aaron Roudabush ran the new Roll20 edition of Shadows of Eldolan for Rob Heinsoo, Justin “The Rev. En Fuego” Robinson, Sean “The Heavy Metal GM” Clark, and Philip Pepin. Get the adventure here, and watch the sessions below:

 

Return to Screamhaunt Castle Monster Preview: The Guardian

Return to Screamhaunt CastleThis thing of reanimated bones really wants to add to its collection.

Double-strength 4th level caster [UNDEAD]

Initiative: +9

Vulnerability: holy

Bone storm +9 vs. PD—14 damage

Natural even hit: 14 negative energy damage to the enemy with the most hit points.

Natural odd hit: 14 ongoing thunder damage.

R: Bone shield +9 vs. PD—14 ongoing lightning damage, and the target is weakened (save ends both)

Frightening Thirteen: If the ghost rolls a natural 13, then for the rest of the battle the enemy with the most hit points at the start of the round (GM chooses on ties) must roll a save in order to take a move action. Failure to save indicates the character is too busy trying to stop their own skeleton from crawling out of their mouth to move.

Strength from pain: The ghost heals 4d6 hp every time an enemy rolls a death save.

Fear: While engaged with this creature, enemies that have 18 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

AC 20

PD 16      HP 100

MD 16

 

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