» 13th Sage: Bad Wine, New Campaign

13th Sage: Bad Wine, New Campaign

I’ve started running a new 13th Age campaign for my Fire Opal Games comrades and their families. The PCs are (apparently) questing to recover a goddess who most of the world has forgotten. The Elf Queen has several statues of the missing goddess in one of the halls she devotes to her friends, and she wants to know who it was and why the goddess is lost to her.

The quest took the PCs to a uniquely laid out halfling tavern in Concord. (Actually, I don’t think it’s unique, it’s how most halfling establishments should be organized; but that’s a story for another time!) Viv—the former adventurer who owned the bar—had the info the PCs needed, but asked for a service from the PCs: an exorcism of sorts, a cleansing of the bad spirits that had taken over her tavern’s original location. Not just bad spirits, bad alcohol spirits. They’d been weakened over time by the evaporation of the worst of the lot, the Grimtooth Ale. But Viv’s age and the death of her dwarf pal, Rak, meant she needed help. Adventurers who’d finagled heavy winnings out of her tavern’s mantis-fights seemed like people who might get the job done.

All of this prologue is to explain why this month’s installment of 13th Sage is a couple of spirits-related spirits. For the battle I used wibbles (13th Age Bestiary) recast as bad-champagne bubble mooks. A couple of natural 1s with spells cast during the battle probably should have created more wibble-bubbles, but it was more important to keep the game moving for the all-new players. Happily for the newcomers, they cruised through this battle without encountering the worst the spirits had to offer. Your PCs may not be so lucky.

Roll initiative!

 

Rockfist Ale Dreg

Hic.

1st level troop [spirit]

Initiative: +4

 

Thump go boom +6 vs. AC—6 damage

Natural 18+: PC is hampered (hard save ends, 16+, but PC receives a +8 bonus on save if they can tell a story worth hearing that involves beer—the save automatically fails if the story is longer than one minute)

Miss: 3 damage

 

Spirit body: For each attack against this spirit, a PC uses their best mental ability score (Intelligence, Wisdom, or Charisma) instead of the ability score they normally use for attacks. Use the same mental ability score to determine damage.

 

AC   17

PD    15                 HP 32

MD  11

 

Bad Wine Spirit

Disgusting oozy ectoplasmic slime that won’t stop whining.

2nd level spoiler [spirit]

Initiative: +6

 

Wet slap +6 vs. AC—6 damage

Natural even hit: target slides somewhere the spirit thinks is funny; may require a second +6 attack vs. PD if the location is going to result in serious damage to the target.

 

R: Bubbly laughter +7 vs. MD (one nearby enemy)—4 ongoing psychic damage and confused (save ends both)

Limited use: Only on the turn after it scores a natural even hit with wet slap (but against any target, not just the one it slapped).

 

Spirit body: For each attack against this spirit, a PC uses their best mental ability score (Intelligence, Wisdom, or Charisma) instead of the ability score they normally use for attacks. Use the same mental ability score to determine damage.

 

AC   16

PD    13                 HP 40

MD  15

 

One Response to “13th Sage: Bad Wine, New Campaign”

  1. Jeb Boyt says:

    The search for a goddess erased from the Elf Queen’s memory is a great setup for a campaign.

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