Halloween is nigh, so I’m going to stat up some spooky monsters—in this case, pirate ghosts! These restless undead might haunt the Iron Sea coast, the rivers of the Fangs, or the Midland Sea around Necropolis and Omen.

You can find all sorts of ghosts in the 13th Age Bestiary, from the Petulant Never-Was to an Epic Haunting. The monsters below are based on the disgraced legionnaire and major haunting. The dead men tell no tales ability is a modified version of the death marker’s marked for death ability.

Abilities for Most Ghosts

Most ghosts have several or all of the following abilities:

Bound hauntings: Most ghosts are bound to an area, usually the area of their death. This ability won’t come up much in play, but it does make it seem likely that ghosts can be easier to get away from than other monsters. Move far enough fast enough and the ghost returns to the area it’s bound to. Occasionally festivals for the dead or other rituals can call bound ghosts from their hauntings, but those are unusual and temporary circumstances.

Exceptions: There may be ghosts that are bound to people, or events, or phenomena that travel. There might even be ghosts that aren’t bound to anything, but at that stage there are several other questions that surface and odd magical, iconic, or unique intervention seems likely.

Flight: Most ghosts fly, though some may be quite slow, seeming to drift or walking on air. Ghosts that fly in unusual ways will be flagged with their own abilities.

Exceptions: Not all ghosts fly. Some seem constrained to act much like they acted when they were alive, and flying wasn’t part of their life package.

Unnatural touch: Many ghosts can alter the temperature of their environment to more closely match the underworld or afterlife that they’ve so far evaded. Sometimes that’s icy cold, sometimes that’s burning hot, and sometimes it’s just kind of normal, which would go unnoticed unless the ghost is somewhere abnormal!

Exceptions: This is more of a special effect of ghost stories than part of a creature’s combat abilities, and you can safely ignore it unless you find telling moments when it adds to the game.

The Black Spot: A New Ability for Pirate Ghosts

The black spot: If someone has wronged a pirate ghost, either in life or after their death, a ghostly pirate crew member appears before them 1-6 months later (ideally on a dark and stormy night) and presents them with a scrap of paper marked with a black smudge. To resist the magical compulsion to accept the black spot, the target must succeed at a 16+ save. If the save is failed, the target takes the black spot. From then on, the offended pirate ghosts can teleport to the target’s location at will to attack them, and will keep coming until the target is dead.

Pirate Ghost Captain

Come now, surely ye haven’t forgotten yer old shipmates? Why, it feels like it were only yesterday we dangled at at the end of a hangman’s rope, while you went on to live all respectable and proper-like.

Double-strength 6th level wrecker [undead]

Initiative: +12

Vulnerability: holy

Phantom cutlass +13 vs. PD—40 negative energy damage

Natural even hit or miss: The ghost pirate captain can make a dead men tell no tales attack as a free action against a nearby staggered enemy.

C: Dead men tell no tales +11 vs. MD (nearby staggered enemy)—5 ongoing psychic damage (11+ save ends).

Target is hit by a dead men tell no tales attack for the second time this battle: Until the end of the battle, when the target tries to spend a recovery they have to succeed at a save (11+) first. If they fail, they haven’t used their action but can’t spend recoveries that turn.

Target is hit by a dead men tell no tales attack for the third time this battle:The save to spend a recovery is now a hard save (16+).

Target is hit for the fourth time this battle: Until the end of the battle the target cannot spend recoveries.

Ghostly: This creature has resist damage 12+ to all damage except holy damage. A ghost can move through solid objects, but can’t end its turn inside them.

Mark of the Jonah: Each enemy that has a background or One Unique Thing related to sailing or the sea that misses an attack with a natural odd roll takes a -2 penalty to all its defenses until the end of the battle.

Nastier Specials

Fear aura: While engaged with this ghost, if the target has 30 hp or fewer, it’s dazed (–4 to attack) and does not add the escalation die to its attacks.

Swarm of pirates: If there are three or more ghost pirate crew member mooks in a battle, the pirate ghost captain’s fear aura ability affects enemies with 60 hp or fewer.

AC 22

PD 19     HP 140

MD 16

 

Pirate Ghost Crew Member

Arrrrr!

6th level mook [undead]

Initiative: +9

Phantom cutlass +10 vs. PD—8 negative energy damage

Mob-based: For every separate mob of ghost pirate crew member mooks in the battle (mobs start with at least four mooks), add a +1 bonus to the ghost pirate crew member’s attacks and +2 to its damage.

Ghostly: This creature has resist damage 14+ to all damage except holy damage. A ghost can move through solid objects, but can’t end its turn inside them.

AC 21

PD 19 .      HP 18 (mook)

MD 16

Mook: Kill one ghost pirate crew member mook for every 18 damage you deal to the mob.


13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

A 13th Age GM recently asked for advice on using Backgrounds in a modern setting. At first I didn’t see the problem—”Former circus performer” should work the same in the modern world as it does in the Dragon Empire, right?

But when I really gave it some thought, I saw the difficulty. “Former circus performer” in the Dragon Empire lets the player do loads of world-building, unconstrained by real-world facts and enhanced by the magic of the setting. Likewise, the GM has complete freedom to use that Background to create adventure and campaign hooks relevant to that character.

However, if your game is set in the modern wold it becomes more difficult, especially if you care about some degree of accuracy, and real-world believability. It’s can be even harder if that Background is connected to a region or a culture you aren’t very familiar with. What, realistically, could a modern-day character with the Background “subsistence farmer” do with it? What if they were a subsistence farmer in New England? Rural Japan? A tiny island near Madagascar? What compelling and believable adventure and campaign hooks could the GM create?

Here’s how I’d handle this.

First, remember that a GM needs to know just enough about a thing to make it believable and entertaining at the table, and no more.

Also, remember that Backgrounds, like other character creation mechanics, exist to generate fun.

Third, recall that 13th Age players and GMs work together to build out the world, and create adventures that are relevant to the characters.

Let’s say I’m running a modern-day campaign set in the United States, where the player characters are a ragtag band of wandering misfits who roam the country, get involved in some local troubles, resolve them, and then head off into the sunset. One player decides that her character, who is Chinese-American, has the Background, “Former circus performer in China”.

For the purposes of gaming at our table we could leave it at that, in which case the player occasionally says something like, “I squeeze through the bars of this jail cell using a trick I learned from the contortionist at the circus.” That’s fine!

However, if that player made the circus Background a +5, that player is telling me she wants this part of her character’s life to be an important element of the game. If it’s connected to a One Unique Thing and/or icon relationships, she might want it to be one of the things that defines the campaign.

In order to find ways to incorporate this Background into the campaign story arc. I’d ask questions like:

  • How did you come to join the circus?
  • What made that circus different from others?
  • Was it successful? Struggling?
  • How long were you in it?
  • What was your role—your job, but also your place in the society within the circus?
  • What was your relationship with the owners? The performers? Other employees?
  • When did you leave, and how?
  • Why did you leave? Was it on good terms, or bad terms? Were you able to leave freely, or did you escape?

Guided by these answers, I would do some research on circuses, especially ones in China—just enough to create compelling story hooks relevant to that character, ones that would feel believable in play.

Hmm. Wikipedia* has very little on circuses in China. Here’s what I found just now:

  • In the 1800s, a Frenchman named Louis Soullier was one of three early circus owners who introduced the circus to China. He was the first circus owner to introduce Chinese acrobatics to the European circus.
  • “Chinese variety art” is the English translation of a Chinese term which covers a wide range of acrobatic acts and other demonstrations of physical skill traditionally performed by a troupe in China. These include plate-spinning, Shaolin monks who resist projectiles thrown or fired at them, kung fu demonstrations, unicycling, balancing on balls, and contorting.
  • “Circus” refers to a Western-style circus, which may include Chinese variety art. The Chinese State Circus is a touring circus presenting these arts to European audiences.
  • Both Eastern and Western circuses have undergone a revival and transformation since the 1970s, with elaborate themed productions, often telling a story through characters which reappear throughout the show. In the Chinese State Circus, this is the figure of the legendary Monkey King.

Whoa. Wait a second. As described in the Ming dynasty novel Journey to the West, the Monkey King rebelled against the divine Jade Emperor and was imprisoned by the Buddha in a mountain. He was released 500 years later, and atoned for his crimes by protecting the monk Tang Sanzang. The Monkey King does all kinds of amazing feats—the kind you’d see in…a circus featuring Chinese variety art.

Not only do I now have some background information to work with in handling skill checks, I’ve made an important thematic connection in my head. I’m reminded that “circus performer” is more than a set of skills: it’s an archetype, an iconic outsider figure who uses skill, cleverness, unpredictability, and humor to overcome obstacles and enemies (often the forces of law and order).

Here’s what I might challenge this player character with:

  • Physical obstacles that put these skills and qualities to the test, and which resemble the sorts of challenges overcome in Chinese variety arts and circuses.
  • Enemies who are their opposite number: solid, straightforward, and serious.
  • Enemies who are their distorted mirror image: skillful, clever, and unpredictable outsiders. Maybe this includes a recurring villain, someone who’s very much like the PC but with an important difference that puts them at odds.

Maybe you’re thinking, “That’s fine for circuses, which are fun and interesting. What about the boring Background, ‘I am a former page in the United States Congress’? How do I give that depth, and find story hooks for it?”

Just as we did in the example above, you learn a bit about how it works, ask questions, and find the fun. You might find out he got the highly-coveted job of page because his late father blackmailed a senator who had ties to a powerful Mob boss. If that’s the case, you could run an adventure where the group arrives in a town to discover that the character’s father, who vanished recently, now lives there as part of a witness protection program. And guess who else just figured this out, and sent a car full of hit men?

This works for auto salvage yard owners, tax preparers, homemakers, and every sort of life path.

If a character’s Backgrounds are really just bundles of skills, summarized in a sentence, that’s okay. But if inspiration strikes, your players might be incredibly entertained when a shadowy conspiracy comes after the former tax preparer because the client he helped five years ago was a time traveler from the future, changing history one tax return at a time.

*Wikipedia is sufficient if all I’m doing is running a game for my friends. If I’m turning this into a published adventure or campaign, I’m going to do a lot of thorough research, and take steps to ensure I’m representing real-world cultures accurately and respectfully.


13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

13th Age logo t-shirtThanks to everyone who sent in their fun 13th Age t-shirt slogan ideas! Rob Heinsoo and I read and discussed them, and together we chose our three favorites.

Grand Prize goes to Tim Baker: “Well, that escalated quickly.”

Second and Third Place go to Michael Keon:
“Ask me how 3 + 4 equals 13”
“I got eaten by the Stone Thief, and all I got was this lousy t-shirt”

Tim, Michael, keep an eye on your email inboxes—we’ll be sending you credit to use at the Pelgrane Press merch store!

The Underworld calls! Can you resist its dark lure?

The expanse of the Dragon Empire is as nothing compared to the vast and mysterious realms that lie beneath it. Deep within the Underworld lie adventure and treasure—as well as madness and death. But what is reward without risk?

With The Book of the Underworld, designer Gareth Ryder-Hanrahan (Eyes of the Stone Thief, Book of Demons, Book of Ages), reveals the Underworld’s secrets for 13th Age, including:

  • The lands of the Underworld: the Underland, the kingdoms of the Hollow Realms, and what lies within the Deeps
  • The mighty dwarven city of Forge, rallying point for the inevitable war to reclaim Underhome
  • The domains of the Silver Folk elves, and their underground icons: She Who Spins in Darkness, and He Who Weaves with Joy
  • The threats of Malice, the Drowfort, and the four kingdoms of the Mechanical Sun
  • New Icons, forgotten gods, spells, feats, magic items, monsters, and more!

You’ll also find rules for traveling in the Underworld—including ways to make travel montages more interesting (and hazardous!)—and advice for GMs who want to create adventures and campaigns set in the Underworld.

The passage downward lies ahead. Cold air chills your bones, and you can hear the echoes of something huge and ancient stirring far below. Mutter one last prayer to the Gods of Light, set your torches ablaze, and prepare to enter the Underworld!

Author: Gareth Ryder-Hanrahan
Developers: Rob Heinsoo, John-Matthew DeFoggi

Status: In development

Sebastian Münster’s sea monster chart (1544)

The Iron Sea: this is fine.

The Dragon Empire’s potential for rich stories and adventures isn’t even close to being exhausted—its various regions are left half-finished so GMs and players can have fun filling in the blanks, but we envision it being culturally, ethnically, economically, agriculturally, culinarily, and religiously diverse. Approaching a town on the sunny southern coast you might find gently-sloping green hills, olive groves, wheat fields, and vineyards bursting with grapes. Venture into town and you may come across a busy market with stalls selling food with complex spices, a temple to the sea gods, and an amphitheater that dates back to the age of the Wizard King. Head northwest to Foothold, and you might find tall forests, lumber camps, craggy mountains with dwarven mines, fur traders, rugged fortifications, offerings to placate the dark gods, and hearty stews.

Nevertheless! Some have asked us what lies beyond the map of the Dragon Empire. What place does it occupy in the larger world? For that, I’ll direct you to the Book of Ages and its description of the Age of Corsairs, when the Dragon Empire opened maritime trade routes with other lands beyond the Iron Sea, and the pirates who prayed on this shipping grew strong enough to challenge the Empire.

Here are some of the details of that age from the Book of Ages (which also includes new PC races, monsters, and magic items). Feel free to make the 13th Age an age of sail and trade in your campaign, or have the PCs be the first brave explorers who discover—or rediscover—lands beyond the Dragon Empire. If sail and trade with the outside world are common, the major change to the default setting will be that the Iron Sea’s storms and monsters either haven’t yet made the sea impassable, or have been subdued by one of more icons.

An Age of Sail and Trade

Adventurers and explorers have discovered new lands beyond the Empire, and trade ships now sail through the Koru Straits and out into the Iron Sea!

The wizards of Horizon have developed magical forms of navigation using celestial beacons that enable ships to cross the deeps. This is a marvelous time, especially for the merchants of Highrock and Glitterhaegen who benefit most from this growth in trade. However, dissatisfaction grows in other parts of the Empire, and would-be pirates—aided by ambitious black and green dragons—have built their own ships and begun raiding the trading vessels along the coast. 

Alternate Icons

The icons of the Age of Corsairs reflected the spirit of that age. If you wish, you can replace any of the default icons of the 13th Age with one of the icons below, or merge them. For example, you could replace the Prince of Shadows with the Captain of Corsairs; but you could also decide that the young Orc Lord felt the lure of the sea, and is now a pirate king!

The Captain of Corsairs is the great rival of the Emperor. There have been many different Captains—some were bloodthirsty, brutal thieves, but others were clever diplomats and wise rulers. The Captains rule from the great port city of the Harbor of Gulls.

The Explorer is a famed adventurer who travels the world. She will vanish from the Empire for many years at a time, then return with fabulous treasures and tales of distant lands. Sometimes, she travels by ship; on other occasions, she sets off on foot or through one of the Archmage’s experimental portals. (Other modes of transport employed by the Explorer on occasion: kidnapped by derro, tied to a roc, flung by a catapult, flung by a giant, flung by a giant catapult [along with her twenty companions and their horses], stowed away on a flying castle, eaten by the Stone Thief ).

The Merchant Princess‘ wealth is said to rival even that of the Dwarf King. Her trading fleets sail out of Glitterhaegen and Highrock, and return laden with gold and silver from distant lands. Money buys power, and the influence of the Princess easily eclipses that of the Archmage and the Great Gold Wyrm in the imperial court.

The Serpent is a green dragon whose power is second only to his ambition; he desires to become the new Green, upgrading the Three to the Four and obtaining the strength and respect (and treasure hoard) due to one of the great dragons. He has allied with the Captain of Corsairs to bring down his rivals, and some suspect he has bewitched the High Druid.

The King Below is the ruler of the sahuagin. Under the coral crown and bloody banner of the king, the freshwater sahuagin of the Fangs join with their salt-water cousins in a war against the surface. At times the Captain of Corsairs has been able to ally with the sea-folk, but for the most part, the sahuagin recognize no difference between one ship crammed with prospective slavemeat and another.

Lands Beyond

Book of Ages lists 13 lands that might exist beyond the storms and ship-eating monsters—though if you prefer, they could be reachable by land travel. Here are some samples:

Far Eld: A grim, rainy land of small, grim, damp villages and grimmer, damper fishermen. Lots of monks, hermits and druids. Eld’s not entirely in this world—parts of it phase in and out of some faerie realm, and only the locals know when these gates open and close.

The Edgelands: The atoll of the Edgelands surrounds a huge hellhole. It’s a barter town, a devil’s market where traders can buy goods from the infernal realms in exchange for coin and souls.

The Archipelago: Like the Dragon Empire, the lands of the Archipelago have their own icons. Here, there are a hundred minor icons, each one ruling a different island. Over time, the islands have come to reflect the nature and desires of their rulers, so each one is radically different to its neighbors across the straits.

Fortuna: In Fortuna, magic items rule. Humans are seen as soulless meat golems unless ensouled by the vibrant spirits of magic, and are only considered really alive when loaded down with enough items to have their ‘animal instincts’ overridden (in other words, more magic items than one’s level allows). Fortuna’s awash with magic items, but they’re not for sale—taking them is a crime tantamount to kidnapping.

Eiswyn: Eiswyn is a glacial realm of ice and snow, of barbarians and furry monsters. The ruins of an ancient civilization lie frozen in the glacier, so when the barbarians aren’t off raiding warmer lands in the summer, they spend their winters cutting into the ice to excavate treasures and dangers from a past age.

Get the Book of Ages by Gareth Ryder-Hanrahan here.


13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

Pelgrane Press has a new merchandise store, and soon you’ll be able to buy 13th Age merch there! Hurrah! To celebrate the store’s launch, we’re running a 13th Age t-shirt slogan competition:

  • Email your cleverest, funniest, and/or most badass 13th Age t-shirt slogan ideas to support@pelgranepress.com with the subject line “13th Age t-shirt competition”.
  • Only one entry per person: You can send us as many slogan ideas as you want, but they have to all be in one email.
  • Deadline for entries is 11:59 p.m. Pacific Time (GMT -7) on July 21, 2019
  • Each slogan must be 50 characters or less (not counting spaces).
  • You can submit slogans related to the 13th Age RPG in general, any of the 13 icons in the core book, and the 13th Age Alliance organized play program. Slogans that could be used for any d20-rolling fantasy RPG, not just 13th Age, are much less likely to be chosen as winners. (For example, slogans about traditional character classes and races, classic mechanics such as rolling for initiative, non-living dungeons, the joys of looting treasure, etc.)
  • The actual t-shirt designs only have images and text on the front, but for this contest, you can feel free to send us front-and-back slogans.
  • All entries to this competition become the property of Pelgrane Press.
  • After the July 21st deadline, the judges will evaluate the entries and award prizes as follows:
    • GRAND PRIZE: A $20 credit at the Pelgrane Press merchandise store
    • SECOND PRIZE: A $10 credit at the Pelgrane Press merchandise store
    • THIRD PRIZE: A $5 credit at the Pelgrane Press merchandise store
  • Winners will be announced in the August See Page XX newsletter.

We look forward to seeing your ideas!

 


13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

When I asked the 13th Age Facebook group what they’d like me to write about in this month’s column, the first response was, “Sword & Sorcery for 13th Age! Some ideas for tweaks, reductions and hacking.” My initial reaction was, “No freaking way can I turn a game specifically designed to emulate the heroic fantasy genre into a game that emulates the swords & sorcery genre without a LOT of work.” But my brain just wouldn’t let it go. How would I approach such a project if I limited myself purely to tweaks, reductions, and (minimal) hacking?

And so, that’s the topic of this month’s 13th Sage. These are some ideas on how I as a GM would approach such a campaign, based on my experience with the genre. Others might do it differently, and better.

Let’s go!

Wait, what’s swords & sorcery?

Not familiar with S&S? These design guidelines for Swords of the Serpentine do a good job of capturing the essence of the genre. The classic works of fiction you’ll want to refer to are the Conan and Kull stories by Robert E. Howard, the Fafhrd & Gray Mouser stories by Fritz Leiber, and the Elric of Melnibone stories by Michael Moorcock.

Customize the Dragon Empire and its icons

Given the nature of the challenge, I think setting the campaign anywhere except the Dragon Empire is cheating. I went back to the Book of Ages for ideas on how to make it feel more like a setting for swords & sorcery adventures. Here are some versions of the Dragon Empire it inspired for me:

  • A single, powerful sorcerer-king reigns over a dark Empire composed of small kingdoms and a handful of city-states.
  • Long ago, a deathless sorcerer commanding an army of the living dead conquered half the Dragon Empire. Until they reach Champion tier, characters will go on adventures in the kingdoms of the living, outside of this realm. A lot of bad guys in this campaign would be necromancers, sorcerers seeking to live forever, death priests, and maybe a vampire or two.
  • Under a weak Emperor, the Seven Cities grow in power, splitting the Empire into seven squabbling city-states.
  • A highly cosmopolitan and powerful Dragon Empire opens maritime trade routes with other lands, and pirates band together to prey on this shipping—growing strong enough to challenge the Empire.

Speaking of which, one could create a decent array of swords & sorcery icons by picking and choosing icons from various ages in Book of Ages. I strongly suspect swords & sorcery doesn’t lend itself well to a setting populated by 13 demigodlike icons. I’d limit myself to seven, looking to the 7 Icon Campaign PDF for inspiration and ideas. I would also give them names instead of just titles.

If non-human sentient species are rare or non-existent in this campaign, you might reskin the non-human icons as humans that fill the same archetypal role. For example, the Orc Lord could become “Krahsh-Thukult, Warlord of the East” and the Elf Queen “Elidyr, Queen of Lost Lemuria”. A standard in swords & sorcery is that power, especially magical power, is innately dangerous and corrupting. As a result, only one or two icons might be heroic. Most will be ambiguous or villainous, and all of them are a hazard to adventurers’ health. (Just consider how much trouble allegedly friendly gods and wizards cause Fafhrd and the Gray Mouser.)

There’s considerable cross-pollination between swords & sorcery and Weird Fiction, and two immensely talented designers have proposed a Dragon Empire where the icons are drawn from the writings of Clark Ashton Smith and H.P. Lovecraft. If you’re interested in taking 13th Age in a swords & sorcery direction, definitely read Kenneth Hite’s article “Call of Chicago: Re-skinning, Genre-Drifting, and Triskaidekasizing” and Ruth Kitchin Tillman’s Eldritch Icons project.

PCs are always, or almost always, humans

Demi-human player characters will probably be rare (or even non-existent), so I’d use the mechanic of human cultural traits found in 13th Age Glorantha to make human PCs more varied.

I might frame demi-humans as being from a certain land. For example, gnomes could be “the people of distant [NAME], who are small of stature and skilled at confounding their enemies in battle.” Elves might be reskinned to be the last remnant of an ancient, mighty civilization that sank beneath the waves, living in seclusion in small numbers and practically a myth now. (See also how Fritz Leiber handles the ghouls of Nehwon. They’re basically human, except for their invisible flesh.)

I’d like to say that there can only be one demi-human PC at most in a group, but I’m not sure how I’d enforce that without feeling like a jerk. So I might disallow them until we’ve been playing for a while, have a better feel for the setting, and want to try something different.

Eliminate or heavily restrict magic-using classes

The use of magic (“sorcery”) is rare in this setting. This is contrary to how most RPGs in the D&D family tree handle magic, so we should figure out an interesting reason for it. Whatever the reason, sorcery in such a campaign will be innately dangerous, unnatural, and corrupting. Here are a few reasons sorcery might be rare in a swords & sorcery 13th Age campaign, several of which could be combined:

  • Sorcery is forbidden by Imperial edict, for any number of very good reasons. (But also because it threatens Imperial power.)
  • Sorcery causes harm (physical, mental, and/or spiritual) to the sorcerer. See the bit about the price of magic below.
  • Sorcery somehow causes harm to the world in the sorcerer’s vicinity. Maybe it’s instantaneous, and one or more living things takes damage or sickens or becomes corrupted. Maybe it’s an effect over time, so that the area around a sorcerer’s lair gradually becomes a corrupted, diseased, underpopulated wasteland.
  • Sorcery is the creation of an ancient, malevolent, intelligent species and is thus taboo. Good candidates include evil dragons, rakshasas, serpent people
  • Sorcerous power comes from a mighty patron, who will require a terrible price. Dragon Empire icons in the 13th Age who would make good patrons include the Three, the Diabolist, a reskinned Elf Queen in villainous or ambiguous mode, and a reskinned Archmage in villainous or ambiguous mode. We might also include a revised, sinister, Prince of Shadows.

There are no clerics, paladins, or wizards. Rangers won’t cast spells, unless perhaps they have limited access to some kind of nature-themed sorcery (such as the ice magic known to the women in Fafhrd’s clan in The Snow Women.) Druids might work, but their magic would be, again, sinister and dangerous. See how Ken and Ruth handle druids and the deep woods in their articles linked above.

If there are any magic-using PC classes in this campaign, they’d probably be the necromancer from 13 True Ways, and the demonologist from  Book of Demons. These are deeply flawed and unpleasant people who are clearly meddling in things best left alone by mortals. It seems weird not to use a class literally named “sorcerer” in a swords & sorcery game, but the spells from that class honestly don’t feel like the type of magic I see in what’s commonly considered S&S fiction.

Magic: summoning, items, backgrounds, and rituals?

Sorcerers in this genre rarely cast what we think of as “spells” in fantasy RPGs. But summoning a giant serpent, or a fire elemental? Entirely appropriate. Summoning is central to the aforementioned demonologist and necromancer classes; but we could also say, “no magic-using classes, period” and make summoning available to any PC who’s willing to pay the price. You’ll want to use 13 True Ways, Book of Demons, Summoning Spells, and Sorcerer Summoning.

A lot of “sorcery” in this type of fiction relies on what we call “consumable magic items” in the game. I’d make potions, oils, and runes readily available to heroes who know where to find such things. Just…don’t ask who made them, or how.

Want to be able to close a door, blow out a candle, or perform some other normal, minor action using magic? Maybe spend points in a Background called something like “Minor magic” and make a skill roll using Int or Cha.

Want to create a fog that hides your fleet of warships? A storm that lashes your enemy’s forces? A fire that consumes a village? That sounds like ritual magic, something that takes time and costs you something significant. This might only be available to a magic-using class, or it could be available to any PC who has the right knowledge or resources (an ancient scroll, forbidden tome, enchanted amulet, etc.)

Set a terrible price for sorcery

I’ve been talking about prices and costs, so let’s address what that could look like. If it’s a mechanical cost, a PC might spend recoveries or take damage in order to perform minor sorcery—or maybe there’s a chance one of the other PC’s in the group will take the loss. Major workings might require the permanent loss of recoveries or hit points. We could instead impose a narrative cost. For example, the demon you petition for help will take something important from you sometime in the future. Maybe a PC doesn’t know what the price will be, only that it’s something unpleasant and cumulative. The GM could keep track of a PC’s use of sorcery, then at an opportune time, have something awful happen such as an attack hitting an ally  instead.

As mentioned earlier, this also lends itself to an externalized cost: using sorcery hurts other people, and the natural world. Perhaps sorcerers have the choice to either pay the cost themselves or have others pay it, and most of them prefer the second option. I recommend checking out the Corruption rules in Swords of the Serpentine for details on this approach. (That game includes a useful Effect of Corruption on Locations table.)

Another take on the cost of magic worth considering in an “all, or most, magic is summoning magic” approach is an increased likelihood that whatever they summon into the world will break free of their control and do something extremely bad. This could be handled mechanically by hacking the dismissal rules, or narratively by letting summoners know that the more they summon creatures, the more likely it becomes that I, the GM, will decide it’s time to pay the piper.

Make magic items dangerous

I’ve talked about consumable magic items, but what about true magic items, such as magical weapons, cloaks, amulets, and so on? My suggestion: they are all cursed. Every one of them. They’re quite powerful, more powerful than the non-cursed items presented in the books; but they will screw you over somehow. Just ask Elric. Cursed items are introduced to the game in 13 True Ways, and Loot Harder contains several (like the Wizard’s Skull) that would be fantastic for a swords & sorcery game.

I’d give  true magic items a major curse, and let the characters know about the curse along with the item’s powers. That way, they will have to make an interesting choice: take the item and become more powerful, but suffer the effects of the curse? Or reject cursed sorcery, and trust in steel and their wits?

Monsters: natural, unnatural, and aberrant

Who will out heroes fight? I’m thinking that they’ll most often be challenged by foes I’d categorize as “natural”, and less frequently by foes I’d call “unnatural”. Rarest of all are foes I’ll call “aberrant”. Here’s what that looks like:

Natural: “normal” creatures such as humans, apes, wolves, bears, and boars. Especially large and tough animals will usually fall into this category.

Unnatural: creatures such as degenerate beast-men, skeletons, zombies, ghouls, serpent people, and animals that are supernaturally large and deadly or strangely-behaved (see Leiber’s sword-wielding squid in “When the Sea-King’s Away”) due to sorcery or demonic influence. Also, most sorcerers, necromancers, evil priests, and frenzied cultists.

Aberrant: these will probably be the foes PCs face in the climactic battle of the adventure—the sorcerer, priest or necromancer whose power has made them inhuman; the tentacled horror in the forbidden ruins; the giant serpent in the temple’s inner sanctum; the mechanical warrior from a long-ago age. To ensure the element of surprise, I might use the 13th Age DIY rules to convert a lot of monsters from Hideous Creatures: A Bestiary of the Cthulhu Mythos into unnatural or aberrant foes.

For me, the battles in a typical swords & sorcery 13th Age adventure would probably progress in this order: the heroes fight natural foes first, then progress to unnatural foes, and finally face off against aberrant enemies.

That’s all I can think of off the top of my head! I’m sure this column will lead to a lot of discussion in the various 13th Age groups, forums, and subreddits, and I look forward to seeing your ideas.


13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

I just finished the final pass on the “page XX” references for Shards of the Broken Sky. Some designers dislike this type of finicky work, but I sort of love it. Partly it’s a great moment in the lifecycle of a book—it’s actually about to be finished! Partly you get to take a last look at things; and when you’re working with a great layout artist like Jen McCleary, it’s a calm look at things that are very much where they should be.

So a couple days later, I’m thinking about the finished adventure and asking myself: what isn’t in Shards that could have been? My first thought is that it would be interesting to think about how specific character classes could find special uses or unique stories in a Shards campaign. We generally don’t tailor elements of our adventures to individual classes; from a design perspective it’s usually better to avoid spending too much time on ideas that only apply to some characters. But a quick blog post is just about right!

Shards was first conceived of before 13 True Ways was released, so the default adventuring group at the time consisted of classes from the core book. Here are some ideas for how players whose characters’ classes come from 13TW might experience the adventure differently.

  • Chaos Mage: There is a whole lot of chaos in Shards of the Broken Sky. So much chaos that a chaos mage player character is either going to feel supremely at home OR feel a bit resentful that the world has barged in and taken over their party trick. Maybe this will be a chance for the chaos mage to develop in a new direction, towards taming some of the weirdness-from-on-high that fell to earth with Vantage.
  • Commander: For an early approach to the post-Fall chaos, a commander PC might be the imperial legionnaire who is ostensibly next in command after the disaster. But with no soldiers to command and a catastrophe in progress, maybe an adventuring party of misfits will do!
  • Druid: If I ever play in a Shards campaign, I’m going to play a druid with the Terrain Caster talent; and then I’m going to have SO MUCH FUN with the smashed and scattered terrain across Redfield Valley.
  • Monk: None of the big secrets in Shards directly relate to the monk class or its themes, so if I were running it with a monk character in the group, I’d start by changing that. In this campaign, the secret of the death/disappearance/status of the Grand Master of Flowers can be found in Redfields.
  • Necromancer: Unlike the monk, the necromancer gets LOTS of love in Shards. Indirect love, in the sense that the valley is full of ancient quasi-living battlefields, but that’s love a necromancer understands. 
  • The Occultist: Vantage falls, the Occultist rises from the wreckage. 

13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

The wicker golem appears in Shards of the Broken Sky, where it’s one of several golems performing various magical maintenance functions. But its inspiration, of course, is the 1973 British horror film The Wicker Man—making it a great monster for a creepy adventure set deep in the High Druid’s woods, where the people still hold fast to the Old Ways…

Pre-order Shards of the Broken Sky and download the PDF right away!

Wicker Golem

It burns well, you’d just better hope you are not inside it at the time. Some use wicker golems as a means of capturing rather than killing, others to sacrifice their enemies mid-battle.

Huge 0 level wrecker [CONSTRUCT]Initiative: +4
Vulnerability: fire

Wicker hands +5 vs. AC (two attacks)—5 damage. If at least one attack hits a target, the target is grabbed.

Entrap: If a grabbed target does not escape the grab by the end of its next turn, the golem stuffs the target into its body cavity. Once a target is in the golem’s body cavity, it moves with the golem until it escapes and is stuck, dazed, and unable to affect anything except the wicker golem. The target also takes any fire damage the wicker golem takes. If the target deals 5 or more damage with an attack, the golem’s body cavity briefly pops open and the target can make a disengage check to try to escape.

Golem immunity: Wicker golems are immune to effects. They can’t be dazed, weakened, confused, made vulnerable, or touched by ongoing damage (except fire damage).

Burning man: Whenever the wicker golem takes fire damage, it also takes 5 ongoing fire damage. While the wicker golem takes ongoing fire damage, a natural even hit with wicker hands does the same amount of ongoing fire damage to its target.

Deliberate conflagration: If the golem has an enemy trapped inside, it may set itself on fire (5 ongoing fire damage) at any time.

Blood sacrifice: If a non-mook creature is reduced to 0 hp while within the golem’s body cavity, the golem immediately heals to 55 hp.

AC 14
PD 14 HP 55
MD 10


13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

We’re happy to announce we’re once again taking part in Free RPG Day 2019 on Saturday, June 15th, and this year’s free Pelgrane giveaway features adventures for the forthcoming The Yellow King RPG and 13th Age.

The Yellow King RPG – The Doors to Heaven

Behind Iron Doors, a Gateway to Doom!

Paris, 1895. A sensation-seeking band of art students confronts supernatural invasion from an alien realm. A play called The King in Yellow circulates in the city’s secret, decadent circles, twisting the ordinary and corrupting the sacred. In the students’ latest case, a fellow student’s disappearance draws them to the Notre-Dame Cathedral. Legend claims that its iron doors were sculpted through a pact with the devil. Behind this tale the investigators uncover a stranger truth, replete with hooded figures, an unearthly plague, and the terrifying creatures that inspired the gargoyles.

 

13th Age RPG – Assault on the Dungeon of the Pogonomancer

The renegade dwarf wizard has returned from exile, and now his army of thralls lays siege to the fortress of his ancestors. Doom and kinstrife threaten the lands of the dwarves! There’s but one chance – if a small band of heroic adventurers can brave the passage of the Underworld, they could strike at the wizard’s secret sanctum where he plots with his mysterious allies from the depths!

Battle through the tunnels of the world below! Navigate weird perils! Face fiendish horrors! It’s a race against time – if you tarry, the dwarves on the surface will most certainly perish!

Above all, don’t get entangled – for the dungeon of the Pogonomancer is certainly one hairy situation…

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