The Free RPG Day adventure Make Your Own Luck (get it here!) begins with an army of trolls and goblins besieging the town of Harrowdale. As written, the siege is a jumping-off point that gives the events in the adventure context. If you want to explore the ongoing tension and danger of defending a town under siege, one possible mechanic is a twist on the escalation die called the siege die.

Using the siege die

  1. Just as you do with the escalation die, place a special d6 on the table so it’s visible to the players. This is your siege die. Make sure the two dice look different, so you don’t confuse them!
  2. Using a sheet of paper or other note-taking method, divide each in-game 24-hour period into periods of Day and Night. (I’m cribbing from the fantastic heist RPG Dusk City Outlaws here.)
  3. On the first Day period, set the siege die to 1 and roll a d6.
    • If the result is greater than the current number on the siege die, the status of the siege is unchanged. At the beginning of the following time period, increase the die to 2 and roll your d6 again. Keep increasing the siege die by 1 and rolling a d6 until you roll equal to or less than the number on the siege die.
    • When the result of your d6 roll is equal to or less than the current number on the siege die, roll on the Siege Table below or choose some new action by the enemy that requires the heroes to take action.
  4. The first time you activate the siege die by rolling equal to or less than its number, reset the die to 1 and start over. The next time it happens, reset the die to 2; then 3, then 4, and so on. This represents that the enemy is slowly building toward total victory—if things continue this way, eventually the siege die reaches a permanent 6 and the enemy assault becomes relentless..
  5. The players can lower the siege die in a number of ways. They could describe how they’re expending a class or item ability that reduces the escalation die to lower the siege die instead. They could find a clever use of skill checks, or run a montage scene describing how they’re strengthening the town’s defenses and improving defenders’ morale. When they do this, have them roll a d6—feel free to give them a bonus if they did something especially cool or hilarious. Reduce the siege die by that amount, to a minimum of 1. This keeps them engaged with the current status of the siege, and lets the heroes influence how the larger battle is going.

There are a few ways you can adjust the pacing of the siege with this approach. You could have the siege die escalate at a different rate—for example, it might go up once per 24-hour period, or every three hours, or every six. You could also reset the siege die to 2 instead of 1 the first time it triggers, or roll a larger die (d8? d12?) against the siege die.

Siege table (d6)

Make Your Own Luck cover

  1. The enemy launches a major attack, one with sufficient strength that it requires the PCs to expends significant resources (such as daily spells).
  2. The enemy successfully destroys one of the city’s important defenses: a tower, a section of wall, a magical defense, etc. The heroes must help rebuild it, or find some other way to shore up the defenses in its absence.
  3. Saboteurs inside the city wreak havoc in some way: arson, poisoning the water supply, setting off a bomb, toppling a structure. The heroes must save the victims and identify and defeat the saboteurs.
  4. The enemy strikes a blow against the townspeople’s morale: targeting a beloved landmark, capturing or killing a town official or other pillar of the community, stealing something symbolically important to the town, spreading rumors that the rescuing army was defeated, etc. The heroes must either undo what the enemy has done, or counteract it in some way with a morale-boosting display.
  5. A group of assassins sneak into the town during an attack, and try to kill the PCs later that Day/Night.
  6. The enemy seizes part of the town—it must either be recaptured, or defenses quickly set up to keep them from advancing further.

For another fun escalation die hack, check out the investigative montage rules in Crown of Axis, a new introductory 13th Age adventure for level 1 characters!


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.

 

The following article originally appeared in an earlier iteration of See Page XX in June 2008.

by Simon Rogers

In this issue Robin D Laws discusses the use of genre conceits in Mutant City Blues, we have more music from James Semple, and a second interview by Luke Crane. This issue sees the return of Mystic Moo – learn how to get your fondest wishes, with cosmic ordering. I was very pleased with the results of the last poll – our readership is higher than I expected – so I’ve included another one, with a peculiar question. Your feedback really helps.

News from Pelgrane Press

Since the last View, we’ve sold out. But in a good way. We sold out of the first print run of Trail, released Stunning Eldritch Tales for Trail, and sold out of that, too – new stock should now be available. We’ve done reprints of Esoterrorists and Fear Itself, too. Trail is available in PDF, in a number of forms, two quite innovative. All our products are available from the Pelgrane Store and IPR.

Trail of Cthulhu Print Version

Trail of Cthulhu sold through the first 2000 copies, and we’ve just completed the reprint, along with a limited number of leather bound copies. I took the perhaps hubristic decision of printing another 2000. The leather bound version, limited to 50 copies for sale, will be released through various channels between now and Dragonmeet 2008, some through competitions, some for online sale or auction, and a bunch at GenCon Indie 2008. Stunning Eldritch Tales , a collection of adventures for Trail was released and sold out though most outlets. You can read about a review on Yog-Sothoth. A reprint has hit the warehouses already.

Other Trail news:

  • An exclusive Trail of Cthulhu adventure is available in participating stores for Free RPG Day, 21st June called The Murder of Thomas Fell. There will be limited copies, so grab them while you can.
  • The Keeper’s Screen and Resource Book is now laid out and illustrated, and is ready to be printed. It was written by Simon Carryer, who wrote the excellent transport articles in earlier Page XXs. Adrian Bott edited it, adding a dash of spice to the mix.
  • Gareth Hanarahan has completed the first of his Arkham Detective Tales – it’s now playtested and awaiting a partner.
  • Shadows Over Filmland, another collaboration between the Hite/Laws dream team is in playtest.
  • Some Trail of Cthulhu customers have produced GUMSHOE conversions for Call of Cthulhu, and conversion notes of for making your own conversions. You can find them here.

Trail of Cthulhu PDFs

In additition to the full version PDF, we’ve released the Trail of Cthulhu Player’s Guide PDF includes all the player’s stuff from Trail of Cthulhu, including the complete Trail GUMSHOE system, character creation, equipment lists, tips and forms. It weighs in at 100 pages. We also released Trail of Cthulhu Game Group PDF Bundle. The bundle was an interesting experiment in the spectrum of honesty of PDF users. The idea is, the GM gets the Trail of Cthulhu PDF, the players get three copies of the Player’s Guide between them. I’m very pleased with the sales, with about 20% of our Trail sales on OBS being bundles.

The Esoterrorists

Robin D Laws has finished the first draft of the Esoterror Factbook, an engrossing setting book for The Esoterrorists written in the style of an OV operatives manual. It’s a great read, disturbing and filled with gaming opportunities. A bunch of additional optional combat crunch for the Special Supression Forces are in need of testing, and Robin is writing a short adventure to test them out.

Dying Earth

Tooth Talon and Pinion (Excellent Prismatic Spray 7/8) is out now. Subscribers copies have just been sent out, and we’ll add the PDF version next month.

Mutant City Blues

Mutant City Blues is in layout. You can read the in house playtest report part 1 here and part 2 here. And, here is some of Jéromes excellent art:

(Ed. – the following art is from the first edition. You can find the second edition of Mutant City Blues here.)

Flight

Mutant City Blues cover

Originally designed for Free RPG Day 2019, this flipbook features adventures for The Yellow King RPG and 13th Age. You can get Assault on the Dungeon of the Pogonomancer/The Doors to Heaven in PDF here.

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…

 

Download our Free RPG Day 2017 offering – a 13th Age/TimeWatch double adventure!

Download the adventure PDF here

13th Age – Swords Against Owlbears

Where do owlbears come from? A wizard did it.

Still does it, in fact. Her name is the Maker of Many. Her experiments push the boundaries of life and death, of madness and reason, of art and hideous biological abomination – and the player characters are trapped in her dungeon, the Twisting Gardens.

Swords Against Owlbears is a quick-start adventure for 13th Age, the d20 fantasy game of battle, treasure and epic story telling. Grab a pregenerated 6th character, decide your One Unique Thing, and get ready to fight for your life!

TimeWatch – Font of Knowledge

Time-traveling saboteurs just snuffed out all human life with – Comic Sans? You’re a member of TimeWatch, an elite organization of time cops who keep history safe. Find out what happened, track clues forwards and backwards in time, and save true history from those who try to erase it – like the hyperintelligent AI BREEN, which has distributed itself throughout time. Good luck, Agent. Everyone – and we mean everyone – is counting on you.

This scenario for up to six players is an introduction to TimeWatch – the GUMSHOE game of investigative time travel. Pregenerated Agents and handouts are included to launch the players into the mystery.

While the PDF has been updated, there were some errors with the printed Free RPG Day book. You can download the 13th Age errata for the print book here, and download the TimeWatch errata here.

Errata

In the print version (and original published PDF) of Swords Against Owlbears, Vortimbrax the Overmind’s second attack is incorrect. It should read:

C: Psychic Burst +12 vs MD (any targets engaged with Vortimbrax) – 15 damage, and all targets are Dazed (-4 to attacks, save ends). Limited Use – 1/battle

Stock #: PEL13AT01
Author: Gareth Ryder-Hanrahan, Kevin Kulp
Artist: Rich Longmore, Gillian Pearce Pages: 48-page PDF

 

Make Your Own Luck on Roll20We’ve joined forces with Roll20 to HARNESS THE MIGHTY POWER OF THE INTERNET on behalf of the 13th Age fan whose gaming group is scattered across the continent—perhaps even THE VERY GLOBE. With Make Your Own Luck on Roll20 , you can play online with official 13th Age digital content!

Make Your Own Luck: Roll20 Edition is available for $7.99. You get:

  • A full 13th Age adventure by Gareth Ryder-Hanrahan for a GM and 3-6 players, with a quick summary of the game’s rules
  • 3 full color maps
  • 20 unique character tokens
  • 12 pregenerated characters using the official 13th Age character sheet
  • Handouts within Roll20 to help players and GMs who are new to Roll20, or to 13th Age.

PC tokens for Make Your Own LuckMake Your Own Luck is a stand-alone adventure which also works as a prequel to the megadungeon campaign Eyes of the Stone Thief. This introduction to the game  features art by Hillary Esdaile, Lynn Hogan, and Nick Curtiss.

13th Age Online Play Czar Aaron Roudabush has worked tirelessly with Roll20 to bring the 13th Age experience to the virtual tabletop. Invite your friends to fight the Siege of Harrowdale, wherever they are!

Free RPG Day 2016 front cover_350Released on Free RPG Day 2016 – now available to download here.

The Dracula Dossier – The Van Helsing Letter

Just before he vanished, Abraham Van Helsing – doctor of medicine, doctor of law, and secret vampire hunter – wrote one last letter hinting at an unsolved case. Now, more than a century later, that letter is in your hands. But what is a hundred years to an immortal? The contents of that letter are as important – and as explosive – to the secret conspiracies of the vampires as they ever were.

Now it’s up to you to complete Van Helsing’s last mission. Can you help Dracula’s oldest enemy strike back from beyond the grave?

This scenario for up to six players is an introduction to both Night’s Black Agents – the GUMSHOE game of burned spies vs vampires – and the improvisational, player-driven investigative style of the epic Dracula Dossier campaign. Pregenerated Agents and handouts are included to launch the players into the mystery.

13th Age – Swords Against the Dead

You suffer the rudest of awakenings when zombies crash through the walls of the inn, and battle is joined. But where do these shambling menaces arise – the misnamed Isle of Sanctuary, the strangely silent tower of Xuthana, or the Cliff Graves of the Demon Coast? And who or what raised this army of restless undead?

Swords Against the Dead is a quick-start adventure for 13th Age, the d20 fantasy game of battle, treasure and epic story telling. Grab a pregenerated character, decide your One Unique Thing, and get ready to fight for your life!

If you missed out on Free RPG Day, this double dose of adventure is available as a bonus PDF here.

 

Stock #: PEL13AN02
Author: Gareth Ryder-Hanrahan
Artist: Victor Leza, Miguel Santos Pages: 40-page PDF