HIGH MAGIC & LOW CUNNING: BATTLE SCENES FOR FIVE ICONS

A TH AGE ADVENTURE

BY CAL MOORE

TH AGE IS A FANTASY ROLEPLAYING GAME BY ROB HEINSOO, JONATHAN TWEET, LEE MOYER, & AARON MCCONNELL

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Publisher Cartographers Playtesters Matt Adelsperger, Kate Irwin, Doug Jacobson, Simon Rogers Pär Lindström (The Three), Sarah Keortge, Marc Weddle, Steve Robinson, Gill Pearce (Archmage), Ralf Allison Shinkle, Joe Smith, Emi Tanji, Rich Assistant Publisher Williams, Steve Ellis, Cat Tobin, Dave, Steve Schemmann (High Druid, Dempsey, Mark Fulford, George Thaw, Jay Godden, Christopher Godden, John Scott, Beth Lewis, Cathriona Tobin Lord, Prince of Shadows) Joanna Piancastelli, Simon Hibbs, Roland Rogers, Whit Mattson, Josef Castiel, Stephen Hoffman, Author Map Wrangler Matt Hoffman, Candace Koller, Jacob Fleming, Víctor Andrade, Aaron Pérez, Sebastian Pérez, Luis Gallardo, Carlos Negrete, Laura Elisa Jiménez, Cal Moore Simon Rogers Sean Nokes, Jeremy Bednarski, Cory Milligan, Mike Fuller, Christopher Duncan, Kevin Elmore, Stephan Developer, Editor, and Icon and Monster Pfuetze, Brendon Hays, John Edwards, Robert Dempsey, Crystal Elmore, Matthew Parmeter, Art Director Tiles Steven Cagle, Samuel D Frazier II, Robert Dorgan, William Ansell, Chad Brown, Jonathan Duhrkoop, Rob Heinsoo Lee Moyer, Aaron McConnell Vincent Foley, Edward Kim, David Stenkampf, Kristofer Wade, Jeff Hewartson, Will Holden, Derek Storey, Jackson Martin, Larissa Black, Terry Cover Layout laForge III, Wayne Ergang, Andrew Sturman, Duncan Sellars, Glenn Jones, Linda Streatfield, Patricia Smith Aileen E. Miles Jacqlyn Edge, Stefanos Anastasiadis, David Brandt, Felipe Bouroncle, David Brandt, Chris Collier, Miah Collier, Rick Lewis, David Aldridge, Yannis artwork Choupas, Sigurd Kirkevold Næss, Mikko Kivelä, Joseph Norris, Max Renner Rich Longmore, Patricia Smith

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TABLE OF CONTENTS Introduction 6 Archmage: High Druid: Structure of the Scenes 6 the Overworld Vault Corrupted Nature Get Battling! 7 Archmage: The Overworld Vault Story Corrupted Nature Openings 29 Story Openings 54 Moz’s Magnifcent Mess Alternate Icons 29 Alternate Icons 54 The Overworld Vault Overview 30 Corrupted Nature Overview 55 Introduction 8 Battle 1: Battle 1: Corrupted Beasts 55 Moz’s Magnificent Mess The Hidden Gate 30 Corruption Table 57 Story Openings 8 Storm Giant 32 Corrupted Dire Boar 57 Alternate Icons 9 Frost Giant Adventurer 32 Corrupted Giant Web Spider 57 Moz’s Magnificent Mess Overview 9 Battle 2: Wormhollow Canyon 33 Lokkris 58 Battle 1: Overworld Worm 34 Battle 2: Vinerock Gorge 59 The Animated Laboratory 9 Golden-winged Lightning Beetle 35 Corrupted Treant 61 Gargoyle Broomsweeper 12 Battle 3: The Staff of Chaos 36 Wasp Spirit 61 Knife-embedded Hat Rack 12 Greater Ice Devil (Gelugon) 38 Battle 3: Bookbound Construct 12 Horned Devil (Cornugon) 38 The Sacrifice of Mother Bark 62 Glassling Construct 12 Devil Rowers 38 Xantip Nos, Rakshasa Warrior 64 Battle 2: The Overworld Vault Weretiger 64 The Straw King 13 Story Endings 39 Mother Bark, Corruption Wight 65 Straw King 15 Battle Scene Connections 39 Corrupted Nature Story Endings 65 Tassra Zoi, Goblin Runecaster 15 Battle Scene Connections 66 Goblin Raiders 15 High Druid: Barbarous Bugbear 15 The Wild Sacrifce High Druid: Battle 3: Defiant Orb 17 The Ritual of Taking Orb-animated Gargoyle 19 The Wild Sacrifice Transmuted Giant Scorpion 19 Story Openings 40 The Ritual of Taking Transmutated Giant Wasp 19 Alternate Icons 40 Story Openings 67 Moz’s Magnificent Mess Sacrifice Overview 41 Alternate Icons 67 Story Endings 20 Investigating a Murder 41 The Ritual of Taking Overview 68 Battle Scene Connections 20 Battle 1: Battle 1: Bad Trees 68 Archmage: Wolves Among Us 43 Treant Titan 70 Half-orc Werewolf 44 Awakened Oak 70 The Lightning Station Kyros Vaughn, Legionnaire 45 Battle 2: Taking the Causeway 71 Thorn Mob 45 Weretiger Captain 72 The Lightning Station Centaur Ranger 45 Weretiger 73 Story Openings 21 Battle 2: From Above & Below 47 Battle 3: Alternate Icons 21 Green Bulette 48 Facing Vooram 74 The Lightning Station Overview 22 Bulette Calf 49 Vooram, Rakshasa Mage 76 Battle 1: Manticore 49 Rakshasa Guard 76 The Lightning Fields 22 Battle 3: Tianthe’s Lair 50 Fallen Lammasu 76 Lightning Elemental 24 Tianthe Vang, The Ritual of Taking Battle 2: A Giant Gnoll Problem 25 Weretiger Sorceress 52 Story Endings 76 Cloud Giant Thane 26 Stulin, Werebobcat Vampire 52 Battle Scene Connections 77 Gnoll Shredder 26 Werebobcat Vampire Spawn 53 Gnoll Fiendfletch 27 The Wild Sacrifice Story Endings 53 Gnoll Reaver 27 Battle Scene Connections 53 Hezrou (toad demon) 27 The Lightning Station Story Endings 28 Battle Scene Connections 28 3 13th age - High Magic and Low Cunning

Orc Lord: Battle 1: The Outer Guards 103 Battle 2: Facing the Competition 134 Rafting Razoredge Gorge Rock Troll 104 Burglar 136 Stone Giant 104 Hired Muscle 136 Rafting Razoredge Gorge Ogre Minion 105 Dwarf Battlemage 136 Story Openings 78 Spire Cavern 106 Battle 3: Soohnei’s Vault 137 Alternate Icons 78 Battle 2: Apex Zorigami 139 Rafting Razoredge Gorge The Welcoming Committee 107 Sprocket Helper 139 Overview 79 Vorn n’ Pog, Ettin 109 Mortecai, Black Skull 139 Battle 1: Catch of the Day 79 Wuggy, Demon Dog 109 Mad Wizard’s Loot Orc Basher 81 Stone Giant 109 Story Endings 140 Orcish Archer 81 Battle 3: Lars’ Lair 110 Battle Scene Connections 140 Orc Berserker 81 Lars Granum, Stone Giant 112 Prince of Giant Crayfish 81 Etsuhli’vis, Sorceress 112 Battle 2: Zip-lines and Wardrums 83 Jives, Halfling Rogue 112 Shadows: Orc Battle Screamer 85 Rock Scorpion 113 Thief of Dreams Orc Zip-liner 86 Old Injuries Repaid Battle 3: Razoredge Orc Camp 87 Story Endings 113 Thief of Dreams Tok’rash, Orc Shaman 89 Battle Scene Connections 113 Story Openings 141 Claws/Fang, Brown Bear 89 Prince of Alternate Icons 141 Orcish Archer 89 Thief of Dreams Overview 141 Razoredge Orc Warrior 89 Shadows: Battle 1: Mirror Lake 142 Quarg, Ogre 90 Back-Alley Politics Nerelith, Dreamland Medusa 145 Rafting Razoredge Gorge Nightshade Pixie Swarm 145 Story Endings 90 Back-Alley Politics Battle 2: Dark Dreams 146 Battle Scene Connections 90 Story Openings 114 Elder Manafang Naga 148 Orc Lord: Alternate Icons 114 Lost Dreamer 148 Back-Alley Politics Overview 115 Battle 3: The Wild Hunt 149 Conquer & Defend Battle 1: Crate & Beatstick 115 Huntmaster 150 Redfang Thug 118 Satyr Archers 151 Conquer & Defend Gang Enforcer 118 Fey Hounds 151 Story Openings 91 Battle 2: Underground Arena 119 Thief of Dreams Story Endings 151 Alternate Icons 91 Giant Scorpion 121 Battle Scene Connections 152 Conquer & Defend Overview 92 Redfang Thug 121 Battle 1: Taking Tenrock Hold 92 The Three: Battle 3: Shadow Games 122 Urdok, Orc Siege Captain 95 Streetshadow Rogue 124 A Pit of Vipers Orc Battlesmasher 95 Streetshadow Trainer 124 Orc Crossbow Igniter 95 A Pit of Vipers Story Openings 153 Battle 4: Redfang’s Sanctum 125 Goblin Elite Groundpounder 96 Alternate Icons 153 Redfang, Crime Lord 127 Battle 2: Defending Tenrock Hold 97 A Pit of Vipers Overview 154 Jalara 127 Half-orc Battlecaster 98 Battle 1: High-Flying Vipers 154 Redfang Thug 127 Orc Boar-rider 99 Kobold Ledgediver 157 Back-alley Politics Hill Giant 99 Kobold Bravescale 157 Story Endings 128 Bugbear Honor Guard 99 Battle 2: Black Scales 158 Battle Scene Connections 128 Ogre Champion 100 Dragonic Black Sorcerer 160 Conquer & Defend Prince of Dragonic Blackshield 160 Story Endings 100 Shadows: Kobold Shadow-Warrior 160 Battle Scene Connections 100 Battle 3: Always Bet on Black 161 Orc Lord: Mad Wizard’s Loot Golthrash, Black Dragon 163 Dragonic Black Sorcerer 164 Mad Wizard’s Loot Old Injuries Repaid Dragonic Black Assassin 164 Story Openings 129 Kobold Shadow-Warrior 164 Old Injuries Repaid Alternate Icons 129 Wyvern 164 Story Openings 101 Mad Wizard’s Loot Overview 130 A Pit of Vipers Story Endings 165 Alternate Icons 101 Battle 1: The Front Door 130 Battle Scene Connections 165 Old Injuries Repaid Overview 102 Ogre Golem 133 Earth Elemental 133

4 Contents

The Three: Battle 2: Entering Falgren Keep 171 The Three: The Blue Sorcerers’ Lizardfolk Champion 173 Into the Furnace Bargain Lizardfolk Teethripper 173 Swamp Troll 174 Into the Furnace Story Openings 180 The Blue Sorcerers’ Bargain Battle 3: The Blue Cabal 175 Alternate Icons 180 Story Openings 166 Shirallex, Blue Dragon Mummy 177 Into the Furnace Overview 180 Alternate Icons 166 Corrupted Blue Sorcerer 178 Battle 1: Entering Fireplume Peak 181 The Blue Sorcerers’ Bargain Lizardfolk Bog Crawler 178 Smoke Minions 183 Overview 167 The Blue Sorcerers’ Bargain Battle 2: Servants of Fireplume 184 Battle 1: Marshdweller Ambush 167 Story Endings 178 Efreet 186 Lizardfolk Bog Zombie 170 Battle Scene Connections 179 Fire Spider 186 Lizardfolk Deathcaller 170 Battle 3: Vazraka the Scourge 187 Vazraka, Flamewreathed Dragon 190 Smoke Minions 190 Urgastnir, Flamewreathed Dragon 191 Into the Furnace Story Endings 191 Battle Scene Connections 191

5 13th age - High Magic and Low Cunning INTRODUCTION

This book contains battles for 13th Age GMs looking for both you’ll need to adjust the enemy stats accordingly. Generally the inspiration and for something solid to run in a hurry. The battle scenes are keyed to groups of between 4 and 6 PCs. scenes work well when you don’t have anything prepared for a Introduction session, or when story-guide dice indicate a specific icon is in play and you’re not sure where to go with it, or when you need to This is the setup for the battle scenes to give you a sense of the fulfill a complication (or an advantage in some cases) from icon story. relationships. Each set of battles is keyed to a particular icon, Story Openings pitting the PCs against NPCs and enemies that are linked to that icon, or fall under that icon’s influence. We provide a handful of possible ways the PCs get involved with This book covers five icons: the Archmage, High Druid, Orc the battle scenes. We fully expect GMs and players to be more Lord, Prince of Shadows, and the Three. We designed a set of creative and use connections that fit what’s going on in their battles for each icon in each tier, giving you three total sets of current campaign, but these are some default options using the battles to work with per icon, 15 in this book). Since these are icons. iconic battles, each one is designed to be more challenging than Alternate Icons a normal battle (about 25% more difficult) so be warned. Some are double-strength battles, making them very difficult. If your Just because the battle scenes are keyed to a specific icon doesn’t players and their PCs are less battle-focused, you might need to mean you can’t rekey them to another icon to fit better into your reduce the enemies they face or give them larger benefits for icon campaign. This short section gives tips for possible conversions. advantages. Overview Each scene in a set of battles has a storyline that links it to the battles that come after, with the intent that a GM could take This section outlines the framework of the battle scenes to help the PCs from one full heal-up to the next using only the battles in you understand the plot. It’s no substitute for reading the full the set, but with room for GMs to expand upon the stories to fill scene, but it gets you started figuring out how to work the scene multiple sessions of gameplay as needed. Or a GM can use only into your game. a battle or two that works with their current storyline, spreading Battles (2 to 4) them out as needed. The book includes multiple ideas on how to get the PCs Each set of battle scenes contains between two and four battles into the battle scene story, and possible outcomes that result (some will be double-strength fights). Each battle has the from their actions, but we expect GMs and players to have more following sections. creative and personal solutions to form the “connective tissue” Map: The map shows the terrain features, cover and the between battle scenes and group-created adventures. starting positions of the PCs and their foes. The map labels The battle scenes contain a mix of existing enemies from show the rough position of monsters and some terrain features. the core rulebook, 13th Age Bestiary, and 13 True Ways, as well as Monster positions are approximate because battles use different plenty of new monsters to challenge the PCs. There’s a scattering numbers of monsters based on the number and level of the PCs. of magic items inside too, some new and some from the core You can download full color version of the maps, and a version books or the Book of Loot. without the creature tokens from the Pelgrane Press website, When you decide to use one of these battle scenes, we suggest or get the complete set, printed out, in The High Magic & Low giving it at least one read-through so you get the basic premise Cunning Map Folio. of the story and don’t miss any of the fun details, especially the Flavor Text: This text describes the scene for the PCs and various terrain challenges that pop up in many battles. A read- can either be read aloud to set the stage or used as extra detail to through will help whether you play it straight or adapt the scenes describe the setting as you like. to fit your group and current storylines. Location Description: This section provides more detail on the scene location and general setup of the battle, including notes STRUCTURE OF about detecting enemies, ambushes, and NPC motivations. Terrain & Traps: Every battle scene contains terrain that the THE SCENES PCs and their enemies will interact with. Some also include obstacles, challenges, and traps that will test them as well. Note that not all DCs conform to the standard 15/20/25 etc. suggestion in the core book; we Each set of battle scenes contains the following sections. adjust those DCs up or down at times to fit a scene. Whenever text Level Range asks for checks, assume it’s a skill check that can apply backgrounds, even if we’ve only referred to it as a check that involves a particular The suggested level range for PCs facing the battle scene to have ability score. It’s always fun to work backgrounds into the game, and a challenging and fun battle. If the PCs’ level is higher or lower, the math of the skill checks assumes it. 6 Introduction

Monsters & Monster Chart: A description of the enemies successes and failures (such as when the PCs are forced to flee or in the battle, additional motivations, and starting locations. fail in some way to resolve the story). When you create your own The monster chart outlines how many enemies to throw at PCs story openings, you probably won’t be able to use our suggestions depending on their level and their number (assuming between except as inspiration. four and six). There’s also a subheading that lists “Additional Battle Scene Connections Reinforcements” you can add to make the battle even more difficult if your group is full of pros or everyone is rolling crits. Some people might want to go directly from one battle scene It’s up to you how those forces fit into the story. to another instead of letting the game wander off into fully Tactics: What basic tactics the monsters will employ against GM-created territory. This section helps with that, offering the PCs. We assume you’ll run them how you want, and they’ll suggestions for battle scenes the current set of battles could link react to the PCs’ actions, but we provide the monsters’ default to, in addition to slight changes to the story that might help set options for you to play off of. up those connections. Loot: The main valuables the monsters have, including Battle scenes for the five icons in this book are no problem, magic items. We chose not to provide lists of mundane but but the text also refers to battle scenes for the other eight icons interesting items the monsters might also have, leaving that to that have not been published yet. We thought about taking these you to flesh out (and often create new adventures out of). references out, but we’ve opted to keep the references to things Icons: Most of the time we’re positive that the GM and that haven’t been published yet so that the book will be most players will come up with amazing, creative uses for the PCs’ useful in the long run. icon advantages before and during the battle that are way better than anything we can provide. But we did want to leave some Get Battling! suggestions just in case; use or adapt them as you will. The advantages we list are connected to subsets of icons, but that’s I hope you enjoy the stories contained within these battle scenes only a guideline since not every game will use all of the icons. and get hours of gaming out of them. Many of the scenes are Really, an advantage with any icon could be used to change the based on battles I designed for my weekly gaming group over story and help the PCs out if the GM is okay with it. the last fifteen years, including the first 13th Age campaign I Stats: The monster stat blocks. ran soon after Rob and Jonathan introduced me to the system Next Steps: When the battle is over, this section helps set up during design. We hope these battle scenes help spur memorable the next battle, or describes some outcomes after the final battle campaigns and help forge mighty heroes. in the set. Again, we expect you and your players to come up with I’d like to thank the players who helped me iron out the kinks, their own interesting possibilities, but these are defaults. especially the guys in the Thursday night group for humoring me Story Endings by participating in playtests. I must also thank my wife Julie for not only putting up with me while I wrote the book, but also her This section offers possible outcomes from the battle scenes support as she would say each night at dinner, “Tell me about the based on the story opening used in the setup. It accounts for both adventures you wrote today.” Thank you. —Cal Moore November 2014

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