th 13 Age in A fantasy roleplaying book by & , with Jeff Richard, Cal Moore, and ASH LAW 13th Age is a fantasy roleplaying game by Rob Heinsoo, Jonathan Tweet, , & Aaron McConnell

©2015 Moon Design Publications, LLC. All rights reserved. Published by Moon Design Publications, LLC. under license from Fire Opal Media, Inc. Product Identity: The following items are hereby identified as Product Identity, as defined in the version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, runes, proper names (characters, icons, place names, deities, etc.), dialogue, banter and comments from Jonathan and Rob and Jeff and ASH and Cal, plots, story elements, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Moon Design game product are Open Game Content, as defined in the License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

13th Age in Glorantha is published by Moon Design Publications, LLC under the Open Game License version 1.0a Copyright 2000 , Inc. 13th Age and 13 True Ways are trademarks of Fire Opal Media, Inc. ©2015 Fire Opal Media, Inc. All rights reserved. 13th Age in Glorantha is a trademark of Moon Design Publications, LLC.

Dear Kickstarter backers, Things we’re curious about… Welcome to a playable or nearly playable draft! Are the healing heroquest gift mechanics Let’s start with a list of what you’ll find in this confusing, or simple enough to be no problem? packet, then talk about what’s still to come. How does building characters from the Chapter 2 has complete rules for creating transformative classes like the storm voice and your human, duck, or troll PC. wind lord work for people? Chapter 3: Running Glorantha; most all the Stat juggling of Humakti, storm warriors, rules you’ll need to play, including narrating wind lords. runes, battlefield healing, heroquest gifts, and We’d love feedback on Venture to Duck Point. heroic returns. We’ll be polishing its rough spots and feedback Chapter 4: Classes; seven playable classes will help. from first through 10th level. What your group has the most fun with. Chapter 5: Enemies; a selection of What your group had less fun with. Gloranthan monsters, mostly from Chaos so far, but with guests from Darkness and the Moon. As before, it helps us if we get your group’s Chapter 6: Adventures; two adventures. direct feedback rather than your group’s Chapter 7: Heroquests; a sample heroquest discussion with others, so avoid detailed that’s not part of a specific adventure, and a discussion of the playtest. draft of our DIY notes for designing heroquests. Our @@marks are for future additions & As with the first playtest packet, we’re decisions. soliciting feedback from actual play sessions at [email protected]. I’ll make another Thank you! We are having huge fun on this sweep through the feedback next month before project and we hope you will too! our next packet. --Rob Heinsoo & Jonathan Tweet June 19, 2015

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13th Age in Glorantha Playtest Packet 2 2

o Darkness Gifts ...... 55 Table of Contents t Death Gifts ...... 56 j Disorder Gifts ...... 56 Character Checklist ...... 5 A Dragonewt Gifts ...... 57 ABILITY SCORES ...... 6 e Earth Gifts ...... 58 ONE UNIQUE THING ...... 6 . Fire/Sky Gifts ...... 59 BACKGROUNDS ...... 7 l Harmony Gifts ...... 60 Gender roles ...... 8 i Illusion Gifts ...... 61 SELECT THREE PLAYER-CHARACTER RUNES 9 x Life Gifts ...... 62 The Gods & Their Runes ...... 10 , Man Gifts ...... 63 The Twenty Runes...... 11 / Moon Gifts ...... 64 Other Possible Player Character Runes ...... 22 s Movement Gifts ...... 65 Non-PC Runes ...... 23 p Plant Gifts ...... 66 PEOPLES OF GLORANTHA .... 23 Spirit Gifts ...... 66 HUMANS ...... 24 Stasis Gifts ...... 67 Runic Abilities & Ancestor Feats ...... 24 Truth Gifts ...... 68 ELDER RACES ...... 24 Water Gifts ...... 69 Ducks (Durulz) ...... 25 GIFTS AS LOOT ...... 69 Tone and Durulz ...... 25 INCREMENTAL ADVANCE ... 70 Two paths for duck player characters...... 26 CHAPTER 4: CLASSES ...... 71 Trolls (Uz)...... 27 CHAPTER 3: RUNNING GLORANTHA ...... 29 CLASS BASICS ...... 71 Starting Stats for 1st Level Characters ...... 72 ATTUNING AND NARRATING RUNES 29 HUMAKTI ...... 73 Attune One Rune During a Full Heal-Up ...... 29 Overview ...... 73 Other Paths to Attuning a Rune ...... 30 Gear ...... 73 Narrating Runes ...... 30 Humakti Level Progression ...... 75 Runes Are Not Powers ...... 31 Humakti Stats ...... 76 Complications ...... 31 Basic Attacks ...... 76 Campaign-Level Events...... 32 Class Features ...... 77 Runes & Heroquesting...... 32 Class Talents ...... 77 Examples of Narrating Runes ...... 33 1st Level Powers ...... 79 Runic Associations ...... 39 3rd Level Powers ...... 80 COMBAT RULES...... 42 5th Level Powers ...... 81 Battle Healing ...... 42 7th Level Powers ...... 81 Flight Rules ...... 42 9th Level Powers ...... 82 Interrupt Actions ...... 43 MONK ...... 83 Summoning Spells ...... 43 Adventurer Tier Talent ...... 83 ADVENTURING RULES ...... 44 Adventurer Tier Form ...... 84 Gear ...... 45 Champion Tier Form ...... 85 Heroic Returns ...... 46 REBEL ...... 87 HEROQUEST GIFTS ...... 49 Overview ...... 87 Gift Types ...... 50 Gear ...... 87 Gift Powers ...... 51 Rebel Level Progression ...... 89 GIFTS BY RUNE ...... 51 Rebel Stats ...... 90 g Air/Storm Gifts ...... 52 Basic Attacks ...... 90 B Beast Gifts...... 53 Class Features ...... 91 ? Chaos Gifts ...... 55

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Class Talents ...... 91 Class Talents ...... 124 Class Powers ...... 93 Adventurer-Tier Powers ...... 125 1st Level Powers ...... 93 Champion-Tier Powers ...... 127 3rd Level Powers ...... 93 Epic-tier Power ...... 128 5th Level Powers ...... 94 WINDLORD ...... 129 7th Level Powers ...... 94 Overview ...... 129 9th Level Powers ...... 94 Gear ...... 129 STORM VOICE ...... 95 Wind Lord Level Progression ...... 130 Overview ...... 95 Wind Lord Stats ...... 132 Gear ...... 95 Basic Attacks ...... 132 Storm Voice Level Progression ...... 97 Class Features ...... 133 Storm Voice Stats ...... 98 Adventurer-Tier Class Talents...... 134 Basic Attacks ...... 98 Champion-tier Class Talents ...... 134 Class Features ...... 99 Existing 1st Level Maneuvers ...... 135 Class Talents ...... 102 New 1st Level Maneuvers ...... 135 1st Level Spells ...... 104 1st Level Exploits ...... 136 Summoned Sylph ...... 105 Existing 3rd Level Maneuvers...... 137 Summoned Sylph ...... 106 New 3rd Level Maneuvers ...... 137 Summoned Sylph ...... 106 3rd Level Exploits ...... 137 Summoned Sylph ...... 106 Existing 5th Level Maneuvers ...... 138 Summoned Sylph ...... 107 New 5th Level Maneuvers ...... 138 3rd Level Spells ...... 107 5th Level Exploits ...... 138 5th Level Spells ...... 108 Existing 7th Level Maneuvers ...... 138 Summoned Storm Ram ...... 108 7th Level Exploits ...... 138 Summoned Storm Ram ...... 109 Existing 9th Level Maneuvers ...... 139 Summoned Storm Ram ...... 109 9th Level Exploits ...... 139 7th Level Spells ...... 110 Summoned Sky Bull...... 139 9th Level Spells ...... 111 CHAPTER 5: ENEMIES ...... 140 STORM WARRIOR ...... 112 NEW TYPES ...... 140 Overview ...... 112 ? CHAOS ...... 141 Gear ...... 112 Fighting Chaos...... 141 Storm Warrior Level Progression ...... 114 Chaos Conversions ...... 141 Barbarian Stats ...... 115 A Touch of Chaos ...... 141 Basic Attacks ...... 115 BROOS ...... 143 Class Features ...... 116 The Chaotic Standard ...... 143 Talents ...... 116 Broo Wretch ...... 143 Adventurer Tier Talents ...... 117 Broo Tough ...... 144 Champion Tier Talents ...... 117 Broo Convert ...... 144 Epic Tier Talents ...... 118 Broo Rhino Bruiser ...... 144 TRICKSTER ...... 119 Mad Stag Broo ...... 145 Overview ...... 119 Broo Chaos Shaman ...... 145 Gear ...... 120 Wilder Broo ...... 145 Trickster Level Progression ...... 121 Malia’s Champion ...... 146 Trickster Stats ...... 122 Ragnagalar Rage Champion ...... 146 Basic Attacks* ...... 122 Broo Band Traits ...... 147 Class Features ...... 123 Chaos Disease Mechanics (Optional Rule) ...... 147

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DEMONS ...... 149 Starving Trollkin Wretch ...... 165 NANGRELS...... 150 After the Battle ...... 165 GORP ...... 151 WATCHWARD ...... 166 Oozy, but Not an Ooze ...... 151 Lunar Trap ...... 166 Gorp Chaotic Features ...... 152 QUESTING THE MYTH ...... 166 Gorp ...... 152 Attune a New Rune ...... 167 Gorpmook ...... 152 Station One: Catching the Deserter ...... 167 Earth-killer Gorp ...... 153 Station Two: Crossing the Plain ...... 168 Demon-pet Gorp...... 153 Station 3: Fight on Mendar Hill ...... 169 SCORPION MAN, BAGOGI ... 153 Chaos Fight Chart ...... 170 Scorpion Man Warrior ...... 153 Scorpion Man Warrior ...... 170 WALKTAPUS ...... 154 Broo Tough ...... 171 Walktapus ...... 154 Return to the Mortal Plane ...... 172 Elder Walktapus ...... 155 VENTURE TO DUCK POINT . 173 Chaos Champion Walktapus ...... 155 Story Setup ...... 173 O DARKNESS ...... 157 History of Duck Point ...... 173 Big Names in Duck Point ...... 174 TROLLKIN ...... 157 The Beast Man Contingent ...... 175 Starving Trollkin Wretch ...... 157 Preparations for War ...... 177 Dark Troll Warrior ...... 157 Touch of Chaos ...... 178 E EARTH ...... 158 Adventure Options ...... 178 STONEGOYLE ...... 158 JUVENILE MANTICORE ...... 182 / MOON / LUNARS ...... 159 HYBRID ZOMBIE...... 184 Dara Happan Legionnaire ...... 159 ONE PAGE RULES ...... 187 Dara Happan Veteran ...... 159 Rules for Brawling with a Minotaur ...... 187 CHAPTER 6: ADVENTURES...... 161 MINOTAUR BRAWLER ...... 188 Hero Briefing ...... 192 THE HORN OF SNAKEPIPE HOLLOW ...... 161 CHAPTER 7: HEROQUESTS ...... 195 BRIEF GOAL ...... 161 PREMADE MYTHS ...... 195 PLAYER CHARACTERS ...... 161 Tiers ...... 195 “Why Were You Recruited?” ...... 161 Humakt the Champion ...... 195 ALDA-CHUR ...... 161 DIY MYTHS ...... 198 Mucking Around ...... 161 Philosophy of Mythmaking ...... 198 A CHANGE OF PLAN ...... 162 Mythmaking Made Easy ...... 198 MARCHING ORDERS ...... 162 RUNNING MYTHS...... 200 GETTING TO THE SHRINE ... 163 Marching North and East ...... 163 THE SHRINE...... 164 The Shrine Fight Chart ...... 164 Spiky Black Beetle ...... 165

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Class: Your class has the most influence on how Chapter 2: Creating you’ll be spending your time at the table. Before you actually use all the character creation options in this Characters chapter, you’ll want to find a class type in Chapter 4: Classes that interests you and focuses your imagination th If you haven’t designed a 13 Age character recently, as you work through the character creation process. look at the Character Creation Overview and Character Obviously that’s not a problem if you’re reading before Creation Checklist on page 29 of the core rulebook. With playing, but if you’re playing first, you’ll want to skim at the exception of icon relationship choices in the core least the quick Ease of Play class summary section on th rulebook, the rules for creating a character in 13 Age page XX. (@Alternatively, if you’re thinking of playing th apply to 13 Age in Glorantha. one of the core 13th Age classes that hasn’t had a Glorantha replaces the core book’s icon relationships Gloranthan translation, you’ll want to check out the with a god you are devoted to and selection of three Other Classes section on page XX of the Appendix.) runes. Gods, runes, and classes are far more interwoven Generate abilities: Use the same rules as in core 13th in Glorantha than any of the character elements in the Age. You can roll your ability scores or use the point-buy th core 13 Age rulebook. option. The rules for the new decisions about devotion to a Combat stats: Same as 13th Age core rules. god and the runes you possess can be handled in a One unique thing (page XX): The one unique thing couple sentences, but the gods and runes have rich occupies the same creative role in Glorantha as it does in stories that most players will want an introduction to at 13th Age. It might be your biggest opportunity to shape some point early in the campaign. This chapter pivots the campaign and it might be where you set up a story around these introductory stories and examples. you’ve always wanted to experience and only know the Character Checklist beginning of. We discuss Gloranthan examples to help The checklist that follows lists the steps we’ve inherited people new to the setting get started. from core 13th Age character creation alongside new Eight background points (page XX): Backgrounds Gloranthan elements. If there are things you need to work the same as they do in core 13th Age. We’ve know in detail about this element of your Gloranthan scattered example backgrounds all over this book, so the character, we’ve provided a page number for the brief discussion in this chapter points to other specific information. If there’s no page number, the 13th Age core sections. rulebook covered it. God (page XX): Player characters in Dragon Pass GM input: This almost goes without saying, but if each choose one of the gods as their primary deity. the GM has special plans for the campaign, there may be Worship is a two-way exchange: mortals worship the campaign-specific guidelines that will shape your gods, and in return, the gods grant blessings and creativity. magical power, particularly to heroes such as the PCs Race/People (page XX): Many players start core 13th who are capable of emulating divine deeds and thereby Age characters thinking about the race they’ll play. strengthening the ongoing creation of the world. That’s not generally true in 13G because most characters Three runes (page XX): Two of your runes are are human. If you are thinking about playing a troll or a determined by the god you chose or selected from your duck you’re the exception who will be thinking about god’s pool of possible runes. Your third rune is entirely this early, otherwise you can skip thinking about what your choice. We often refer to the third rune as your type of human you’ll play until much later in character personal rune. Often a character’s one unique thing or creation, when you select a runic power. backgrounds have shaped the start of a story that makes the choice of personal rune obvious. Discussion of

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personal runes appears on page XX. Full rules for calling miracles. Forgotten spirits have returned, ancient magic on runes appear in Chapter 3: Running the Game, starting has come undone, and unknown wonders have on page XX. appeared. Runic power for humans: Trolls and ducks have a Unusual allies: As bonds of alliance and enmity racial power. Humans get a runic power from one of have shifted and as the old ways of doing things have their runes. collapsed under the pressure of calamity, upstanding 1st level feat: Each PC gets one as in the core 13th Age Orlanthi have sometimes found themselves connected to rules, and human PCs choose two. outsiders or their exotic ways. These connections may be Name and gender: If you haven’t already picked a social, military, spiritual, mystical, or even familial. name and gender, now is the time. Page XX in the Runic connections: Your unique might be associated Appendix has a short list of names, and more are with your third personal rune, the one not necessarily available online at Glorantha.com. related to your deity. Of course, you can have an unusual third rune that marks you as special without it ABILITY SCORES being part of your one unique thing. Ability scores work the same as in 13th Age, but the non- Continuity: The world of Glorantha is spelled out in human races of the core book are generally not used in much greater detail than the Dragon Empire, and your Glorantha. Yes, there are creatures known as elves and group might be keen to stick closely to the official dwarves in Glorantha, but they’re as different from the background. That said, the current upheavals ensure elves and dwarves of the Dragon Empire as . . . well, as that there’s plenty of “discontinuity” for inventive different as the playable troll race of Glorantha is players to rely on. Your GM is probably your best bet for different from troll monsters in core 13th Age! developing a unique that’s in line with the world, as it’s We’ll handle Gloranthan elves and dwarves in a played at your table. Even if your group is not future book. For now, here’s the basic ability score committed to strict continuity with the published modifiers of the Gloranthan peoples. See page XX for the material, the vast literature about Glorantha includes full details of these peoples. countless wonderful details that can spark your <

> imagination. Race Str Con Dex Int Wis Cha Any Think of heroes: If you’re stuck, think of what your Human +2 character might be remembered as if they become a Duck +2 +2 legendary Superhero and reshape the world around Troll +3* +3* them. If you’re familiar with the heroes of existing Gloranthan lore, consider that most of them have a one *The troll’s +3 bonuses are modified by the fact that both unique thing! Jar-eel is the product of a centuries-long Strength and Constitution must be among the troll’s top eugenics program conducted by the Lunar Empire; but if 3 ability scores; see page XX. she were your 1st level character, the success of that ONE UNIQUE THING eugenics program would be in doubt. Beat-Pot Aelwrin was a kitchen slave who led a rebellion armed with a Your Gloranthan character has a unique, or one unique cleaver; and if he was your 1st level character . . . well, thing, much like a standard 13th Age character. Given that sounds okay as is! Sir Ethilrist returned from Hell the nature and recent history of Glorantha, here are commanding demons; and as a 1st level character he some points to consider when inventing your character’s might have been a Western sorcerer who has unhealthy one unique thing. obsessions with demonology! Harrek killed his white New possibilities: The cataclysmic events of recent bear god and wears its fur as a freaking cloak (and we years have been accompanied by portents, revelations, won’t presume to speak of him as a 1st level character, abominations, freaks, flukes, prodigies, marvels, and

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too risky)! And so on, with your PC as another strand in I don’t have solid memories before the last two the legacy. years. I was either dead while Orlanth and Ernalda were One Unique Thing Examples dead and returned to life with them, or I was liberated into the world by the heroquests that returned the gods Here are some example uniques. to life. (for most anyone who wants to hint at the My mother was killed by Chaos monsters as I was potential of an epic destiny) being born, but I killed those monsters myself as a People think I’m cold and inhuman but they have no newborn. Orphaned, I was adopted by Ducks. (for a idea. I’m secretly one of the demon steeds of Sir berserker) Ethilrist’s Black Horse Troop. I had to cut away all my Cultic tattoos appear spontaneously on my skin. I earlier magical connections to make my escape as a know what most of them mean. Sometimes my tattoos human, which is why it works so well for me to worship win me privileged access to secret rites. Sometimes they Humakt. (for a Humakti chumming the dungeon) make people want to kill me. Judging by my appearance and manner, my absent Uniques that Change Over Time father was evidently a magical beast of some sort. Sir Ethilrist didn’t start as the commander of the world’s Strangely, sometimes my actions and countenance nastiest demon-mounted mercenary troop, and neither suggest a swine father, sometimes a dog or a bull. It’s a will you. Some uniques can grow over time. We don’t mystery what this means about who my father truly recommend that you try to map out your future as you was. (for a trickster with the Beast rune) start play. Just be aware that the story of your Although I have now pledged myself to Orlanth, I character’s one unique thing might grow organically actually grew up in a Lunar crèche, the successful result during a campaign. Many forking paths are possible, of generations of managed breeding. When they sent me and each PC’s story tends to interlock with the stories of to fight the Orlanthi barbarians, I was inspired by their the other PCs. bravery and their loyalty to each other, and I switched Here are a couple examples of how a character’s one sides. I know that I’ve been bred to have powers that unique thing might shift during a campaign. have not yet manifested, although I don’t know what @recycle the fun things I wrote during the will become of those powers now that I’m cut off from Kickstarter when I wrote a whole bunch of examples of my breeders. (for someone with the Moon rune, possibly Uniques. a bard, monk, or occultist) I’m the reincarnation of an Orlanthi hero whose BACKGROUNDS original body is still serving Delecti the Necromancer as Your character’s backgrounds connect them to the an elite zombie servitor of some type in the Upland world. Marsh. I’m seriously angry about it. I could have stayed We’re using the same background and skill check in the God Plane, but I’ve come back as a Babeester Gor rules as core 13th Age. We’re assuming that you’ve read berserker with an Air rune as my third rune. I’m back or played 13th Age. If that’s not true, read pages 40–43 of for some serious avenging. the core rulebook now. I have the breath of Humakt in my lungs. Humakt Instead of writing more general text about is known as the god who cut away his familial ties and Gloranthan backgrounds, we’ve spiced numerous his connection to Air, so I’m something of a heretic. sections of the book with sample backgrounds that Perhaps I foreshadow great changes in the cosmos, or highlight the ways your player characters can intersect perhaps I’m a fluke created by the cosmic upheavals that with Gloranthan runes, myths, geography, and have ravaged Dragon Pass. (for a Humakti with the monsters. The most extensive lists of backgrounds are Air/Storm rune) contained at the start of each class description in Chapter 4.

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berserkers. They don’t take any backtalk and no one is Gender roles eager to give them any. Berserker, Zorak Zoran: It would be somewhat odd As you’ll see in the descriptions of several of the for a female troll to worship Zorak Zoran, because he is Gloranthan classes, there are cultural and racial by definition a lesser male god and a female troll should tendencies that push specific classes toward female be able to do better. She’s slumming, or rebelling, or characters. This doesn’t always mean what you think it being an extreme badass who doesn’t care what anyone means. As Bronze Age people, the Orlanthi have thinks, not even the Mistress Race trolls or Kyger Litor concepts of gender identity that don't line up with our herself. own. For example, the Heortlings recognize four sexes Earth Priestess: The cultural expectation is that most and six genders, and recognize at least seven types of Ernaldans are women. But that’s not an iron rule. There marriage. Polygamy and polyandry are not unknown. are some male earth priests. Not many are in Dragon Some notable Orlanthi heroes married to Ernalda Pass, but some in the Holy Country, probably. It may or priestesses also have had male lovers (often of the same may not be worth a one unique thing to explain, but sex and gender). there’s definitely going to be an interesting story here if We’ve kept gendered words like priestess and Beast you’re playing a male earth priest in a campaign that Man that are traditional in Glorantha, but they don’t sticks close to Gloranthan traditions. A man who has necessarily have to correspond precisely to expectations. assumed the feminine gender? More likely. We have some notes on standard male/female gender Hell Mother: Trolls are matriarchal. Hell mothers are expectations below, but for the human cultures the troll equivalent of full citizens. Male trolls are by involved, it’s entirely possible for a woman to take the definition expendable, half-citizens if they’re lucky. So if male role and be referred to as a man and for a man to you’re a male troll who has somehow become a hell take the female role and be referred to as a priestess. mother, well, you must have an interesting life story. For Dragon Pass has at least one Hero who fathered a troll character that doesn’t have much to do with the children, then changed gender and mothered children— rest of troll society, it might work. It’s even possible that Kitor, the great ancestor for Darkness humans—and a male Darkness human is more likely to succeed as a others whose gender identities are fluid, multiple, or hell mother than a male troll; after all, the human is determined by spirit. The extent to which this is a factor already a bit of a freak, so the fact that they’re also a hell in your campaign is up to you and your players. mother is an incremental tweak.

Humakti: Male, female, it’s all the same to Death. I

mean, Humakt. Berserker, Babeester Gor: Babeester Gor is also Rebel, Storm Voice, Storm Warrior, Wind Lord: All known as the Avenging Daughter and the Axe Sister. the Orlanth and Air/Storm classes have powerful female She’s a female-centered goddess, and less likely to members. Some of those women are happier worshiping accept someone in any way associated with masculinity. Vinga, the red-haired adventuress who embodies all A male worshiper/berserker would be a rarity worthy of Orlanth’s traits, but most dedicate themselves directly to a one unique thing, or at least a very interesting Orlanth. No class name changes or unique stories are backstory. necessary, though if you wish to tell a story about how Berserker, Storm Bull: Storm Bull is male, as we your female character found her path flying beside were able to remind one playtester who wondered Orlanth instead of sticking with the earth goddesses, go whether this particular bull might be female. Don’t let ahead. that stop you from playing a female Storm Bull Trickster: Yes. worshiper. There are plenty of female Storm Bull

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SELECT THREE PLAYER- character who is extremely focused on their god’s interests, or who has an abnormally powerful CHARACTER RUNES connection to a given rune, doubling up makes sense. Primal runes define the universe and influence all No Chaos: No PC can be associated with the Chaos actions. The lives of player characters interact with these rune. Such an association would make the character a runes, sometimes through the gods who mastered the monster, the enemy of creation. runes and sometimes as impersonal forces that shape Will you get more runes? Unless you’re the reality. unluckiest hero ever, you’re likely to gain other runes, Runes serve many of the same functions that icon usually as a consequence of succeeding with a heroquest relationships serve in 13th Age. They connect the PCs to or other great feat. There actually isn’t a limit to the the world, give players the opportunity to invent free- number of runes that you can possess at once, but runes form events in the game, and sometimes provide PCs that aren’t part of your core three runes are only with with permanent magical benefits. you until you use them as an empowered rune. In other Each PC starts the game with three runes. Two of words, as you’ll see in the later system mechanics, you’ll your runes come from the god your character is devoted possess a bonus rune until you end up getting a to; we’ll cover that in the next section. Your third rune, heroquest gift from it! your personal rune, is entirely up to you. Your personal Contradictory runes aren’t forbidden: Do you want rune indicates some special influence on the character, to be the strange Orlanthi warrior who not only has the often an influence that comes from some source other Movement rune, but also the Stasis rune? Or the strange than the character’s god. Humakti who has the Life rune as well as their god’s For example, an Orlanthi warrior might have the Death rune? It’s not forbidden to mix opposing runes, Storm and Movement runes from Orlanth plus the Beast it’s just unusual. Such contradictions can create rune. This “wild card” rune could represent an interesting stories. Of course, exceptions are more unexpected unique element of the character’s interesting when they’re exceptional. If you decide to personality, a piece of their backstory, or something choose opposed runes as part of your character concept, mysterious that will become clearer during the you should probably use your one unique thing and campaign. For example, an Orlanthi’s Beast rune might your backgrounds to explain why you are such an odd represent the character’s descent from a clan known for creature in the cosmos. its bestial ways and rumored to have bestial blood. Personal runes may be your fate, not your Alternatively, that Beast rune connection could come personality: Examples of conflicted heroes abound in from the character’s one unique thing; perhaps the fantasy literature: albino champions reluctantly dragged warrior started life as a summoned storm ram and has into the wars of Chaos, unbelieving wizards gifted with finally been reincarnated as a human after performing white gold, and so on. some mysterious great service in a battle the PC no Since calling on a rune is an action that’s controlled longer remembers! For a more orthodox explanation that by the player rather than by the hero, there’s room for makes use of other mythic connections, the character’s storytelling involving heroes whose connections with Beast rune might relate to Yinkin, Orlanth’s shadow cat specific cosmic forces are accidents of cosmic destiny. ally. It’s possible that your personal rune taps into forces Doubling up on devotion: Your personal rune can your character did not choose and may not want to be also “double up” on one of the two runes you’ve associated with. Are you haunted by powers you would acquired from your god. We think of this as a somewhat dispel, given the chance? Is your path twisted by forces less interesting path, but maybe that’s because we that are at odds with your motives or goals? haven’t tried it often ourselves! We favor characters with a wider range of attunements, but if you’re out to play a

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Consider the example of a Humakti warrior named The Gods & Their Runes Silver who had a strange vision while fighting a Lunar We introduced the gods in their pantheons in Initiations magician. Silver has been increasingly troubled by on page XX. Unlike core 13th Age, which only has one insights that have nothing to do with Humakt, by enforced icon relationship (between necromancer and moments when forces connected to the Red Moon have Lich King), a number of the classes in 13th Age in rebalanced events in her life, often to her advantage. Glorantha are strongly associated with specific gods. Silver had no intention of becoming tangled with the We’ve summarized those associations on page XX and Moon, but the Moon keeps rising into her life and it’s XX. not clear yet whether she’ll be able to keep the Moon The short alphabetical lists that follow show which separate where it belongs, as the enemy, or whether the runes are available from the god you’ve chosen or that Moon will become her final truth. you are linked to by your class. Other runes that could easily function as archetypal When a god has two runes listed, player character conflicted personal runes include Beast (for someone devotees of that god take both those runes. Humakt, for trying to take the path of civilization); Death (for example, has only Death and Truth, and so every someone sincerely tired of war); and Disorder (for a hero devotee of Humakt has both his runes. When a god has whose life keeps falling apart, even when it really three or four runes listed, devotees choose two of the shouldn’t). god’s runes. Zorak Zoran, for example, has a wide Human runic abilities: Your choice of personal rune variety of runes, so devotees of Zorak Zoran may might be influenced by the fact that human characters possess very different runes. get to choose one of their three runes to supply them Main Dragon Pass Gods with a runic power. These are the eight gods we’re supporting in this first The text of each of the ten runic powers appears as 13th Age in Glorantha volume. The classes are oriented part of that rune’s write-up. In brief, runic abilities are toward devotees of these gods. Our text includes myths once per battle abilities that human PCs take in place of involving these gods, some of which are playable myths the racial abilities possessed by non-humans like ducks in chapter 7. and trolls, and also available to the elves, dwarves, You’ll note that a couple runes have (!) marks after halflings, and so on from the core rulebook’s Dragon them. Those are runes that are unique to specific gods Empire setting. and can be chosen only by devotees of that god. We’ll For the full rules for using runic powers, you’ll want cover these and other runes that can’t be chosen as your to see the human write-up in the Peoples of Glorantha personal rune in the Other Runes section starting on section on page XX. You don’t have to worry about page XX. @@add runes missing out on all ten. You’re going to have at least one Babeester Gor: Earth, Death of the ten runes because they’re the major runes of Ernalda: Earth, Harmony, Life power in the Hero Wars, and are used by the gods of Dragon Pass and our 13G character classes. (That said, if Eurmal: Illusion, Disorder some combination of one unique things and devotion to Humakt: Death, Truth a lesser god enables you to create a human character Kyger Litor: Darkness, , Man, Spirit who does not possess any of the runes that have a runic Orlanth: Air, Movement power associated, you’re either going to talk your GM Storm Bull: Air, Eternal Battle (!) into collaborating on a new runic power to match the Zorak Zoran: Darkness, Death, Disorder, Fire weird choices you have made or go without.) Lesser Gods If you’re a long-time Glorantha fan, or have been reading up in the Glorantha Source Book or the Guide to

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Glorantha, you’re aware that there are a huge number of It’s also quite common for characters to change and gods. Many of the lesser gods are subservient to the grow during play, and changing the runes you possess gods we’ve focused on, while others don’t want to be is exactly the type of character development that could called anyone’s servants. Our classes and myths don’t occur over the course of a campaign. As you’ll see do much to support these options, but if you know below, the Movement rune demands change, the Gloranthan well you may want your character to be Air/Storm rune expects change, Dragonewt creates devoted to a god we’re not covering fully. mystic transformations, and Moon is all about @section needs to be finished after we’re sure of transcendence, even if you thought you were happy the treatment of lesser gods in this book. way you were. Supposedly stable cosmic patterns don’t tend to stay intact long in Glorantha. Argan Argar: o Darkness, h Trade Barntar: Earth, @@ <> Chalana Arroy: Harmony, Life Personal Rune Options Elmal: Fire/Sky @ g Air/Storm Heler: Harmony, Water B Beast Issaries: h Trade ? Chaos Lhankhor Mhy: Truth o Darkness Maran Gor: Earth, @@ t Death Odayla: Beast j Disorder Uleria: @@ A Dragonewt Uralda: Beast, Earth e Earth Vinga: Air/Storm, Movement . Fire/Sky Yelmalio: Fire/Sky, @@ l Harmony i Illusion x Life The Twenty Runes , Man To guide your choice of personal rune, we’ve introduced / Moon each of the runes below with an eye toward the type of s Movement stories they’ll be most likely to help you create. Not p Plant every rune write-up follows precisely the same format. b Spirit Some mention geography. Others focus on mystic c Stasis experience, or a particular elder race. Most all the runes y Truth include suggested backgrounds that are oriented toward w Water characters who have chosen the rune as their personal <> rune. (Backgrounds appropriate to devotees are more likely to show up in the character classes.) g Air/Storm If you are new to Glorantha, don’t sweat this choice much. The information below will help you get the Mercurial, violent, passionate, and occasionally regal: flavor of the world, but if you have a different spin on a most of the dominant human cultures of Dragon Pass rune thanks to your unique and backgrounds, it could be are part of Orlanth’s Storm Tribe. Not coincidentally, it’s that your character will help shape a new story. also the active and violent rune that blew apart the original cosmic order, starting the fights that led to the original Gods War.

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We can’t talk about the Air/Storm rune separate Runic power: Humans with the Air rune have the from its ruler, Orlanth the Storm King. Orlanth’s option to choose whirling as their one runic power. desperate Lightbringer’s Quest (page XX) and the Great Whirling (Runic Power) Compromise of Time that followed more or less settled Once per battle, roll a d6 at the start of one of your turns. Orlanth’s outright war with Yelm/Fire/Sky. But the Hero If you roll less than or equal to the escalation die, you Wars in Dragon Pass pivot around a new conflict, the gain an extra standard action that turn. Red Moon’s invasion of the Middle Air that Orlanth If you roll greater than the escalation die, you can considers his own. Not to mention that the partly use that roll as if it was the escalation die for you that Chaotic Red Moon goddess forced her way into reality turn. In other words, you’ll gain an attack bonus from it straight through the barriers of Time that were supposed instead of using the escalation die, you might be able to to prevent this type of new apotheosis. use its higher number to trigger powers that rely on the Origins: Compared with the rest of the runes, the escalation die, and so on. Air/Storm rune is everywhere in Dragon Pass. There’s Champion Feat: Twice per day, you can choose to roll no shortage of Orlanthi clan, wind temples, and Storm a d4 or a d8 instead of a d6. Tribe warbands that might have produced an Air hero. Of course most all player character heroes devoted to Orlanth possess his Air/Storm rune automatically. If B Beast you’re choosing Air/Storm as your personal rune, it may This rune is also called the Dragon's Eye, and it be that the Storm Tribe’s passionate approach to an represents the armor plate over a dragon's eye. Dragons unpredictable life appeals to you. Live fast, fight often, are said to be the progenitors of all beasts (at least those die proud. with four or more legs), though no one has had the Backgrounds: Each of the four Orlanth-centered nerve to ask a true dragon about it. classes (rebel, storm voice, Orlanthi warrior, wind lord) All animals but have the Beast rune, but most are leads with many backgrounds related to the Air rune. also associated with other runes. For example, alynxes, Other examples include former sylph (for a spirit made sheep, and bulls are all associated with the Air rune. human), Windstop guerilla warrior, northern nomad, Cows, geese, pigs and snakes are associated with the Wind Temple alto/tenor (for a woman or man Earth rune. Horses and most birds are associated with responsible for maintaining humming wind songs the Fire rune, and so on. during magical rituals), and Kero Fin porter (for The Beast rune’s power shifts depending on who is someone used to carrying heavy loads up the highest using it. Among Beastmen, ducks, and intelligent mountains). animals such as morokanth and baboons, the Beast rune Air/Storm warriors: Partly because their ancient is the rune of the people, the rune that embodies the connection to Humakt, the god of Death and the sword, group. Among humans and some trolls, the Beast rune is Air/Storm warriors consider the sword to be their the hunter’s rune. For other trolls, the Beast rune primary weapon. In the mortal plane, warriors use a commands or controls insects. huge variety of weapons, but in most myths, gods and Possible backgrounds: People influenced by the heroes of Air tend to be using swords. Beast rune can be uncouth, are almost certainly rough- Gods: Orlanth and Storm Bull are our main gods. edged compared to more civilized folk, and are often You might also end up with an Air/Storm rune fiercely loyal. People who are associated with this rune relationship from your god if you worship companions are often hunters, shapechangers, berserkers, friends of of Orlanth such as Vinga the Adventuress, also known Beastmen or ducks, or a mix of all four. as the Red-Haired Woman, or Yinkin, the alynx god. Gods: We’re not dealing with any major Beast rune gods. The gods who have the most to do with the Beast rune are Storm Bull (because hey, Bull), Odayla the

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hunter, a minor member of the Orlanthi pantheon, and Examples of groups that might produce a Darkness- Uralda the Cow Mother, a follower of Ernalda. linked hero include: Runic Power: Humans with the Beast rune have the  The elusive Kitori people who cooperated with option to choose ferocity as their one runic power. the former troll overlords of the Holy Country Ferocity (Runic Power) (see the Glorantha Source Book, page XX).  You take a –2 penalty to MD until the end of the battle, Orlanthi clans near the Vale of Flowers or Castle but gain resistance 12+ against attacks targeting your AC of Lead who have had to make their peace with and PD until the start of your next turn. powers of Darkness.  Champion Feat: The resistance increases to 16+. Dragon Pass Orlanthi clans with a particular notable ancestor connected to powers of ? Chaos Darkness that offered survival during the Great Darkness (Guide to Glorantha, page XX). This isn’t your personal rune. Move on quickly. A self-made hero might be connected to secrets of Quickly we said. Orlanth’s Sandals of Darkness, destined to make peace o Darkness with trolls, or destined to steal back things the trolls thought were safely eaten. Or perhaps you’re a Yinkin Darkness isn’t just the night . . . or maybe it is, and the (the alynx/shadowcat god) worshiper, or even one of night is scarier than you think. Yinkin’s descendants, who is more invested in the Darkness is feared as an element that is often hostile shadow than the cat. to humans, and is owned by the elder civilization of the If you choose Darkness as your personal rune, you trolls. Darkness came before all things, cold, might be cruel, cold, or secretive. Or you might be unforgiving, and full of insect spirits. connected to the Kitori peoples who understand how to In the world of Time that followed the Great move in the Darkness without getting lost. Or you might Compromise, night is the part of each day when Yelm is have turned to old powers that can stand against Chaos dead and in the Underworld. Those with long memories when nothing else survives. The stories that coalesce know that when Yelm was truly dead, trapped in the around you and your friends feature mysterious Underworld during the Gods War, Darkness powers disappearances and equally mysterious returns, secrets like the trolls helped save the world from Chaos. Of that neither you nor your companions understand that course, that’s partly because the powers of Darkness can may somehow still turn in your favor, and the sense that devour Chaos without harm as easily as Darkness can great forces are gnawing their way closer to the surface. devour everyone else! Possible human backgrounds: Kitori survivor, Gods: Kyger Litor owns Darkness. Zorak Zoran is a Cragspider sympathizer, escaped troll grubslave, Horse lesser Darkness god. Other interesting Darkness gods Country thrall, reincarnated Second Council diplomat, like Argan Argar and Xentha aren’t in this book. Vale of Flowers bug hunter. Hopefully we’ll find them later. Runic power: Humans with the Darkness rune can Weapons: Warriors devoted to Darkness may favor choose survival as their one runic power. maces, clubs, morningstars, and even rocks—simple weapons from the times before people got fancy with Survival (Runic Power) edged weapons, bronze, and iron. The first time each battle you’re staggered, you gain a +1 Darkness & Human Characters: In the Holy Country bonus to AC until the end of the battle. south of Dragon Pass, there have been long-lasting Champion Feat: When this power triggers, you can relationships between Orlanthi and more or less choose to gain a +2 bonus to PD and MD until the benevolent Darkness overlords such as the Only Old end of the battle instead of the +1 bonus to AC. One (now deceased).

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t Death consequence of devotion to a Death god, your character might have backgrounds something like these: Death was the First Sword, the immortal and cursed mercenary captain, former clan champion, funerary weapon that introduced the world to the things that elegist, Upland Marsh tracker, former Axe-Daughter, come after Life. apostate Humakti, secret Arkat worshiper, twice-slain Everything dies. Mortals die fast. Gods die less often weaponthane, or reformed assassin. now that Time webs the world into a mutually Runic power: Humans with the Death rune can reinforcing compromise, but gods died just like mortals choose death is certain as their runic power. in the disastrous eons of the Gods War. In a perfect world, Death would be a necessary Death is Certain (Runic Power) method of clearing room for new life. In the hands of Once per battle as a free action when you miss with an heroes, Death is a frightening but necessary agent of attack, your attack hits instead. The next enemy attack eternal change that can be used in a courageous and against you that misses also hits instead. noble way to cut away what must be destroyed. Champion Feat: When you use death is certain against Of course the world is not perfect. Many creatures an undead creature, you can use the power again die before they should, caught up in conflicts they didn’t later the same battle (and so on!). start or simply treated as expendable extras in the conflicts of Heroes. j Disorder If you choose Death as your personal rune, your This rune has always meant trouble. From the moment story is full of clear divisions between things that are that Eurmal handed Humakt the sword that would earn and things that will no longer be. Exposure to Death the name Death to the moment your party’s trickster pushes most mortals toward the grim side, the opposite “lost” his pants, Disorder has been having fun at of the joy implicit in the Life rune. You may be everyone else’s expense. relentless, you may be ruthless, you may just be If you choose Disorder as your personal rune, you unemotional, or you may be trapped in a life that cuts know what you’re doing. You may not be a thief, but away things that matter to you until one of those you probably don’t have a lot of respect for boundaries emotional states is all you have until Death finds you. and other people’s property. You may not be an outright Gods: We have three strong gods of Death. They outlaw, but as far as you’re concerned, the word cover the spectrum. “lawful” is pronounced “awful.” The stories you Humakt is true, upright, and more or less noble, stumble into encourage hearty laughter at painful though his nobility requires sacrifices and others may accidents. not agree about what is worth cutting away. The Possible backgrounds: Rebel commander, over- Humakti class has examples of backgrounds and optimistic malcontent, jinxed bodyguard, Storm tribe roleplaying hooks that make sense for Humakt devotees. iconoclast, shiftless wanderer, reformed assassin, Babeester Gor is a single-minded defender of the reluctant outlaw, battlefield scavenger, orphaned Earth and her mother, Ernalda, but her defense is all survivor. offense. Watch out for her axe because she’s not greatly Gods: There aren’t many Disorder gods left. Maybe concerned about who stumbles into her path when she’s the rest of the gods killed them because they seemed too out for vengeance. close to Chaos for comfort. Or maybe it’s hard to stay Zorak Zoran is pure trouble, a usually berserk mix alive when you can’t work out a consistent system for of trollish Darkness, violent Death, flagrant Disorder, keeping track of your weapon. So hats off to Eurmal the and stolen Fire. Trickster and Zorak Zoran the Darkness berserker, Possible backgrounds: If you’ve chosen Death as Disorder gods who were never considered most-likely- your personal rune, instead of acquiring it as a to-survive and somehow pulled it off.

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transcendence and mystic focus don’t have to make <> sense to change the world. Hey, come on, Lodril is a Disorder god too! Better to say Ineffability: Dragonewts are alien. That’s always that Disorder is a natural part of the cosmos and may going to be true, but at the moment, we don’t have the have provided a final bulwark against Chaos, but that space and focus to detail them as much as they require. doesn’t mean anyone else is particularly fond of these For now, we recommend that players who are new to selfish jerks! Glorantha steer clear of them. It’s true that our take on <> Glorantha offers license to reinterpret the world as you choose, but dragonewts are so cool that it feels better to <> suggest waiting until we can get around to detailing their basics. <> Gods: Dragons are sure that gods don’t really exist. You heard it here first: Jeff Richard. Soft on Disorder. Of course, you aren’t a dragonewt, so the gods definitely <> exist for you. Huh. We didn’t say this rune would be easy. A Dragonewt Possible backgrounds: Forked tongue clanswoman, We’ve touched on the mystery and power of the true Earthshaker herder, nest city raider, dragon mystic. dragons elsewhere (see page XX). As mortal heroes, Runic power: Humans with the Dragonewt rune player characters don’t have much to do with the have the option to choose dragons surprise you (page XX) Infinity rune that the true dragons share with Arachne as their one runic power. Solara (creator of the universe) and superheroes like Jar- Dragons Surprise You (Runic Power) eel the Razoress and Harrek the Berserk. Once per battle, roll a d6 at the start of your turn. If you But dragonewts, much as they hate to be associated roll less than or equal to the escalation die, you gain a with humans, are built on something like a human scale new class power, attack, or talent of the GM’s choice at (page XX). the start of your next turn. Your new power lasts until Human history: Six centuries ago, most of the the end of the battle unless it’s a power that is expended humans in Dragon Pass, even those who thought of when used. (GMs: Generally you give the PC a spell or themselves as good Orlanthi, got tangled in the mystic power of their level from their class. Generally! Save secrets of the dragons and dragonewts as part of the talents for the classes that don’t get new spells/powers, Empire of the Wyrm’s Friends. Humans spoke draconic like the core paladin and barbarian and ranger.) with forked tongues and learned to transform into Champion Feat: You get the new power immediately dragons. instead of at the start of your next turn. That ended as you’d expect, with most of the humans of Dragon Pass eaten by dragons. But there were survivors, and draconic wisdom is a hard thing to e Earth unlearn. Earth is the solid constant with a place in every If you’ve linked yourself to dragons by choosing the pantheon and culture. The Storm Tribe recognizes Dragonewt rune, you’re involved with mystic insights Ernalda as queen, second only to her consort Orlanth . . . even you can’t entirely understand, transformations that and unquestionably his superior whenever it’s strategy aren’t something you control, and stories that sometimes that’s required instead of headlong action. The Fire/Sky end with everyone being eaten and other times end with pantheon led by Yelm recognizes Ernalda as Life-Giver. the equivalent of a fancy regalia parade. Dragonewts Even the Lunars make sure that the first people they don’t entirely make sense, not to humans. But powers of seduce to their side in conquered lands are the earth

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priestesses who keep the land living and may be able to Earth Endures (Runic Power) keep the local hotheads from erupting. When an enemy targets you with an attack, before the But there is another side of Earth. The Earth-Shaker attack declare you’re using this power as a free action. destroys human civilizations. Land blessed by the You only take half damage from that attack, hit or miss. volcano will be fertile, but whatever was there before is Champion Feat: You can now use earth endures to gone. While Ernalda sleeps through the world’s winter, guard a nearby ally who is the target of an attack. her daughter Babeester Gor searches for any who have wronged the Earth, eager to add their scalps to her . Fire/Sky waistband. Fire/Sky is up above Air and won’t let Air forget it. If you’ve chosen Earth as your personal rune, the In no particular order, Fire/Sky is the great Sky stories that grow around you will be marked by moments of calm strength, by prudence in the eye of Dome that covers the world, purity, the stars that hold hope in the darkness of the night, great Sky Captains danger, and by wholeness where before there had been fragility. All will be well . . . until the eruption, which who fought to preserve the world during the Great Darkness, and the great Emperor Yelm, also known as may show that the Earth’s view of survival and success the sun, who kept the world ordered and safe until his is longer term than most mortals. order became oppressive and the Storm Tribe took the Warriors connected to the Earth favor axes, mostly arrogant bastard down. because they are shaped like the labrys and because they There are glorious Fire/Sky stories to tell north of are both an agricultural tool and a weapon. Dragon Pass in the Dara Happan Empire, and even in Gods: Ernalda owns the Earth rune. Babeester Gor is the Sun Dome Temples of Yelmalio scattered around the her Avenging Daughter. Barntar the Plowman is the Pass and in Prax. But we focused this first 13th Age in male Earth god of the Orlanthi pantheon, recognized by Glorantha book on people of Air and Earth, with cameos everyone as subservient to both Ernalda and Orlanth, from people of Darkness. Fire/Sky isn’t getting much but that’s the type of position in life some people enjoy. attention yet. Possible backgrounds: See Initiations (page XX) and If you choose Fire/Sky as your personal rune, you the earth priestess class (page XX) for information on the may have roots outside Dragon Pass, or you may be Holy Country south of Dragon Pass, aka Esrolia. unusually loyal, honest, or pure. The stories you’re Ernalda and the earth goddesses are the powers who involved with feature moments of clarity, visionary make the Holy Country holy. All the backgrounds truths, and doubts and fears burnt away by pure mentioned here can make sense in Gloranthan terms thought and deed. And zero humility about that type of when associated with Esrolia and the Holy Country, but success. Zero. they don’t need to be, since Earth powers are strong all through Dragon Pass. Warriors deeply connected to the powers of Fire/Sky often favor spears and bows, weapons that pierce from a If you’ve chosen Earth as your personal rune, distance like the rays of the sun. consider backgrounds such as Nochet architect, formerly Gods: Yelm the sun, though we’re not doing wealthy farmer, mountain shrine caretaker, Earthshaker acolyte, dinosaur herder, serpent handler, clan ring anything to support characters devoted to Yelm in this book. Ditto for Yelmalio and Elmal and many others. politician, cool-headed oracle, gemstone miner, harvest queen, revengetarian (i.e., a vegetarian who only eats Possible backgrounds: @@ carnivorous plants). Runic power: Humans with the Fire/Sky rune can Runic power: Humans with the Earth rune have the choose kneel before power as their runic power. option to choose earth endures as their one runic power.

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Kneel Before Power! (Runic Power) Ernalda’s companion Chalana Arroy, the gods’ great As a quick action, you gain a +2 bonus to attacks against healer, knows nothing but Harmony, but she has not enemies that are lower level than you. The bonus lasts been fully covered by our game mechanics yet. until the start of your next turn. Champion Feat: You can now use kneel before power! i Illusion against enemies of your level. Illusion is the rune of this world and everyone else is caught up in it, not you. l Harmony Be careful who you say that to! The rulers of the Harmony is the rune of cooperation, healing, and cosmos usually prefer Illusion’s rival Truth, because forgiving each other’s imperfections. Truth shows that they are on top where they belong. Harmony will never be the dominant rune of the Hero Illusion is the rune of the underdog, the trickster who Wars, but it’s certainly what you’d love to have twists the strength of the mighty into a weakness, the influence your company of berserk and blow-hard juggler who stays one step ahead of the spirits of adventurers! vengeance. Back in God Time, before the Life rune was a great If you’re not already a trickster and are considering cup pouring its bounty onto the world, before the Death Illusion as your personal rune, be advised that the rune was the first sword cutting away pieces of the stories you get tangled up in will have more than the world that couldn’t dodge fast enough, the Harmony standard allotment of confusion, deceit, oath-breaking, rune was the divine harp that strummed to separate corruption, and cowardice. If you’re lucky, it won’t be Order from Chaos. Disorder mucked about and tangled you who suffers, because it just may be that you’re Harmony’s strings and ever since then, Harmony has seeing through the veils that everyone else operates difficulty being heard through the cacophony of runes, within. few of which overlap with Harmony’s mercy and peace. Possible backgrounds: Adventurers attracted to this If you choose Harmony as your personal rune, you rune might be actors, con artists, charlatans, thieves, may be the glue that holds contentious allies together. spies, inveterate liars, or half-mad visionaries. Or Compared to prickly allies who are always making perhaps you somehow have the Illusion rune without problems seem worse, you probably have a gift for being deceitful yourself, in which case you’re just as helping people stay calm and realize they can handle likely as most tricksters to be the world’s punching bag. problems working together. You aren’t necessarily a Gods: Eurmal wants to make perfectly clear that the leader, and if you are, you probably lead by example Illusion rune was already on fire when he sat down on rather than command. it. If it’s not you, personally, who has this knack for cooperation, then it’s cosmic coincidence that the stories x Life that hum happily along around you have more than Imagine a great cup, tilting to pour bountiful life over all their share of problems solved by bursts of of creation. In Glorantha you don’t have to use your understanding and uncommon mercies. imagination—you’re looking at the Life rune now. It still Possible backgrounds: Battlefield medic, farmer’s pours out its blessings today, for those who worship it advocate, temple liaison, former diplomat, temple and know how to ask. musician, palace tutor, caravan chief. The Life rune is about healthy life, the creation of Gods: Of the major gods, Ernalda alone brings new life, and the love that makes both those things Harmony. The earth priestess class reflects these gifts. possible. If you take the Life rune, the stories you help create are often about lovers, about children, about starting fresh, about rejuvenation and renewal, about

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unlooked for generosity, and about thriving instead of mention how kin and religious allies helped you, just surviving. The Death-oriented turmoil of the Hero directly or indirectly, through one challenge after Wars may be harsh-going for the Life rune, but the cup another. Your stories may be more human than others, does not withhold its blessing because stubborn mouths they may be more humane than others, or there’s a refuse to drink. chance that they’ll be about people who needed to die so Gods: Ernalda, Mother of All, is deeply connected to that the world could move on. When you’re no longer the Life rune. Uleria, goddess of love, more or less is the part of the motion, you’re part of the ancestors. Life rune, but she’s not much of a goddess for If the Man rune is your personal rune, consider adventurers. taking an ancestor feat to represent your powerful Runic power: Humans with the Life rune can choose connection to your bloodline. there is always hope as their runic power. Gods: There aren’t many major human gods who There Is Always Hope (Runic Power) make a big deal out of the Man rune. It’s a general Form rune and it gets taken for granted. We’d like to think As a free action, gain a +10 bonus to one save. that Sartar, the mystical founder of the chief Orlanthi Champion Feat: You can now use this power even if kingdom within Dragon Pass, a man who never carried you are unconscious (like for a death save). a weapon and appears to have never fought a direct , Man battle, had more understanding of the Man rune than If there’s one rune that gets no respect, it’s the Man rune. most. And Sartar is a god now, so it wouldn’t be out of There are at least three reasons. the question to be primarily devoted to the founder of First, the Man rune is taken for granted because all the kingdom. the humanoid races share it. In Glorantha, the humanoid For the trolls and Darkness-oriented humans, Kyger shape was a late divine experiment that proved so Litor happens to blend access to the Man rune with successful that all the gods took turns shaping variations access to the Spirit rune, and that’s just as weird as it from their own primal powers. sounds. Second, the Man rune gets less respect because Possible backgrounds: @@ creatures who don’t have it themselves interpret it differently, as “slave” or “food.” And third, the Man rune’s greatest cosmic exemplar, / Moon the ancestor of all of us Man-rune beings, was named Our first 13th Age sally into Glorantha casts the Moon as Grandfather Mortal, and we only really learned what his the enemy. To know the enemy, start with the brief name meant after Humakt made him the first victim of introduction in Initiations (page XX), then see the many the sword named Death. Lunar warriors, magicians, and demons that start on In our game of swords and spells and cosmic page XX. For the full background, see the XX and XX heroism, we’re keeping all these aspects of the Man rune sections of our sister volume, The Glorantha Source Book. in mind while emphasizing a different angle on the As a positive rune, Moon is associated with cycles, story: the Man rune is about your connection to your balance, illusion, and transcendence. The Moon’s people. It’s about the bonds within your tribe, about the association with illusion isn’t necessarily the deceptive links between you and your ancestors, about the trickery of the Illusion rune (though the Orlanthi would connections forged through spiritual initiation, and say it’s something worse); instead, Lunar mystics about the shared experiences and power of mortals perceive a very different reality behind the world most bound to each other by blood, oaths, and mystery. perceive, a world made whole by embracing all things. If you take the Man rune as your personal rune, the “Balance,” in Lunar terms, comprehends that even stories your descendants will tell about you often Chaos has a place.

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The Moon’s enemies are painfully aware that the If you only have access to basic attacks that don’t place the Moon keeps its city-destroying Chaos demons have powers that scale with them besides damage dice is parked on their cities, more an army of consumption (for instance, a WEAPON attack), you deal two extra than occupation. dice of damage with attacks that turn. Anyway . . . if you choose the rune of the great Champion Feat: Normally, this power doesn’t do you enemy as your personal rune, you’re volunteering for any good when using a 9th level spell or power, but interesting times. You may be inadvertently mixed up now the GM should figure out something good that with forces beyond your control. You may be an agent of makes the spell act like an 11th level spell. true change. The stories that come to light around you might involve liberation and transcendence, but not s Movement everyone may see it that way. Movement is a hugely significant rune in the Orlanthi Note that you are not a Lunar. You’re not part of the culture of Dragon Pass. Red Goddess’ entourage. But you’re somehow in touch Originally the rune may have been the chariot wheel with her style of magic. You might be her worst enemy, of the original powers of change. Orlanthi in Dragon stealing power she’ll never get to use, or you might have Pass don’t use chariots any more, but the metaphor still cut yourself away from the Lunar way while still having matters. links to its power. Or perhaps you’re just “open- Speaking of metaphors, the Movement rune isn’t minded” enough to see that there is something to be just physical—it’s also about change in the abstract, big learned from this Lunar Way after all. You just have to picture cosmological shifts. The Air/Storm gods that the think about it the right way, and it starts to make perfect Orlanthi revere came into the world after the older gods sense. of Darkness and Water, and without Movement there It’s probably a good thing that you can’t necessarily would have been no room for the Air gods in-between tell what runes someone possesses just by looking, or Earth and Fire/Sky. even by divining. With Chaos, heroes can often tell. If your personal rune is Movement, the stories you With the Moon? Not so much. plunge into are full of adventure, dynamic change, and On the other hand, if you walk around Sartar reckless choices that either pay off big or bite you in carrying a scimitar, people are going to ask questions. precious parts. If this sounds like most members of most That crescent blade is the sword of the Moon. Good player character adventuring parties, well, yeah, that’s Orlanthi who are overly fond of curved swords have part of the reason that Orlanthi are at the center of most more than their share of hassles. of the Gloranthan stories people know best! Gods: Sorry, no Red Goddess worship in this book. Gods: Hello, Orlanth & Friends! Oh, too late, they That comes later. already zoomed by. Possible backgrounds: @@ Possible backgrounds: @@ Runic power: Human heroes with the Moon rune Runic power: Human heroes with the Movement have the option to choose transcend as their one runic rune have the option to choose quick to fight as their one power. Even better, they can use it without looking like runic power. the magic has anything to do with the Moon. Quick to Fight (Runic Power) Transcend (Runic Power) At the start of each battle, roll initiative twice and choose Once per battle roll a d6 at the start of your turn. If you the result you want. roll less than or equal to the escalation die, you can use Champion Feat: If you roll a natural 19 or 20 for one of your spells or powers as if it were two levels initiative, increase the escalation die by 1 (usually higher that turn. (If you roll higher? Tough luck, no from 0 to 1 since it’s the start of the battle). effect: the Moon is dangerous to mess with.)

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p Plant “spirit” don’t apply to this rune. Even in relation to the great variety of spirits active in Glorantha, the rune as it Like Water, Plant is a rune that’s important in the story applies to mortal magicians is circumscribed. For of the world but not ordinarily central to the Hero Wars instance, it isn’t generally used to describe elemental as they’re being fought in Dragon Pass. spirits of Earth, Air, Water, or Moon, all of whom have Ordinarily, we’d look to the Aldrayami, the their elemental connection take priority. humanoid plant creatures humans refer to as elves, but As it’s generally used in Glorantha, the Spirit rune is the Aldrayami aren’t much with us in this book. So if the most relevant to the disembodied spirits that are not Plant rune is going to be seriously important in your part of the gods’ pantheons and portfolios. We’re campaign’s Hero Wars, maybe it’s your player character focusing on the gods and their worshipers in 13G, but who will make it so. the Spirit rune is mainly used by shamans to whom the Choosing Plant as your personal rune suggests that gods are largely irrelevant and freaky-dangerous the stories springing up around your character are full of magicians like the hell mother class, and Kyger Litor- unexpected growth. Unstoppable growth, even. It’s also worshiping trolls who have no trouble being possessed possible that you are strongly connected to farming, and by insect spirits and worse. that may be more heroic than it sounds. In a time of war, If you’re a troll, look to the hell mother class for thousands might starve, and too many starved during what spirits mean to you. If you’re not a troll, connection the Windstop, so perhaps this is the time for a hero with to the Spirit rune marks you as some sort of outsider. the Plant rune to step to the fore. You could be the equivalent of a wise woman or mad Gods: Ernalda is the major goddess who is hermit, someone who trucks with spirits. Perhaps you connected to the Plant rune. Actually, it’s lesser learned your uncivilized ways far away among the goddesses connected to Ernalda that have the rune, but barbarians of Prax. for our purposes, you could get away with swapping the Gods: Kyger Litor is the major god who is rune in for one of Ernalda’s main runes. Barntar the comfortable controlling Spirit. Among the Orlanthi, the Plowman, one of Orlanth’s loyal thanes, also has the semi-god who deals with shamans and spirits of the rune if you prefer the lesser male approach to Plant. dead is named Daka Fal. The true owners of the plant rune are the elven Possible backgrounds: @@ goddess Aldrya and her consort Flamal, but we’re not going into that green world yet. c Stasis Possible backgrounds: @@ The Stasis rune is rarely encountered in Dragon Pass. It’s b Spirit antithetical to the Orlanthi, who prize Movement instead of immobility and permanence. The Orlanthi’s great Just as the Beast rune rules the ferocious creatures that enemy, the Lunar Empire, isn’t any more likely to stalk the wilds, so the Spirit rune rules the dreadful choose an unchanging status quo over the type of entities that roam the Spirit Plane. Mysterious shamans illuminating change that’s the Empire’s subtle power. travel this place and gain mastery over the spirits there, The only culture represented in Dragon Pass that but civilized people steer clear. Those with good sense, prizes the Stasis rune are the Mostali, the dwarves who anyway. hold themselves as far as possible from human wars. In most cases, we’re happy with broad The Hero Wars are likely to change that, which of course interpretations of the runes. Tightly proscribed drives the Stasis-rune Mostali crazy, but not in this game definitions stifle creativity; an expansive approach book! encourages diverse stories. But the Spirit rune is a Leaving aside cultures for a moment, what does it special case, because several common usages of the term mean if you choose Stasis as your personal rune? You

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may be a hidebound conservative in whatever cult or If you choose Truth as your personal rune, you may devotion you belong to. Or you may be locked into some be the person who reminds your allies that they share magically enforced steady state. Or it may not be your paths to great destinies, or you may be the person who personality at all; you might be as comfortable with likes telling your allies what to do with the weight of change as anyone else, but the stories you get involved cosmic law backing you up! in have more than their share of situations failing to The stories you will first live, and then recite, will shift, status quos that somehow retain their status. hinge upon the power of knowledge, the advantages of Let’s be direct: roleplaying campaigns are not about clear perception, quests for powers that would otherwise Stasis. You can be sure that if you take this rune, all the be lost, and perhaps even moments in which writing, or other PCs, and the GM, will be shaking things loose. But written records, manage to set the world straight. your personal rune isn’t about enforcing a cosmic order, It’s worth noting that if the Humakti are the only it’s about making interesting stories. Perhaps there is characters in the campaign who have the Truth rune, something new to be discovered when the runes at play you may be seeing more of the harsh this-is-the- in at least one character are holding the center together inflexible-law side of the Truth rune, which is what you instead of shaking it apart. Or perhaps the true story get when the Truth rune god is the same as the Death that unfolds when a player character chooses the Stasis god. rune is the saga of how the campaign will shake them Gods: Like we said, Humakt has the Truth rune. In and slap them until they’ve abandoned Stasis for a more Orlanthi culture, Humakt’s hold on the Truth rune is dynamic reality. less significant than Lhankhor Mhy, the god of Gods: None that are important to us now. Mostal is knowledge, who makes Truth his sole concern. a dwarven thing, and if you’re new to Glorantha, the Possible backgrounds: @@ dwarves are not who you think they are. Stay away from them. They’ll sell you a fancy shield and the next thing w Water you know your ancestral tree is cut in half. Water is hugely important in the greater story of Possible backgrounds: @@ Glorantha. Great maritime empires have placed their stamp on the multiple ages of the world (see pages XX in y Truth The Glorantha Source Book). The sky itself is blue When things are going well, Truth is the rune you want instead of sun-yellow because once upon a time the burning on your side. rivers invaded the Sky Dome and made it their own. When things are going badly, but there is still hope, But the central antagonists of the Hero Wars in Truth clears away the debris, giving hope room to shine. Dragon Pass are not oriented toward the powers of When the world has has been set on fire by a Water. The gods and classes in this book don’t use the Chaotic bat-demon, Truth can be a difficult torch to Water rune as the source of their power, and even if we swallow. extended our reach to minor gods, we’d still only get Luckily for you, our player characters are defined as one or two along with strong river gods and goddesses. rare souls who might one day become true Heroes. For So the choice of Water as your personal rune may be true Heroes, even in their earliest skirmishes, there is more personal than other personal rune choices. Perhaps always hope. you’re originally from an area like the Holy Country Truth rules knowledge in all its forms: literacy and that owes more of its life to the sea. Perhaps you’re book-learning, numbers, oral histories, proper rites and strongly connected to life on the rivers that flow into the customs, honored traditions, and wisdom. It governs Upland Marsh and then south to the sea. Since the honesty, faithfulness, duty, honor, propriety, fairness, dominant Water powers of Dragon Pass are rivers and justice. instead of oceans, the personality traits associated with

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Water in these parts are lighter than they would be near get caught up in this battle have terrible and probably the sea. River beings are mercurial and capricious, while fatal interactions with Chaos demons. High-level Storm sea beings tend toward primal grudges. Bull worshipers treat journeying into the Eternal Battle If you choose Water as your personal rune, the as a sort of pilgrimage. stories that flow around you may have more than their Non-Storm Bull worshipers can’t normally take this usual share of great cleansings, inexorable tidal shifts, rune, though certain heroquests or a successful charge and a sense of flow that can’t be stopped but might just through the Eternal Battle might allow them to earn it cycle back on itself. for a time. Warrior cultures strongly associated with Water There are a few subtle runes that can influence a prefer weapons that flow such as the net, the flail, and character’s story without necessarily being part of that the whip, then finish their enemies off with the trident. character’s conscious magical arsenal. Eternal Battle is As we mentioned, you’re not going to find any warriors not one of those runes. If it surfaces when there really armed in this fashion until you find newtlings in the isn’t any Chaos to smash, something else is going to get waters of the great Zola Fel to the East, in Prax, and in smashed in its place. the waters of Choralinthor Bay to the southwest in the See the berserker class for more on Storm Bull and Holy Country. his myths. See page XX for notes on playing the Eternal Gods: The Glorantha Source Book mentions the Battle. great deities of the oceans. You shouldn’t be trying to worship them in this game, not yet anyway! Heler, a K Luck former enemy of Orlanth who became an ally, is the Glorantha answers the age-old question of whether token Water god of the Orlanthi pantheon, and you can “luck” is actually fate in disguise by saying “Yes, what find a bit of his influence in the storm voice class. people call luck is actually an engine of inexorable fate.” Possible backgrounds: @@ That’s what the rare heroes and masterminds who Other Possible Player Character Runes possess the Luck rune claim, anyway. The only locale in Depending on who you ask, there are either dozens or Glorantha where the Luck rune has any traction is the hundreds of magical runes with power in Glorantha. Holy Country, but its strongest owner, the being known The twenty runes above are the most important as Belintar, aka the Pharoah, has recently been slain by runes from which you can select your personal rune. The the Lunars, so it looks like fate doesn’t always work out. runes that follow aren’t available as personal runes, We were going to rule that Luck wasn’t going to be though a couple of them (Eternal Battle, a rune that PCs could pick up as part of their Communication) belong to specific gods and can adventures, but who are we kidding, this is a d20 game. therefore be part of a devotee’s god runes. Let’s leave the door open for crazy storylines and quests You can’t start with the other runes in this section, that result in temporary possession of the Luck rune. In but you might own one temporarily as a result of a the event that you somehow end up with a temporary specific heroquest or game event. Luck rune, you’ll be the one to decide whether it makes you reckless, fatalistic, or both. V Eternal Battle h Trade This is Storm Bull’s rune. It’s simultaneously the embodiment of that wild god’s ongoing battle against This is Issaries’ rune. The god of trade and Chaos and an echo of a supernatural battle that’s being communication is not with us much in this book, but fought every day and every night somewhere deep in that should change later. the wastelands near Prax. Non-Storm Bull warriors who

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The Trade rune is a unique composite of the W Mastery Movement and Harmony runes. It symbolizes language This is another rune that means so much in Glorantha and speech, passage and transit, travel, trade and roads. that it’s not right for our game’s approach to the world. Non-PC Runes Mastery means leadership, authority, and The following runes aren’t available to player characters, sovereignty. The rune’s shape is said to come from the at least not in the games that we’re running. But they are gigantic crowns of the Dead Gods that can still be found good runes to know, since they’ll affect the PCs’ high on abandoned peaks. adventures at some point. If you’re reading for what you The Mastery rune is one of the few things that need to know to make and play a 1st level character, you Orlanth (the King) and Yelm (the Emperor) have in can skip this section. common, meaning they’d much rather the other had no part of it. S Infinity Like the Magic rune, Mastery is so ubiquitous that it This is the rune possessed by true dragons, Superheroes, can almost be ignored for our purposes. Mastery can be and Arachne Solara, the goddess who spun the web of used as a symbol of Mastery of Men, Magic, or the Time at the end of the Lightbringers Quest. It’s Elements. As Master of Men, it describes a hero. As characteristic of eternal things, but as you’ve already Master of Magic, it symbolizes any deity or cult of seen, not everything that is eternal manages to survive reasonable power. As Master of the Elements it denotes forever. a sort of innate intelligence among the physical stuff of the world. a Law <> We’re mentioning that the Law rune exists, but it’s not Rune Choices likely to do anything for you in 13th Age in Glorantha. Glorantha fans know the Mastery rune as one of After breaking during the Godtime and letting Chaos Orlanth’s runes and may find it odd that we aren’t using into the world, Law has lost much of its original power. it as one of the basic twenty personal runes for The gods of Dragon Pass might pine for the era when Gloranthan player characters. Law held true, but they don’t have much to do with the Our choices of the twenty main personal runes are rune, which is presently under the control of sorcerers based on the interesting story events that they can from the West who are either strange monotheists or inspire. Mastery is too blunt a power trip. Mastery godless atheists, depending on how you squint. stories assert one’s right to be on top, and that’s what R Magic our d20 mechanics aim to determine. In the long run, we have other plans for the Mastery Magic is everywhere that the power of the gods affects rune. Mastery won’t be a rune that functions at the same the mortal world and that mortals call on the gods. level as the other runes. As the mark of Heroes, Mastery Everywhere, in other words, and in a sense, a rune that is probably going to be a rune that lets you control other is everywhere is nowhere specific. The power of this runes. Those aren’t mechanics we’re handling in this rune is taken for granted, ubiquitous, and therefore book. ignored by gods and heroes, who prefer runes that <> aren’t the communal property of the world. PEOPLES OF GLORANTHA In the long run, 13th Age in Glorantha may have as many playable non-humans as the Dragon Empire of the core

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13th Age rulebook. But not in the short run. In this book, t Death: Death is certain (page XX) we’re tackling ten varieties of humans, each magically A Dragonewt: Dragons surprise you (page XX) associated with a powerful rune, and two types of non- e Earth: Earth endures (page XX) human: the diminutive feathered humanoids generally . Fire/Sky: Kneel before power! (page XX) known as ducks, and the hulking Darkness beings x Life: There is always hope (page XX) generally called trolls. / Moon: Transcend (page XX) s Movement: Quick to fight (page XX) HUMANS Runic distinctions: You can’t tell at a glance which The current age of Glorantha has been dominated by runic power, if any, a human possesses. It’s not a matter humans. Human heroes are at the center of the Hero of physical appearance, language, or ethnicity, though Wars and will usually provide the majority of the PCs in all those factors form the traditional expectations that your adventuring party. It would be boring to force 13G characters often love to defy! Characters with most PCs to play the exact same type of human, so different runic abilities are magically distinct rather than we’ve tapped into the fact that Gloranthan humans, physically distinct. These distinctions matter much more particularly heroes such as the PCs, are deeply affected for the rare people like 13th Age player characters who by the power of the runes. Instead of a single human are on the path toward becoming Heroes. Ordinary racial ability, we’re providing a choice of ten runic Gloranthans use some magic, but only heroes wear their abilities to represent your human player characters’ runic associations as war banners when they walk into affiliations, deep ancestral history, or magical destiny. the Other Place to confront gods and demons. All humans have the same ability score option and a It’s also worth mentioning that runic powers have th bonus feat, exactly as in the core 13 Age rulebook. nothing to do with our mechanics for calling on the runes that appear in chapter 3. The human runic powers +2 any ability score aren’t related to the story consequences of calling on one Bonus Feat: At 1st level, human PCs start with two of your runes. feats instead of one. This isn’t an NPC thing: For the record, GMs, you don’t have to account for these abilities for your NPCs. Runic Abilities & Ancestor Feats Most of the humans of Glorantha do not have these Instead of the single human racial ability presented in abilities. These are building blocks for heroes. Of course, the 13th Age core rulebook, human PCs in Glorantha can you can spring them when it suits the story of an NPC. . choose a runic power that shows their ancestry, their . . culture, their mystic power, or perhaps their fate. Free actions: Unless otherwise noted, the runic As you’ve seen in the rune introductions above, ten abilities are free actions. of the twenty runes have an associated runic power. As Once per battle: Unless otherwise noted, each runic a human, you choose the runic power from one of the power can be used once per battle. runes you possess. We’re not going to repeat the full text of the runic ELDER RACES powers here, but you can use the list below for quick Humans aren’t the only option. A couple players may reference to the powers’ appearance in the main rune choose to play a member of the Elder Races. section above. The Elder Races of Glorantha each had its day, if by g Air/Storm: Whirling (page XX) day you mean “aeons-long mythological period of world B Beast: Ferocity (page XX) domination.” Those ages are past and the Elder Races o Darkness: Survival (page XX) have retreated from most of the world. Where have they retreated to? Places of ancient power like Dragon Pass!

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We’ve opted against presenting all the Elder Races that they have a mysterious tie to the Death rune, that until we feel we can do them justice. Thanks to the they secretly appear to play a valuable role preventing generosity of Kickstarter backers, this initial foray into the undead from overrunning the area around the Glorantha presents write-ups and powers for two non- Upland Marsh, and that other people find ducks humans, the dangerous creatures of darkness known as somewhat peculiar. trolls and the diminutive swamp warriors known as Even if you accept those ideas as starting points, you ducks. As you’ll see, that’s not what humans call them, have a lot of room for improvisation. When you decide not what they call themselves. how to portray the Durulz and their home of Duck Point rd Ducks (Durulz) (the site of the 3 level adventure that starts on page XX), you are contributing to your personal vision of +2 Dex OR +2 Int Glorantha. You have several great options. Mix-and-

match these, invent your own approaches, and Actually we lied when we said that all the Elder Races remember that your duck character may not be entirely had enjoyed aeons-long periods of dominance. At best, like the rest of the ducks, especially not when you’ve got the ducks enjoyed a few uninterrupted years when the your One Unique Thing to play with. curses they’re under didn’t bring terrible new enemies Straight: Your players are probably familiar with to the surface. Which means we’re probably lying a elves and dwarves from various fantasy worlds. Well, different way, categorizing the ducks as an Elder Race. here’s something new. The ducks are just one more type Certainly the Aldrayami, Mostali, and Uz fail to of critter. They don’t come prepackaged with a theme or recognize ducks as another Elder Race, since the clear tone. They are one more sorry race of mortals trying to sign that you’re an Elder Race is that you’ve inherited a feel its way through life, struggling to stay in place. history of mutual-attempted-genocide. Narrate details that portray the ducks as “just regular The ducks are concentrated in the area of the folks.” They just hope to get through these times of Upland Marsh. Their strong ties to the area lend turmoil without being wiped out. credence to the notion that their diminutive feathered Dark: No one’s sure about the origins of the ducks condition is the consequence of a local curse. The ducks except for one thing. They are cursed. When you spend don’t like talking about any supposed curse. They call any time with them, you can feel it. An ancient themselves the durulz. Like other people, they’re mainly transgression can never be undone, and it marks each farmers and hunters, but life in the shadow of the and every duck. If you spend three days in Duck Point, Upland Marsh forces them to confront the undead you understand why they hunt the undead. It suits horrors created by Delecti the Necromancer (see page them. It is as if the fate of the cosmos is being played out XX). in miniature as Death battles Undeath. If the PCs earn If you’re set on playing a duck, see page XX of the the trust of the ducks, the ducks favor them with a Duck Point adventure, but don’t read the other stuff, special blessing. It will strengthen them for the coming upon penalty of pinfeather removal. Trust us, you don’t apocalypse, when the universe turns upside down and want to find out. the dead attack the living. Tone and Durulz Only True Humakti: They are Humakti who long ago Glorantha is a serious world, and it treats with issues of cut themselves off from their own humanity. By personal identity, ultimate meaning, true enlightenment emulating their god, they gain power over the undead, and the irreducible irrationality of existence. And then as well as the undeniable air of the outsider. Even in there are ducks, who look sort of like cartoon characters. Duck Point, the ducks feel like outsiders. Now that the What are they doing here? If you stick with Glorantha’s gods are at war, the ducks will save all the true people usual approach, it seems that the durulz bear a curse, by showing them how to shed their corrupted selves.

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Sweet Home in the Swamp: The truth is that the ducks Choose one of the following two racial powers for enjoy paddling about the Upland Marsh where no one your duck player character. (@Playtest note: Or if you’re else can go, eating yummy snails, and slaying undead. feeling whacky, see the troll racial ability for a method of using The rumors about the curse might be true, but they no both abilities at different times, hinging on your initiative longer care, if they ever did. roll!) Legendary sinners: The ducks are the cursed spawn of Death Drake (Racial Power) a lineage that, long ago, perpetrated an unforgivable Once per battle as a free action after you miss with an blasphemy. Only in Humakt could they find refuge, and attack against a non-mook enemy that has 5 hit points or only by cutting away their former selves. fewer, you can reroll that attack. If the reroll still misses, Comic relief: Glorantha is home to societies of many you don’t expend this power and can use it again on a different flavors, and the energy of a people permeates different turn later in the battle. their home. When you walk through the orderly Sun The hit point threshold of the power increases as Dome Temple, you feel the authority of Yelmalio you gain levels, like so: embodied in the stone. And when you hang out at Duck 2nd level duck 7 hp Point, the energy is comic. The ducks talk funny. They 3rd level duck 10 hp walk silly. Duck society is goofy and laughable. Give a 4th level duck 12 hp few of the ducks cartoony names. Everyone gets caught th up in the silliness, and it’s a fun diversion. 5 level duck 15 hp th Change: Everything is different now, even Duck 6 level duck 20 hp th Point. Give it a serious twist. Maybe the Beast Men 7 level duck 25 hp practically run the city now, with the ducks and humans 8th level duck 30 hp reduced to support roles. Or Humakti ducks are 9th level duck 40 hp winning the day against Delecti’s undead, but it’s only 10th level duck 50 hp the recently illuminated ones who did well under the Adventurer Feat: You gain a +2 bonus to PD and MD Lunars that are having all the luck. Or the ducks came against attacks by undead. out way ahead after Windstop, surviving so much better Champion Feat: You gain a +2 bonus to AC against than everyone else that they’ve gained hegemony over attacks by undead. humans and Beast Men far and wide. New Day: Orlanth is back. Anything is possible. The OR ducks are on the verge of shucking their curse once and Squawk (Racial Power) for all. Once per battle as a free action before you roll an attack

OR before a creature rolls an attack against you, declare Two paths for duck player characters you’re using this power on the roll. In light of the varying interpretations of how duck If the attack roll hits, it’s a miss instead. If the attack heroes can be portrayed, we’re offering two options. roll misses, it’s a hit instead. As usual, these options don’t necessarily reflect the The power doesn’t affect natural 20s or natural 1s. A abilities of most duck NPCs. These are the powers of natural 20 is still a critical hit. A natural 1 is still a duck heroes. fumbling miss. We expect most duck player characters to choose the Adventurer Feat: If you use squawk against an enemy’s death drake option, but tricky characters who don’t attack roll and the attack still hits, you don’t expend mind engaging with a bit of the race’s inherent potential the power and can use it again on a different turn for comedy may want the squawk power instead. later in the battle.

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Champion Feat: If you use squawk on your attack roll +3 Str OR +3 Con and the attack still misses, you don’t expend the @@Troll background text to be finished in power and can use it again on a different turn later conjunction with troll classes in the battle. Ability score bonus and limitation: You can see from the +3 ability score bonus above that Uz are built differently than the other races and people in 13th Age. <<>> The +3 bonus should sound enticing, but it comes with a Duck Names drawback: when you assign a troll player character’s A duck has a given name and a nickname. Usually they ability scores, both Strength and Constitution must go by their nicknames, sometimes by their name and appear in the troll’s top three ability scores. It’s okay for nickname. They are a much smaller community than the one or both of these scores to be tied with a score that’s Orlanthi, so don't have complicated family naming out of your top three scores, but neither Strength nor system. Constitution can drop out of the top three. Since classes always offer the option to boost the Nicknames main attack stat, this is never a huge problem. It does Amberdrake, Bittersord, Blackscap, Blinkmottle, present small problems for trolls interested in classes Bluebeak, Bogwatcher, Boldbladder, Brackblood, that emphasize two ability scores that aren’t Strength or Brightfeather, Clearwhistle, Deftwaddle, Drydottle, Constitution. The problems are intentional. Trolls aren’t Duskwort, Fairflanks, Fatleaf, Fierceplume, Fozzlebeak, normal people. They’re big, they’re fierce, and they’re Giltwit, Glowstalk, Goodshrooms, Greenbeak, tied to ancient powers that regard most other people as Greenface, Grubcatcher, Hardshins, Hoarfoot, good things to eat. It’s no accident that trolls aren’t Honeyrump, Keenwarble, Longneck, Midgeflower, naturally suited to sophisticated classes like the wizard Mildgizzard, Mistcall, Mizzledown, Mosswig, and occultist. @future sidebar for notes on trolls in Mudcrown, Nettlebeak, Palespeck, Pinfeather, specific classes. Plumshank, Pucewattle, Quagbanter, Quickpaddle, Trolls can’t abide iron: If you use an iron weapon, Redcrest, Redmurk, Reedsong, Ringeye, Ruddy you take half damage from every hit you deal. If you Shoveler, Rudepebble, Rushwallow, Rustmantle, wear iron armor, every attack against AC deals miss Screwpipe, Shagflax, Shrewdbill, Silverhead, Slopbank, damage. Seriously, what this really means is that you Smaltstaff, Spintail, Spleengurgle, Sprypole, Starmolt, don’t use iron. For other possible but more rare Stoutknob, Surefoot, Swiftlore, Tarscaup, Thricepeal, problems with iron, see page XX. Thunderthroat, Truedive, Wetnape, Whitetail, Usually in darkness: If you choose gods and runes Wildwheat, Wisemustard, Woadcheek, Yellowbelly. so that you end up lacking the Darkness rune, you’re going to want to use your unique or your backgrounds to Given Names explain how you are different from almost all other Hens: Abby, Bimmy, Haimy, Lolly, Myla, Tunny, trolls. Waddy, Zuzu Why are you here?: @@note about why you are Drakes: Bepo, Harva, Nico, Polgo, Runk, Valor (or different than most trolls and hanging out with surface Waylor), Wilmar, Zeff. people. <<>> Two racial powers: Like the ducks, Gloranthan trolls have two racial powers. Unlike the ducks, each troll accesses both the powers at different times. As a troll, your natural initiative roll at the start of a Trolls (Uz) battle determines which racial power you possess in the Dark Troll

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battle. A natural odd roll for initiative means you have the dark walk power this battle. A natural even roll for initiative means you have the big eater power this battle. Dark Walk (Racial Power) You have this power in battles when your natural initiative roll is odd. Once per battle As a move action before you have used your standard action this turn, if you are not engaged, you can remove yourself from play. At the start of your next turn, return anywhere nearby that you could have moved to normally during your turn, and deal double damage against the first enemy you hit with an attack that turn. While removed from play, you take no actions and can’t be targeted by enemies. (No monkeying around with delaying and such: return on your initiative and take your turn.) Adventurer Feat: You have a +2 attack bonus with all your attacks the turn after you return from dark walk. Champion Feat: Once per day, you can use dark walk twice in the same battle.

Big Eater (Racial Power) You have this power in battles when your natural initiative roll is even. Once per battle Special: You can only use this power in a battle in which you have hit with at least one melee attack or spell attack. When you heal using a recovery, you can use two recoveries to heal instead of just a single recovery. The second recovery rolls dice normally but does not add your Constitution modifier. If the first recovery was free because of a power or spell effect, the second recovery is not. Adventurer Feat: Go ahead and add your Constitution modifier to the second recovery also. Champion Feat: If you use Big Eater later in the same turn in which you have dropped an enemy to 0 hit points with an attack, the first recovery is a free recovery.

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attuned to your first, second, or third rune, respectively. On a 4–6, roll a d20 on the Random Rune Table to see which rune you’re attuned to. You may end up Chapter 3: Running connected to a power that your character normally has nothing to do with, or you may get a result that’s the Glorantha same as one of your three runes. If the random rune determined by the d20 roll turns out to be one your By default, combat, healing, skill rolls, and adventuring runes, we call it an empowered rune. Empowered runes options use the rules in the core 13th Age rulebook. function like other story runes, but will also provide you Exceptions and additions detailed in this chapter either with a permanent heroquest gift when you use the rune do a better job of portraying adventures in Glorantha or or at some point later that day. See the Heroquest Gifts are simply fun to add to the game. section below. We’re starting the chapter by covering the rules for Attuning is external: The rune you’re attuned to attuning and narrating runes, the creative storytelling represents what cosmic forces are at play in your life, mechanics that take the place of the icon relationship sort of like a horoscope. It’s not like a battery of power rules in core 13th Age. Sections on new combat rules and that the character carries around. The power exists in the new adventuring rules follow. universe, and power of a particular “flavor” is potentially in the character’s future. ATTUNING AND NARRATING Chaotic Empowerment RUNES Chaos is result #3 on the Random Rune Table, but you More fundamental to reality than even the gods are the can’t attune Chaos. When a player character rolls Chaos, runes. These cosmic forces define the conflicts and the GM tracks the roll as a Chaotic empowerment that will capabilities of the gods and their followers. Even spirit- be exploited later. Then the player character rolls a new talking shamans, atheist wizards and uncanny draconic random rune, continuing to roll until they get a result mystics acknowledge the power of the runes, although other than Chaos. they interpret their natures differently. In game terms, Each time a player character rolls Chaos, the strands the powers of the runes ebb and flow through a of the cosmos have weakened slightly and Chaos has character’s life. With each character, a few personal been empowered. This can have story consequences if runes are the most common ones to influence them, but the GM desires, but the principal effect is mechanical: just as often it’s some other, seemingly random rune that the party’s next battle against Chaos will be tougher. The plays into a character’s story. These runes operate on next time the heroes battle Chaos, even if it’s days and their own power, putting them outside the control of the sessions later, the battle is tougher than it would have characters. Instead, it’s the players who determine how been without the Chaotic empowerment. The GM the runes affect the story. should make the Chaos battle tougher using the Attune One Rune During a Full Heal-Up Building Battles Table (page XX) as if there was at least When PCs take a full heal-up, each player character one additional hero in the adventuring party. If there are becomes attuned to one story rune, which is determined two Chaotic empowerments looming? Add monsters semi-randomly. Half the time, the rune is a random worth at least two additional heroes. selection from one of your character’s runes, and half the For extra credit, the GM can try to work the story of time it’s a random rune that probably is not associated Chaos being stronger than it should be into something with the character. that relates to the player character whose unfortunate Roll 1d6: To see which rune your character is roll empowered Chaos. That’s not necessary, but it attuned to that day, roll a d6. On a 1, 2, or 3, you’re might spur surprising stories.

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In the unlikely event that a large number of Chaotic Random Rune Table empowerments have stacked up while the player D20 Roll Rune characters manage to avoid fighting Chaos, Chaos needs to come looking for the PCs! Remember that battles in 1 g Air/Storm which Chaos has been empowered are going to be 2 B Beast tougher than regular battles but the PCs will not be given any of the usual rewards for fighting tougher 3 ? Chaos battles, even if the battle might ordinarily count as a 4 o Darkness bigger problem than a single fight. If this sounds too harsh, realize that the laws of 5 t Death probability say Chaotic empowerment isn’t going to 6 j Disorder come up often, even in a group with five adventurers. If your group finds itself on the Chaotic side of probability, 7 A Dragonewt consider adding party members like Storm Bulls, who 8 e Earth replace the Chaos rune with the Eternal Battle rune, and therefore never empower Chaos. 9 . Fire/Sky Other Paths to Attuning a Rune 10 l Harmony Specific heroquests and story events may allow a 11 i Illusion character to attune a rune. There is also one way to gain an extra attunement during play. Once per level, as an 12 x Life incremental advance (13th Age, page XX), you can choose 13 , Man to attune a rune instead of gaining any other benefits. It’s not precisely the same as the other choices for 14 / Moon incremental advancement, but it suits the story. 15 s Movement In all these cases, the rune to be attuned is determined in the same manner as you would attune a 16 p Plant rune during a full heal-up. It may turn out to be one of 17 b Spirit your own runes, it may turn out to be empowered, it could be a random rune that has little to do with you, or 18 c Stasis you might empower Chaos with your first roll. 19 y Truth

20 w Water

Narrating Runes Sometimes the power of a rune can shape events around a PC, turning things in their favor. As with an icon die result of 6 in 13th Age, the rune’s power provides some advantage to the PC in the game world. Activating the rune is the player’s choice; it’s one of the ways in which the players co-create the story of the game. From the PC’s perspective, the benefit might reflect some action on their own part, as when one prays for help. More

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commonly it occurs as fate, possibly without the event could happen during a battle, so a PC could beneficiary even realizing what has happened. narrate a rune at that time without it having a direct We use the term “narrate a rune” because we want it effect on the fight. For example, it wouldn’t damage or to be clear that it’s an action performed by the player, blind enemies, but it might allow a captured foe to not the player character. In practice, we sometimes use provide crucial information. more casual language than the word ‘narrate,’ but we’ve A generous GM might also decide to narrate a rune also gotten used to the word narrate so that it no longer as a way of getting a party out of a bad situation with seems as formal. story events during combat. Huh. We aren’t that generous GM, but we presume someone reading this might be. If this happens, it’s GM choice, not player Runes Are Not Powers choice. Your PC’s powers, spells, talents, and class features indicate what mystic powers they can count on using in and out of combat. Complications Not power, unless the GM likes it: If the story that’s The story benefit of the rune is automatic, but the GM being suggested by the player’s narration sounds a lot randomly determines whether the use comes with a like a character using powers, the GM has to go along complication. Sometimes when one rune’s power grows, with that for it to be OK. As you’ll see in the examples a countering force arises. The GM rolls a d20, and if the that follow, the GM can often suggest a way to make the result is 1–5, there will be a complication. The suggestion play out as a story event rather than outright complication is an immediate or delayed change to the power use. story that’s hard on the PCs. When we are GMing, we sometimes phrase this as a Possible Complication Results deal: “Yeah, this sounds a lot like you’re doing Something strange about the rune’s story effect something awesome by narrating this rune, and that’s develops, an unexpected wrinkle that makes the story cool, and it’s going to happen. But also, we’re going to more interesting and probably less comfortable for the roll for a complication, like always, and if a complication PCs. Here are a few generic examples of complications. comes up when you’re narrating the rune this way, Far better examples that spring from the story effects of that’s when things will get really interesting.” the rune appear below in the detailed examples of Sometimes that scares the player off. Other times they narrating runes. have guts, and go straight on through.  Enemies get stronger. Not during combat: As a player, you can narrate  Enemies gain information about the party. runes outside of combat, but as a rule, you can’t narrate  A PC loses a mortal connection (a friend, an ally, runes during combat. Your rune indicates a direction etc.). that the story can take. It doesn’t indicate that your  A new NPC who becomes a problem for the character is full of mystic power to be unleashed in player characters is introduced to the campaign. battle.  Expectations grow. The PC now needs to do Clever players should be alert to opportunities to more than they had previously expected. narrate runes before combat. Runes might help you  The PC(s) receive an additional quest from a avoid a battle or start a battle with an advantage. They god or NPC. can certainly help you overcome obstacles that don’t  involve rolling initiative. Forces associated with an opposed rune grow stronger. For example, a complication from a A generous GM might allow the right rune to help a Movement rune could be a Stasis effect. party bring a battle to an end by escaping from an  overpowering enemy. It’s also possible that a rune story Unexpected side effects create new problems!

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Campaign-Level Events Narrating a rune while heroquesting is different. As the GM, if you have plans for major, campaign-level Narrating a rune to alter the story during a heroquest events, such as the return of a major villain, sometimes it alters your story and your experience of the quest. As makes sense for these events to come into play in long as the story changes created by your rune aren’t response to a player narrating a rune. In such a situation, entirely antithetical to the spirit of the myth, narrating a the time is right for something dramatic. The PC is rune to influence your heroquest will generally not embodying the mythic powers that undergird the entire count against you as a deviation from the myth. You are universe. They have somehow tapped into a level of changing your experience of the myth and your metaphysical reality that’s much deeper and more experience of the heroquest, not the world’s primal than the flesh-and-blood world. At times like understanding of the myth. this, big things can happen. As the GM, you can use There at least two commonly encountered these key moments to up the stakes dramatically. For exceptions to the rule that narrating a rune during a example, if there’s a major secret to be revealed, maybe heroquest won’t count as a deviation. The first occurs it gets revealed when a rune has been activated. The when you use a rune to shape the story in a direction power of a rune revealing itself in a mortal’s life should that’s antithetical to the myth. If you’re questing into a indicate big, important things are happening to (and Humakti myth about the destruction of a god of the Sky around) them. who had planned to ambush Orlanth, and you use a rune to keep that enemy god alive, you’re functioning as

an enemy and screwing up the myth. Don’t expect Runes & Heroquesting things to go well for you. On the other hand, if there was We’ll get to examples of narrating runes and a a big a minor character, perhaps an ancestral hero, who is table of Rune Associations below. But first we’re going to supposed to die as part of the myth, and the PCs find a talk about how narrating runes works slightly way to use their own powers while narrating a Life rune differently when you are heroquesting. that keeps the hero alive, that’s not a deal-breaker for the Entering the Hero Plane overall story of the myth. If you have one or more runes attuned when you enter The second exception to rune calling not causing a the Hero Plane, you can choose to cancel those deviation during a heroquest occurs when the GM rolls attunements and reroll an equal number of new runes. a complication for your use of the rune. A complication In a case in which you have more than one attuned rune, during heroquesting . . . ah, sweet moment of narrative you can’t pick and choose: you must re-attune all your tension! Runic complications during heroquesting runes or none of them. usually grow directly out of whatever the PC was accomplishing by narrating the rune. Using the Humakti Each new rune attuned is either one of the example above, if the GM has secretly rolled a character’s three personal runes or a random rune from complication, the ancestral hero might turn up later in the Random Rune Table, determined in the same way as the myth where they shouldn’t and interfere in what the attuning a rune during a full heal-up. If you don’t use PCs thought they were accomplishing—for example, by the rune while on the Hero Plane, you keep the stealing the kill and the glory of the victory, so that the attunement when you return to the mortal plane. heroquest is technically a success, but the quester who Narrating a Rune while Heroquesting stood to gain the most doesn’t get the full rewards since As you’ll see while playing or running the adventure the ancestral hero got in the way! Horn of Snakepipe Hollow, heroquests are usually based It’s also possible that a deep-planning GM will play on a myth that the PCs attempt to emulate. Normally, through the heroquest as if there was no complication . . deviating from the actions taken during the original . and introduce the complication in the mortal world myth count against you in a heroquest.

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later, pointing back to a change brought into reality that bug spirits following their bestial nature and consuming wasn’t part of the PCs’ intent. each other. The GM agrees and plans to hit the PCs with Limitations: As in the mortal world, you can’t damaged bug spirits who have been unable to narrate a rune during combat. You also generally can’t regenerate fully from their frenzy. use a rune to sidestep a combat stage of a heroquest. It’s If there’s a complication, the GM cherishes the possible that a rune could help deal with a non-combat thought of rolling all the insect spirits into one utterly stage of a quest, however. Some non-combat stages will nasty (but ultimately simpler to beat) overfed troll insect call out runes you could use to solve the stage, or to spirit. really help the process (as you’ll see in the Horn of o Darkness Snakepipe Hollow). Ron’s champion-tier Ernaldan earth priestess, a Sartarite Examples of Narrating Runes woman named Eonislara, randomly attunes the The examples that follow cover a range of approaches, Darkness rune at the start of a session in which the PCs as well as a range of potential complications. plan to assault an Ernaldan temple taken over by the Lunars. Eonislara believes that the temple’s defenses g Air have already been perverted by traitorous Red Clay An Orlanthi warrior is rallying villagers to battle, and priestesses. So Ron reminds the GM of the time the party the player uses the Air rune. The player narrates that a saved a powerful troll priestess from a Lunar war party. gust of wind rushes into the village, rattles all the roofs, The troll priestess didn’t give her real name, but the and scares the mob of villagers. When the gust instantly group refers to her as Topknot. The player suggests a ends, and there’s silence, the people laugh. Their story in which Topknot is on a separate heroquest courage is restored, and they are ready to fight! Exactly requiring her to swallow a portion of the Moon for an how ready to fight depends on the circumstances and is hour. Synchronicity, in the PCs’ favor, has placed up to the GM. The GM asks the player what the Topknot atop a hill with a view of the temple in the character was doing when the wind rushed in. He says, valley. The GM likes the cut of this story and agrees that “It was just as I concluded my speech as said, ‘Together Topknot’s Darkness magic will swallow the light of the we shall win, by Orlanth!’” Red Moon for an hour as the PCs launch their assault With a complication? One version of a complication just before midnight. would be that a few of the villages are inspired way If the die roll for a complication comes up, the GM beyond their abilities and charge too quickly into more likes Ron’s story even more, because now Topknot’s trouble than they can survive. Alternatively, maybe this magic will turn out to swallow more than the Lunar particular village is going to keep coming to the PC for magic. She secretly also gets a giant bite out of the Earth aid again and again because of how he inspired them in temple’s core, so that in a future adventure, trolls will their hour of weakness! rise from the deep and take the Earth temple almost B Beast without a fight, regardless of whether the PCs or the A Humakti has randomly readied the Beast rune at the Lunars win the battle to come. start of a session in which the player characters must t Death overcome trolls and insect spirits that have occupied a It’s easy to stick to the simplest interpretations of a rune. hill fort the PCs need access to for a heroquest. The But ‘someone dies’ is a fairly boring story, and since Humakti player wonders aloud what spirits eat insect Humakt worshippers are the people who are going to be spirits, and then she realizes the answer is clear: insect narrating the most Death runes, it doesn’t do to create spirits eat themselves. Before the PCs assault the hill too many cheap deaths as story events—killing things fort, the Humakti’s player suggests to the GM that the that need killing is what the Humakti are supposed to be Beast rune they’re tied to that day could represent the

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handling with their swords. Our example goes deeper fights against the usurper who has taken it from its into Death’s possibilities. owner. The party is on a long trek through a desolate area, *It’s also worth mentioning that in canonical depopulated by famine. The GM says that there’s not a Glorantha, this story wouldn’t work the same if the lot of interest in these ghost towns and fields that are fallen warrior had been a Humakti. Humakti’s swords going wild—unless someone has a rune they want to decorate their graves and aren’t reused or even touched. use. The Humakti’s player suggests that they find the But retrieving and even using the sword is an honorable long-dead corpse of an Orlanthi warrior. Since the thing to do for an Orlanthi. warrior died “with his boots on,” the Humakti insists on <> a proper burial, with rites of honor. The rest of the party <>If you want to use your Death is used to the by-the-book ways of the Humakti, and rune to outright kill an enemy NPC rather than doing it the they pitch in to help. “Instead of burying the warrior’s hard way while I’m the GM, talk to me. And everyone at the sword with him, however, it feels right that I should table should be ready to live with the complications if they keep it as my own blade, and I do. Somehow this come up, because they won’t be pretty. sword’s story is not done, and now that the warrior is <> dead, perhaps it’s my turn to carry the sword along.”* j Disorder The GM likes this development and adds that there The party is trying to unite two feuding clans, with clan are markings etched in the blade, to faint to be leaders gathered in a great hall. The trickster thinks he discerned. Since no benefit accrued to the party yet, the can soften hard hearts with a sweet song, but the power of this rune and the meaning of the sword come Trickster’s player, Conrad, knows that what’s really into play later. At the next session, someone in town happening is that he’s narrating the trickster’s Disorder recognizes the Humakti’s salvaged sword and directs rune. The trickster’s childish, high-pitched song does him to the local clan that the dead warrior was from. The nothing to soften anyone’s heart, but it attracts every rat Humakti returns the sword and recounts the fate of the in the vicinity. Suddenly rats are swarming into the fallen warrior. The clan accepts the sword in an room, scurrying under tables and over feet. The whole elaborate ritual, which includes the Humakti. In room breaks into chaos as the clan representatives chase addition to the soft benefits of being on this clan’s good off the rats. The scene concludes with both clan chiefs side, the GM says that the Humakti can take an extra manhandling the trickster and getting him to stop incremental advance, representing the ritual’s blessing. singing. When he slips out of their grasp, the two chiefs For a minor complication, the wielder is later end up embracing—and laughing. The whole hall erupts confronted by the sword’s spirit! The night after the in laughter, and the mood of enmity is broken. People Humakti finds the sword, they dream of the sword with even start feeding crumbs to the rats. its markings glowing like coals. The sword attacks, What sort of trouble could a hoard of music-loving attacking MD like a hard obstacle of the appropriate tier rats cause if there is a complication? Enough that the (13th Age, page 186), dealing psychic damage, with one- previously-feuding clans unite in their hatred of a fourth damage on a miss. If the Humakti takes almost common foe, the trickster. The rune’s story effect more any action against the sword, it succumbs to the or less the same, if you squint—the feuding clans have Humakti’s power, and the Humakti wakes with a sense made peace. But good luck on being thanked as you’re that the sword now accepts him as its owner. If the trying to escape with your lives without killing anyone. Humakti makes no move to oppose the sword, it attacks Solving diplomatic problems with the Disorder rune is again. risky business! To make that complication mean more, wait until the party goes into their next combat before the sword

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A Dragonewt themselves, possibly guided by a trickster-style The party is recuperating in Jonstown with no particular trachodon: you can’t trust those trachs! agenda, and Paul wants to mix things up. His character . Fire/Sky has attuned the Dragonewt rune, so he suggests to the When Emma’s character randomly attunes the Fire/Sky GM: “You know all that magical paraphernalia that we rune, she takes some time to look up the rune to see looted from the Thanatari cultists? Well, one what sorts of effects she might narrate. Although the fire unidentified item turns out to be a Dragonewt artifact elementals, patriarchal nobles, and Yelmalio warriors that would be extremely valuable to one of the scholars are interesting, she really likes the angle of enlightened here in Jonstown. Maybe we have to give the item up, or purity, with Fire/Sky as the unsullied element far above maybe it’s enough just to let the scholar see it and draw the motley world. Later when the party arrives at sketches of it. Anyway, we suddenly have a local scholar Boldhome, the GM asks if anyone wants to narrate a who’s on our side and who can probably help us in the rune to specify that the party can find resource or allies near future.” The GM appreciates getting handed a there. Emma narrates the Fire/Sky rune, saying that an “blank check,” with the item, the scholar, and the eccentric but beloved holy man lives here with a scholar’s future help all left undefined. substantial following. He is a former Yelmalio priest, Complications hold delicious promises of future now abdicating all worldly duties to contemplate problems, either from dragonewts alerted to the re- Dayzatar, the pure light of the world. Just what can an emergence of their ancient artifact or a secret Thanatari ascetic holy man do for a party of adventurers? Time cultist in the Lhankhor Mhy temple. will tell. As the party enters Boldhome, the characters e Earth know nothing about this holy man, and the players are On a different day, Ron’s earth priestess Eonislara is eager to find out what will happen. When the party tangling once again with her double-edged relationship eventually meets the holy man, he takes a shine to them, with the troll Hell mother dubbed Topknot. On this day, and his favor creates a halo effect for the party, helping the GM has set up a double-whammy: while the PCs are their status in Boldhome, and the GM works him into obligated to go on a heroquest to find a misplaced Death the story as a recurrent NPC. sword near the Upland Marsh, a horde of trollkin is With a complication? The ascetic holy man has pouring into the valley containing the temple the PCs inspired a warrior or two to lay down their arms and took back from the Lunars. They’re only trollkin, so embrace a simpler life following him. To some, he’s a Topknot has plausible deniability, since it might not be counter-culture menace subverting the war effort, and anything to do with the trolls. the party gets caught in the rift created in the Boldhome Eonislara’s player narrates the Earth rune, saying community. that a herd of Earthshakers comes careening across the l Harmony valley at the right moment, deterring the trollkin long Jeskyra, an Orlanthi warrior with a singing voice so enough for the PCs to finish the heroquest. powerful that she is known across all the kingdoms, has This type of mighty event is fine to suggest to the randomly attuned a Harmony rune on what the GM has GM, who is happy with the idea that Earthshakers have presented as a side adventure, where Jeskyra is being been introduced to the mess! There may be unexpected called upon by a cousin to bless his wedding with a consequences even without a complication. song. The wedding turns out to be a lot richer than With a complication, the trollkin may have Jeskyra had imagined possible. Exotic fabrics and an succeeded in killing and eating an Earthshaker or two, amazing feast soon have Jeskyra’s cousin’s chieftain pissing off Ernalda’s sister Maran Gor, whose priestesses furious over the manner in which this upstart has will be sending an earthquake at a minimum. Or maybe managed to acquire and conceal wealth that dwarfs the the Earthshakers can stomp on something vital all by clan’s resources. The GM has set up the plot that

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Jeskyra’s cousin is a bandit, with possessions about to needed an enemy they could bash and the rune helped surface that will prove the charges. shape that enemy. It’s not as elegant or as satisfactory, But Jeskyra’s player, Sophie, doesn’t want to see this perhaps, as the first option, but who can say how happen, and she narrates her Harmony rune, describing consequences would play out later in the campaign? a sequence in which the bride’s mother turns out to be i Illusion an extremely popular Chalana Arroy priestess from a The party has successfully hacked and gambled their distant clan, and everything that is being used in the way through an Orlanthi heroquest. Mike’s Storm Bull wedding is being distributed as gifts to the entire clan as berserker attuned an Illusion rune randomly at the start soon as the ceremony and feast are over. It’s a big switch of the day but never got around to using it. Turns out in plans for the GM, but the bandit stats are useful for that Mike was just biding his time. After the climactic some bandit battle that’s less in the family, so the GM battle of the heroquest, Mike seizes a weapon that was runs with the new connections and asks the players to supposed to go to the quester, then proclaims that the help create the character of the new NPC mother-in-law. quester’s pre-eminence thus far has all been an illusion. If there ends up being a complication, the mother-in-law In fact, Mike has been the lead quester all along and is turns out to have detailed needs from the PCs. going to be the one to get the glory and the best rewards! For a change in approach, let’s skip possible Hooo boy. We’re bringing this example up to dig complications in this example and use the same story into the limits of the Illusion rune. The Illusion rune is set-up with a different rune. After all, Jeskyra lucked out about lies and deception. Mike is trying to tell a story in attuning Harmony when she was headed to a wedding; which the quester has somehow been deceitful and the that was going to work out for her one way or another. truth is that his Storm Bull is the quester. And that’s an So instead, let’s say the rune that comes up is Moon. attempt to reshape the truth rather than just tell a lie / . Not as simple. First let’s try the positive route— about it. Sophie decides to invoke the Moon as a symbol of So the GM says that what Mike can actually positive change and balance. With this option, it does accomplish using the Illusion rune is to fool people for a turn out that Jeskyra’s cousin invited her to the wedding little while into thinking that he is the quester. And if he because he figured he would need her support when the doesn’t roll a complication, he’s also going to fool the chieftain made a move against him. But the chieftain is a myth and get the rewards. Maybe the GM would be a bit jealous and hateful relic of the worst of the old guard. more lenient if Mike wasn’t hosing party members with Jeskyra’s cousin isn’t a bandit, but rather an up-and- his narration of the Illusion rune. Or maybe he will be coming member of the Sartar Magical Union, and the more lenient and let Mike get the rewards even if there riches he has displayed at the wedding are both a sign of is a complication. Because the long term question is: are his connection with the SMU and a symbol of power to the gods fooled? Has the myth been truly reinforced by steer his clan on a stronger course. There’s about to be a this trick, or has this trick been played at the wrong time fight, true, but Jeskyra’s extended family is on a side she for the good of cosmic harmony? can support. x Life The second options for the Moon is a lot more brutal and possibly a lot closer to what we’d actually come up Paul’s character has randomly attuned the Life rune. with under the time pressure of sitting around the table “Great. How much damage can I do with that?” he and trying not to slow everyone down. Sophie says, gripes. “I’m just going to heal all our enemies.” Paul’s “The chieftain is a Lunar! He loses control of himself like that sometimes. But later he puts the rune to good when Jeskyra sings a song about a traitorous chieftain, use. The party has come to the site of a massacre where and it’s combat time!” The question of the cousin’s their enemies, a squad of elite Lunar agents, have killed unexpected wealth is open in this storyline. The rune has all the inhabitants of a small village. While the characters been used as something like a summons of evil; the PCs are looking for clues, Paul narrates the Life rune. “We do

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find a survivor after all, a child hidden in a root cellar. During a ferocious gust, everyone has to cling to the As the only survivor of her village, she now inherits all rocky slope and wait it out. But then the gust passes, and their luck and magic, making her capable of judgment the air is warmer. They have passed through the worst, and deeds that a little kid couldn’t normally accomplish. and now the ascent seems to get easier and easier as they She provides us with useful information, or maybe even go. The rocks are just as sharp and the wind just as a vengeance blessing from her people.” biting, but intuitively they navigate the obstacles and As a possible complication, now the party is shrug off the cold. Behind them, where no one is responsible for a child whose only home is in her sister’s looking, the Red Moon can be clearly seen through the village far away. Maybe the party can avoid a long trek clouds. by owing a big favor to someone who can make sure she A complication with a Moon rune naturally invites a gets there. PC to take a step or two down the path toward , Man illumination. Perhaps Emma’s character experiences not just the climb differently, but also social life. Once she The party is in the small city of Wilmskirk, recuperating returns to civilization, it will all feel different to her. She after some battles and resupplying. John’s fighter with is just as socially competent as ever, but now she the Man rune, a devotee of Yinkin, has a habit of intuitively notices the hidden paradoxes in daily life. running into people she’s connected to, but in this case Maybe one day she will meet someone who can help her John narrates the rune differently. For a change, it’s explore this new perspective in greater depth. another character, the party’s Humakti, who runs across someone he’s connected to, another Humakti who s Movement shared duties with him for a special, secret trial a few The party is appealing for hospitality at the fortified gate years earlier. The other Humakti is overjoyed to see the of a settlement. The locals are suspicious of the party PC again and extends her hospitality. With her help in especially because there is a troll among them, and the Wilmskirk, the party can get what they need, plus some local clan has always been known as troll foes. Emma valuable secret information. narrates her Movement rune to say that there’s been a Whenever a rune leads to a new NPC, complications shift of attitudes in the clan, especially among the are easy to dream up. But don’t settle for the easiest young. The arrival of the Hero Wars means that a new story: the trope of the NPC as a traitor has a negative time is here, and time for old ways is past. The party tone and make players wary of interacting with hears yelling inside the settlement as new voices rise up interesting NPCs. A better complication is when a and establish this new position. They hear raised voices, sympathetic NPC has enemies that become the party’s cheers and commotion, unable to see what’s going on— enemies. until finally the gates start opening. / Moon To complicate this scene, dial up the upheaval in the community. It turns into a mutiny and possibly mob The party is forced to climb and clamber up a rocky violence. As good Orlanthi say, “No one can tell you mountain face at night in the cold and the wind. The what to do,” and “violence is always an option.” climb to the sacred cave near the summit looks doable, but it’s going to exact a cost from them. The GM is p Plant thinking a recovery or two and maybe even a save or the Rick is playing a trickster in a new adventurer-tier loss of a power that might have helped the party survive campaign, and he chooses the Plant rune as a personal the climb. Emma cuts in to narrate her random Moon rune. He’s intrigued by the possibilities of stories rune. (It’s the second time she’s “randomly” attuned involving unstoppable growth, and no one else in the Moon, and of course nothing is really random.) She group’s campaigns has ever chosen the Plant rune. In describes the climb as getting worse and worse as they the first session of the campaign, Rick’s trickster has ascend, with sharper rocks and hail starting to pelt them. attuned a Plant rune and the player decides to subvert

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the authority of a haughty warleader. The warleader is whole process of testing the spirit or any such utilitarian asking the player characters to track down an outlaw, scene. For the rest of the session, every now and then the but Rick says that the warleader is going to be spirit rattles the sword, to draw attention to itself or to embarrassed by a fungal infection that grows out of try to communicate. In the next session, the rune finally control. The gamemaster points out that this effect seems pays off. As the party is approaching a bandit camp pretty far afield from what Plant power can do. We through the woods, the sword rattles and then is still. modern people see a fungus as a plant-like organism, The spirit has left it. Soon the party hears unearthly but in Gloranthan terms a fungal infection is a disease, moans coming through the trees ahead, and when they so it could be associated with Disorder, Death and Spirit. investigate they find a Thanatari Doom Master and her Jonathan pipes in that fungi are actually more closely mob of zombies that had been waiting in ambush. Only related to animals than to plants, which is entirely now the invisible spirit is provoking the zombies to unhelpful. Emma suggests that the warleader gets moan and lash about in agitation. The party now gets indecorously sick from certain strange fruits that his the drop on the Thanatari rather than the other way men have been harvesting wild. Her suggestion gives around. After the battle, the party never finds the spirit the event some context, so Rick and the GM agree on again. that direction. Since Rick spent a rune for this odd-ball, As a complication, the spirit has a dark side. Maybe tangential event, the players are free to try to squeeze it slips out at night to torment people in nightmares. The some practical advantage out of it. Maybe one of them rebel unwittingly brings the spirit with him wherever he can diagnose the warleader’s illness and earn greater goes, endangering people around him. Does he care? If respect and support from him. not, someone is going to. A GM might skip complications for this narrative, c Stasis since it’s not to the party’s benefit and is something of a On the Hero Plane, the party has defeated a great, complication itself. Or maybe the strange fruits are subterranean serpent, and now it is making its escape, harder on the war leader than just making him sick. twisting down trackless tunnels into the depths. Instead of enjoying the war leader’s hospitality at a feast, Sophie’s character has the Stasis rune attuned. When the they are forgotten, as people instead tend to their GM asks whether anyone has any way to prevent the stricken leader. serpent from escaping, Sophies narrates the rune. “As b Spirit we all know, movement is an illusion, and only stasis is The party is boating downstream on a large riverboat true. It looks as though the serpent is getting away, but with a strange mix of cargo and passengers. The GM here on the Hero Plane a deeper truth is active. The says that the voyage will take all day and asks if any of serpent is here with us, always has been, and always the players want to narrate runes and describe will be. Just as we see the tip of its tail appear down a something that happens. Paul’s character has the Spirit tunnel, the tip of its snout appears in another tunnel, rune attuned, and he says that one of the passengers is a and here comes that serpent right back into the chamber spirit talker, someone with a number of invisible spirits with us.” While half the players and characters are in tow. One of these spirits leaves the spirit talker and scratching their heads, trying not to think about this too secretly takes up residence in Mark’s character’s sword. hard, the serpent loses its head. The spirit will show itself when the time is right, and it If this use of the Stasis rune generates a will help the party out of jam somehow. Later, Mark’s complication, the GM might just turn Sophie’s argument Orlanthi rebel finds his sword jiggling in its scabbard, back around on the PCs at an inopportune moment later and he can tell it’s haunted. The players know that the in the heroquest. Preferably when they’re certain they spirit is a benefit, so they figure out some justification for have escaped from a situation and face-palm as they the rebel trusting the spirit instead of roleplaying out a find themselves back where they started.

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y Truth w Water Late at night, a Humakti is walking back to an inn after On a heroquest, the party has to sneak past a giant, failing to find the traitor who released disease spirits fanged toad that guards the gate into a Fortress of Pain. into the town’s granary. Where roleplaying and skill They’ve been warned that the toad has gotten tougher to checks have more or less failed (failing a bit too sneak past and tougher to fight, so they’re trying to sideways into subplots instead of forwards!), the figure out the best approach. While they are discussing Humakti’s player, Genevieve, decides to narrate the plans, one player narrates their Water rune. A fog slowly Truth rune she has attuned to move the story onward. drifts in, at first hardly noticeable, but then thicker and Genevieve narrates a bit of backstory, all without her thicker. Soon the fog is so thick that the party thinks they sword of Humakt player character knowing that the have a good chance to get past the toad, and they do. Truth rune has been activated. The player narrates that If there turns out to be a complication, the someone in town has been watching the Humakti, introduction of unexpected Water power into the someone tormented by the memory of his own father, heroquest is going to have rippling consequences who long ago betrayed a blood oath and was killed by a throughout the myth, not all of them in the PC’s favor. Sword of Humakt. The memory of that righteous slaying Runic Associations works on the man’s conscience, and he comes out of the shadows to tell the Humakti what he knows about the What follows is not an exhaustive list of runic disease spirits. associations, but it should provide seeds and sparks for stories that make sense to you. We’re aware that runic If there turns out to be a complication, the story that information is showing up in several different parts of the villager tells turns out to be a few boatloads of Chaos the book. We’re kind of OK with that, given the more terrible than what Genevieve had in mind—this is importance of the runes and the multiple ways they can one Truth-telling that is going to have far-reaching influence your game. consequences that may pit the PCs against NPCs they had thought they could rely on. Some of the elements in the table below aren’t entirely explained in this book but will be familiar to long-time Glorantha fans.

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Rune Associated concepts, deeds, Associated creatures and You can tell the rune has been and forces. people active here because… Violent change, disruption, Wind children, Orlanthi, pressure, rebellion, weather, Uroxi, orators and other Things are different. Enemies Air/Storm the Middle Air, wind, storm, speakers, mammals, Air Tribe have been driven off. rain, breath, passion. members All animals, Uroxi, Telmori Bestial ferocity, instincts, wolfrunners, Tuskers, hunters, Beast There was a struggle. might, tenacity, durability beastmen (minotaurs, centaurs, etc.). Insanity, degeneracy, Player characters don’t hold Good things have been Chaos destruction, hatred of creation, on to Chaos runes. But if you perverted into horrors. obliteration, perversion. roll ‘em, Chaos is empowered. Things are quiet. Threats have Stealth, secrets, stillness, Trolls, shades, Kitori (humans been stilled or potential has Darkness comfort, cold, loss, associated with Darkness), the been eaten. Something is underworld, the unconscious. Underworld missing or lost, probably forever. Something’s missing. Death, separation, severing, Warriors, funerary rites, Death Something, perhaps a life, is ending, lack, want, loss, war. killers, Humakti, durulz over. Breakdown, misstep, failure or omission; physical, social, Criminals, outcasts, tricksters, magical or moral. Lies, Disorder giants, dissidents and Something went wrong. treachery, sin, corruption, malcontents. poison, crime, old age, bastards, adultery. Mysticism, transcendence, You feel like you’re about to Dragonewts, mystics of Dragonewt transformation, cosmic union, finally hear the punchline to draconic wisdom, dragons eternal vision. the Cosmic Dragon’s joke. Healing, agriculture, connection, rest, fertility, Ernaldans, Maran Gor, pigs, strength, solidity, Things are whole. The fragile Earth snakes, farmers, miners, rejuvenation, the terrestrial has been shrugged off. gnomes (elementals) world, physical things, pragmatism, precious gems. Vision, sky, stars, sun, light, Yelmalions, Elmali, Things are clear. The obstacles Fire/Sky purity, oversight, purgation, salamanders (elementals) have been burned away. fire, incineration.

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Healing, cooperation, song and dance, togetherness, Harmony Healers, families, priestesses People are together. forgiveness, unity, sharing, friendship. Falsehood, deceit, trickery, Thieves, grifters, actors, Illusion mockery, perjury, mimicry, performers, charlatans, It’s not what you thought. caricature, performance. lunatics, and Eurmali. Growth, birth, fecundity, plenty, sex, love, combination, Life Mothers, healers. There’s something new. pregnancy, potentiality, food, seeds. Leadership, self-control, Kings, royalty, rune lords, Mastery Things are as they should be. authority, command. officials. Humans, elders, shamans, anyone embodying a Mortality, life stages, life Someone is making a Man temporary archetypal role transitions, mortal beings. transition. (bride, levy soldier, initiate, juror, sacrifice, etc.). Illusions, cycles, balance, Lunars, lunatics, lunes You can see things in a new Moon paradox, illumination, (elementals). way. Opposites are reconciled. inspiration. Change, conflict, escape, Shadow cats, riders, migrants Movement speed, impulsiveness, far from home, traveling Things are rearranged. dynamism, variety. merchants, sailors. All plant life (be it nurturing, Plant sheltering, intoxicating, or Farmers, elves, herbalists. Growth could not be stopped. poisonous), aldryami. Discorporate beings, ghosts, Shamans, spirits, curses and The place looks and feels Spirit spirits. blessings. spooky. Permanence, immobility, Traditionalists, stone workers, Stasis endurance, survival, Things are in place. dwarves. completion. Treachery and other secrets revealed, knowledge revealed Scholars, Lhankhor Mhy You all know, and you know Truth or recovered, promises, oaths, sages, seers, officials. that you know. treaties, punishment (not vengeance), written word. Drowning, flooding, deluge, Something’s moved Water seepage, life-giving rain, Fishers, sailors, river boatmen. “downstream.” Opponents sheltering mist. have been overwhelmed.

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recovery. The player performing the impromptu battle healing also rolls a normal save (11+). If COMBAT RULES they succeed, the ally gains an additional 4 hp This section compiles most of the new rules that (champion: 10 hp; epic: 25 hp). If the save is a are part of Gloranthan battles. There are a few natural even roll, the character who performed other new rules for combat with Chaos monsters battle healing can use battle healing again later and Lunar enemies, but those rules live in in that battle. If the save was a natural odd roll Chapter 5: Enemies in the sections on Chaos and (yes, even if it succeeded), that character can’t the Lunars. use battle healing again until they’ve taken a quick rest. Battle Healing A few characters have slightly different The main healing class of the Dragon Empire effects when they use battle healing. If you’re doesn’t appear in Glorantha: no cleric. Healing not a worshipper of one of the Death rune gods potions aren’t in the world either. But powerful (Babeester Gor, Humakt, Zorak Zoran) or Life Gloranthan heroes have innate battle magic that rune gods (Chalana Arroy, Ernalda), don’t helps them help each other, which means it’s worry about it. good to have allies! Babeester Gor, Humakt, & Zorak Zoran: If Every PC-level hero in Glorantha is attuned a devotee of one of these Death rune gods is to the sources of magic power in a way that using battle healing on you, you’re the one who standard fantasy RPG characters are not. The has to worry a little! When a devotee of these PCs achieve their personal power not just bloody-minded gods fails the battle healing through the mundane expedients of careful save, the ally they healed takes 4 damage after practice and expert equipment but also through they’ve healed using their recovery (champion: esoteric means, such as meditating on secret 10 damage; epic: 25 damage). mantras or chanting spirit songs every day at Ernalda: When you roll a natural 16+ with dawn. “Magic” is something everybody does, the save, your ally heals twice the additional hit from prayers said over your weapons while you points instead. sharpen them to the spiritually proper order in which to add ingredients to a stew. Flight Rules Mostly, this sort of magic is subsumed in the Thanks to Orlanth, there are many moments character’s statistics and powers. The mighty when Gloranthan warriors take to the sky. These things they do, maybe even their high ability flight rules are exactly the same as the notes that scores, are made possible by the magic they appeared in 13 True Ways, which we’ve included undertake on a regular basis. below. The intent is to keep flight simple. Play flight exactly like other movement, but Battle Healing Rule if there's space above them, you can fly over One power not covered by the standard rules is enemies you’re not engaged with without magical healing. By default, Gloranthan allowing them to take opportunity attacks characters have some modest magical ability to against you. You can be intercepted as you help their allies rebound when beaten down. move, but only by other unengaged flyers that Heal an Ally: As a standard action, a are already airborne. character can touch an ally next to them who is We’re also keeping engagement and at 0 hp or below, call on their own magical disengagement rules the same when flyers make power, and allow the ally to heal using a melee attacks against enemies on the ground.

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When a flyer makes a melee attack against a from the battle. When a summoned creature is flying enemy, however, instead of engaging that slain, deal psychic damage equal to the creature, the flyer can choose to swoop past as creature’s level to the summoner. part of the attack, but it takes a –2 attack Dismissal (CHANGED): A summoner who penalty. wants to avoid taking damage when their If your flight ends before you land or are summoned creature is slain can dismiss their grabbing onto something, you’ll fall and own summoned creature as a quick action. probably take damage (see page XX). Three types (CHANGED): There are three Interrupt Actions types of summoned creature: normal, independent, and superior. Unless otherwise Not many classes made use of interrupt actions indicated, these rules apply to all three types. in the core rules so it’s worth repeating and Action economy (CHANGED): The clarifying the rule from page 162 of the core difference between the three types of summoned rulebook here: You can use one interrupt action creature is how active and self-directed they are. when it’s not your turn. When you do, you can’t use another one until the end of your next turn. All three types of creature take their turn It’s also worth clarifying that you can’t use an directly after the summoner’s turn in initiative interrupt action at the start of a battle until after order. The summoned creature continues to take your first turn in initiative has come up. its turn immediately after you (even if your initiative order changes) until the end of the Summoning Spells battle. The general rules for summoned creatures that Superior creatures’ actions: During its turn, apply to all Gloranthan spellcasters are slightly a superior creature can act like any other different than the summoning rules in 13 True creature, taking a standard, move, and quick Ways. Since summoning rules weren’t even in action. The druidic and necromantic the core 13th Age rulebook, we’re going to print summoning in 13 True Ways summoned Gloranthan summoning rules in full and superior creatures, but there aren’t many highlight the spots where they are different than superior summonings in this book. the default rules in 13 True Ways. Normal creatures’ actions: A normal The rules that follow are written using the summoned creature only takes a standard, singular word “creature.” There are a couple move, and quick action on its turn if its spells that can summon multiple creatures. The summoner used a standard action on their own rules apply the same to those creatures as they turn to summon or control the lesser creature. If apply to the singular creature most spells the summoner did not use a standard action to summon. summon or control the creature, the summoner Standard action spells: Casting a will roll a d6 on the creature’s Default Action summoning spell generally requires a standard table to find out what the options are for the action. The creature(s) you summon appears lesser creature’s turn. The default tables vary next to you, though feats or powers might between creatures, but the general pattern is that enable you to summon it nearby instead. rolling low gets you little or no effect and rolling Duration (CHANGED): A summoned high gets you closer to taking a full turn. (@earth creature fights for you until the end of the battle priestess and hell mother mostly summon or until it drops to 0 hit points. At 0 hp, normal creatures) summoned creatures are slain and removed

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The wording for when a lesser summoned Allies?: Summoned creatures generally creature can take a full turn is carefully set up to count as your allies. Sometimes that’s bad for allow it to take all three actions the turn it is you—for example, when an effect is going to summoned. On the other hand, if you have two heal a random ally and the healing is going to be lesser summoned creatures in play at the same pretty much wasted on the summoned creature time, each requires a different standard action to (see no recoveries, bad healing below). Sometimes control. The rare spells that summon mobs of that’s good for you—for example, when a mooks are the exception: consider the entire monster’s attack chooses one of its random mob to be a single creature, one standard action enemies and your summoned creature takes the controls the entire mob. hit. Independent creatures’ actions: Independent No recoveries, bad healing: Summoned creatures never require you to use actions to creatures don’t have recoveries. If you cast a control them, but they’re also not entirely in healing spell on a summoned creature that your control. You roll a die at the start of the requires the use of a recovery, the summoned independent creature’s turn to find out what it’s creature heals hit points equal to your level. If going to do on its turn. Some independent you use an effect that would heal a summoned creatures are almost reliable, others are far from creature without using a recovery, the trustworthy. summoned creature only heals half the normal Halfway there: Summoned creatures are not hit points of the effect. Temporary hit points still the same as real creatures. Even superior work normally. For simplicity sake, we’re using summoned creatures are only partly real, partly this rule for all summoned creatures, even the magical. Their abilities don’t always match the undead summoned by the necromancer. capabilities of the creatures that the adventurers No nastier specials: If a creature you’re encounter for real. Sometimes this is reflected in summoning sometimes has nastier specials a summoned creature’s attacks or abilities. It’s when it appears as a monster, that’s not the most often reflected in a summoned creature’s version of the creature you’re summoning . . . hit points. unless you create a story with the GM Hit points: Each summoned creature stat explaining why this one time you have managed block indicates its base hit points. Starting hit to summon the powerful version of the creature points for summoned creatures are nearly that has the nastier special. always lower than hit points for non-summoned Spell or creature?: When a summoning spell versions of the same creature. Some class feats is cast, it’s definitely a spell. After casting the might increase the hit points of summoned spell, a summoned creature is a creature, though creatures. if the GM is feeling puckish they might allow Escalation die (CHANGED): Summoned effects that generally only interact with spells to creatures can use the escalation die, but only at interact with a summoned creature. That seems the value it was during the turn they were dicey, but it’s possible. summoned. In other words, if you summon a creature before the escalation die increases to 1, ADVENTURING RULES it won’t gain any bonus from the escalation die, Here are a few new rules to tweak the gear and no matter how high the escalation die rises. If adventuring rules from chapters 2 and 6 of the you wait until the escalation die is 2, your core rulebook towards rules that do a better job summoned creature will use the escalation die of representing Glorantha. as if it was capped at 2 the rest of the battle.

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Gear feel free to let them use crossbows as well as the Gloranthan gear is subtly different than gear in class they were based on. other fantasy worlds. For starters, all Gloranthan And About those Longbows metal comes from the bones of dead gods! Most The Gloranthan characters we’re dealing with in Gloranthan weapons and armor, at least the this book probably don’t use longbows in the stuff that humans use, are made of a metal that sense that our Dragon Empire characters and Gloranthans call bronze. Rather than making up English yeomen use longbows. But the system new rules for a new world metal, we’re going to works better with a couple different bows and use all our standard rules for Gloranthan bronze the composite bows actually used in Glorantha weapons and armor. might amount to something similar to a Armor in Glorantha longbow. Using the definitions established for types of Also, we don’t think it’s important enough armor used in the 13th Age core rulebook, hardly to care. So we’re sticking with the word anyone wears heavy armor in Glorantha! “longbow” in the class weapon descriptions. If Glorantha is a Bronze Age world. The Orlanthi you have other more Gloranthan ideas, aren’t making heavy chainmail, much less plate substitute your terms freely. armor, out of bronze. Animal hides, metal Iron Is Strong plates, leathers, these are the standard One of the tropes we’ve inherited from the long Gloranthan armors. Using the terms we history of Gloranthan roleplaying is that iron th established in 13 Age, they would all qualify as weapons and armor are superior to bronze light armor. weapons. Iron arsenals were originally the Luckily our focus isn’t on simulating how creation of Glorantha’s dwarves, the Mostali, armor works. Our game’s separate worlds don’t seeking a stronger weapon in their incessant have to pay attention to each other’s definitions. wars with the trolls and elves. Unlike more th 13 Age classes cross over well when we esoteric dwarven creations, iron armaments maintain the game’s distinctions between light were easy enough for humans to copy, so much armor and heavy armor without worrying about so that few seriously skilled warriors lack iron simulating true armor types. gear if they want it. It’s too rich for the general No Crossbows population, but heroes and adventurers are not Gloranthan ranged weapons aren’t usually as the general population. advanced as the medieval weapons of most Since we’re generally not interested in fantasy games. Gloranthan bows are shortbows grappling with weapon minutiae, the rule that and stronger bows that we might as well call follows gives people who treasure iron’s power longbows, but not crossbows. something worthwhile to spend a feat on, while Yes, there are cultures in Glorantha that use allowing others to ignore the question. crossbows, but we’re not focused on the Mostal Anyone can pick up an iron sword or put on dwarves or the Malkioni Westerners. If a iron armor. (Well, anyone who isn’t a sentient crossbow wanders into your game, assume that humanoid plant or a Darkness monster!) But all the characters we’re talking about have at actually getting any real advantage out of using least a –2 attack penalty with it, even if someone iron weapons and armor requires the Strength weird shows them how to use it. of Iron feat. Dragon Empire: If you’re using the NPCs: Most NPCs, even if they’re using iron Gloranthan classes in a Dragon Empire game, armor or weapons, don’t qualify as having the

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following feat and you don’t have to worry The “treasure” that matters are the blessings about hitting a PC troll with iron’s ongoing of the gods that may help heroes transform damage. On the other hand, important named themselves into heroes. There are no magic NPCs could be assumed to have the feat while swords for sale. There aren’t even healing using iron weapons. Ignore the damage and hit potions. point adjustments, but tick off the troll PC in the Heroic Returns party by niggling at them with iron sickness The knowledge that death is not always when they’re hit. permanent for the player characters is a major Uz and Aldrayami can’t wear iron armor or element of the stories 13th Age in Glorantha has use iron weapons. If they’re forced to for some inherited from both its ancestral clans. reason, consider them weakened. D20-rolling fantasy games typically tackle General Feat: Strength of Iron player character returns via resurrection spells, Uz and Aldrayami cannot take this feat. occasionally complicating the matter with When you hit with an attack using an iron reincarnation spells that might bring you back in weapon, you gain a damage bonus equal to your a different form than you were expecting. Not level. (Generally this only applies to melee surprisingly, given our cultural expectations weapons and magic thrown weapons that return about resurrection, these spells are usually to the thrower after being loosed, but not associated with the classes that have the most to arrows. Very few Gloranthans are comfortable do with the powers of the divine. The 13th Age putting iron onto missile weapons and core rulebook’s implementation of the arrowheads that are likely to be harvested by resurrection spell (page 100) sets some limits their enemy after they’ve been fired.) that aim at more compelling stories and an When you hit a troll or an elf with an attack interesting game, but even so it’s not all that using an iron weapon, also deal ongoing different from other d20-rolling games. damage to that troll or elf equal to your level Glorantha is permeated with divine power. (save ends). The greatest heroes and demigod superheroes of While wearing iron armor, increase your Glorantha come back from death so regularly maximum hit points by your level. that the relevant questions are usually, “How @Where is the Money? long will it take them to fight their way out of the halls of death this time?” and “What will it Unlike 13th Age and most other roleplaying cost them?” The moments when true heroes are games, 13th Age in Glorantha does not include a fully slain are worth noting, and even then their price list. Flip ahead to the character classes and souls have a way of being released from prisons you’ll see that the class write-ups don’t mention years or centuries later. gold pieces, silver pieces, or any form of currency. No, our player characters aren’t at the level of full Heroes. But they do have a chance of We’ll touch on the coins that are used in returning to life once or twice or thrice in their Glorantha at the end of this section@, but before careers, even at the adventurer tier, and even we introduce silver lunars and golden wheels though we don’t have a resurrection spell in the and bronze clacks, we need to confess what’s book. (When Chalana Arroy healers arrive, the probably already obvious: 13th Age in Glorantha picture will change a little, but only a little.) is not about the money. It’s not even about the loot. Returns are not immediate: Although it would be convenient for everyone if you could

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spring back to life immediately, that’s not how it The most likely story is that one or more of works. While your soul looks for a way out of your allies calls on a rune that has some the Underworld, your allies have time to worry connection with you to establish a link you can over whether you are gone forever, and to use to fight your way back to life. The obvious mourn or pledge themselves to carry on your candidates are the runes you possess. There are work. Even if you succeed with a heroic return, stories possible with runes such as Life, Death, you won’t come back from the Underworld until Darkness, Movement, Earth, and so on, and each the next session or after a full heal-up, story could end up in a different style of return. whichever comes first. As usual, narrating a rune means that you If the end is death, the means don’t matter: also roll for complications. We’ll address what It ordinarily doesn’t matter how you died, being might happen with complications below in the hacked to death by broos is pretty much the section about successful heroic returns. A same as being squashed by a Lunar meteorite or complication when the heroic return outright dying on a nomad’s spear. The exceptions are so fails kind of explains itself. horrible Chaos enemies like the Thanatari, who 2) No rune, big cost, harder story: Narrating prevent all resurrections or heroic returns by a rune isn’t the only route. As a negotiated story taking heads, and complicated soul- between GM and players, there are other routes imprisonments that are more long-term plotlines to connecting to a friend who is trying to climb created by the GM than standard adventuring their way out of the Underworld, but most all tropes, are something to be feared. these routes involve sacrifice. Save the body?: Your allies have the chance A living ally might sacrifice a heroquest gift to recover your body, assuming there is they truly treasure, or swear a mighty oath that anything left to recover. It’s not paramount that seems capable of causing their own death, or your body is recovered, because your body is sacrifice a portion of their own power until some truly dead. But maybe you had gear people strange condition can be met. want and it would be nice to make sure your 3) No rune, no allies, you’re on your own: If body doesn’t get turned into an undead or used none of your allies narrate a rune without a against your allies. As you’ll see, retrieving the complication, randomly choose between one of body does help a little. your three runes. That’s the rune that gives you Three Methods of Attempting a Heroic a chance to escape the Underworld. Return The heroic return save: So the story is set up. There’s more than one way to win a chance of Now it’s time to attempt the heroic return save. escaping the afterlife back to the world of the As an adventurer-tier character, you’re living. Here are the three most likely methods. going to need to succeed on a hard save, 16+. As you’ll see, the three paths influence your As a champion-tier character, you’ll need a heroic return save differently. normal save, 11+. 1) Narrating a rune and creating a story: As an epic-tier character, you only need an Out of combat, preferably out of danger and easy save, 6+. resting, the surviving characters in the party Heroic Return modifiers: There are a few need to take some action and use a rune that has possible modifiers. On the plus side, if your a story connection to how the character might be friends managed to save your body and dispose able to return to life. of it with the proper funeral rites (see sidebar), you gain a +2 bonus to the save.

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Again on the plus side, if your friends used Success bonuses: A successful heroic return a rune to try to search you out, instead of is a big deal. It should be exciting for everyone, skipping the rune or forcing you to engineer so consider giving everyone in the party an your own escape, you get another +2 bonus. incremental advance, particularly if they can On the down side, for every time that you explain how the return has increased their have succeeded with a heroic return save powers or connection to the Hero Plane. previously, you take a –5 penalty to the roll. In Returning changes you: If you’re looking for other words, a slain champion-tier character a chance to push your player character in new or (11+) who’d already succeeded with a heroic different directions, a heroic return is the time to return in adventurer-tier (–5) would need a 16+ make the change. Dying, harnessing the power to come back again. to return, and finding or forcing your way back Failure: If you fail the save, you’re dead. to the mortal world usually has personal or Really, truly dead. Your spirit goes on to its magical consequences. It’s up to you whether place with your god, or if you are seriously the change is profound or minor. unlucky, gets trapped by your enemies, which If you’re certain that your character didn’t would explain why there was no coming back. change at all while making a heroic return, that’s You’re gone. Start a new character. possible. It’s also probably notable. Perhaps Natural even failure: You’re still dead. even strange. Really truly dead. But in one future battle point <> in this campaign, so long as there is one PC in Heroes Return: Newcomers to Glorantha may the battle who knew you, you can use the fight in not understand why the heroic return save is spirit rules as they appear on page 166 of the hard for lower level characters and core rulebook to help your allies, except instead progressively easier as characters gain power. of a +2 or +1 bonus, you give a +5 and a +4 The mechanic starts by modeling Gloranthan bonus. It’s pretty much up to you whether the reality. The more power a hero acquires, the fight in spirit bonuses are in play because other closer they come to gaining the Infinity rune that PCs are being inspired by your memory or marks gods and Superheroes, the more the whether some part of your spirit is manifest in condition that mortals think of as ‘death’ the wind, earth, or darkness. becomes a trick of the light, an illusion of Success: If you succeed with the heroic circumstance, a temporary impediment. The return save, your character returns to the mortal souls of great Heroes endure with such great plane. But that sounds boring, and heroic power that they force a path back into the returns are anything but boring. You’re coming mortal world. back from the Hero Plane having fought or The clearest expression of the phenomenon talked or lucked your way out of the comes from the Humakti, the devotees of the Underworld. This isn’t your old body coming god of Death. Humakti despise resurrection and back, it’s a new you, with your original soul abhor undead. To the Humakti, dead is dead. (probably!). Any gear that was truly yours, part But the Humakti have no problem when heroes of who you are in the world, magically rejoins return from apparent deaths. The Humakti you soon after you return to life. Anyone who understand Death better than anyone and stole your gear off your dead body will find that they’re quite clear that the True Death isn’t its magic fades after you have returned in a new something you come back from, but great heroes form. don’t experience True Death as easily as the little people.

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Modeling the Gloranthan reality also character with bonuses or special abilities. provides game mechanics we’re happy with. Heroes gain gifts on heroquests and sometimes Death is close in the adventurer tier. At epic tier, on the mortal plane. Each gift is associated with when you, and the campaign, have even more a rune. invested in the character, there’s a larger chance Acquiring Heroquest Gifts that you’ll be able to return, at least once. And There are two standard ways of acquiring a yes, it’s chancy. The testimony of a hundred heroquest gift: gaining a gift from a successful thousand dead gods says that Death is always heroquest and using an empowered rune. possible, even for those who mastered the Successful heroquesting: The standard way Infinity rune. of acquiring heroquest gifts is by succeeding (or <> in some cases, even while failing) on a Heroic Return Examples heroquest. Different heroquests offer different Here are some examples of how specific runes rewards, but there is a common pattern that that were called on or involved with your heroic counterbalances the luck inherent in rolling return might be reflected. empowered runes: as a rule, heroquest gifts go Air: You drop out of a lightning bolt during to the protagonist of the quest and to one other a great storm. Complication: The storm also hero who survived the quest. The other demolishes an area that was important to you or character who receives a gift is either the people you respect. character who the group believes was the most Beast: You cut your way out of the belly of a important part of their success OR the character great beast that the party was about to have to with the fewest heroquest gifts. fight. Complication: That wasn’t a beast the party In our games, we have those two or more was trying to fight. It was an Earthshaker sacred characters dice off to see who gets the heroquest to Ernalda and her dread sister Maran Gor. But gift, high roll wins. At your table, your group at least you’re back. may be more sensitive about treasure Darkness: You just show up in the night and distribution, so you should use an interpretation you don’t really remember how you escaped the of this mechanic that makes your group happy. Underworld. You slipped out and it forgot about you just as you forgot about it. Empowered runes: The other common way Complication: Maybe the Underworld didn’t to gain a heroquest gift is to use an empowered entirely forget you. Maybe you’re going to be rune. When you randomly roll a rune that replacing one of your usual runes with Darkness matches one of your personal runes, that rune is for a while. empowered. When you narrate it, you gain a Earth: You pull yourself out of the earth in a permanent heroquest gift as well as the standard secret temple of Ernalda. Complication: Your effect of the rune. If the personal rune is one that return disrupted a hugely important ritual. you have doubled up on, you gain two Someone needs to set things right, and the heroquest gifts instead of one. The gifts you priestesses are sure that person is you. acquire are generally from the same tier as you; And so on! at 1st through 4th level you’re getting adventurer- tier gifts, and so on. HEROQUEST GIFTS Timing of heroquest gifts: Generally, In Glorantha, permanent heroquest gifts largely narrating an empowered rune gets you a take the place of magic items. They provide a heroquest gift soon afterwards. Part of the

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reason we’re saying “soon afterward” is that we possess is greater than your level, choose the don’t necessarily want the game to be forced to gifts that will be active that day when you get a go on pause while you and the GM figure out full heal-up. which heroquest gift you’re getting. So long as As a rule, you can’t swap between heroquest you know that you’ll get the gift before not gifts during an adventuring day, but that seems having it could become an issue, the idea is to to us to be the type of rule that’s made to be keep the story rolling. broken by exceptional stories (rather than Sometimes the gift manifests as a direct abused by minmaxing). consequence of the story you’ve narrated. Other times the GM elaborates side details that <> demonstrate how your character manifests or Dragon Empire gains new power. Occasionally the GM might If you are mixing Gloranthan heroquest gifts set a condition that will trigger the arrival of the and Dragon Empire true magic items, the gift: crossing to the Hero Plane on a heroquest, default bonuses of your heroquest gifts don’t entering an Earth temple, defeating a Chaos stack with the default bonuses of your true foe—some further event that will make the story magic items. Similarly, consequences ensue if more interesting for everyone. When you call on your PC’s combined total of gifts and items an empowered rune while in the mortal world, exceeds the PC’s level. If it does, the GM and the heroquest gifts may not arrive immediately. rest of the play group are authorized to take Which gift are you getting? A funny thing control of your character as described on page happened on the way to finishing this draft. As 285 of the core rulebook. For extra fun, your GM, Jonathan plays that the character who friends should treat all your heroquest gifts as if acquires a gift gets to choose from the available they also had quirks related to their powers . . . gifts that are part of that rune and should choose which they should invent as they wish. something that makes sense for the story. When <> he’s GM, Rob usually doesn’t let the player choose, he selects a gift that makes sense for the Gift Types current story and for how the gift was acquired. There may not be a big difference between the Each gift is one of six types. Five of these types approaches since we’re both concerned to help each have a default bonus, which applies unless the story make sense. Choose the method you the gift’s description says otherwise. prefer. Gloranthan Gift Default Bonuses Default bonuses don’t stack: It’s possible to Striking: +1 bonus to attack and damage rolls have two heroquest gifts of the same type active, (champion: +2; epic: +3). but they don’t stack. You only get the highest of Armor: +1 bonus to Armor Class (champion: +2; the two default bonuses. You do, however, get epic: +3). access to both powers associated with the gifts. Body: +1 bonus to Physical Defense (champion: It may be worth calling out that this is subtly +2; epic: +3). th different than the magic item chakras of core 13 Mind: +1 bonus to Mental Defense (champion +2; Age, where you can only have one item of a epic: +3). chakra active. Healing: Increase your total recoveries by 1. Once One gift per level: The maximum number of per day when you heal using a recovery, you heroquest gifts you can have active at one time can decide to use this gift recovery instead of is equal to your level. If the number of gifts you

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one of your standard recoveries. Instead of GIFTS BY RUNE rolling one recovery die per level, this gift Typically, you know which rune is granting the recovery lets you heal as if you were a 3rd level gift before you know what the particular gift is. character; in other words, roll 3 total dice and Often, more than one gift will fit the particular add your Constitution modifier to the result situation, especially with a little narrative (champion: as a 6th level character, rolling 6 license. Designing your own gifts may be worth dice + 2 x Con mod; epic: as if you are a 10th the work, especially those gained under special level character, rolling 10 dice + 3 x Con mod). circumstances. Exceptional: Exceptional gifts have no default When looking for gifts tied to a rune, be sure to bonus but have powerful effects. scan all the descriptions for that rune. Many gift <> descriptions include a couple extra lines that tell you Why is Healing Set? what other runes might have equivalent gifts. If a healing gift let you roll normal recoveries, one Although the effects at the game table are identical, die per level, you wouldn’t appreciate higher-tier new names for these gifts suggest how they might healing gifts as much. Healing gifts use a fixed present themselves differently in the game world. number of dice so that you will want to gain higher- Non-standard runes: Keeping things simple, tier healing gifts later in your career. It’s true that the we’ve sorted gifts for some of the other runes that healing gifts’ default bonus is stronger early in a tier players might acquire into alphabetical order among than late in the tier, but it’s still better than nothing our twenty main runes. If you acquire a gift for a rune and you can choose the right time to use the gift’s we haven’t covered yet, talk with your GM and recovery. rename a gift from a different rune that makes sense. And yes, this does mean that you need to keep [@non-standard runes not added yet; playtest packet track of whether this specific recovery has been used. does not yet cover Eternal Battle gifts] Once used, you don’t get it back until the next day. Personalizing the names: Our names for the <> heroquest gifts are deliberately generic. We could have supplied more evocative names, but that’s better Gift Powers left to each campaign and each instance of a gift. Each gift has a power. Heroquest gifts that don’t Truly evocative names won’t fit into many specify a specific usage pattern or a recharge chance campaigns. You’re more likely to come up with a have powers that are always available; these powers name that suits the gift to the player character, the are in the minority. campaign, and the situation. Unless otherwise specified, heroquest gifts that One fun approach is to picture your character as have a recharge chance or a usage pattern (such as a hero in a legend, and then think of a name for your daily or once per battle) require a free action to use. new heroquest gift that sounds like a powerful part of Free actions can be used when it’s not your turn. the hero’s story. Another approach is to picture the Other action requirements, such as quick actions and gift as an item. It won’t literally be an item, at least standard actions, can generally only be used on your not an item that can be taken from you. But if you turn (though there are a few effects in the game that want the flavor of wielding a magic sword, it makes allow allies to take actions during your turn). perfect sense to refer to your lightning puissance gift Many heroquest gifts list a recharge number (6+, from Air/Storm as The Umbroli Blade, and picture it 11+, 16+). You can count on using a recharge power as a magical jagged broadsword that also adds to once per day, but subsequent uses depend on your hero’s non-melee attacks. successful recharge rolls. After the battle in which Sidebars in the Air/Storm, Illusion, and Moon you’ve used a heroquest gift’s recharge power, roll a sections each offer a different style of inspiration for d20. If your roll equals or exceeds the recharge personalized names. number for the gift, you can use that heroquest gift power again that day. If the roll fails, the gift’s power is expended until you get a full heal-up.

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13th Age in Glorantha Playtest Packet 2 52

g Air/Storm Gifts Lightning Ward (interrupt action – recharge 6+): Themes: storm, lightning, wind, inspiration, When a nearby enemy hits you with an attack, violence, conquest, revolution, tenacity, make the following attack. creativity. Close-quarters attack g Striking Target: The enemy that hit you Default bonus: +1 bonus to attack and damage Attack: +10 vs. PD (champion: +15; epic +20) rolls (champion: +2; epic: +3). Hit: 3d6 lightning damage (champion: 6d8; Battering Winds: The default bonus to attack and epic: 12d10). damage from this gift is one higher than Miss: Half damage. normal (so +1 is +2, for example). But if you Wind Step (interrupt action – recharge 6+): When ever don’t attack during your turn, the gift’s an enemy misses you with a melee attack, default bonus is reduced by 2 until the end of move away from it. That enemy can’t make an the battle instead. opportunity attack against you. If other Lightning (quick action – recharge 16+): Make the enemies are engaged with you, they can make following attack. opportunity attacks, but you can roll a Close-quarters attack disengage check before deciding whether to use the power. Target: One nearby enemy s Light Step Attack: +10 vs. PD (champion: +15; epic +20) w Ebbing Step Hit: 1d8 lightning damage per escalation point (champion: 2d10; epic: 4d12). g Body Lightning Blade (recharge 6+): When you roll a Default bonus: +1 bonus to Physical Defense natural 16+ on a melee attack, deal 15 (champion: +2; epic: +3). lightning damage per level instead of your Inspire Ally (recharge 6+): When you are normal attack damage (champion: 20 staggered or knocked unconscious, a damage/level; epic: 30 damage/level). rejuvenating wind rolls through the battle and o Freezing Blow (cold damage) one ally can heal using a recovery. If the other . Flameblade (fire damage) players can’t agree on who gets the healing, Thunderclap (recharge 16+): When you hit an then you decide. Note, you can use this power enemy with a melee attack while the (a free action) just before going unconscious. escalation die is 3+, make the following attack. l Health Balance Close-quarters attack x Healing Martyr Targets: Each enemy engaged with you Sheltering Winds (recharge 6+): When an energy Attack: +10 vs. PD (champion: +15; epic +20) attack damages you (acid, fire, poison, etc.), Hit: 2d6 thunder damage (champion: 4d8; prevent up to 20 of that damage (champion: epic: 8d10). 50; epic 120). Orlanth bested the gods of the Miss: Half damage. other elements, so air can protect you from them. g Armor . Elemental Superiority Default bonus: +1 bonus to Armor Class x Vital Integrity (champion: +2; epic: +3). Redoubtable: After you use your fifth recovery Enduring Spirit: While you have four or fewer since your last full heal-up, add +8 hit points recoveries left, you gain a +1 bonus to AC.

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13th Age in Glorantha Playtest Packet 2 53

to your recovery rolls until your next full heal- recovery to heal 20 + your Constitution up (champion: +20 hp; epic: +50 hp). modifier hit points (champion: 50 + 2 x Con hp; epic: 120 + 3 x Con hp). <> Last Breath: When you heal using your last Personalizing Air/Storm Gifts remaining recovery, you heal 30 additional hit Renaming your Air/Storm gifts is desirable, because points (champion: 75 hp; epic: 200 hp). of the possibility that several party members will e Profundity have Air/Storm gifts, and appropriate, because the Orlanthi are all about displaying their personal power Refresh (recharge 11+): When you rally, you can as uniquely as possible. roll a save against each save ends effect on Proper names of other legendary heroes and you. ancestors can make a gift sound impressive and may Second Wind (recharge 16+): When you succeed even open the door to new storylines. You can on a save, you can also heal using a recovery. borrow the name from one of the great Orlanthi Instead of rolling recovery dice, heal 20 + your heroes, like Harmast Barefoot, or Vingkot, or Hendrik, or make up a name to tell a piece of a new Constitution modifier hit points (champion: 50 story you want your character associated with. For + 2 x Con hp; epic: 120 + 3 x Con hp). example, the Refresh healing gift isn’t an appropriate g Exceptional name for a hero’s legendary power—but call it Harmast’s Inner Wind and you’ve got something. Default bonus: None. <> Dint of Luck (quick action – recharge 11+): Randomly choose one PC in the battle (including you); we suggest everyone rolls a g Mind d20 and high roller wins! The chosen hero can Default bonus: +1 bonus to Mental Defense either heal using a free recovery or regain a (champion +2; epic: +3). per-battle power or roll to recharge a Elemental Mastery: You gain a +1 bonus to saves rechargeable power. against any energy effect, such as acid, fire, Touch of Orlanth (quick action – recharge 16+): poison, etc. Orlanth rescued the other Roll a d20 and note the result. Until the end of elemental gods from Hell, and he is their lord. the battle, when you or an ally rolls that Inspired (quick action – recharge 11+): Make a natural number with an attack roll, a bolt of recharge roll for a recharge power you lightning also appears from nowhere and expended this turn. If successful, you regain strikes an enemy of the attacking character’s that power, though you’ll need to wait for a choice. Make the following attack. different turn to use it again. Target: One enemy in the battle A Eternal Recurrence Attack: +10 vs. PD (champion: +15; epic +20) g Healing Hit: 2d6 lightning damage (champion: 4d8; Default bonus: Increase your total recoveries by epic: 8d10). 1. Instead of rolling one recovery die per level Miss: Half damage. with this bonus recovery, heal as if you were a 3rd level character, rolling 3 total dice and B Beast Gifts adding your Constitution modifier to the Themes: physical prowess, animal form, result (champion: 6 dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). ferocity, melee, hardiness. Elemental Resilience (interrupt action – once per battle): When you take energy damage, use a

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B Striking e Durability Default bonus: +1 bonus to attack and damage c Stalwart rolls (champion: +2; epic: +3). Brute Force (recharge 6+): When you move to Bestial Ferocity: When you hit with an attack engage an enemy, you can jostle that enemy while staggered, deal +1d6 damage to that away from one of your allies engaged with it. enemy (champion: +2d8; epic: +4d10). That ally can pop free from that enemy. g Undaunted Spirit s Onrushing Strike e Blood for the Earth Guardian B Mind Cruel Striking (recharge 11+): When you damage Default bonus: +1 bonus to Mental Defense an enemy and it has 20 hit points or fewer (champion +2; epic: +3). after the attack, it also takes 5 ongoing damage Hunter Instincts: You gain a +2 bonus to skill (champion: 50 hp/10 ongoing damage; epic: checks related to stalking prey, setting 120 hp/30 ongoing damage). ambushes, tracking, and other activities t Call of the Grave related to hunting. Greater Smashing: Each battle, the second time B Healing you roll a natural even hit, the target takes 20 Default bonus: Increase your total recoveries by extra damage (champion: +50 damage; epic: 1. Instead of rolling one recovery die per level +120 damage). with this bonus recovery, heal as if you were a A Subtle Resonance 3rd level character, rolling 3 total dice and o Shadow Bite adding your Constitution modifier to the Taste of Blood: The first time each day (after a full result (champion: 6 dice + 2 x Con mod; epic: heal-up) you score a critical hit, your crit 10 dice + 3 x Con mod). range expands by 1 until your next full heal- Brutal Rally (recharge 6+): When you rally, make up. a basic melee attack. A Keen Awareness B Exceptional B Armor Default bonus: None. Default bonus: +1 bonus to Armor Class Ferocious Opportunity (quick action – recharge (champion: +2; epic: +3). 16+): Roll a d20 and note the result. Until the Beastly Endurance (recharge 6+): While you are end of this battle, any time you or an ally rolls staggered, when an attack damages you, that natural number with an attack roll, the prevent 10 of that damage (champion: 25; epic: attacking character deals 12 damage to an 60). enemy engaged with them (champion: 30 e Mighty Stone damage; epic: 75 damage). Beastly Hide: The default AC bonus for this gift Terrific Rending (recharge 6+): When you deal at applies to your Physical Defense as well. least 20 damage with an attack, make a rending B Body attack (champion: 50 damage; epic: 120 Default bonus: +1 bonus to Physical Defense damage). (champion: +2; epic: +3). Melee attack Brawn (recharge 16+): When an attack against Target: One enemy engaged with you your Physical Defense hits, the attacker must Attack: +10 vs. PD (champion: +15; epic +20) reroll the attack and use a PD of 15 instead Hit: 30 + Strength damage (champion: 75 + 2 x (champion: PD 20; epic: PD 25). Str; epic: 180 + 3 x Str).

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Miss: Half damage. Primal Wholeness: You gain resistance 12+ against Natural 10 or less, hit or miss: You can use attacks that target Mental Defense or Physical this power again this battle. Defense. Quiet: You can wear metal armor and lug ? Chaos Gifts around big, heavy weapons but make only Chaos has some wondrous and powerful gifts about as much noise as if you were walking that could be yours for the asking. If you’d like around naked. You gain a bonus to skill to see what Chaos gifts could do for you and checks when you’re trying to be stealthy equal your adventuring career, may we suggest to the default bonus you’re getting from the broaching this subject in private with your gift. Gamemaster? o Mind <> Default bonus: +1 bonus to Mental Defense Bad Jonathan. Bad. (champion +2; epic: +3). <> Comfort (recharge 16+): An ally can reroll a failed save. Any of your allies can call upon this o Darkness Gifts power. This effect is something the gift does Themes: darkness, cold, silence, disappearance, on its own, and isn’t an action triggered by the devouring, survival. character with the power. Mother Void (recharge 16+): When an enemy o Striking targets you with an attack against Mental Default bonus: +1 bonus to attack and damage Defense, each enemy in the battle takes a –4 rolls (champion: +2; epic: +3). penalty to Mental Defense. Roll an easy save Shadow Strike (daily): When you hit with a (6+) each turn to keep the effect going; on a natural even attack roll, if your target has failure, it ends. fewer hit points than you (after taking the o Healing damage), the target is stunned until the start of your next turn. Default bonus: Increase your total recoveries by 1. Instead of rolling one recovery die per level i Bewilderment with this bonus recovery, heal as if you were a o Armor 3rd level character, rolling 3 total dice and Default bonus: +1 bonus to Armor Class adding your Constitution modifier to the (champion: +2; epic: +3). result (champion: 6 dice + 2 x Con mod; epic: Supple Darkness (recharge 11+): When an attack 10 dice + 3 x Con mod). damages you, prevent 6 of that damage Cocoon of Darkness (recharge 11+): When you (champion: 16; epic: 40). When you use this rally while no enemies are engaging you, you power, you can immediately roll to recharge it can choose to use a second recovery after (in addition to your normal recharge roll after rolling for the first one. the battle). o Exceptional o Body Default bonus: None. Default bonus: +1 bonus to Physical Defense Hell Vision (quick action – recharge 16+): You (champion: +2; epic: +3). gain resistance 16+ against attacks by enemies with 25 hit points or fewer (champion: 60 hp; epic: 150 hp).

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Uncanny Resilience (recharge 6+): When you take damage from an attack against your Physical t Death Gifts Defense, prevent that damage for the moment. Themes: fatality, finality, ending, loss, severing. At the start of your next turn, roll a normal t Striking save (11+). If you fail, you take that damage at Default bonus: +1 bonus to attack and damage the end of that turn. If you succeed, make the rolls (champion: +2; epic: +3). same save at the start of your next turn. Keep Death Touch: Once per turn, deal 10 extra this up until you take the damage or the battle damage on a hit if that damage would drop ends. the target to 0 hp or destroy another mook in a t Mind mob (champion: 25 extra; epic: 60 extra). Ask Default bonus: +1 bonus to Mental Defense the GM first. (champion +2; epic: +3). , Universal Fate Duality (recharge 6+): When you fail a save Fatality: The default bonus to damage from this against an effect created by an undead gift is one higher than normal (so +1 is +2, for creature, you succeed on the save instead. example), and it applies to both hit and miss t Healing damage (if any). You want Death’s healing gift? Think twice. B Savagery p Poisonous Sap (extra damage is poison t Exceptional damage) Default bonus: None. Finisher: When each enemy creature and mook Death Grasp (recharge 16+): When a nearby mob in a battle has taken damage, you gain a enemy drops to 20 + your Constitution +2 bonus to damage until the end of the battle modifier hit points or below, you can try to (champion: +5, epic: +12). kill that foe with a death attack (champion: 50 True Strike (recharge 11+): Instead of making an + 2 x Con mod hp; epic: 120 + 3 x Con mod attack roll, choose 10 as the natural roll for hp). That enemy must roll a save. If it fails, it that attack. dies. If it succeeds, you don’t expend this y True Strike power.

Vital Strike (recharge 16+): When you hit with a natural 16+ attack roll, the target takes 15 extra j Disorder Gifts damage (champion: 40 damage, epic: 90 Themes: accident, randomness, dereliction, damage). confusion. Through these gifts, the character’s B Vicious Blow Disorder is sometimes contagious. t Armor j Striking Default bonus: +1 bonus to Armor Class Default bonus: +1 bonus to attack and damage (champion: +2; epic: +3). rolls (champion: +2; epic: +3). Doom: Enemies engaged with you take a –2 Quixotic Battle: The default bonus to attack and attack penalty against allies without doom. You damage from this gift is one higher than are the rightful subject of murderous intent. normal (so +1 is +2, for example). When you t Body attack while engaged with more than one Default bonus: +1 bonus to Physical Defense enemy, the GM chooses your target. Expect to (champion: +2; epic: +3). get the worst target most every time.

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A Unfathomable Wisdom j Mind Smashing: The default bonus to attack and Default bonus: +1 bonus to Mental Defense damage from this gift is one higher than (champion +2; epic: +3). normal (so +1 is +2, for example). When you Slippery (recharge 16+): When an enemy hits you roll a natural 1 with an attack, you take 2d6 with a natural even attack roll, subtract 1 from damage and are dazed (–4 attacks) until the the natural roll. end of your next turn (champion: 4d10 Twisted Mind (recharge 16+): When an enemy damage; epic: 10d10 damage). misses you with an attack that targets Mental e Unwieldy Might Defense, deal 10 psychic damage to that Wild Swing (recharge 16+): When you make an enemy (champion: 25 damage; epic: 60 attack, you can declare it as a “wild swing.” If damage). It’s not healthy for creatures to get your natural attack roll is 11+, you score a their minds too close to yours. critical hit. Otherwise, you fumble. If the j Healing natural roll is 1–5, you don’t expend this Default bonus: Increase your total recoveries by power. 1. Instead of rolling one recovery die per level j Armor with this bonus recovery, heal as if you were a Default bonus: +1 bonus to Armor Class 3rd level character, rolling 3 total dice and (champion: +2; epic: +3). adding your Constitution modifier to the Big Thumper: When an enemy misses you with a result (champion: 6 dice + 2 x Con mod; epic: melee attack, you deal 4 damage to that foe 10 dice + 3 x Con mod). and 2 to yourself (champion: 10 and 5 damage; Stumbling Recovery: When you fumble an attack epic: 24 and 12 damage). roll, you can heal using a recovery. j Body j Exceptional Default bonus: +1 bonus to Physical Defense Default bonus: None. (champion: +2; epic: +3). Cheap Shot (quick action – recharge 6+): One Fortunate Failure (recharge special): When you enemy you’re engaged with takes damage take damage from an attack targeting Physical equal to your normal melee miss damage. Defense, roll a normal save. If you succeed, Curse Calling (quick action – recharge 16+): Roll a you take no damage from that attack. In fact, d20 and note the result. Until the end of the that attack probably fails against you in some battle, when you or an ally rolls that natural bizarre or comical way. If you fail the save, number with an attack roll, the three closest you don’t expend this power. This power enemies to that character each take 1d6 recharges when you drop to 6 hp or below damage (champion: 2d8 damage; epic: 4d10 (champion: 15 hp; epic: 35 hp). damage). Painful Lessons (recharge special): When you take damage, take only half that damage instead. A Dragonewt Gifts Once you use this power, it doesn’t recharge Themes: mysticism, mystery, insight, exotic until you’ve been hit (and damaged) by six talents, discipline, transformation. enemy attacks. Multiple hits from a mook mob count as a single hit. A Striking g Wisdom of the Gauntlet Default bonus: +1 bonus to attack and damage rolls (champion: +2; epic: +3).

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Fortunate Learning: When you score a critical hit adding your Constitution modifier to the with a natural 20, you deal crit damage result (champion: 6 dice + 2 x Con mod; epic: instead of normal damage the next time you 10 dice + 3 x Con mod). hit before the end of your next turn. Shared Karma (interrupt action – recharge 6+): Nimble (recharge 16+): When you hit with an When you become unconscious, a nearby ally attack while the escalation die is 3+, the target gains 6 temporary hit points (champion: 15 takes 10 extra damage (champion: 25 damage; temp hp; epic: 40 temp hp). The GM (gift) epic: 60 damage). When you use this power, chooses the ally. you can immediately roll to recharge it (in A Exceptional addition to your normal recharge roll after the Default bonus: None. battle). Centered Speed: You gain 3 temporary hit points / Power Cycle at the start of a battle when you have rolled A Armor higher initiative than all enemies (champion: 7 Default bonus: +1 bonus to Armor Class temp hp; epic: 13 temp hp). (champion: +2; epic: +3). Befuddle (recharge 11+): When an enemy hits you e Earth Gifts the first time it attacks you, it rerolls the attack Themes: stone, earth, solidity, wholeness, against AC 18 (champion: AC 23; epic: AC 28). health, support, cataclysmic power, vengeance. If it still hits you, you don’t expend this power. e Striking j Boggle Default bonus: +1 bonus to attack and damage i Bewilder rolls (champion: +2; epic: +3). Bloody Vengeance: You gain a +2 bonus to A Body damage while you have four recoveries or Default bonus: +1 bonus to Physical Defense fewer (champion: +5 bonus; epic: +12 bonus). (champion: +2; epic: +3). g Heroic Determination Material Insight (daily): When you would roll a Protection (standard action – recharge 6+): Make skill check based on Strength, Constitution, or a basic melee attack. You also gain a +4 bonus Dexterity, instead treat the check as if you’d to all defenses until the start of your next turn. rolled a natural 20. Rock-solid Strike (move action): You “wind up” A Mind to deliver a powerful strike with your next Default bonus: +1 bonus to Mental Defense attack. You deal +1d8 damage with your next (champion +2; epic: +3). melee attack that hits this turn (champion: Mystic Insight (daily): When you would roll a +2d10; epic: +4d12). If you miss, you take that skill check based on Intelligence, Wisdom, or damage instead. Charisma, instead treat the check as if you’d B Predatory Strike rolled a natural 20. A Revelatory Strike (the “wind up” is spiritual y True Mind rather than physical) A Healing w Crashing Wave Default bonus: Increase your total recoveries by e Armor 1. Instead of rolling one recovery die per level Default bonus: +1 bonus to Armor Class with this bonus recovery, heal as if you were a (champion: +2; epic: +3). 3rd level character, rolling 3 total dice and

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Stone Tough (recharge 16+): You are able to this battle, any time you or an ally rolls that sustain some punishment. When you take natural number with an attack roll, that damage, roll two of your recovery dice and character heals 8 hit points (champion: 20 hp; prevent that much of the damage (champion: epic: 50 hp). five dice; epic: twelve dice). (Design note: Lots Shelter: Enemies take a –4 penalty to opportunity of defense powers are best for little guys who attacks against you. don’t want to be hit. This one’s good for big warriors, or at least warriors with large . Fire/Sky Gifts recovery dice.) A Shield of the Mind Alone Themes: fire, heat, light, purity, purgation, superiority, priority, rule. B Blood of the Wilds The Sun died and was reborn. The Sun is the e Body Lord of Glorantha. Fire is our gift from the Sun. The Default bonus: +1 bonus to Physical Defense gifts associated with the Fire/Sky rune reflect these (champion: +2; epic: +3). traits. Rock Body (recharge 6+): When you take ongoing . Striking damage, roll an immediate save against that Default bonus: +1 bonus to attack and damage damage. rolls (champion: +2; epic: +3). c Return to Center Fiery Blows: Instead of granting the default e Mind bonus to damage, your attacks deal +1d6 fire Default bonus: +1 bonus to Mental Defense damage (champion: +2d8; epic: +4d10). Your (champion +2; epic: +3). default attack bonus is still the same. Stone Mind (recharge 6+): When an attack Haughty Might: The default bonus to attack and against your Mental Defense damages you, damage from this gift is one higher than prevent that damage (but not any effects). normal (so +1 is +2, for example), but you can’t e Healing rally during a battle. Default bonus: Increase your total recoveries by Primacy: The sun strikes first and hard. When 1. Instead of rolling one recovery die per level you hit during your first turn each battle, you with this bonus recovery, heal as if you were a deal +2d8 fire damage (champion: +4d10; epic: 3rd level character, rolling 3 total dice and +8d12). adding your Constitution modifier to the s Unhesitating Blows result (champion: 6 dice + 2 x Con mod; epic: Pure Strike: This gift is for the warrior who 10 dice + 3 x Con mod). wants nothing but a clean hit and is too good Deep Reserves: When you use your extra recovery to accept anything less. The default bonus to from the default bonus, you instead heal attack and damage from this gift is one higher damage equal to 4 total recovery dice + your than normal (so +1 is +2, for example), but you Constitution modifier (champion: 8 recovery deal no miss damage. dice + 2 x Con mod; epic: 16 recovery dice + 3 . Armor x Con mod). Default bonus: +1 bonus to Armor Class e Exceptional (champion: +2; epic: +3). Default bonus: None. Untouchability (once per battle, and recharge Aura of Healing (quick action – recharge 16+): special): When an enemy of lower level than Roll a d20 and note the result. Until the end of you misses you with an attack, it takes 8

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psychic damage (champion: 20; epic: 50). This Close-quarters attack power recharges when you score a critical hit. Target: One nearby enemy . Body Attack: +10 vs. PD (champion: +15; epic +20) Default bonus: +1 bonus to Physical Defense Hit: 3d6 + Wisdom damage (champion: 6d8 + (champion: +2; epic: +3). 2 x Wis; epic: 12d10 + 3 x Wis). Elemental Superiority: You have resistance 16+ to Miss: Half damage. energy attacks. This resistance is negated when an enemy gets past your resistance and l Harmony Gifts returns when you take a quick rest or full Themes: cooperation, unity, amity, healing. heal-up. l Striking . Mind Default bonus: +1 bonus to attack and damage Default bonus: +1 bonus to Mental Defense rolls (champion: +2; epic: +3). (champion +2; epic: +3). Equal Karma (recharge 16+): When a creature hits Purity: While you’re at maximum hit points, you with an attack that damages you, it takes when an enemy hits with an attack against the same amount of damage, up to a your Mental Defense, it rerolls the attack once. maximum of 20 damage (champion: 50 The second attack is against MD 17 damage; epic: 100 damage). (champion: MD 22; epic: MD 27). l Armor) Sovereignty: In any normal social situation with adventurer-tier NPCs, you seem to have the Default bonus: +1 bonus to Armor Class status, authority, pedigree, or background to (champion: +2; epic: +3). deserve respect (champion: champion-tier Peace (quick action – recharge 11+): If you NPCs or lower; epic: epic-tier NPCs or lower). haven’t attacked yet this battle, enemies take a –4 penalty to attacks against you until you . Healing make an attack. Default bonus: Increase your total recoveries by l 1. Instead of rolling one recovery die per level Body with this bonus recovery, heal as if you were a Default bonus: +1 bonus to Physical Defense 3rd level character, rolling 3 total dice and (champion: +2; epic: +3). adding your Constitution modifier to the Shared Endurance (daily): When an enemy targets result (champion: 6 dice + 2 x Con mod; epic: you and any number of your allies with an 10 dice + 3 x Con mod). attack against Physical Defense, it must reroll Dawn’s Hope: When you succeed on a death each attack that hit. The rerolls are against PD save, in addition to healing using a recovery 15 (champion: PD 20; epic: PD 25). you can take actions normally that turn, as if l Mind you’d rolled a natural 20. Default bonus: +1 bonus to Mental Defense g Second Wind (champion +2; epic: +3). . Exceptional Belonging: In regular social situations with Default bonus: None. adventurer-tier NPCs, you appear to others as Brilliant Restoration (recharge 6+): When you someone who belongs there (champion: save against an enemy’s ongoing effect and no champion-tier or lower; epic: epic-tier or other harmful ongoing effects are affecting lower). You easily fit in with new groups of you, make a searing light attack. people, unless there is some particular reason

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for others to be suspicious. The gift has no Diverting Strike (recharge 6+): When you hit an power in unusual social situations. enemy with an attack, it can’t make Protection: You gain a +1 bonus to saves. opportunity attacks until the start of your next o Quiet Ending turn. If the creature is large or double- / Cyclic Restoration strength, the effect fails unless you succeed on s Escape a normal save. If the target is huge or triple- strength, it’s a hard save (16+). y Rectitude Painful Trickery (once per battle): When you l Healing attack, declare the attack as a “painful trick” Default bonus: Increase your total recoveries by before the attack roll. If you hit, one target of 1. Instead of rolling one recovery die per level the attack takes 20 extra damage (champion: with this bonus recovery, heal as if you were a +50 damage; epic: +120 damage). If you miss, rd 3 level character, rolling 3 total dice and you take the damage. adding your Constitution modifier to the b Spirit of Pain result (champion: 6 dice + 2 x Con mod; epic: Reckless Trick (recharge 6+): When you miss with 10 dice + 3 x Con mod). an attack, reroll the attack with a +4 bonus. In Shared Hope (recharge 6+): If you haven’t rallied addition, until the end of the battle, enemies yet this battle, when a nearby ally attempts to attacking you add the escalation die to their rally, they can use your rally instead. Their attack roll (no effect if the enemy already adds rally doesn’t require a save, but your next it for some reason). rally does, as if you’ve rallied once already. , Doom Strike l Exceptional i Armor Default bonus: None. Default bonus: +1 bonus to Armor Class Shared Liberation (recharge 16+): When you (champion: +2; epic: +3). succeed on a save, one of your allies can roll a Not So Dead (interrupt action – recharge 11+): save against an ongoing effect, provided either When you would take damage and drop to 0 you or that ally has 30 hp or fewer (champion: hp or below, prevent 10 of that damage 75 hp; epic: 180 hp). You don’t expend this (champion: 25; epic: 60). power if your ally fails their save. B Heart of the Wild Shared Luck (quick action – recharge special): w Resurgent Spring Roll a d20 and note the result. Once this battle, you or one of your allies (your choice) can use i Body that number as a reroll for any d20 roll. When Default bonus: +1 bonus to Physical Defense you roll to recharge the power, the number (champion: +2; epic: +3). you rolled is your recharge number. Veil of Confusion (recharge 16+): When an enemy g Fighting Spirit targets you with an attack against Physical Defense and misses, all effects of the attack against you are canceled and the enemy i Illusion Gifts instead rerolls the attack against one of its Themes: trickery, deceit, falsehood, fakery. allies engaged with you. i Striking i Mind Default bonus: +1 bonus to attack and damage Default bonus: +1 bonus to Mental Defense rolls (champion: +2; epic: +3). (champion +2; epic: +3).

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Labyrinthine Mind (recharge 16+): When an enemy hits you with an attack against your x Life Gifts Mental Defense, it’s dazed (save ends) as it Themes: life energy, prosperity, renewal. comes into contact with your mind or your magic or the twisted knots of this gift. x Striking Default bonus: +1 bonus to attack and damage i Healing rolls (champion: +2; epic: +3). Default bonus: Increase your total recoveries by Rejuvenation (recharge 6+): When you make a 1. Instead of rolling one recovery die per level basic melee attack, roll a save against one with this bonus recovery, heal as if you were a ongoing damage effect. 3rd level character, rolling 3 total dice and Resilience (standard action – recharge 11+): Make adding your Constitution modifier to the a basic melee attack and heal using a recovery. result (champion: 6 dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). e Earth Might Imaginary Life: When you rally, you gain 4 x Armor temporary hit points that last until the end of Default bonus: +1 bonus to Armor Class your next turn (champion: 10 temp hp; epic: (champion: +2; epic: +3). 25 temp hp). Bright Heart: Heal 2 additional hit points each / Effulgence time you heal using a recovery (champion: 5 i Exceptional hp; epic: 12 hp). Default bonus: None. B Animal Vitality Desperate Step: When you fail a disengage check, e Hale Flesh you can turn it into a success, but if you do, x Body you take damage equal to your level from one Default bonus: +1 bonus to Physical Defense of the enemies you’re engaged with. If you use (champion: +2; epic: +3). the power a second time, the damage is Bursting Health (recharge 6+): When an attack double your level, then triple, etc. The damage targeting your Physical Defenses damages multiplier resets when you take a full heal-up. you, you can rally. You must still succeed on a s Daring Dodge save (11+) if you’ve already rallied this battle, j Hair’s-breadth Escape as normal, but if you fail the roll you don’t expend this power. <> Vitality: Increase your maximum hit points by 4 Personalizing Illusion & Life Gifts (champion: +10 hp; epic: +25 hp). i Not So Dead in the armor category reads as a B Bestial Bulk comment tag, but you could emphasize distinct visual e Flourishing Flesh effects by renaming it Shimmering Runes, Guardian Spirits, or Guardian Butterflies. x Mind x Chance for Life began its career as a 13th Age Default bonus: +1 bonus to Mental Defense magic item called Helm of the Undaunted Hero. You (champion +2; epic: +3). could call back to that origin-as-item story by picturing the gift as a living flowering carnivorous Chance for Life (recharge 6+): When your turn plant from the Godtime that eats bad magical starts, roll a save against one save ends effect. conditions instead of meat! Call it Old But Hungry l Pure Mind and defy the Life rune stereotypes! s Ceaseless Spirit <>

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Lifetouch: You gain a +5 bonus to death saves, if you miss with an attack, you take 4 damage failure would kill you. You also gain a +5 (champion: 10 damage; epic: 25 damage). bonus to last gasp saves. j Overreaching Strikes x Healing , Armor Default bonus: Increase your total recoveries by Default bonus: +1 bonus to Armor Class 1. Instead of rolling one recovery die per level (champion: +2; epic: +3). with this bonus recovery, heal as if you were a Wholeness: You gain a +1 bonus to all defenses 3rd level character, rolling 3 total dice and while at maximum hit points. This power adding your Constitution modifier to the hearkens back to the mythic time before Death result (champion: 6 dice + 2 x Con mod; epic: with Grandfather Mortal was whole. 10 dice + 3 x Con mod). . Perfection Glorious Rally: When you rally, you also gain 6 , Body temporary hit points that last until the end of Default bonus: +1 bonus to Physical Defense your next turn (champion: 15 temp hp; epic: (champion: +2; epic: +3). 35 temp hp). Humanity’s Integrity (quick action – recharge Resurgence (interrupt action – recharge 16+): 16+): Until the end of the battle, you have When you drop to 0 hit points or below, heal resistance 16+ to attacks against Physical using a recovery before falling unconscious. Defense by creatures that don’t have the Man Roll the recovery as if you were 4th level rune. (In other words, you don’t have (champion: 7th; epic: 10th). resistance to attacks from Humanoids, but you x Exceptional do get it from monster types associated with Default bonus: None. the Beast, Chaos, Dragonewt, Plant, or Spirit Aura of Recovery (quick action – recharge 16+): runes, for example, so you’re covered.) Roll a d20 and note the result. Until the end of , Mind this battle, any time you or an ally rolls that Default bonus: +1 bonus to Mental Defense natural number with an attack roll, that (champion +2; epic: +3). character can heal using a recovery. Kinship: If you share something in common with

another nearby creature, especially lineage or , Man Gifts religious initiation, you can both tell Themes: connection to family, clan, lineage, intuitively that you share this commonality. ancestors, and fellow initiates. , Healing , Striking Default bonus: Increase your total recoveries by Default bonus: +1 bonus to attack and damage 1. Instead of rolling one recovery die per level rolls (champion: +2; epic: +3). with this bonus recovery, heal as if you were a Deadliness: When you hit an enemy with an 3rd level character, rolling 3 total dice and attack, deal 1d10 extra damage to that enemy adding your Constitution modifier to the (champion: 2d10; epic: 4d10). If you do, you result (champion: 6 dice + 2 x Con mod; epic: also take that extra damage. 10 dice + 3 x Con mod). y Parity of Blood Companionship (recharge 11+): When a nearby Severity: The default bonus to attack and ally heals using a recovery, they add +6 to the damage from this gift is one higher than amount healed (champion: +15; epic: +25). normal (so +1 is +2, for example), but when When you use this power, you can

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immediately roll to recharge it (in addition to Crescent Come (quick action – daily): If you are your normal recharge roll after the battle). staggered, you regain an expended power as if l Empathy you had taken a quick rest. You automatically regain a per-battle power, but a recharge , Exceptional power requires a successful recharge roll. You Default bonus: None. can regain a racial power, class power, gift Path of Departure & Return (special): You take a - power, or even a magic item power this way. 5 penalty to death saves and last gasp saves. On the bright side, you gain a +10 bonus to / Body heroic return checks! This gift is destroyed the Default bonus: +1 bonus to Physical Defense first time you roll a heroic return check, but if (champion: +2; epic: +3). the check succeeds, replace this gift with two Subtle Dodging (recharge 11+): When an enemy heroquest gifts from random runes, misses you with an attack targeting your AC representing unpredictable experiences in the or PD, change that miss into a fumble (no Underworld. damage or possibly a negative outcome). o Shadowy Protection / Moon Gifts / Mind Themes: transcendence, balance, Default bonus: +1 bonus to Mental Defense transformation, insight, cycles. (champion +2; epic: +3). Violent Revelation (recharge 16+): If the escalation / Striking die is 3+, use a daily power or a power that Default bonus: +1 bonus to attack and damage has a recharge value of 11+ or higher and that rolls (champion: +2; epic: +3). requires a standard action as a quick action. It Dexterous Battle (recharge 11+): When an enemy can be a gift’s power or your own. you are engaged with hits you, roll a Dexterity g Sudden Strike check against the attacker’s MD. If you succeed, the attack misses instead. / Healing s Swift Parry Default bonus: Increase your total recoveries by Dying Crescent: When you miss with a melee 1. Instead of rolling one recovery die per level attack, you can deal 3 damage both to the with this bonus recovery, heal as if you were a target and to yourself, in addition to regular 3rd level character, rolling 3 total dice and miss damage (champion: 7 damage, epic: 18 adding your Constitution modifier to the damage). result (champion: 6 dice + 2 x Con mod; epic: j Bloody Mess 10 dice + 3 x Con mod). t Gravewalk Waxing Life: When you heal using a recovery, Liberation (quick action – recharge 6+): If you roll a d8. If the result is less than or equal to have hit with an attack this turn, allow an ally the escalation die, heal +10 hp (champion: +25 to roll a save against an ongoing save ends hp; epic: +60 hp). effect as a free action. / Exceptional / Armor Default bonus: None. Default bonus: +1 bonus to Armor Class Return of the Red Light (quick action – recharge (champion: +2; epic: +3). 16+): Roll a d20 and note the result. Until the end of the battle, when you or an ally rolls that natural number with an attack roll, that

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character regains or recharges a daily, Spiral Step: You gain a +4 bonus to all defenses recharge, or per-battle power. against opportunity attacks. s Body <> Default bonus: +1 bonus to Physical Defense Personalizing Moon Gifts (champion: +2; epic: +3). The key question when renaming Moon gifts concerns the gift’s relationship to the Red Moon. A Confident Stride: Enemies that are your level or public Lunar-sympathizer might refer to the lower can’t make opportunity attacks against Dexterous Battle gift as Jar-eel’s Third Lesson. An you. Orlanthi is going to be happy to know it by its s Mind unembellished name, or perhaps refer to it as Enemy’s Sword Secret. Likewise, an Orlanthi isn’t Default bonus: +1 bonus to Mental Defense going to use the name Return of the Red Light, but (champion +2; epic: +3). calling that exceptional gift Argrath’s Returning Adapting Mind: When you are hit by an attack Wind harnesses the forces in play. Alternatively, you that targets Mental Defense, each time that could take a swing at associating yourself with the mysteries of the Blue Moon, and call the power same attack targets you until the end of the Return of the Blue. battle, you can make the attacker reroll the <> attack against MD 15 instead (champion: MD 20; epic: MD 25). Unfettered (recharge 16+): Spend a recovery to s Movement Gifts end one of the following conditions: dazed, Theme: change, speed, motion, turning. weakened, or stuck. s Striking s Healing Default bonus: +1 bonus to attack and damage Default bonus: Increase your total recoveries by rolls (champion: +2; epic: +3). 1. Instead of rolling one recovery die per level Flurry (recharge 11+): When you make a basic with this bonus recovery, heal as if you were a attack, make a second basic attack against a 3rd level character, rolling 3 total dice and different enemy. adding your Constitution modifier to the Parting Strike (recharge 16+): When you succeed result (champion: 6 dice + 2 x Con mod; epic: at a disengage check, make a basic melee 10 dice + 3 x Con mod). attack against an enemy engaged with you Freedom: When you rally, you automatically before you move away. succeed at disengage checks until the end of Swift Strike (quick action – recharge special): the turn. Make a basic melee attack. On a hit, deal 10 Rebound: When you succeed on a death save, damage instead of your normal damage, and you can also take an immediate move action. no damage on a miss. This power recharges s when you have only 4 recoveries left and Exceptional again when you have no recoveries left. Default bonus: None. (champion: 25 damage, epic: 50 damage). Culmination (quick action – recharge 16+): Roll a A Serpentine Strike d20 and note the result. Until the end of the battle, when you or an ally rolls that natural s Armor number with an attack roll, increase the Default bonus: +1 bonus to Armor Class escalation die by 1. (champion: +2; epic: +3). Parting Swing (recharge 16+): When you disengage from one or more enemies, you can

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make a basic melee attack against one of them. p Healing Instead of the normal damage, the attack deals Default bonus: Increase your total recoveries by 15 damage on a hit, or 4 on a miss (champion: 1. Instead of rolling one recovery die per level 35 damage, or 10 on a miss; epic: 90 damage, with this bonus recovery, heal as if you were a or 25 on a miss. 3rd level character, rolling 3 total dice and adding your Constitution modifier to the p Plant Gifts result (champion: 6 dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). Themes: growth, plant features, sustenance. Fruition (recharge 11+): When you heal using a p Striking recovery and heal to maximum hit points, roll Default bonus: +1 bonus to attack and damage a save. If you succeed, the recovery is free. If rolls (champion: +2; epic: +3). you fail, you don’t expend this power. Unstoppable Growth: While the escalation die is A Draconic Perfection 3+, you deal +1d8 damage whenever you hit y Impeccability with an attack (champion: +2d10; epic: +4d12). p Exceptional / Full Moon Strike Default bonus: None. p Armor Flagrant Blossoms (recharge 6+): After the battle, Default bonus: +1 bonus to Armor Class or after a few minutes, flowering plants grow (champion: +2; epic: +3). and blossom through the area. The choice of Deep Roots (move action – recharge 6+): You type of plant is up to you, usually, though “plant” yourself in place, and you can’t move your subconscious may influence things more until the end of your next turn. (You can still than you’d suspect. The plants often have use your move action for something else other long-lasting magical or social effects on the than moving.) While planted, you take only areas they sprout in (up to the GM). half damage from attacks and effects, Spirit Gifts including ongoing damage. Themes: possession, spirit allies, unseen forces. e Stance of Stone c Immovability b Striking Default bonus: +1 bonus to attack and damage p Body rolls (champion: +2; epic: +3). Default bonus: +1 bonus to Physical Defense Battle Spirit: The default bonus to attack and (champion: +2; epic: +3). damage from this gift is one higher than Simple Growth (once per level): The first time you normal (so +1 is +2, for example). You have take an incremental advance, you gain the two fewer recoveries than normal. increased hit points advance for free in addition to the advance you choose. b Armor Default bonus: +1 bonus to Armor Class p Mind (champion: +2; epic: +3). Default bonus: +1 bonus to Mental Defense Spirit of Warding: The default AC bonus for this (champion +2; epic: +3). gift applies to Mental Defense as well. Our Kind (recharge 6+): Until the end of the o Shadowy Depth battle, whenever you are confused, you are instead dazed (keep the same duration). y Armor of Clarity

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b Body (rounded up) instead (for example, a 4 on each Default bonus: +1 bonus to Physical Defense d6, 5 on each d8, or 6 on each d10). (champion: +2; epic: +3). t Killer’s Hand Ancestral Accomplice (interrupt action – recharge 16+): When you would be stunned, you are c Armor hampered instead (use the same duration). Default bonus: +1 bonus to Armor Class (champion: +2; epic: +3). b Mind Solidity: When you are at maximum hit points Default bonus: +1 bonus to Mental Defense and an enemy hits you with an attack (champion +2; epic: +3). targeting Armor Class, the enemy rerolls the Spirit of Warning (recharge 16+): The spirit warns attack against AC 15 instead (champion: AC you of impending danger—sometimes. When 20; epic: AC 25). you roll initiative, gain a +10 bonus to your . Original Unity roll after seeing it. x Undaunted Hope b Healing c Body Default bonus: Increase your total recoveries by Default bonus: +1 bonus to Physical Defense 1. Instead of rolling one recovery die per level (champion: +2; epic: +3). with this bonus recovery, heal as if you were a Inviolate Form (interrupt action – recharge 16+): 3rd level character, rolling 3 total dice and When an enemy scores a critical hit against adding your Constitution modifier to the you, change it to a normal hit instead. The result (champion: 6 dice + 2 x Con mod; epic: drawback is that the next critical hit you score 10 dice + 3 x Con mod). this battle will also be a normal hit instead. Healing Spirit: When you rally using this gift’s . Lawful Order bonus recovery, it only requires a quick action. c Mind The spirit does the healing for you. Default bonus: +1 bonus to Mental Defense b Exceptional (champion +2; epic: +3). Default bonus: None. Intransigence (recharge 16+): When an attack that Song of Forgotten Ancestors (daily): When you targets Mental Defense hits you, cancel the attune a rune you don’t ordinarily possess, attack’s non-damage effects against you. roll a d20. If you roll a natural 19–20, you gain y Rectitude a heroquest gift from that rune after you c Healing narrate it, but its chance of a complication Default bonus: Increase your total recoveries by becomes 1-10. 1. Instead of rolling one recovery die per level Stasis Gifts with this bonus recovery, heal as if you were a Theme: consistency, stability, steadiness. 3rd level character, rolling 3 total dice and c Striking adding your Constitution modifier to the result (champion: 6 dice + 2 x Con mod; epic: Default bonus: +1 bonus to attack and damage 10 dice + 3 x Con mod). rolls (champion: +2; epic: +3). Intractability (recharge 11+): When an attack Certainty (recharge 11+): When you roll damage damages you, use a recovery to prevent that for one of your attacks, after seeing the roll, take the average for those damage dice

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damage (including ongoing damage), but not don’t expend the power. You take a –4 penalty effects. to attacks against enemies other than that c Exceptional enemy until it is defeated. Default bonus: None. y Body Memory of the Golden Age (quick action – daily): Default bonus: +1 bonus to Physical Defense A nearby ally who is making last gasp saves (champion: +2; epic: +3). or death saves heals to maximum hit points Loyal Defender (recharge 11+): When an enemy and stops making those saves, but remains you’re engaged with targets your ally with an unconscious until the battle is over. (Note: attack that doesn’t include you, that enemy Golden Age survival strategies were not targets you instead of that ally. You must be a foolproof.) legal target. Your defense for this attack is 20 (champion: 25; epic: 30). Declare your choice before the attack is rolled. Truth Gifts Withstand (recharge 16+): When an attack Themes: knowledge, certainty, insight, fairness, targeting your Physical Defense damages you, honor, justice, judgment. take only half damage from it. When you use y Striking this power, you can immediately roll to Default bonus: +1 bonus to attack and damage recharge it (in addition to your normal rolls (champion: +2; epic: +3). recharge roll after the battle). Inevitability (recharge 16+): When you miss with y Mind an attack, lose 10 hp to turn it into a hit Default bonus: +1 bonus to Mental Defense instead (champion: 25 hp, epic: 60 hp). (champion +2; epic: +3). Proof: While you are the only one engaged with Genius: You gain a +4 bonus to all skill checks an enemy, deal +1d6 damage when you hit it based on Intelligence. (champion: +2d6; epic: +4d6). Right Mind (recharge 11+): When you fail a save Worthy Opponent: When you hit the most against a mental effect (confused, dazed, an dangerous enemy in the battle (or one tied for effect created by an attack against Mental most dangerous, GM’s assessment), deal +1d4 Defense, etc.), reroll the save. If it’s a natural damage to it (champion: +1d8; epic: +2d10). even roll, you don’t expend this power. g Champion’s Torc (Air/Storm is all about y Healing picking fights with the biggest foes) Default bonus: Increase your total recoveries by w Monster Killer (the Deep is home to massive 1. Instead of rolling one recovery die per level sea monsters) with this bonus recovery, heal as if you were a y Armor 3rd level character, rolling 3 total dice and Default bonus: +1 bonus to Armor Class adding your Constitution modifier to the (champion: +2; epic: +3). result (champion: 6 dice + 2 x Con mod; epic: Perfection: This gift’s bonus to Armor Class is +2 10 dice + 3 x Con mod). while you’re at maximum hit points Totality (recharge 11+): When you heal using a (champion: +3; epic: +4). recovery, and you are within 10 hp of your Retribution (recharge 16+): When an attack maximum hit points, heal to maximum targeting Armor Class hits you, make a basic (champion: 25 hp; epic: 60 hp). attack against the attacker. If you miss, you

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y Exceptional against your Mental Defense, you gain a Default bonus: None. cumulative +1 bonus to MD until the end of Surety Blessing (quick action – recharge 16+): Roll the battle. a d20 and note the result. Until the end of the w Healing battle, when you or an ally rolls that natural Default bonus: Increase your total recoveries by number with an attack roll, that character can 1. Instead of rolling one recovery die per level improve the result of the attack. A miss with this bonus recovery, heal as if you were a becomes a hit, a hit becomes a critical hit, and 3rd level character, rolling 3 total dice and a critical hit does triple damage instead of adding your Constitution modifier to the double. A fumble is a fumble is a fumble. result (champion: 6 dice + 2 x Con mod; epic: 10 dice + 3 x Con mod). Water Gifts Flowing Strength (recharge 11+): When you heal using a recovery and it heals you up to your w Striking maximum hit points, a nearby ally also heals Default bonus: +1 bonus to attack and damage half the remaining hit points. rolls (champion: +2; epic: +3). Punishing Rush (quick action – recharge 11+): w Exceptional Make a basic attack against an enemy you Default bonus: None. have already hit this turn. All Waters Cleanse (recharge 16+): Until the end of the battle, when Chaos steals the escalation w Armor die, you or one of your nearby allies can heal Default bonus: +1 bonus to Armor Class using a free recovery. (champion: +2; epic: +3). x Hope Remains Leaping Rapids (recharge 11+): When an enemy scores a critical hit against you with an attack GIFTS AS LOOT that targets Armor Class, turn it into a normal hit if you succeed on a save (11+). Sometimes the NPCs or monsters may be using heroquest gifts in the form of magic items. You s Split-second Dodge beat them, you take their stuff, and now you’ve Resurgence: When you rally, you also gain a +4 got a magic item, right? bonus to AC until the end of your next turn. Yes. But only temporarily. We’ll refer to this e Earth Power type of rare item/gift acquisition as unearned w Body gifts. When you acquire an unearned gift, you Default bonus: +1 bonus to Physical Defense can use it normally, but whenever you get a full (champion: +2; epic: +3). heal-up you must roll a normal save. Succeed Coursing Waves (recharge 6+): When you take and the unearned gift stays with you another damage from an opportunity attack, prevent day. Fail and the magic of the unearned gift 20 of that damage (champion: 50; epic: 120). dissipates. You might still have the physical s Evasion object the power was invested in, to keep as a trophy perhaps, but the magic that made that w Mind item special is gone. Default bonus: +1 bonus to Mental Defense If you manage to acquire a new heroquest (champion +2; epic: +3). gift while using an unearned gift, you might be Endless Depths (daily): Until the end of the battle, able to turn the power of your unearned item when an enemy hits you with an attack into your own rune’s heroquest gift. That seems

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less like something we’re going to write rules about and more like a unique story to handle with your GM.

INCREMENTAL ADVANCE We’re adding one new option and one update to the rules for incremental advances presented on page 189 of the 13th Age core rulebook. Bonus rune attunement (new option): Once per level, you can attune a new rune. See the full rule for this incremental advance in the Paths to New Runes section on page XX. Power or spell (updated rule): This incremental advance can no longer be taken multiple times. You can choose a single new power or spell from your upcoming level once per level. We also recommend this change while playing core 13th Age. It’s not a huge issue, but it’s a lot cleaner, and it’s how we play these days.

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<> core classes, so playing a transformation class often requires you to look back at the 13th Age Chapter 4: core book as you design your character, though hopefully not during play. Classes @@ease of play information to be added when all classes are present; includes discussion of storm warrior class as the option for people CLASS BASICS who want to play a simple barbarian-style The classes outlined below fall into two character, including Storm Bull warriors; with categories: entirely new classes and berserker as the more sophisticated/advanced transformation classes. play experience; notes on trickster and other The two new classes (with more coming classes that won’t be to everyone’s taste. next packet) appear with all their details and powers. Our entirely new classes (Humakti, trickster) are heavily tied to Gloranthan themes.

With some translation work they might find a home in core 13th Age games, but in this book we’ve focused on how the classes play in

Glorantha games.

The five transformation classes are a new development for the 13th Age system. Each transformation class is based on an existing class from the 13th Age core rulebook. We’re aiming to avoid reprinting large blocks of text from the

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<> Starting Stats for 1st Level Characters The first section of the table lists new classes and transformation classes presented in this volume. The second section lists the classes from the core book and 13 True Ways. We’ve put a line through the classes that we don’t have a place for in our vision of Glorantha, but kept them in the table in as a reminder in case your interpretations vary. See page XX for discussion of how the previous core classes can fit into Glorantha. @@To be added next packet or when all classes are in.

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undead; shock troop, for a soldier trained to bring HUMAKTI the pain to the enemy; vow sealer, for one trained “Praise Humakt!” to conduct oaths, seal agreements, expose liars, and punish oath-breakers; professional duelist, for someone who made their living in a big city like Overview Nochet that has multiple competing legal Required: You must be a devotee of Humakt. systems; former clan chieftain, for a warrior whose Play Style: You are an implacable warrior clan was slain out from under them and chose dedicated to the god of death and truth. You Humakt’s path as the honorable road to Death. have a special hatred of undead, and you are Gods: As the class promises on the label, adept at putting the “dead” back in “undead.” your god is Humakt. If you’re a long-time Like the fighter from the 13th Age core rules, Gloranthan fan with hidden wisdom, you might you excel in combat, but instead of fighter-style be able to get away with using your One Unique flexible attacks you use attack powers Thing to somehow turn out to be a worshiper of harnessing the magic of your god. Like the Arkat instead, but that type of stunt requires paladin from 13th Age, you’re plenty tough, but GM cooperation. your powers lean toward killing enemies Runes: You’ll have Humakt’s Death rune instead of protecting your allies. A Humakti is and Truth rune. Your class talents and powers more complex than a paladin to play, mostly don’t play off the runes, so choose a personal because of interesting decisions you must make rune as you wish. about when and who to attack. But playing one Gear is also simpler than a fighter, because you don’t have to pay as much attention to your natural At 1st level, Humakti start with a sword or two, attack rolls. or three, a ranged weapon if they want it, armor, Ability Scores: You use Strength for most of and standard nonmagical gear that is suggested your attacks, while Wisdom is important for by the character’s backgrounds. particularly skillful attacks and certain other @@money class elements. Constitution is important also, Armor and factors into at least one useful attack. But Most Humakti warriors wear heavy armor like Humakt is the god of Death and you’ve noticed iron breastplates and bronze ringmail. that he seems more interested in you slaying his Other Humakti, particularly those with the enemies than getting through battles in one Battle Mobility talent, prefer light leather or hide piece. armor. There’s also a talent called Armor Geas Humakti gain a +2 class bonus to Strength or that rewards you for stripping off a portion of Wisdom, as long as it isn’t the same ability you your armor—it works whether you are using increase with your +2 racial bonus. light or heavy armor to begin with. Backgrounds: Consider temple attendant, for All Humakti know how to use shields, the functionary who has run the Humakt though their Armor Geas sometimes cause them temple, including its ritual battles; pain master, to set such shields aside. the lawyer and punisher who carefully weighs the crimes and the extenuating circumstances Humakti Armor and AC before doling out justice with a swift blade; night Type Base AC stalker, for the lonely soul trained to patrol the None 10 marshes and haunted crossroads on watch for

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Light 13 As a skilled warrior, you’re capable of using Heavy 15 ranged weapons. But it’s not something Shield +1 encouraged in your cult and it’s not something you’ve practiced all that often. No one looks down at you for carrying javelins or a bow, but Weapons they might look down on you if you made a Your god is the sword god. Yes, you like habit of using them when you could get into swords. Longswords and greatswords are best, melee with your sword. but any sword will work. You can use other weapons, but you wouldn’t choose to: dealing death comes best with a finely-honed blade.

Humakti Melee Weapons One-Handed Two-Handed Small 1d4 dagger 1d6 club Light or Simple 1d6 shortsword 1d8 spear Heavy or Martial 1d8 longsword, rapier 1d10 greatsword, chopper

Humakti Ranged Weapons Thrown Bow Small 1d4 dagger — Light or Simple 1d6 (–1 atk) javelin, axe 1d6 (–1 atk) shortbow Heavy or Martial — 1d8 (–1 atk) longbow

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Humakti Level Progression Humakti Total Hit Total Feats Class Powers Pool Level- Damage Level Points Talents Available up Bonus Ability From Bonuses Ability Score Level 1 (8 + CON 1 adventurer 3 3 1st Level ability mod) x 3 modifier Level 2 (8 + CON 2 adventurer 3 3 1st Level ability mod) x 4 modifier Level 3 (8 + CON 3 adventurer 3 4 3rd Level ability mod) x 5 modifier Level 4 (8 + CON 4 adventurer 3 4 3rd Level +1 to 3 ability mod) x 6 abilities modifier Level 5 (8 + CON 4 adventurer 3 5 5th Level 2 x mod) x 8 1 champion ability modifier Level 6 (8 + CON 4 adventurer 3 5 5th Level 2 x mod) x 2 champion ability 10 modifier Level 7 (8 + CON 4 adventurer 3 6 7th Level +1 to 3 2 x mod) x 3 champion abilities ability 12 modifier Level 8 (8 + CON 4 adventurer 3 6 7th Level 3 x mod) x 3 champion ability 16 1 epic modifier Level 9 (8 + CON 4 adventurer 3 7 9th Level 3 x mod) x 3 champion ability 20 2 epic modifier Level 10 (8 + CON 4 adventurer 3 7 9th Level +1 to 3 3 x mod) x 3 champion abilities ability 24 3 epic modifier

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Humakti Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Strength or Wisdom (different from racial bonus) Initiative Dex mod + Level Armor Class (heavy armor) 15 + middle mod of Con/Dex/Wis + Level Armor Class (shield and 16 + middle mod of Con/Dex/Wis + Level heavy armor) Physical Defense 10 + middle mod of Str/Con/Dex + Level Mental Defense 11 + middle mod of Int/Wis/Cha + Level Hit Points (8 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d8 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Death, Truth, personal rune Talents 3 Feats 1 per Level

Basic Attacks

Melee attack At-Will Target: One enemy Attack: Strength + Level vs. AC Hit: WEAPON + Strength damage Miss: Damage equal to your level

Ranged attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage Miss: —

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Class Features isn’t like narrating a rune, when you get to make Humakti are swordmasters and undead hunters things up. Your Humakti has to be saying things who wield truth and death equally. They have they know to be true. All who hear you are three class features: Sword Master, Undead Foe, certain that you are telling the truth. They might and Utter Truth. pretend otherwise, but who would they be fooling? Sword Master An impeccable Humakti would never use When you hit with a sword attack, you gain a this power to deceive others, such as by telling damage bonus equal to your level. them a truth that is calculated to mislead them. Adventurer Feat: Attack penalties don’t apply In a real bind, however, you might be tempted to you when you are attacking with a to try just that and see what happens. You might sword, except for any penalties associated be able to get away with it once or twice before with your own powers. For example, being Humakt takes his Truth and Death runes away dazed doesn’t bother you so long as you are from you. Not more than that. attacking with your sword, and being weakened only affects your defenses and <> your attacks with other weapons. Nomenclature: The formal Gloranthan term for Champion Feat: When you miss with a sword your path is to call you a Sword of Humakt. But attack, you deal extra miss damage equal to as we designed the class, we voted with our your level. words and always referred to the class as a Epic Feat: Once per battle, reroll a melee Humakti. Technically, anyone who is devoted to attack with a sword and use the reroll. Humakt in Glorantha could be a Humakti. But we’re going to use the term only for this class. Undead Foe When we talk about characters from other Undead creatures are vulnerable to your attacks. classes who are devoted to Humakt, we’ll write Adventurer Feat: Once per battle when you it out: a fighter who is devoted to Humakt, a attack an undead creature, you can reroll storm warrior who is devoted to Humakt. your attack. <> Champion Feat: You gain a bonus to saves equal to your Wisdom modifier against conditions and effects created by undead Class Talents creatures. Choose three of the following class talents. Epic Feat: When you score a critical hit against

an undead creature, you deal triple damage instead of double damage. Armor Geas Humakt has told you to leave armor off one part of your body. You pick which body part. While Utter Truth wearing armor, your AC is 1 lower than normal. Once per day, you can swear a solemn oath to Humakt honors your sacrifice with a return Humakt. Your voice is low, but it carries far and blessing, but you are not supposed to get can be heard through other noise. The oath is so comfortable with the geas. At the beginning of powerful that listeners can feel it in their bones. each day, roll a d6 to find out what blessing You call on your god and your honor, and then Humakt has for you until the end of that day you can make a brief declaration of truth. This

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(your next full heal-up). (If you let the Trickster roll for you, on your head be it.) Grim Truth 1. Your faith is your blessing: No other reward. You have a fear aura and enemies engaged with 2. Today Death is always near: You gain a +1 attack you that are close to death fight poorly. Your bonus with swords but take a –2 penalty to aura has a different threshold than the one listed PD. for monsters in the core rulebook. Instead, use 3. Today is a day for big swords: You gain an the threshold chart below. additional +1 attack bonus with swords but While enemies that have the listed amount lose access to all Humakti powers while using of hit points or fewer are engaged with you, a shield. they take a –4 attack penalty and cannot use the 4. Today you must grit it out: You gain an escalation die. (Yeah, we know not many additional +1 attack bonus with swords but monsters use the escalation die, but the must decrease your recovery dice by one size monsters that do? They’re worth messing with.) (for example, d10s become d8s). As a rule, creatures affected by Grim Truth will 5. Today you are the slayer: Your melee attacks prefer to disengage from you to fight someone with swords deal an extra WEAPON damage else. And yes, this usually means that mooks die when you hit. Also, and not coincidentally, that are your level or lower want nothing to do all your allies start today with one failed death with you; most higher level mooks aren’t save. affected. 6. Be blessed, be swift: Choose an additional Humakti power of your level or lower today. Humakti Fear 7. Death is a sword: Your critical hits while using Level Threshold a sword deal triple damage, not double (hp) damage. 1 7 8. There is no weakness: Today your AC penalty is 2 9 –2, probably because you must take off another piece of armor, but feel free to make 3 12 up some other explanation that appeals to 4 15 you. On the bright side, while wielding a 5 18 sword you gain a +1 attack bonus and your 6 24 melee attacks deal an extra WEAPON damage 7 30 die when you hit. 9. Death is certain: All your melee attacks with a 8 36 sword that deal damage equal to your level 9 48 when you miss instead deal half damage. 10 60 10+. You are Death. . .: Choose your geas from the 11 72 list above. Adventurer Feat: Your fear aura even affects Adventurer Feat: Roll a d8 for your geas creatures that are normally immune to fear. instead of a d6. (Humakt puts the fear of Death into things Champion Feat: Roll a d10 for your geas that didn’t know they could die.) instead of a d8. Champion Feat: When a creature affected by Epic Feat: You can add 1 to your geas roll, if your fear aura attacks you and misses, it you wish. takes psychic damage equal to double your

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Wisdom modifier (triple your Wisdom We fight together: Once this battle as an modifier at 8th level). interrupt action after an ally fails a save, you can Epic Feat: Bump yourself up one level higher change their failure into a success. on the hp threshold chart—which is why Adventurer Feat: You can now also trigger a this chart goes to 11! warcry when your natural initiative roll is odd and 11+. Inescapable Sword Champion Feat: Add the following two warcries to the list you choose from. Your sword attacks ignore the target’s damage resistance. Once per battle when you hit a target Chaos is empty: Once per round when Chaos that has some form of resistance, as a free action has stolen the escalation die, you can use a you can negate all of the target’s resistances free action to choose one ally to take their until the end of the battle. (Yes, your allies turn using the escalation die as if it had should thank you.) not been stolen. Adventurer Feat: Once per day as a free action We have them: When the escalation die when you hit with a sword attack, prevent increases to 3, bump it all the way up to 6 the target from healing for the rest of the instead! battle. Epic Feat: If your natural initiative roll is even Champion Feat: Once per day when you are and 12+, you can choose two benefits this being prevented from using the escalation battle, though you’re still prohibited from die while using your sword, you get to use using a warcry more than once a day. the escalation die anyway. Epic Feat: Once per battle while attacking Who’s Laughing Now with a sword on the Hero Plane, reroll a Once per battle when an enemy hits you with a natural attack roll of 1–5. melee attack, you can make a basic attack against that enemy as a free action after the Warleader attack. When your natural initiative roll is even, you Adventurer Feat: If you hit, you can also rally can use one of the following warcries at any as a free action. If this is your second or point in the battle. Unless otherwise indicated, subsequent rally in the battle, you still need each warcry requires you to use a free action. to succeed on a save in order to rally, as You can only choose each warcry once per day. usual. They are dead already: Until the end of the Champion Feat: When you rally this way, you battle, you and your allies gain a +1 bonus to all heal additional hit points equal to double th defenses against attacks by undead. the escalation die (triple it at 8 level). We have no fear: Until the end of the battle, Epic Feat: When you hit with this attack, you you and your allies take only a –1 penalty from can heal using a recovery instead of rallying. fear effects and from the dazed and weakened conditions instead of the normal penalty. 1st Level Powers We shall not fall: Use when one of your allies is going to rally using a standard action. The Battle Drill rally only requires a quick action. Melee attack Once per battle

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Effect: Make a basic melee attack. If you hit, you Adventurer Feat: The power is now recharge can make a second basic melee attack. If you 16+ after battle instead of daily. hit, you can make a third basic melee attack, Champion Feat: A missed attack now deals and so on. You can make a maximum number half damage instead of damage equal to of attacks this way equal to your Wisdom your level. modifier as long as you continue to hit. Epic Feat: You can now target up to four Adventurer Feat: Each time you hit with one enemies. of these attacks, you gain 3 temporary hit points, and for a change, these temp hp Lesson Learned stack with each other (6 temp hp at 5th level; Humakti swordform 9 temp hp at 8th level). Once per battle Champion Feat: You can reroll one of these attacks on a miss. Free action Epic Feat: Until the end of the battle, you gain Trigger: You miss an enemy with a melee attack. a bonus to PD equal to the number of Effect: You gain a +2 bonus to your melee attacks that hit. attacks against that enemy and all identical enemies (with the same name) until the end of the battle. For example, you miss a broo Hefty Blow wretch with an attack. You get a +2 bonus Melee attack against all the other broo wretches in the Once per battle battle, but not against the wild stag broo or the Effect: Make a basic melee attack. You gain a broo rhino bruiser that are also in the fight. bonus to attack and damage with that attack Champion Feat: The melee attack bonus is equal to your Constitution modifier (double now equal to your Wisdom modifier. your modifier at 5th level; triple it at 8th level). Adventurer Feat: When you hit with the attack, the target also rolls an immediate 3rd Level Powers easy save (6+). On a failure, reduce its AC by 2 until the end of the battle as you cut off a piece of its armor or weaken its defenses. The Hundred Cuts Champion Feat: The save is now a normal Humakti swordform save (11+). Once per battle Epic Feat: The save is now a hard save (16+). Quick action Effect: While you are conscious and using a Flashing Blade sword, each enemy that makes a melee attack Melee attack against you before the start of your next turn takes damage equal to 1d6 x the escalation die Daily as you lash at it with your blade. Targets: Up to three enemies Adventurer Feat: Roll 1d8 instead of 1d6. Attack: Strength + Level vs. AC Champion Feat: Roll 1d10 instead of 1d8. Hit: WEAPON + Strength damage. Epic Feat: When you use this power, for each Miss: Damage equal to your level. enemy that takes damage from the effect, Special: You can take your move action between two of the attacks.

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you gain a 1d20 damage bonus to your next Adventurer Feat: You can choose to turn one attack that hits this battle. hit with this attack into a miss. Champion Feat: This power is now recharge Sever Spirit 6+ instead of 11+. Melee attack Epic Feat: If you miss at least three times with this attack, your next undeniable strike attack Daily gains a +4 attack bonus. Special: You must use a sword with this attack;

you use your blade to cut at a nearby enemy’s soul . . . 5th Level Powers Target: One nearby enemy whose hit points are equal to or less than your maximum hit The Death Gate points. Humakti swordform Attack: Wisdom + Level vs. MD Recharge 16+ after battle Hit: The target drops to 0 hp. A living creature Quick action has its spirit severed from its body, and Effect: When you hit an enemy with a melee undead are “killed” by restoring them to their attack this turn, your crit range expands by 1 proper state: dead. until the end of the battle. Natural Odd Miss: You take damage equal to Champion Feat: If you hit, the crit range also the target’s level. expands by 1 for each of your allies. Adventurer Feat: You now regain this attack Epic Feat: If you use this swordform when the during your next quick rest if the attack roll escalation die is 5+, it automatically is a natural even miss. recharges after the battle. Champion Feat: A natural even attack roll

against an undead target doesn’t expend this power. You could even use it again this The Evidence Mounts battle. Melee attack Epic Feat: If you are adding the escalation die Recharge 11+ after battle to sever spirit’s attack roll, add the escalation Special: This attack lets you make a number of die again. attacks equal to the escalation die. You can’t score a critical hit with any of these attacks; if Undeniable Strike you do, treat it as a normal hit. Melee attack Target: One or more enemies Recharge 11+ after battle Attack: Strength + Level vs. AC Effect: Make a basic melee attack. You gain a Hit: Half of WEAPON + Strength damage. damage bonus to the attack equal to your Champion Feat: Misses now deal damage level. If you miss, reroll the attack and double equal to your level. the extra damage bonus (twice your level). Epic Feat: You can now score a critical hit with You can reroll your missed attacks a number the attacks; generally a crit will deal normal of times equal to your Wisdom modifier, with damage, doubling the half. the damage bonus increasing by your level each time. 7th Level Powers

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Perfect Training Humakti swordform 9th Level Powers Daily

Effect: Until the end of the battle, you can either roll the d20 normally when you make an Final Argument attack using a sword attack or choose 10 as the Humakti swordform natural roll’s result. Daily Champion Feat: Once per day, you can choose Quick action 14 as the natural result. Effect: Until the end of the battle, your crit range Epic Feat: Once per day, you can choose 10 as expands by an amount equal to the current the natural result after rolling the d20 and escalation die value. In addition, each of your seeing the result. attacks that hits deals 15 ongoing damage as you leave lasting wounds to remind your enemies that death is coming soon. The Truth is Plain Epic Feat: The first time you score a critical hit Humakti swordform while this power is active, you can heal Daily using a recovery. Quick action Effect: You gain a +5 bonus to your Mental One Focus Defense until the end of the battle. You also gain a +2 bonus to saves against effects caused Humakti swordform by attacks against Mental Defense, or that you Daily can plausibly argue would have if they had Effect: After you roll to attune runes at the start been caused by attacks. of the day, change your random attunement to Champion Feat: This power is now recharge Death or Truth. This qualifies you for a 16+ after battle instead of daily. heroquest gift, since your “random” rune Epic Feat: Once per day when an enemy’s came up as one of your runes, but no double- attack would drop you to 0 hit points or dipping: if you have the rune twice, you still below, you can use an interrupt action to only get one heroquest gift. force that enemy to reroll the attack with a penalty equal to the escalation die.

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Adventurer Tier Talent MONK The two talents that follow are ideal for shield- Someday we may present variants for fighting monks. Another option from page 72 of Gloranthan monks associated with runes of 13 True Ways is to take Spinning Willow Style and Air/Storm, Dragonewt, and Moon. For now, an rename it something like Spinning Earth Style or intrepid Keys to Power backer presented us with Sun Disk Style. a concept we would not have come up on our As you’ll see, the talents and powers own: a shield-using monk! presented here are oriented toward Gloranthan We’ve settled on a combination of the characters. If you’re playing this monk in a core powers of Earth and Fire/Sky. Combine these 13th Age game, feel free to rename elements like two runes and you get the name this monastic Sunrise on Kero Fin. You’ll also need to translate tradition uses for itself: Square Round the e Earth rune and the . Fire/Sky rune into Monastery. core 13th Age equivalents, as detailed on page We think that Square Round Monastery was XX. originally based in the huge Esrolian metropolis Shielding Sun of Nochet. It’s the largest city in the world and Shielding sun is a reinterpretation of the Skilled all manner of strange mystery cults exist in its Intercept talent of the fighter class. If you’re running alleys and palaces. some type of crazy multiclass, you can only have one Square Round Monastery started as a of the two talents. And seriously, what would you consequence of a gift of a shield between Yelm want with both? (or perhaps Yelmalio) and Ernalda. But it’s While you’re using a shield, once per round unclear who made the gift to whom. Did as a free action, roll a normal save (11+) to Yelmalio gift Ernalda with a sun shield that she intercept an enemy who is moving to attack one then used to protect herself when she had lost of your nearby allies. You can pop free from one all other allies? Or did Ernalda gift Yelmalio enemy to move and intercept the attack (if you with Earth magic in the shape of a shield that are engaged with more than one enemy, the preserved him with powers he had never others can take opportunity attacks against you). learned himself? In the shifting world of the The moving enemy makes its attack with Godtime, maybe both are true. you as a target instead. If the attack hits, you So are the monks’ shields round or square? only take half damage. Probably both. Some monks favor Earth squares, others favor solar circles, and some monks use Adventurer Feat: You can pop free from up to both. two enemies when using Shielding Sun. Whatever the origin story, the current Champion Feat: You gain a bonus to your cultists are usually devoted to either Yelmalio, Shielding Sun save equal to the escalation Ernalda, or other gods of Earth or Fire/Sky. Are die. the monks strongly organized or have they Epic Feat: Enemies can’t make opportunity scattered to make their own way? Is their home attacks against you during your Shielding temple intact, or was it destroyed in the Hero Sun movement. Wars? Are there factions in the tradition along the split between devotees of the Earth or Ki Power (I Am There): You can spend 1 point of Fire/Sky? What’s Square Round’s relationship ki when you fail a Shielding Sun save to succeed with the Sun Dome Temples of Yelmalio? on the save.

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Sunrise on Kero Fin Adventurer Tier Form You don’t take the –2 attack penalty for fighting Bright warrior shields the people is the signature with a shield, provided you are not using any form for monks using shields; those who don’t other weapon with it. Sometimes you strap the can’t access it. shield to your back like the shell of a turtle, and sometimes you carry it as do other warriors. In Bright Warrior Shields the People either case, it protects you with the standard +1 Special: You must be using a shield when you AC bonus and does not interfere with your use an element of this form. monk talents, forms, and ki powers.

Champion Feat: If you also have the Heaven’s Opening Attack (Rise My People, Rise) Arrow talent, your shield counts as a Melee attack weapon you can throw using Heaven’s Target: One enemy arrow. Thanks to Sunrise on Kero Fin, your Attack: Dexterity + Level vs. AC shield will return to you after you throw it, Hit: JAB + Strength damage hit or miss. If you throw your shield as a Natural 18+: You or one nearby ally gain basic ranged attack instead of using temporary hit points equal to your Wisdom Heaven’s Arrow’s effect of folding a ranged modifier (double your modifier at 5th level; attack into one of your forms, treat your triple it at 8th level). shield as a d6 weapon that can target nearby

enemies. Flow Attack (Together We Cannot Lose) Epic Feat: While you have the e Earth rune Melee attack and are fighting with a shield, you can Target: One enemy change the first critical hit against you each Attack: Dexterity + Level vs. AC day into a miss instead. Hit: PUNCH + Strength damage, and one ally

next to you or engaged with the target that has Ki Power (Mountain Roots): When you are hit by a lower AC than you gains a +2 bonus to its an attack that targets AC while using a shield, AC until one of you moves or drops to 0 hp or you can spend 1 point of ki to gain a bonus to below. AC against that attack, with the bonus based on Miss: Damage equal to your level. your tier (adventurer: +1; champion: +2; epic:

+3). If the attack still hits you regain the ki you Finishing Attack (We Shall Destroy Them) spent. Melee attack Adventurer Feat: You may also use the ki Target: One nearby enemy power against attacks vs. PD. Attack: Dexterity + Level vs. AC Champion Feat: When you use your ki power Hit: KICK + Strength damage, and each ally next to successfully block an attack made by an to you or engaged with the target that has a engaged enemy, you have the option of lower AC than you gains a +2 bonus to their AC popping the enemy free. until you or that ally moves or drops to 0 hp or Epic Feat: When you use your ki power and below . (One ally moving or dropping doesn’t the attack still hits, instead of regaining ki, end the effect for the other allies.) you can instead choose to deal damage to Miss: Half damage. the enemy equal to three times your level. Champion Feat Ki Power (Solar Challenge): When an enemy engaged with you attacks

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you, spend 1 point of ki to make that enemy damage again at the start of its next turn, and stuck (two normal saves end the effect, 11+). half damage again at the start of your next The condition also ends if you drop to 0 hp turn (it will take one-and-a-half times normal or below or are no longer engaged with the damage in total). target—for instance, if you popped free or Miss: Damage equal to your level. chose to disengage. While the enemy is stuck, it ignores effects like Paladin’s Finishing Attack (Order Is Restored) Challenge and confusion that would cause it Melee attack to attack targets other than you. It can Target: One enemy always attack you, unless it’s stunned or Attack: Dexterity + Level vs. AC otherwise crippled. Hit: KICK + Strength damage, and the target’s Champion Tier Form resistances are canceled until the end of the battle, until you drop to 0 hp or below. The two new champion-tier forms don’t outright Miss: Half damage. require use of a shield, but solar eagle technique is Epic Feat Ki Power (Return of the Sun): If you the creation of the Square Round tradition and have the . Fire/Sky rune, you can spend 1 works much better for its monks, while radiant point of ki to use Emperor hammers the gong stone stance works best for monks with a against a target’s PD or to use order is connection to the Fire/Sky rune. restored against a target’s MD.

Radiant Stone Stance Opening Attack (Earth, Sky, and Thunder) Solar Eagle Technique Melee attack Opening Attack (Thus You Fail Your Friends) Target: One enemy Melee attack Attack: Dexterity + Level vs. AC Target: One enemy Hit: JAB + Strength damage, and until the end of Attack: Dexterity + Level vs. AC the battle, the first time you hit an enemy with Hit: JAB + Strength damage. a flow attack or finishing attack each turn, the Natural Even Miss: Ongoing damage equal to target that you hit with this opening attack your level to a different enemy you are takes thunder damage equal to double your engaged with. level. Earth, sky, and thunder can only deal Flow Attack (Talon Justice Maneuver) subsequent thunder damage to one enemy at a Melee attack time. When you hit again with this opening Target: One or two enemies attack, the effect only pertains to the newest Special: When you target two enemies and hit target. them both, each takes only half damage. Attack: Dexterity + Level vs. AC Flow Attack (Emperor Hammers the Gong) Hit: PUNCH + Strength damage. Melee attack Natural Even Hit: The target is vulnerable to Target: One enemy your finishing attacks until the end of the Attack: Dexterity + Level vs. AC battle. Natural Odd Hit: PUNCH + Strength damage. Miss: Damage equal to your level. Natural Even Hit: The target takes only half PUNCH + Strength damage, but it takes half Finishing Attack (Yelm Shares His Fire)

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Melee attack Target: One nearby or far away enemy Attack: Dexterity + Level vs. PD Hit: KICK + Strength damage. In addition, if you are using a shield and have the . Fire/Sky rune, the target also takes 10 ongoing fire damage from your shield (15 ongoing fire damage at 8th level). Miss: Half damage.

<> <> Our backer’s initial concept for this character was a hero in the style of Captain America. ASH respected that concept with his initial design pass by referring to the concept as Captain Yelmalio! <>

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Orlanth’s great magic weapons, such as the REBEL Sandals of Darkness. Orlanth the King has a dark side as a rebel, Runes: The rebel talent Murderous is only trespasser, destroyer, and scoundrel. That’s Orlanth available if you have the Death rune. The Adventurous, and that’s the Orlanth you know and Shadow Walk talent is only available if you have love. You get by on wits, bravado, and violence. the Beast or Darkness rune. You don’t need these specific runes, talents, and attacks to be an effective rebel, but you’ll want to know that Overview your choice of your personal rune can make a The rebel is a transformation class based on the difference to what you get out of the class. rogue class from pages 124–131 of the core 13th Gear Age rulebook. st Play Style: As a tricky melee combatant, the At 1 level, rebels start with whatever they were rebel plays similarly to the standard rogue. It able to pick up and run with from their last has a few different tricks, however, including scrape, usually including some rough armor, a using an Opening Strike instead of Sneak couple weapons, and various oddments Attack. suggested by their backgrounds. Ability Scores: Dexterity rules. Second place @@money. goes to Charisma. Some rebels find ways to use Armor Intelligence in place of Charisma, as in the Rebels prefer leather armor you can get in and Cunning talent. Strength can be helpful too. out of quickly. Rebels gain a +2 class bonus to Dexterity or Charisma, as long as it isn’t the same ability you Rebel Armor and AC increase with your +2 racial bonus. Type Base AC Atk Penalty Backgrounds: Consider infiltrator, with a None 11 — history of sneaky attacks against Lunars; Light 12 — wanderer, for one who’s traveled war-ravaged Heavy 13 –2 lands; spy, as a person clever in conversation Shield +1 –2 and stealthy in the shadows; guerilla fighter, as someone who harassed Lunar forces behind Weapons enemy lines; far-flung mercenary, for one who hit Rebels do as much damage with light one- the road fighting for pay and who only recently handed weapons like short swords as most was called back to their homeland to fight the warriors can do with a longsword. Although a good fight; mountain runner, as a warrior who rebel’s weapons vary, they are virtually always served as a fast-moving courier between pockets light, allowing rebels to strike with speed and of resistance during the long Lunar occupation; precision rather than raw force. For ranged character assassin poet, for a life partially built weapons, rebels are skilled with shortbows, upon the memorable oral destruction of other throwing axes, and other light weapons. people’s reputations. Gods: Your god needs to have an Air or <> Movement rune or both. Orlanth, Vinga, and Yinkin are the most likely choices. As a special hero-cult, an unusual PC might want to focus on something weird like worshiping one of

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Rebel Melee Weapons One-Handed Two-Handed Small 1d4 dagger 1d6 club Light or Simple 1d8 shortsword, wicked knife 1d8 spear Heavy or Martial 1d8 (–2 atk) longsword, scimitar 1d10 (–2 atk) greatsword

Rebel Ranged Weapons Thrown Bow Small 1d4 dagger — Light or Simple 1d6 javelin, axe 1d6 shortbow Heavy or Martial — 1d8 (–2 atk) longbow

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Rebel Level Progression

Rebel Total Hit Total Feats Powers Pool Level-up Damage Bonus Level Points Known Available Ability From Ability Bonuses Score

(6 + CON 1 adventurer ability modifier Level 1 mod) x 3 4 1st level (6 + CON 2 adventurer ability modifier Level 2 mod) x 4 5 1st level (6 + CON 3 adventurer ability modifier Level 3 mod) x 5 5 3rd level (6 + CON 4 adventurer +1 to 3 ability modifier Level 4 mod) x 6 6 3rd level abilities (6 + CON 4 adventurer 2 x ability Level 5 mod) x 8 1 champion 6 5th level modifier (6 + CON 4 adventurer 2 x ability Level 6 mod) x 10 2 champion 7 5th level modifier (6 + CON 4 adventurer +1 to 3 2 x ability Level 7 mod) x 12 3 champion 7 7th level abilities modifier (6 + CON 4 adventurer 3 x ability mod) x 16 3 champion modifier Level 8 1 epic 8 7th level (6 + CON 4 adventurer 3 x ability mod) x 20 3 champion modifier Level 9 2 epic 8 9th level (6 + CON 4 adventurer +1 to 3 3 x ability mod) x 24 3 champion abilities modifier Level 10 3 epic 9 9th level Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

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Rebel Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Dexterity or Charisma (different from racial bonus) Initiative Dex mod + Level Armor Class 12 + middle mod of (light armor) Con/Dex/Wis + Level Physical 12 + middle mod of Defense Str/Con/Dex + Level Mental Defense 10 + middle mod of Int/Wis/Cha + Level Hit Points (6 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d8 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Requires Air or Movement. Talents 3 Feats 1 per Level

Basic Attacks

Melee attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage Miss: Damage equal to your level

Ranged attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage Miss: Damage equal to your level

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so will cost a recovery. The rebel can decline if Class Features that price is too high.) This feature doesn’t help you get out of a place when you are confined. You use the rogue class features in the 13th Age It’s for transgressing, not escaping. core rulebook with the following changes. Adventurer Feat: When you call on a rune Momentum: Yes, use as printed. while using this talent, and the story that Sneak Attack: Replaced by Opening Strike. you tell using the rune impresses the GM, Trap Sense: Replaced by Transgress. you can reuse Transgress later in the day. Opening Strike (Replaces Sneak Champion Feat: If you start a fight after using Attack) Transgress to get somewhere you shouldn’t The first time you make a melee attack against be, you can roll a hard save. If you succeed, each enemy during a battle (including the first you gain a surprise round in the battle. mook of a mob), the target takes 1d8 extra Epic Feat: You can take one ally along with damage on a hit. you when you use Transgress to get 2nd level rebel 2d6 extra damage. somewhere. They get a free pass, riding on 4th level rebel 2d8 extra damage. your slipstream. No surprise round save for 6th level rebel 4d6 extra damage. them, though. 8th level rebel 4d10 extra damage. 10th level rebel 6d12 extra damage. Class Talents Adventurer Feat: Once per battle when you You use the talents from the rogue class in the miss with your first melee attack against an 13th Age core rulebook with the following enemy, you can use Opening Strike against changes or requirements. In addition, as a rebel that enemy later that battle. you have an additional talent from which you Champion Feat: When you successfully can choose: Battle Whirl. disengage from an enemy, that enemy takes Cunning: Yes, use as printed. damage equal to your level. Popping free Improved Sneak Attack: Not available. doesn’t count; the damage only applies Murderous: Yes, but you must have the Death when you use the disengage action. This rune. damage doesn’t count as an attack, so if you Shadow Walk: Yes, but you must have the hadn’t attacked that enemy yet, you could Darkness rune (possibly associated with still use Opening Strike on it later. Orlanth’s Sandals of Darkness) or the Beast rune Epic Feat: Once per battle, reroll an attack that (possibly associated with Yinkin, Orlanth’s qualified for Opening Strike damage. shadow cat ally). Smooth Talk: Replaced by Kinda Lucky. Transgress (Replaces Trap Sense) Swashbuckle: Replaced by Bravado. You have an uncanny ability to get where you Thievery: Replaced by Rebellion. are not supposed to be. Once per day, you can Tumble: Yes, use as printed. slip, sneak, scrape, or bamboozle your way into a forbidden place: a treasure vault, a cloister, an Battle Whirl invitation-only festival, or similar restricted Once per battle as an interrupt action, you can place. Generally speaking, you can also get out move to a nearby ally and engage one enemy again. (GM, if you decide that getting to the goal engaged with that ally. When you do, that ally is especially difficult, feel free to rule that doing

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can pop free from the enemy you engaged. You Kennings & Killings take no opportunity attacks for moving to your Orlanth Adventurous was a poet as well as a ally and enemies can’t intercept you during the rogue, and you’ve got a touch of his gift with move. words. Adventurer Feat: That ally can now pop free Choose one spell or song of your level or from each enemy engaged with it. lower from the bard class (13th Age, page 88). Champion Feat: If you have momentum when You can cast this spell or song as if you were a you use Battle Whirl, the enemy you engage bard. You can change your chosen spell each takes damage equal to twice your level. time you take a full heal-up. (Note: bardic battle- Epic Feat: If you don’t have momentum when cries aren’t available through this talent.) you use Battle Whirl, gain momentum after Adventurer Feat: Once per day, you can gain you do. momentum by declaiming stirring or marvelously appropriate poetry. Puns that Bravado (Replaces Swashbuckle) make people groan should probably be disqualified, but that might depend on the Once per battle as a quick action, you pull off a tastes of your home-god, the GM. daring stunt the likes of which others could Champion Feat: You can choose a second song scarcely conceive. If you want to make an attack while pulling off this crazy stunt, go ahead and or spell from the bard class, but the new spell must be lower than your level. use a standard action instead of a quick action and roll for the attack normally. Epic Feat: Once per level when one of your allies narrates a rune, you can turn the Stunts that have occurred to us include running over the heads of zombies to attack the resulting story into a song or poem that will be remembered. We can’t tell you about the enemy necromancer, snagging an enemy’s story consequences in your game; you’ll sheathed weapon while rolling between their have to work those out. Mechanically legs, or catching a thrown spear and throwing it speaking, after your next full heal-up, a back, with interest. random party member attunes that rune at Of course, 13th Age in Glorantha is a game the start of the day as a bonus attunement. where everyone might attempt stunts like this at Ideally, the story the player narrates later some point. But you automatically succeed with will reference your poem. If the GM thinks Bravado instead of taking opportunity attacks or the narration rocks, that PC can roll a needing to succeed on a difficult skill check to normal save (11+). If they succeed, they get a pull the stunt off. heroquest gift that feels right for the story A core book rogue needs to spend and your song. momentum to use this talent by the name

Swashbuckle, but that was a bit harsh of us, really. Rebels don’t need to spend momentum to Kinda Lucky (Replaces Smooth Talk) use Bravado. In fact . . . A number of times per level equal to your Adventurer Feat: When you use Bravado, gain Charisma modifier, you can reroll a natural even momentum if you don’t already have it. d20 roll as a free action. You must take the new result. Yes, this talent requires you to track usage over several sessions and adventures, and that’s more bookkeeping than a rebel normally wants

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to handle, but that’s how luck works. We think “Opening Strike damage.” In addition, replace it’s worth it. the champion feat with this new feat: Champion Feat: When you miss with sure cut, Rebellion (Replaces Thievery) it doesn’t count as your first attack against that enemy, allowing you to use Opening You have the Rebel background (by any name Strike against it again this battle. that feels fun, engaging, and correct for your character’s background) at its full possible Tumbling Strike: Yes, use as printed. bonus of +5, without having to spend your normal background points on it. This Reckless Swing background allows you to foment rebellion, At-Will avoid surveillance of the authorities, succeed by Attack: Dexterity + Level vs. AC breaking the rules, etc. You can’t, however, use Hit: WEAPON + Dexterity damage this background to subvert Orlanth’s authority. Natural Even Hit: As a hit, and you deal extra Or at least you probably don’t want to. damage equal to twice your level. Adventurer Feat: Once per day as a free action Natural Odd Hit or Miss: You take damage when an attack hits your Mental Defense, equal to twice your level. the attack misses instead. Adventurer Feat: A natural even miss now Champion Feat: You gain a +5 bonus to saves deals damage equal to your level to the against being hampered, stuck, or stunned. target. Epic Feat: When a higher-level enemy than Champion Feat: When you use reckless swing you scores a critical hit against you, roll an while you have momentum, add another easy save (6+). If you succeed, it’s a normal WEAPON die to your damage if you hit. hit instead.

rd <> 3 Level Powers Bleeding Strike: Yes, use as printed. Deflection: Yes, use as printed. Class Powers Slick Feint: Yes, use as printed. You use the powers from the rogue class in the Thief’s Strike: For the Hit line, replace “Sneak 13th Age core rulebook with the following Attack damage” with “Opening Strike changes. damage.” Note, although the rebel doesn’t

have access to the Thievery talent, thief’s strike 1st Level Powers is still a viable power to choose. Deadly Thrust: For the epic feat, replace “Sneak Attack damage” with “Opening Strike Slicing Free damage.” At-Will Evasive Strike: Yes, use as printed. Requires momentum Flying Blade: Replaced by reckless swing. Targets: Up to 2 enemies Roll With It: Yes, use as printed. Attack: Dexterity + Level vs. AC Sure Cut: For the Special line and Miss line, Hit: Half of WEAPON + Dexterity damage replace “Sneak Attack damage” with Natural Even Hit: As a hit, and you can pop free from the target.

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Champion Feat: A natural even miss now Swift Riposte: Yes, use as printed. deals damage equal to your level to the target. No, You Missed

Once per battle 5th Level Powers Interrupt action; requires momentum Harmless Misdirection: Yes, use as printed. Trigger: An enemy is about to make an attack Spiky Bastard: Replace the epic feat with this new roll against you for an attack that also includes feat: other targets. Epic Feat: While the escalation die is 3+, the Effect: The attack against you automatically damage increases to 30 instead of 10. misses and has no effect or damage (GM, Swift Dodge: Yes, use as printed. don’t even roll for that attack). Epic Feat: If you wish, you can use this power after seeing the enemy’s attack roll, but if Great Killer’s Leap you do, you must spend your momentum to At-Will have the attack miss without effect or Special: You must be unengaged and spend damage. your momentum to use this attack.

Effect: As part of this attack, you must make a th great leap before the attack, landing a good 9 Level Powers distance away, but still nearby. The magic of Death’s Twin: Yes, use as printed. this move lets you jump a much further than True Targeting: Yes, use as printed. you could normally jump. Attack: Dexterity + Level vs. AC OK. Teamwork. OK. Hit: WEAPON + Dexterity damage At-Will Natural Even Hit: As a hit, and you deal extra Free action during your turn; you must spend damage equal to three times your level. your momentum Miss: Damage equal to your level. Trigger: You miss with an attack. Champion Feat: Natural even misses now deal Effect: Choose a random nearby conscious ally. half damage. That ally can take an additional standard action during their next turn. 7th Level Powers Epic Feat: You can now choose one nearby conscious ally who you want to exclude as a Assassin’s Gambit: For the Hit line, replace target before determining the random ally. “Sneak Attack damage” with “Opening

Strike damage.” Rename as Orlanth Adventurer’s Gambit.

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formerly enslaved by the beast-riding animists Storm Voice of the eastern plains, and who knows the totem There was a time when being a priest of Orlanth secrets of Lightning Boy; tormented seer, for a meant guiding your clan, caring for people. That time social misfit who prophesied for their village but is gone. You’re back to the days before Time, when was never accepted; temple functionary, for speaking for Orlanth meant destroying his enemies someone who handled daily tasks at a major with the voice of lightning and the touch of thunder. temple; temple exile, for someone cast out of the temple and forced to worship secretly; Tarshite Overview renegade, for someone touched by Orlanth and The storm voice is a transformation class based driven from their cushy life in Tarsh; parent of on the sorcerer from pages 132–142 of the core prodigies, for a middle-aged character whose th 13 Age rulebook. child, or children, grew up and moved far away, Play Style: The storm voice plays much like accomplishing great things in the Hero Wars but the standard sorcerer but with a huge slant not really keeping in touch with home; toward the magical arsenal of Orlanth’s Storm windblessed noble, for an upper-class Orlanthi Tribe: wind, lightning, and thunder. Playing a who has never not had things go her way; storm voice isn’t any harder than playing a intrepid explorer, for someone whose travels have sorcerer. It may be easier because it requires taken them to places that humans usually avoid. fewer die rolls. Gods: Orlanth is probably your god, but Unlike the sorcerer in the core rulebook, the other Air rune gods are possible. You might storm voice has a couple summoning spells. even want to worship Heler, a Water enemy Summoning isn’t normally the storm voice’s who joined Orlanth’s warband after their forte, so you can use these summoning spells decisive battles. only once per level unless you invest in the Runes: You’re required to have the Air rune. Storm Summoner talent. It says so right here. Other rune choices are up Ability Scores: Like the sorcerer, you rely on to you. Your class features won’t push you in Charisma to power your spells. Roleplaying the specific directions. source of your Charisma is up to you. Many <> storm voices occupy positions of power in their clans, but in these times of upheaval, the closest thing you may have to a clan is your motley Gear band of adventurers. At 1st level, a storm voice usually has a simple If you choose the War Caster talent (known melee weapon, a few changes of clothing, a as Spell Fist for the core book sorcerer) or you carved staff or walking stick, a pipe, a small want more hit points and resilience, you’ll want assortment of ritual objects, and paraphernalia a high Constitution. suggested by their backgrounds. Storm voices gain a +2 class bonus to @@money. Constitution or Charisma as long as it isn’t the same ability you increase with your +2 racial Armor bonus. Storm Voice Armor and AC Backgrounds: Consider former chief, for Type Base AC Atk Penalty someone who lost their clan’s leadership None 10 — through tragedy or war or simply being voted Light 10 — off the clan ring; Praxian captive, for someone

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Heavy 11 –2 Weapon work is the province of the wind Shield +1 –2 lords, Humakti, berserkers, and other weaponthanes. It would be a bit presumptuous Weapons of a storm voice to make a big show of having a Lacking any special training, storm voices use fancy weapon, but that shouldn’t prevent you if more casual weapons such as short spears, you think your storm voice wants to be a show- shortswords, and axes. For ranged attacks, off. they’re better off using spells since ranged weapon skills require practice time that a storm voice should be using for their magic. Storm Voice Melee Weapons One-Handed Two-Handed Small 1d4 dagger 1d6 staff Light or Simple 1d6 shortsword 1d8 spear Heavy or Martial 1d8 (–2 atk) longsword 1d10 (–2 atk) greatsword*

Storm Voice Ranged Weapons Thrown Bow Small 1d4 dagger — Light or Simple 1d6 javelin 1d6 (–2 atk) shortbow* Heavy or Martial — 1d8 (–4 atk) longbow*

* A storm voice needs one free hand to cast spells. It’s easy to get a hand free from a weapon you’re good with like a staff or a spear for the time it takes to cast a spell, but if you take a penalty for using a two- handed weapon, the penalty applies to your spells also.

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Storm Voice Level Progression Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

Total 7th 9th Level- Damage Hit 5th le le up Bonus Points leve ve ve Ability From Storm 1st 3rd l l l Bonuse Ability Voice level level spel sp sp s Score Level Total Feats spell spell l ell ell (6 + CON — — ability Level 1 mod) x 3 1 adventurer 4 — — modifier (6 + CON — — ability Level 2 mod) x 4 2 adventurer 5 — — modifier (6 + CON — — ability Level 3 mod) x 5 3 adventurer 3 3 — modifier (6 + CON 4 adventurer — — +1 to 3 ability Level 4 mod) x 6 — 6 — abilities modifier (6 + CON — — 2 x mod) x 8 4 adventurer ability Level 5 1 champion — 3 4 modifier (6 + CON 4 adventurer — — 2 x mod) x 2 champion ability Level 6 10 — — 7 modifier (6 + CON 4 adventurer 5 — +1 to 3 2 x mod) x 3 champion abilities ability Level 7 12 — — 3 modifier (6 + CON 4 adventurer 8 — 3 x mod) x 3 champion ability Level 8 16 1 epic — — — modifier (6 + CON 4 adventurer 3 6 3 x mod) x 3 champion ability Level 9 20 2 epic — — — modifier (6 + CON 4 adventurer — 9 +1 to 3 3 x mod) x 3 champion abilities ability Level 10 24 3 epic — — — modifier

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Storm Voice Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Charisma or Constitution (different from racial bonus) Initiative Dex mod + Level Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level Physical Defense 11 + middle mod of Str/Con/Dex + Level Mental Defense 10 + middle mod of Int/Wis/Cha + Level Hit Points (6 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d6 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Air, and two personal runes Talents 3 Feats 1 per Level

Basic Attacks

Melee attack At-Will Target: One enemy Attack: Strength + Level vs. AC Hit: WEAPON + Strength damage Miss: Damage equal to your level

Ranged attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage Miss: —

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Class Features Daily Random Energy (Replaces You use the sorcerer class features in the 13th Age Random Energy) core rulebook with the following changes. Orlanthi storm voices use a reinterpretation of Access to Wizardry: Removed. Normally we the Random Energy class feature of the sorcerer like to swap in new features instead of just class from the 13th Age core rulebook. eliminating a feature. But wizardry? It has First, fire belongs to Yelm, the emperor, and nothing to do with the spirit and style of an is not available to Orlanthi as an energy type. Orlanthi storm voice. Odds are you won’t feel Fire gets replaced by holy on the random energy the loss. table. Breath Weapon: Flavor change only. The Second, you don’t roll random energy for a mechanics stay the same. The name even stays spell when you cast it. Instead, you roll the same. But it’s not dragon breath you’re separately for each of your spells that deals emulating, it’s the breath of Orlanth and other random energy at the start of the day right after a gods of the Storm pantheon that’s inspiring full heal-up to determine what damage type that you. Once you take the first divine breath, particular spell will deal until your next full others may follow. Note, we decided to move heal-up. From one day to the next, your spells it into the stat block as a subset of the usage. will deal different types of damage. Odds are Chain: Yes, use as printed. good that you will be casting several different Dancing Lights: Replaced by Sparks. types of energy damage over the course of a few Gather Power: Replaced by Gather Storm. full heal-ups. Yes, it makes the storm voice’s random Random Energy: Replaced by Energy energy less random than a sorcerer’s random Translation and Daily Random Energy. energy, but let’s not pretend that’s a bad thing.

Remember also that the Energy Translation Energy Translation (Replaces Random feature will turn some of the sorcerer spells that Energy) deal damage types that don’t fit the storm voice Most sorcerer spells work fine for the storm into random energy spells. voice, but not all the damage types fit the magic the storm voice masters. We’ve modified several Storm Voice Random Energy Type (d4) of this class’s spells, but aren’t bothering when 1: Cold all that needs to be changed is an energy type 2: Holy for damage. 3: Lightning Treat sorcerer spells that deal the following 4: Thunder damage types as random energy damage Gather Storm (Replaces Gather Power) instead: acid, fire, force, negative energy, poison, Once initiative has been rolled and a battle is and psychic. underway, a storm voice can spend a standard Also look at how we’ve reinterpreted action to gather magical power, preparing Random Energy for the storm voice: each themselves for casting a double-strength spell random energy spell requires only one die roll a with their next standard action. Gathering a day instead of a roll each time you cast it. storm is loud and flashy, involving crackling lightning, rumbling thunder, and the rush of powerful winds.

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Storm voices who want to gather storm Adventurer tier before initiative has been rolled can go through You gain flight as a move action until the end of the motions but won’t get any benefit for the act; this turn. This isn’t a stately hovering you can fool yourself but you can’t fool magic. movement; you’re being thrown ahead of Gather storm: When a storm voice gathers blasting storm winds. If you don’t land at the storm, it does not count as casting a spell; you end of your turn, you fall from the air and take can gather storm without taking opportunity 2d6 damage. attacks, for example. Champion tier In addition, because you spend your You gain flight as above, or, if you wish, instead standard action to gather storm, you generate a of gaining flight for yourself, you can grant small magical benefit. flight to a willing nearby ally, even one you This option replaces the chaotic benefit of can’t presently see (the winds will find them!). the sorcerer’s Gather Power feature with a cyclic Your ally can fly until the end of their next turn, benefit. The first time each battle that you gather but takes 2d6 damage at the end of that turn storm roll a d6: from the buffeting winds. 1–2: wind Epic tier 3–4: lightning You gain both the adventurer and champion tier 5–6: thunder benefits above: You gain flight until the end of The next time that battle you gather storm, this turn, and your ally gains flight until the end move on to the next step in the cycle: of their next turn. thunder>wind>lightning>thunder>wind>lightni Adventurer Feat benefit: When you or an ally ng>thunder>wind etc. attempts to disengage from enemies while The benefit you gain from the roll is based gaining flight from this benefit, you or that on what tier you’ve reached (based on your ally automatically succeeds without needing level). Each tier lists the full effect; don’t add to roll a disengage check. effects from lower tiers to it. Champion Feat benefit: You allies no longer Adventurer Feat: You get access to the take damage when your winds grant them adventurer feat benefit listed under each of flight. the three cyclic benefits. (In other words, Epic Feat benefit: When you or an ally gains you only need to take three feats to get all flight from this benefit, it lasts one turn possible benefits from the Gather Storm longer than normal, and you don’t have to talent, one adventurer-tier feat, one land while your flight is in effect. champion-tier feat, and one epic-tier feat.) Champion Feat: You get access to the 3–4: Lightning champion feat benefit listed under each of Lightning crackles from your hands and eyes. the three cyclic benefits. Enemies beware! Epic Feat: You get access to the epic feat Adventurer tier benefit listed under each of the three cyclic One nearby enemy takes lightning damage benefits. equal to your level. Champion tier 1–2: Wind One nearby enemy takes lightning damage Orlanth’s winds take you with them as they blast equal to your level plus your Charisma through the battlefield. modifier.

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Epic tier Spending power on empowered casting: One nearby enemy takes lightning damage After you have gathered storm, you can use equal to your level plus twice your Charisma your next standard action to cast an empowered modifier. storm voice spell. Empowered storm voice spells Adventurer Feat benefit: As long as neither deal double the damage of a standard spell. you nor an ally is engaged with the creature Normally this means that you simply double the you damage, it takes 1d6 extra lightning damage the spell deals on a hit or a miss; don’t damage. roll double dice, just double the results. Non- Champion Feat benefit: In addition to the attack spells generally don’t improve when cast enemy you damage with your lightning, with your gathered storm power; use that power each enemy engaged with you also takes for attacks. that much lightning damage. If you decide not to use your next standard Epic Feat benefit: Deal the damage to two action to cast a spell, or spend your entire turn nearby enemies instead of one (the damage unconscious, or otherwise miss the chance to from the champion-tier feat only applies use your next standard action to cast a storm once). voice attack spell, you lose the storm power you’ve gathered. If you want to waste a turn 5–6: Thunder you can use your next standard action to gather Your voice echoes with the power of the storm. Allies storm again, but the spell you eventually cast will still simply do double damage, not more rejoice! than that. Adventurer tier You can spend your move actions and quick Roll a hard save (16+). If you succeed, increase actions any way you like after you gather storm the escalation die by 1. and before casting your next spell. Yes, once a Champion tier battle has started it’s possible to perform the Roll a hard save (16+). If you succeed, increase magical firefight trick of gathering storm while the escalation die by 1, and each nearby hiding to the side of the cave entrance, then staggered enemy takes thunder damage equal to jumping into the cave opening on your next turn double your level. and blasting with the storm-powered spell. Epic tier Ongoing damage: If you've gathered storm Roll a normal save (11+). If you succeed, increase for a spell that deals ongoing damage, the the escalation die by 1, and each nearby ongoing damage is doubled the first time it is staggered enemy takes thunder damage equal to dealt, but not on subsequent rounds, if any. double your level. Sparks (Replaces Dancing Lights) Adventurer Feat benefit: If the save fails, you gain 5 temporary hit points (10 temp hp at All storm voices can cast the sparks spell as a 5th level; 15 temp hp at 8th level). standard action. Sparks produces a number of small flashes of lightning within thirty feet of Champion Feat benefit: Deal thunder damage the caster, strobing and reappearing every few equal to three times your level instead of seconds. It’s enough light to see most things in two. an area in the dark, but not enough light to Epic Feat benefit: If Chaos has stolen the guarantee you’re not missing something that’s escalation die, steal it back, and Chaos can’t well hidden, or steady enough to read by. steal the escalation die next round.

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The spell usually lasts at least an hour. You for the types of creature that might possess can cast it a number of times per day equal to specific abilities: alynxes are flexible creatures your Charisma modifier. and can choose any of the abilities except for the Class Talents following three banned abilities: flight, mimic, and poisonous are not in the alynx repertoire. Ordinarily we’ve opted against reprinting There are also a couple unique alynx talents that are being used unchanged by a abilities to consider. transformational class, or with a new name. But Charmer: You gain a +2 bonus to Charisma the storm voice reinterprets so many of the skill checks. original talents from the sorcerer class that it makes more sense to also print the two original Shadowcat: You gain a +2 bonus to sorcerer talents that are being brought over disengage checks. intact. Heir of Storm (Replaces Arcane Arcane Heritage: Replaced by Heir of Storm. Heritage) Blood Link: Not available. You can’t take this talent if you have taken the Chromatic Destroyer Heritage: Replaced by Heler’s Clan talent. Storm Summoner. Choose one of the three cyclic benefits in the Fey Heritage: Replaced by Storm Tribe. gathering storm cycle as your personal Infernal Heritage: Replaced by Umath’s inheritance: wind, lightning, or thunder. Once Violence. during your turn when you gather storm and Metallic Protector Heritage: Replaced by gain your chosen cyclic benefit, you can heal Orlanth’s Breath. using a recovery as a quick action. Sorcerer’s Familiar: Replaced by Alynx Adventurer Feat: Once per day, the recovery is Familiar. free. Spell Fist: Renamed War Caster. Champion Feat: When you heal using a Undead Remnant Heritage: Replaced by Heler’s recovery from this benefit, you heal Clan. additional hit points equal to 1d6 x the escalation die. Alynx Familiar (Replaces Sorcerer’s Epic Feat: Once per battle when you gain your Familiar) chosen cyclic benefit, you can choose one of Use the rules from the Wizard’s Familiar talent the other two cyclic benefits to gain also. (core rulebook, page 149–150) with the following Heler’s Clan (Replaces Undead variations. Remnant Heritage) First, instead of the wizard’s choices between toads, eagles, hawks, and serpents, You can’t take this talent if take the Heir of Storm you’ve got an alynx. Alynxes are cats between talent. the size of a house cat and a bobcat that are Replace one of the three cyclic benefits in hugely beloved in Orlanthi society. Yinkin, one your gathering storm cycle with rain, a cyclic of Orlanth’s loyal thanes, is the god of alynxes. benefit available only through this talent. You As with the Wizard’s Familiar talent, you will never have access to the benefit you get to choose two abilities for your familiar. replaced; instead you have rain. Like the benefit Most of the abilities available to wizard’s it replaces, rain’s feats are accessed through the familiars can be chosen by alynx familiars. single feat tree that’s associated with the storm Ignore the core book’s parenthetical suggestions cycle.

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them once, but must replace them with a (1-2) (3-4) or (5-6): Rain different spell at your next full heal-up. Defeated honorably, Heler pledges his powers of With this talent, storm voice summoning Water to serve King Storm. spells are daily spells. Adventurer tier Storm Tribe (Replaces Fey Heritage) 1d3 nearby conscious allies can each heal Twice per day when you roll initiative (once per damage equal to your Charisma modifier battle), you can choose to invoke Storm Tribe (double your Charisma modifier at 5th level; and gain the runic power of one of the other triple it at 8th level). clans and heroes in the wider pantheon of gods Champion tier headed by Orlanth and Ernalda. For a change, As above, and choose a nearby ally. That ally you’re not drawing on Orlanth directly, you’re can roll a hard save (16+). If that ally succeeds, gaining power from his allies. they can heal using a recovery. Roll on the table below. If you roll a runic Epic tier power you already possess, you gain a second The champion-tier save is now a normal save use of the runic power this battle. (11+). In the case of ferocity, “two uses” means you Adventurer Feat benefit: Regardless of the bump the resistance up to 14+ and take a –4 number of allies that you heal, you also heal penalty to MD. damage equal to your Charisma modifier. In the case of quick to fight, you’ll roll three Champion Feat benefit: When one of your d20s for initiative and use the highest result. allies heals using a recovery thanks to rain, Runic Power (d4): that recovery is free instead. 1. B Beast: Ferocity (page XX). Epic Feat benefit: If the first ally fails the save, 2. e Earth: Earth endures (page XX). choose a second nearby ally to roll a save to 3. x Life: There is always hope (page XX). heal using a recovery. 4. s Movement: Quick to fight (page XX). Orlanth’s Breath (Replaces Metallic Champion Feat: You can use Storm Tribe each Protector Heritage) battle instead of twice a day. You gain a +2 bonus to rolls to re-use breath Umath’s Violence (Replaces Infernal weapon spells during a battle. Heritage) Adventurer Feat: You can have multiple breath Once per day as a quick action when the weapon spells active at the same time. You escalation die is 1+, you can enter a spell frenzy don’t gain extra actions, so if you succeed until the end of the battle. with multiple breath weapon spells, you’ll While in a spell frenzy, you roll 2d20 for generally have to choose which one to cast. each of your storm voice attacks. Use the highest Champion Feat: The bonus to reuse your result for your attack roll, but track whether the breath weapon spells increases to +4. other die hits. Storm Summoner (Replaces Chromatic In addition, you also take a –2 penalty to all Destroyer Heritage) defenses while in a spell frenzy. You gain better access to storm voice Adventurer Feat: Like it or not, when you roll summoning spells. a natural 1 or 20 for initiative, you enter Without this talent, storm voice summoning spell frenzy until the end of the battle. This spells are once per level spells—you can cast

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doesn’t expend your daily use of Umath’s scorching ray: Replaced the fire damage with Violence. daily random energy. Renamed ray of power. Champion Feat: If you wish, you can drop out of spell frenzy as a free action when you Heler’s Blessing become staggered. When you do, you heal Ranged spell Xd6 damage, where X = the escalation die. Daily Epic Feat: Once per level, attune a new Target: One random nearby ally chosen among random rune at the start of the day. allies who are staggered

Effect: The target can heal using a recovery. <>

Translating Sorcerer Spells 3rd level spell The target gains a bonus to the Most sorcerer spells translate decently into healing equal to your Charisma modifier storm voice spells with a few systematic (double your modifier at 5th level; triple it at 8th adjustments. level). References to random energy are replaced by 5th level spell Spell is now recharge 16+ after daily random energy. battle instead of daily. Internal references to “sorcerers” refer 7th level spell Spell now targets two random instead to storm voices, and you should nearby allies, if possible. interpret any other self-referential terms with 9th level spell If the escalation die is 3+, the equal charity. target can heal using two recoveries instead of You’re also going to want to rename some of one. the spells to match your power as a storm voice.

We’ve suggested possible names in the spell translation notes appearing at each level below, Lightning Spear and you should feel free to re-envision the spells Ranged spell as your own. Recharge 16+ after battle <> Target: One nearby or far away enemy Attack: Charisma + Level vs. PD 1st Level Spells Hit: 3d8 + Charisma lightning damage. Miss: Make the attack again against a random Here are the changes made to the existing enemy that’s nearby the target, but that attack sorcerer spells from the 13th Age core rulebook to deals only half damage and has no miss effect. fit the storm voice.

3rd level spell 5d8 lightning damage. breath of the White: Renamed wind from Valind’s 5th level spell 7d10 lightning damage. glacier. th burning hands: Replaced the fire damage with 7 level spell 10d12 lightning damage. th daily random energy; renamed first mighty wind. 9 level spell 2d10 x 10 lightning damage. chaos bolt: Renamed wild bolt, and it uses daily Adventurer Feat: Note the escalation die when random energy. you cast the spell. You gain a bonus to the lightning fork: Use as is. recharge roll for this spell equal to that result. resist energy: Use as is. Champion Feat: The recharge roll is now 11+.

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Epic Feat: The recharge roll is now 6+. 3rd level spell 4d10 damage 2d10 damage Storm’s Wrath on odd hit. th Ranged spell 5 level spell 6d10 damage 3d10 damage on odd hit. At-Will 7th level spell 8d12 damage 4d12 damage Target: One nearby enemy on odd hit. Attack: Charisma + Level vs. PD 9th level spell 2d8 x 10 damage 2d4 x 10 Hit: 1d6 + Charisma daily random energy damage. damage on odd hit. Natural Even Hit: As a hit, plus the target takes

1d8 ongoing daily random energy damage. Summon Sylph 3rd level spell 2d8 damage 1d10 ongoing Close-quarters spell damage on even hit. Once per level (unless you have the Storm 5th level spell 3d10 damage 2d6 ongoing Summoner talent) damage on even hit. Breath Weapon: For the rest of the battle, roll a 7th level spell 6d10 damage 2d10 ongoing d20 at the start of each of your turns; on a damage on even hit. 16+, you can use summon sylph that turn if 9th level spell 7d10 damage 3d10 ongoing you wish. damage on even hit. Effect: This spell calls up a sylph (a minor storm Adventurer Feat: This spell now deals miss elemental) as an independent summoned damage equal to your level. creature. The power of the sylph depends on the level of the spell—cast as a 3rd level spell, Champion Feat: This spell can now target a far rd away enemy, and you gain a +4 attack you get the 3 level sylph. bonus against flying creatures. As a breath weapon spell, summon sylph will occasionally allow you to have multiple Epic Feat: Once per day when you score a sylphs fighting for you at the same time. critical hit with this spell, you can cast it again that turn as a free action. Given how easy they are to destroy, it’s more often the case that previously summoned

sylphs have been destroyed. Note that these Strike the Highest are neither full monsters nor mooks; GMs, if Ranged spell you’d like to use one as a monster, give it full Recharge 11+ after battle (double) hit points. Target: One nearby or far away enemy As an independent summoned creature, the Special: If any enemy in the battle has more hit sylph will fight for you without having to be points than the target, this attack takes a –5 commanded, but see creature of wild Air for the attack penalty. die roll that sylphs make to determine their Attack: Charisma + Level vs. PD actions. Natural Even Hit: 2d10 + Charisma lightning damage, and you don’t expend the spell. Summoned Sylph Natural Odd Hit: 1d10 + Charisma lighting Spinning vertices of air animated by the least spirits damage, and you don’t expend the spell. of Orlanth’s hall. Miss: Damage equal to your level.

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1st level troop [ELEMENTAL] the highest hit points and uses its wrenching Initiative: +6 (but usually irrelevant) wind attack against it.

Wrenching wind +6 vs. PD—7 damage Flight: A sylph flies easily on the currents and is very maneuverable. C: Storm spark +6 vs. PD (one nearby enemy)— 5 lightning damage AC 17 PD 18 HP 12 Creature of wild Air: Roll a d6 at the start of each MD 13 of the sylph’s turns: 1–3: The sylph doesn’t move and uses its storm spark attack against a random nearby enemy Summoned Sylph this turn. 5th level troop [ELEMENTAL] 4–6: The sylph teleports (more or less!) as a Initiative: +10 (but usually irrelevant) move action to the enemy in the battle with the highest hit points and uses its wrenching Wrenching wind +10 vs. PD—20 damage wind attack against it.

C: Storm spark +10 vs. PD (one nearby Flight: A sylph flies easily on the currents and is enemy)—16 lightning damage very maneuverable.

Creature of wild Air: Roll a d6 at the start of each AC 15 of the sylph’s turns: PD 16 HP 7 1–3: The sylph doesn’t move and uses its storm MD 11 spark attack against a random nearby enemy this turn. 4–6: The sylph teleports (more or less) as a Summoned Sylph move action to the enemy in the battle with 3rd level troop [ELEMENTAL] the highest hit points and uses its wrenching Initiative: +8 (but usually irrelevant) wind attack against it.

Wrenching wind +8 vs. PD—12 damage AC 19 PD 20 HP 18 C: Storm spark +8 vs. PD (one nearby enemy)— 8 lightning damage MD 15

Creature of wild Air: Roll a d6 at the start of each Summoned Sylph of the slyph’s turns: 7th level troop [ELEMENTAL] 1–3: The sylph doesn’t move and uses its storm Initiative: +12 (but usually irrelevant) spark attack against a random nearby enemy

this turn. Wrenching wind +12 vs. PD—30 damage 4–6: The sylph teleports (more or less) as a

move action to the enemy in the battle with

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C: Storm spark +12 vs. PD (one nearby enemy)—26 lightning damage AC 23 PD 24 HP 50 Creature of wild Air: Roll a d6 at the start of each of the slyph’s turns: MD 19

1–3: The sylph doesn’t move and uses its storm spark attack against a random nearby enemy 3rd Level Spells this turn. breath of the Green: Replaced poison damage with 4–6: The sylph teleports (more or less) as a daily random damage Renamed echoes from the move action to the enemy in the battle with storm realm. the highest hit points and uses its wrenching chaos pulse: Renamed wild pulse. wind attack against it. dragon’s leap: Renamed Orlanth’s leap. echoing thunder: Use as is.. Flight: A sylph flies easily on the currents and is very maneuverable. Storm King’s Greetings

Ranged spell AC 21 Recharge 16+ after battle PD 22 HP 24 Target: Up to 2 nearby or far away enemies MD 17 Attack: Charisma + Level vs. PD Hit: 3d8 lightning damage. Effect: Hit or miss, lightning sparks all around Summoned Sylph you after the attack. Until the end of the battle, th 9 level troop [ELEMENTAL] when an enemy rolls a natural 1 with an Initiative: +14 (but usually irrelevant) attack, it takes lightning damage equal to your level (yes any enemy, even one far away, and Wrenching wind +14 vs. PD—52 damage you don’t have to see it).

C: Storm spark +14 vs. PD (one nearby 5th level spell 5d8 lightning damage. enemy)—48 lightning damage 7th level spell 7d8 lightning damage. 9th level spell 13d8 lightning damage. Creature of wild Air: Roll a d6 at the start of each Adventurer Feat: The follow-up lightning now of the slyph’s turns: strikes on a natural 1 or 2. 1–3: The sylph doesn’t move and uses its storm Champion Feat: Enemies now take lightning spark attack against a random nearby enemy damage equal to twice your level when they this turn. roll a natural 1 or 2 (three times your level at 4–6: The sylph teleports (more or less) as a 8th level). move action to the enemy in the battle with Epic Feat: The recharge roll is now 11+. the highest hit points and uses its wrenching wind attack against it. Storm Step

Close-quarters spell Flight: A sylph flies easily on the currents and is Recharge 11+ after battle very maneuverable.

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Interrupt action to cast the damage of the next attack in the Trigger: An enemy hits you with an attack sequence if it hits. Effect: You take only half damage from the Epic Feat: Each target hit by the attack loses attack. In addition, you teleport next to a flight (save ends). If currently flying, it must random enemy you can see that isn’t engaged use its next move action to land, or else fall. with you, and engaged it. If there isn’t such an enemy to teleport next to, you can’t cast the 5th Level Spells spell. Note that it’s possible that casting the breath of the Black: Renamed killing rain. spell could randomly put you high into the air, momentarily engaged with a flying enemy the Queen’s shadows: Renamed the great chariot. before you fall, or put you in a location you three dooms: Use as is. would really rather not occupy. unearthly glamour: Renamed royal authority. Champion Feat: The recharge roll is now 6+. Epic Feat: After you teleport next to a random Summon Storm Ram enemy and engage it, that enemy takes Close-quarters spell thunder damage equal to your level + triple Once per level (unless you have the Storm your Charisma modifier. Summoner talent) Effect: This spell calls up a storm ram as a Whirlwind superior summoned creature. The power of Close-quarters spell the storm ram depends on the level of the th th Recharge 11+ after battle spell—cast as a 5 level spell, you get the 5 Target: Up to 3 nearby enemies level storm ram. Attack: Charisma + Level vs. PD The storm rams you summon from the middle Air aren’t the same as the storm rams First Hit: 1d6 damage. you may encounter in the world. Use the stats Second Hit: 2d6 damage. below instead of the monster stats from Third Hit: 3d6 damage. chapter XX. Effect: Each target you hit is tossed about by Note also that although the storm rams are winds and loses its next move action. On a technically superior summoned creatures that critical hit, the GM can rule the target could don’t require you to spend your standard take further damage or effects if in a action to get them to fight optimally, their precarious position when it gets tossed. version of optimal fighting is still dicey—see Miss: If the target was engaged with you, it creature of unpredictable storm for the die roll must roll a save; on a failure it pops free from that storm rams make to determine their you. actions.

5th level spell 2d8/3d8/4d8 damage. Summoned Storm Ram 7th level spell 2d10/3d10/4d10 damage. th 9th level spell 3d12/6d12/8d12 damage. 5 level troop [BEAST] Adventurer Feat: Each target loses its next Initiative: +10 (but usually irrelevant) move action, even on a miss. Champion Feat: When you miss with this Swinging horns +10 vs. AC—20 damage, and spell’s first attack or second attack, double the target pops free from the storm ram

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moves and uses horns and hooves against a Horns and hooves +10 vs. AC—30 damage random nearby enemy. Natural even miss: 15 damage. 5–6: Control the storm ram’s actions as you like. Creature of unpredictable storm: Roll a d6 at the start of each of the storm ram’s turns: Flight: A storm ram is one with the sky and flies 1: The storm ram spends its turn attempting to well. disengage and moving to gain altitude. 2–4: If engaged, the storm ram uses its AC 22 swinging horns attack against a random PD 21 HP 80 enemy engaged with it. If not engaged, it moves and uses horns and hooves against a MD 18 random nearby enemy. 5–6: Control the storm ram’s actions as you Summoned Storm Ram like. 9th level troop [BEAST] Initiative: +14 (but usually irrelevant) Flight: A storm ram is one with the sky and flies well. Swinging horns +14 vs. AC—40 damage, and the target pops free from the storm ram AC 20 PD 19 HP 60 Horns and hooves +14 vs. AC—50 damage MD 17 Natural even miss: 35 damage.

Creature of unpredictable storm: Roll a d6 at the Summoned Storm Ram start of each of the storm ram’s turns: 7th level troop [BEAST] 1: The storm ram spends its turn attempting to Initiative: +12 (but usually irrelevant) disengage and moving to gain altitude. 2–4: If engaged, the storm ram uses its Swinging horns +12 vs. AC—20 damage, and swinging horns attack against a random the target pops free from the storm ram enemy engaged with it. If not engaged, it moves and uses horns and hooves against a Horns and hooves +12 vs. AC—30 damage random nearby enemy. Natural even miss: 20 damage. 5–6: Control the storm ram’s actions as you like. Creature of unpredictable storm: Roll a d6 at the start of each of the storm ram’s turns: Flight: A storm ram is one with the sky and flies 1: The storm ram spends its turn attempting to well. disengage and moving to gain altitude. 2–4: If engaged, the storm ram uses its AC 24 swinging horns attack against a random PD 23 HP 140 enemy engaged with it. If not engaged, it MD 20

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Daily Victory Thunder Breath weapon: For the rest of the battle, roll a Close-quarters spell d20 at the start of each of your turns; on a 16+, you can use breath of the furious storm At-Will that turn if you wish. Target: One nearby or far away enemy Targets: 1d3 nearby enemies in a group; breath Effect: You and one nearby ally gain a +2 bonus weapon to all defenses against the target’s attacks until Attack: Charisma + Level vs. PD it hits one of you, until you cast this spell again, or until the end of the battle. In Hit: 4d8 + Charisma thunder damage. addition, the next time the target attacks you Miss: Half damage. or that ally, you can make an Orlanth’s wrath Effect: Hit or miss, you create a small attack against it as an interrupt action. thundercloud that hovers above one of the Attack: Charisma + Level vs. PD targets of your choice. While the cloud is over Hit: 5 lightning damage, and 1d6 ongoing the target, the first time that creature makes an thunder damage. attack each turn, the cloud lets forth a peal of thunder at it as an interrupt action before the Miss: Thunder damage equal to your level. attack. The target must roll a save; on a failure,

it’s dazed for that attack. The thundercloud 3rd level spell 10 lightning damage, and 1d8 lasts until the start of your next turn if you ongoing thunder damage. missed with the attack, and is save ends (11+) th 5 level spell 20 lightning damage, and 2d6 if you hit with the attack. ongoing thunder damage.

7th level spell 30 lightning damage, and 3d4 9th level spell 8d8 damage. ongoing thunder damage. Champion Feat: You now create a 9th level spell 60 lightning damage, and 3d8 thundercloud for each target, instead of only ongoing thunder damage. one target. Epic Feat: The spell’s ongoing damage dice Epic Feat: The spell is now recharge 16+ increase by one size (for example, d4s to instead of daily. d6s, or d6s to d8s).

The Waiting Storm 7th Level Spells Ranged spell th breath of the Blue: Renamed 7 wind of the sacred Daily lightning. Special: You can’t cast this spell with your next stolen faces: Not available. In fact, this type of action after you have gathered storm. power belongs to the trickster in Glorantha. Target: One nearby enemy for each time you’ve You can find it as Got Your Face on page XX. gathered storm so far this battle. touch of evil: Not available. Unlike the sorcerer, Attack: Charisma + Level vs. PD the storm voice doesn’t draw on demonic Hit: 9d12 + Charisma lightning damage. powers. Miss: Half damage.

Breath of the Furious Storm 9th level spell 2d10 x 10 damage. Close-quarters spell

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Champion Feat: You can now target far away enemies with this spell. Epic Feat: The spell is now recharge 16+ instead of daily.

9th Level Spells breath of the void: Use as is. calling the blood: Not available. silver flame: Not available.

Umbroli Allies Close-quarters spell Daily Effect: You call upon Orlanth’s host of spirits, and storm winds swirl around the battlefield under your control. Once per turn as a quick action until the end of the battle, you can take one of the following actions:  Move up to two allies somewhere nearby their current location, or move one enemy somewhere nearby. This movement doesn’t provoke opportunity attacks. You can move an enemy into dangerous terrain (like over a cliff), but it can roll an easy save (6+) to avoid the danger; on a success it lands in the closest safe area.  Gain flight as a move action until the start of your next turn. If you don’t land at the end of your turn, during your next turn, you must either extend your flight as a move action or fall and take damage (based on tier).  Batter your enemies with powerful blasts of wind. Make an attack against 1d3 enemies in the battle: Charisma + Level + 2 vs. PD—3d10 damage, and the target pops free from each enemy engaged with it.

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Gods: Orlanth and Storm Bull are the two STORM WARRIOR standard choices. This is also a fine class if you Violence is always an option. want to play a character devoted to one of the —Orlanth minor gods of the Orlanthi pantheon, notably Vinga (movement and bravery), Yinkin (bestial Overview speed), or Barntar (the plowman’s strength). Required: You must be a devotee of a god from Runes: The storm warrior’s class elements the Air/Storm tribe: Orlanth, Storm Bull, Vinga, work equally well regardless of which Yinkin, Barntar, or one of the lesser Air/Storm gods Air/Storm god you are devoted to. You don’t listed on page XX. have to calibrate your choice of runes to any Play style: The storm warrior is a specific class talents or powers. transformation of the barbarian class from pages Gear 77–82 of the core 13th Age rulebook. Like the barbarian, the storm warrior is a simple class. It Storm warrior’s possessions may depend on replaces the barbarian’s rage with a new class which god they’re devoted to and their feature that gives you extra attacks and keeps backgrounds. Storm Bulls break things too you moving around the battlefield. easily to have much in the way of possessions For the playtest, you should notice that other than weapons and some light armor. A we’ve tinkered with defenses and hit points! Vingan is almost certain to also have some You’ve got a lot more hit points. explorer’s gear or climbing equipment, an Orlanthi is more likely to have a few items from Ability Scores: Strength is the most home, and a Barntar worshiper may be hanging important score for a storm warrior. After on to tools or seed from their days as a simple Strength, Constitution is next in line, since you’ll farmer. take damage often and a high Constitution increases your hit points. @@money. Like barbarians, storm warriors gain a +2 Armor class bonus to Strength or Constitution, as long Storm warriors prefer lighter armor that allows as it isn’t the same ability you increase with them to move, often accompanied by a shield. your +2 racial bonus. Breastplates and helmets with leather kilts are Backgrounds: Consider Chaos-fighter veteran, the most common. for someone who may have faced down one too many abominations; returned exile, for someone Storm Warrior Armor forced out by previous Lunar occupation; Armor Type Base AC Atk Penalty sequestered war child, for a precocious young None 10 — warrior raised and trained in secret; suicide squad Light 11 — survivor, for the luckiest member of the least Heavy 12 –2 lucky battle team; scavenging bandit, for someone Shield +1 — who is not proud of what they had to resort to during Windstop; warrior skald, for a life spent immortalizing the battles fought by you, your Weapons ancestors, and your friends. Standard Orlanthi Storm warriors like swords, axes, spears, backgrounds might include weapon thane, foot throwing axes, javelins, and slings. soldier, Tarshite conscript, or commando.

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Storm Warrior Melee Weapons One-Handed Two-Handed Small 1d4 dagger 1d6 club Light or Simple 1d6 hand-axe, shortsword 1d8 spear Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe

Orlanthi Warrior Ranged Weapons Thrown Bow Small 1d4 dagger — Light or Simple 1d6 javelin, axe, spear 1d6 sling, shortbow Heavy or Martial — 1d8 longbow

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Storm Warrior Level Progression Storm Total Hit Total Feats Class Talents Level-up Damage Bonus Warrior Points Ability from Ability Score Level Bonuses Level 1 (9 + CON 1 adventurer 3 adventurer ability modifier mod) x 3 Level 2 (9 + CON 2 adventurer 3 adventurer ability modifier mod) x 4 Level 3 (9 + CON 3 adventurer 3 adventurer ability modifier mod) x 5 Level 4 (9 + CON 4 adventurer 3 adventurer +1 to 3 abilities ability modifier mod) x 6 Level 5 (9 + CON 4 adventurer 3 adventurer 2 x ability modifier mod) x 8 1 champion 1 champion Level 6 (9 + CON 4 adventurer 3 adventurer 2 x ability modifier mod) x 2 champion 1 champion 10 Level 7 (9 + CON 4 adventurer 3 adventurer +1 to 3 abilities 2 x ability modifier mod) x 3 champion 1 champion 12 Level 8 (9 + CON 4 adventurer 3 adventurer 3 x ability modifier mod) x 3 champion 1 champion 16 1 epic 1 epic Level 9 (9 + CON 4 adventurer 3 adventurer 3 x ability modifier mod) x 3 champion 1 champion 20 2 epic 1 epic Level 10 (9 + CON 4 adventurer 3 adventurer +1 to 3 abilities 3 x ability modifier mod) x 3 champion 1 champion 24 3 epic 1 epic

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Barbarian Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Strength or Constitution (different from racial bonus) Initiative Dex mod + Level Armor Class (light armor) 11 + middle mod of Con/Dex/Wis + Level Armor Class (shield and 12 + middle mod of Con/Dex/Wis + Level light armor) Physical Defense 11 + middle mod of Str/Con/Dex + Level Mental Defense 10 + middle mod of Int/Wis/Cha + Level Hit Points (9 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d10 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes X, Y, and personal rune Talents 3 (see level progression chart) Feats 1 per Level

Basic Attacks

Melee attack At-Will Target: One enemy Attack: Strength + Level vs. AC Hit: WEAPON + Strength damage Miss: Damage equal to your level

Ranged attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage Miss: —

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Class Features up to four nearby allies to each make a basic attack against that enemy as a free action. Storm warriors have a different set of class features than the core book barbarian. Barbarian Rage: Replaced by Inspired Battler. Inspired Strike Excellence: New feature used by storm Inspired action warriors. Melee attack Excellence At-Will (once per round) Once per day, you can reroll a failed skill check. Special: You must be inspired. You gain a +5 bonus to the reroll in place of your Quick action background bonus (if any). Orlanth inspires you Target: One enemy not engaged with you at to greatness, especially when attempting heroic the start of your turn deeds for which you have no training. Attack: Strength + Level vs. AC Inspired Battler (Replaces Barbarian Hit: WEAPON + Strength damage Rage) Miss: Damage equal to your level. During battle, the stormy spirit of your god fills your lungs and drives you to mighty acts of Talents courage and violence. At the start of each round, You use the talents from the barbarian class in roll a d6. If the roll equals the escalation die or the 13th Age core rulebook. In addition, you gain lower, you become inspired for the rest of the two new talents as adventurer-tier options, and battle. three new talents as champion-tier talent While inspired, once during your turn as a options. quick action, you can take an inspired action. Adventurer-tier Talents You primary inspired action is inspired strike Barbaric Cleave: Yes, use as printed. (below). With feats, you can use your inspired Building Frenzy: Yes, use as printed. action in other ways. Slayer: Yes, use as printed. Note that talents and feats from the Strongheart: Yes, use as printed. barbarian class that trigger off raging trigger off Unstoppable: Yes, use as printed. being inspired. Whirlwind: Yes, use as printed. Adventurer Feat: You duck and weave to provide an opening for your ally. Once per Champion-tier Talents day, you can use an inspired action to Natural Will: Yes, use as printed. distract an enemy you’re engaged with. One Violence: Yes, use as printed. nearby ally can then make a basic melee Epic-tier Talents attack against it as a free action. Ancestral Warband: Yes, use as printed. We Champion Feat: Once per battle, you can use were thinking about Glorantha when we your inspired action to roll a save against a designed this talent for the 13th Age barbarian so save ends effect. it works great! Epic Feat: You are the wayfinder who calls Relentless: Yes, use as printed, except that heroism out of your friends to throw down where it refers to “while raging,” you get the the mightiest foe. Once per day when you damage resistance from Relentless while you are hit an enemy with an attack during your inspired. It’s an improvement! turn, you can use an inspired action to allow

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Adventurer Tier Talents Champion Feat: You can use Slam & Crash against one enemy each time you move. Epic Feat: Triple the escalation die! Breath Mastery

Once per battle, you can use your inspired action to heal using a recovery OR to gain a +2 The Bull’s Breath bonus to damage until the end of the battle (+4 During rounds when Chaos has stolen the at 5th level; +6 at 8th level). escalation die, you are considered to be inspired Adventurer’s Feat: The damage bonus that round even if you failed your Inspired increases to +3 (+6 at 5th level; +9 at 8th level). Battler roll that turn. Champion Feat: The recovery is now free. Champion Feat: While fighting Chaos, you roll a Epic Feat: You no longer have to choose d4 for your Inspired Battler checks instead of a between healing and a damage bonus. You d6. get both. Epic Feat: The benefits from The Bull’s Breath also apply when you are fighting Lunars.

Surge of Strength When you attempt to disengage from an enemy, Storm Magic you can declare you’re using Surge of Strength. You can call upon the destructive power of You gain a bonus to your disengage check equal lightning to aid you in battle. Once per day, you to your Strength modifier. If you succeed, you can use your inspired action to cast lightning must try to engage an enemy with the rest of stroke. your move action. <> instead of a move action. Lightning Stroke Epic Feat: When you make a successful Inspired action disengage check, one enemy you just Close-quarters spell disengaged from takes damage equal to Daily double your Strength modifier. Quick action to cast

Target: One nearby enemy not engaged with Champion Tier Talents you You get an additional storm warrior talent at 5th Attack: Strength + Level vs. PD level. Choose one of the following champion Hit: 1d12/level + Strength damage talents, or take another adventurer-tier talent Miss: Half damage. instead. Champion Feat: While you have four or fewer recoveries left, lightning stroke becomes a Slam & Crash recharge 11+ spell instead of a daily spell. Once per turn when you move and engage an Epic Feat: When you hit an enemy with this enemy you weren’t engaged with at the start of spell, if the target has fewer hit points than the turn, that enemy takes damage equal to your maximum hit points, it’s also weakened double the escalation die. until the start of your next turn.

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Epic Tier Talents You get an additional storm warrior talent at 8th Careening Flight level. Choose one of the following epic talents, Once per battle after you have hit with inspired or take another adventurer-tier or champion-tier strike you can begin flying. You can continue talent instead. flying until you end your turn without having used inspired strike that turn. Ancestral Warband: Use this talent. In fact, I This flight is a bit rough and out of control, was thinking about Glorantha when I designed but Orlanth’s winds aren’t out to kill you. th this talent for the 13 Age barbarian! Epic Feat: You gain a +2 melee attack bonus when you attack while flying. Relentless: Yes, use this talent, but where it refers to “while raging,” you get the damage resistance from Relentless while you are inspired. It’s an improvement!

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TRICKSTER ”Here, this is the only chicken I have.” up toward Hero-dom, unless you count the very “No, no I told you to go help the berserker!” likely possibility that you’re going to be the first “Oh look, I found another chicken in my pants. player character to try out the Heroic Return Everything will be fine now.” rules. One final piece of advice: the more friends Overview you have the better. You’re not going to last Required: You must be a devotee of Eurmal. long without the camaraderie, team spirit, and You might not realize it, like the trickster in our heavy armor of your good friends, the real campaign who is sure he is a Sword Priest of warriors. Mostly their heavy armor and sharp Humakt. But Eurmal it is. weapons. Get all the way down to a three- Play Style: If everything in the world went character party, with you as one leg of the according to plan, it would be like nothing tripod, and you might all be going down happened at all. You are here to make sure together. things don’t all go exactly to plan! You are a And hey, that’s the name of one of your locus of luck, both fortune and misfortune. Your powers! antics are comical, but things have a way of Ability Scores: Charisma and Constitution turning out better when you’re around. are your two most important abilities. You’ll use Of all the classes, the trickster is the most Charisma for most of your odd behavior, dependent on the personality of the player. strange attacks, and misplaced luck. Some people shouldn’t even read the class. Constitution is important simply to survive your Others may greet this as the roleplaying odd behavior, strange attacks, and misplaced experience they’ve been itching to access. luck. If your campaign has people from both Tricksters gain a +2 class bonus to Charisma personality groups, the trickster might even or Constitution, as long as it isn’t the same become a challenge for your group dynamics. ability you increase with your +2 racial bonus. The class is studded with notes about avoiding Backgrounds: A few options include: dragging the rest of the table down—comic beastman mascot, as someone who sought refuge license is only available when you’re actually with the centaurs and less seemly creatures of funny. We’re aware that this is a delicate line. Beast Valley; village idiot, for someone who’s It’s a good thing that every Gloranthan culture learned how to get by without lifting a finger; agrees that it’s pretty much always okay to slap whipping boy of a Tarshite noble, if you’ve been a trickster down when their jokes aren’t funny, something of a target-jester; golden child, for the or even if they are. spoiled, useless favorite of an important And another thing. . . . The trickster doesn’t personage; dog child, for one who basically lived follow the same power arc as most other as a dog for most of their youth; former soldier, as characters. In order to be a bad luck magnet and a wounded veteran who won’t admit precisely a scapegoat and a general boggle-farter, the class who they warred for but clearly had a life- st is front-loaded with features and abilities at 1 altering experience; failed herder, for someone level. But when all the other characters are who realized their skills lay outside agriculture; hitting champion-tier and epic-tier and secret priestess, since you were initiated into more becoming awesome, you’re still going to be the cults that you’d imagine possible; local weirdo, trickster. Your abilities are never going to curve because it fits.

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Gods: Eurmal and you: bfff. Type Base AC Atk Penalty Runes: Eurmal has runes. Two of them. None 9 — You’ve probably got another one also. Nearly Light 11 –2 everyone does. So yeah. j Disorder and i Heavy 12 –5 Illusion and ? TBD. Shield +1 –2

Gear Weapons At 1st level, tricksters have a few items they like Words are the best weapons since you can enough to not lose or throw away, plus always find them. Sometimes you find real whatever they’ve managed to keep from weapons too, but most of them just end up escaping from a bag they are carrying. giving you nasty cuts. Usually you’re carrying If you’re the trickster who likes shiny pretty whatever is handy, like a fireplace poker, semi- things, start with 25 gp. If you’ve got someone’s pointy table leg, wagon-wheel spoke, egg- money pouch in your pocket but you’re not sure shaped rock, heavy wooden dinner plate from which coins are in there, start with 1d6 x 10 gp. the last inn, or whatever you happen to have in Armor your bag. Generally, you’re lucky if you’re still wearing clothes. Trickster Melee Weapons One-Handed Two-Handed Small 1d4 (–1) dagger, wooden spoke 1d6 table leg club Light or Simple 1d6 (–2) fireplace poker, tongs 1d8 (–2) heavy wood dinner tray Heavy or Martial 1d8 (–5 atk) chain and ball 1d10 (–5 atk) improvised weapon

Trickster Ranged Weapons Thrown Crossbow Bow Small 1d4 (–2 atk) dagger, item from bag — — Light or Simple 1d6 (–2 atk) wood dinner plate, item from bag — — Heavy or Martial — — —

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Trickster Level Progression

Total Hit Power Pool Level- Damage Bonus From Points s Available up Ability Score Trickster Know Ability Level Total Feats n Bonuses (6 + CON 1 2 Adventurer — ability modifier Level 1 mod) x 3 adventurer Tier (6 + CON 2 2 Adventurer — ability modifier Level 2 mod) x 4 adventurer Tier (6 + CON 3 3 Adventurer — ability modifier Level 3 mod) x 5 adventurer Tier (6 + CON 4 3 Adventurer +1 to 3 ability modifier Level 4 mod) x 6 adventurer Tier abilities (6 + CON 4 4 Champion — 2 x ability modifier mod) x 8 adventurer Tier Level 5 1 champion Level 6 (6 + CON 4 4 Champion — 2 x ability modifier mod) x 10 adventurer Tier 2 champion Level 7 (6 + CON 4 5 Champion +1 to 3 2 x ability modifier mod) x 12 adventurer Tier abilities 3 champion Level 8 (6 + CON 4 5 Epic Tier — 3 x ability modifier mod) x 16 adventurer 3 champion 1 epic Level 9 (6 + CON 4 6 Epic Tier — 3 x ability modifier mod) x 20 adventurer 3 champion 2 epic Level 10 (6 + CON 4 6 Epic Tier +1 to 3 3 x ability modifier mod) x 24 adventurer abilities 3 champion 3 epic Note: Although not listed on the table, this class gets three talents. It does not gain more at higher levels.

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Trickster Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Charisma or Constitution (different from racial bonus) Initiative Dex mod + Level Armor Class (no armor) 9 + middle mod of Con/Dex/Wis + Level Physical Defense 12 + middle mod of Str/Con/Dex + Level Mental Defense 14 + middle mod of Int/Wis/Cha + Level Hit Points (6 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 8 Recovery Dice (1d10 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Disorder, Illusion, personal rune Talents 3 Feats 1 per Level

Basic Attacks* Ranged attack At-Will Melee attack Target: One enemy At-Will Attack: Dexterity + Level vs. AC Target: One enemy Hit: WEAPON + Dexterity damage Attack: Strength + Level vs. AC Miss: 1 damage to an ally of the GM’s choice. Hit: WEAPON + Strength damage Miss: You take 1 damage. *It’s worth mentioning that there aren’t any weapons we can think of that you get to use without an attack penalty, per the table earlier.

Your basic attacks are real bad.

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Class Features Feckless Struggle Tricksters always have a lot going on around When cornered, you might bash an enemy with them, sometimes good and sometimes bad. The a broken doll, a wooden toy sword, or a following class features represent the trickster’s handheld implement popular at certain fertility changing circumstances. rites. Your attacks have no visible effect, but you are loading the enemy up with bad fortune, one Clumsy, Dithering, Disordered, pathetic swing at a time. With any luck, this bad Unfocused karma will come due when one of your allies What stupidity is distracting you when the fight attacks the same target. breaks out? Whatever it happens to be each You have the feckless strike attack. time, you take a –5 penalty to initiative. While everyone else is leaping into battle, you’re either chasing a bug or chattering on about how boots Feckless Strike don’t taste like they used to. Melee attack At-Will Erratic at Best Target: One enemy After every full heal-up, you lose one of your Attack: Charisma + Level vs. MD current trickster talents, determined randomly, Hit: Apply feckless points to the target equal to and acquire a new random trickster talent from 1d6/level + your Charisma modifier (double the talents you weren’t using. Here’s how that your Charisma modifier at 5th level; triple it at works. First, at the start of your adventuring 8th level). Feckless points last until the end of career you can choose your three talents (but the battle or until used up, but they don’t that won’t last long). From then on, you start stack. When you hit an enemy that already has changing them out during each full heal-up. feckless points, use the higher of the two First assign your three talents to a d3 and roll to results, not the total. see which one you lose. Since there are nine total talents, you should have six available (since you When an ally hits that target with an attack, can’t immediately reacquire the talent you just that ally gains a damage bonus equal to the lost). Assign those talents to a d6 and roll for the feckless points assigned to the target. That new you. Voila! damage bonus is the same type dealt by the ally’s attack, making your ally look awesome. Since your loss of one talent and acquisition Feckless points apply to a mook mob’s total of another may have eliminated one or more of hit points, not to individual members of the your feats and may also have opened up new mob. options, you can reassign one feat at adventurer- tier, two feats at champion-tier, and three of Adventurer Feat: You can now use feckless your feats at epic-tier, even if none of your strike for opportunity attacks. existing feats were displaced by the change-up. Champion Feat: Your feckless points can now Your new feat choices also don’t need to be stack on an enemy and are cumulative up to linked to your talents. a maximum of 10 points per level. Note that our usual rules for changing Champion Feat: The feckless point damage powers and talents around are usually quite bonus now applies when an ally damages forgiving. But the trickster should be stuck with the target, instead of only when they hit the the results of these Erratic at Best change-ups. target. This isn’t the class that designs its perfect Epic feat: Once per day when you apply approach to the world. It careens. feckless points to an enemy, you can curse it

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with a dazing effect. When an ally applies Adventurer Feat: Now you use Bad Luck the feckless point damage bonus, the target Magnet for one ally’s attack per battle and is also dazed (save ends). one ally’s save per battle. But you can only have one 1 hanging; you have to get the first Class Talents 1 out of your system before you embrace the second 1. Choose three of the following talents at 1st level. Champion Feat: What the heck. Now you can Given that you are Erratic at Best, the talent use Bad Luck Magnet when an ally rolls a won’t stay with you forever. natural 1–5. You still get a natural 1 for your Abject Failure troubles. When you attempt to accomplish something, Epic Feat: It’s great to be your ally, because you often take a moronic approach to it and fail. when you use Bad Luck Magnet, the ally Your allies, however, prove to be quite capable. who is doing the reroll can roll an extra d20 Twice per day when you roll a skill check, roll and choose the result they like best. two d20s. You use the lower result for your Battle Luck check. Until the end of the battle or for the next five minutes, one nearby ally can use the higher One battle per day, roll a d20 at the start of the result for the same type of skill check. You can’t battle. Until the end of the battle, when the stockpile bad dice this way, use your current trickster or any of their allies hit with an attack Abject Failure problem-die before getting and roll the same result, it’s a critical hit instead. another. If they roll that same result and miss, it’s a hit instead. In addition, each time the trickster or an By the way, when you fail at a social task, it ally rolls that result, the trickster can heal using is usually disastrous in some way. It is perfectly a recovery. acceptable for your allies to beat you in response (no real damage), which often helps smooth Adventurer Feat: Recoveries the trickster gains over a rough situation. with Battle Luck are free. Adventurer Feat: Now you can use Abject Champion Feat: You can now use Battle Luck Failure three times per day. twice per day Epic Feat: When you use Battle Luck, choose Bad Luck Magnet one ally and roll a second d20. That ally gets Bad luck has a habit of landing on you even to use either result. (Only one result because when it’s looking for someone else. Once per your two rolls are the same? Oh well.) battle when an ally rolls a natural 1–3 on an attack roll or save, you can “take a 1.” If you do, Bounce Back the ally rerolls that attack or save. During your When you heal using a recovery, you heal 1 next turn, if you make an attack, use a natural 1 additional hit point for each recovery you’ve result instead of rolling. If you don’t make an used (or lost) since your last full heal-up, attack that turn, you instead undertake a bone- including the one you’re currently using. For breaking stunt of some sort, such as running full example, you gain +1 hp for the first recovery tilt into a stone wall. The stunt requires a you use, +2 hp for the second, and so on (+2 hp th th standard action and you take damage equal to per recovery at 5 level; +3 hp per recovery at 8 the ally’s level (double their level at 5th level; level). triple it at 8th level). Adventurer Feat: Gain an additional recovery.

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Champion Feat: When you use your last they miraculously stay on their feet. When this recovery, you heal to your maximum hit happens, you lose a recovery and your ally heals points. using a recovery. Note that you aren’t being Epic Feat: When you use Bounce Back while moved adjacent to the ally necessarily; maybe on the Hero Plane, one of your nearby allies you just happened to be there for a second, or also heals hp equal to the bonus hit points maybe something you bumped into fell in the you’re getting from the talent. way, or maybe some weird trickster juju got the job done. Maybe no one is sure just how it all Dumb Dumb worked out, even you! Once per battle when an enemy misses you with a melee attack or close-quarters attack, you can Scapegoat have the enemy immediately reroll the attack as When you make a save against a save ends if it had been its own target instead of you. effect and one or more of your allies is also When you use this power, you become subject to a save ends effect, roll two d20s. The vulnerable to all other attacks for one round higher result goes to that ally (you choose if (usually the end of that enemy’s next turn). more than one) and they use it as an immediate Adventurer Feat: The enemy is now also save. You use the lower result. No, scapegoating vulnerable until the end of its next turn. It is not optional while you have the talent. Good might even crit itself. luck out there. Champion Feat: You are only vulnerable until The Very Thing an attack hits you, crits you, or the normal Once per day, you stumble across the very thing one round, whichever comes first. that the party needs in order to move the story Epic Feat: It’s great to be your ally, because forward out of combat. Most likely, it’s one of when you use Bad Luck Magnet, the ally your allies who recognizes what it is you’ve who is doing the reroll can roll an extra d20 found or revealed. For example, the PCs are and choose the result they like best. trying to figure out how to forge an important Follow Me! No Her! No Me! document, but they can't concentrate because Once per day as a quick action, reroll the the trickster is making a lot of noise sucking on escalation die, even if hasn’t yet been set to 1. some toy. The Humakti angrily smacks the Until the end of the battle, instead of advancing trickster up the back of the head, and he coughs the escalation die normally at the start of each his toy onto the ground. It's a signet ring, useful round, roll the escalation die and live with the for forgery. Of course, the trickster doesn't new result. This effect ends the first time you remember how he came to have it. roll a 1 with the escalation die, even if it’s your first roll of the escalation die. At that point, the <> escalation die is set at 1 and advances normally. Fortunate Collision Adventurer-Tier Powers Once per battle when a nearby ally drops to 0 hit points or below, you might get in the way Bloodcurdling Cry of Anguish instead. Roll a normal save (11+). If you fail, Trick nothing happens and your ally drops. If you Recharge 11+ after battle succeed, your ally smashes into you or into Interrupt action some strange situation that you engineered and Trigger: You are hit by an attack.

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Effect: You bellow out an inhuman cry of outrage, or maybe a mewling whimper of <> target or engage you until the start of your Fuster Attack next turn or until you take a move or standard Melee attack action, whichever comes first. Once per battle

Attack: Charisma + Level vs. PD Dance of Blood and Slapstick Hit: 10/level + Charisma modifier damage Close-quarters power (double your Charisma modifier at 5th level; Once per battle triple it at 8th level). Effect: You make a basic melee attack against an Miss: Charisma modifier damage (double your enemy that is also engaged with one of your modifier at 5th level; triple it at 8th level) allies. As a free action, that ally makes a basic Adventurer Feat: Choose one option for the melee attack against it, too. If the enemy enemy before its first attack: it gains a +1 doesn’t drop to 0 hp, it then makes a melee bonus to the attack against itself, OR it takes attack against you as a free action. If you drop a –2 penalty to the attack against you. to 0 hp or below from its attack, that enemy Champion Feat: If the enemy scores a critical also makes a melee attack against your ally hit against itself, it takes triple damage that attacked it as a free action. instead. Adventurer Feat: Your ally gains a +4 bonus to Epic Feat: Once per day when an enemy the attack. engaged with you attacks you and rolls a Champion Feat: If you drop to 0 hp or below natural 1-5, you can make a fuster attack from the enemy’s attack, it doesn’t get to against that enemy as a free action. attack your ally. Epic Feat: After all attacks, if the enemy is still Luck Twister standing, it takes 20 ongoing psychic Trick damage from cosmic bewilderment. Recharge 11+ after battle Quick action Fuster Cluck Effect: Roll a d20. Until the start of your next Close-quarters power turn, you can replace one enemy’s attack roll Once per battle before it makes an attack with your roll. Effect: Choose one enemy that you’re engaged Adventurer Feat: The power is now recharge with. It’s vulnerable until the start of your 6+. next turn. In addition, it makes a melee attack Champion Feat: You can replace the roll after against itself as a free action, if it can. If it hits, seeing the roll instead. it damages itself and is weakened until the Epic Feat: Go ahead and roll two d20s and use start of your next turn. If it misses, it makes a one of those results to replace an enemy melee attack against you as a free action (if it attack roll. can), but the attack automatically misses if the natural attack roll is odd. When the enemy misses you with this attack, you can make a Taunt fuster attack against it. Ranged attack

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Once per battle Effect: Until the end of your next turn, the next Target: One nearby enemy creature that misses with an attack takes 3d6 Attack: Charisma + Level vs. MD damage of a type that seems appropriate for Hit: You serve up a ripe insult that unhinges their attack going terribly wrong somehow, or your foe. The enemy is vulnerable (save ends). half that amount if it’s you who misses, or one Until the target saves, it will move to attack of your allies. The next creature takes 6d6 you if it can. It won’t take opportunity attacks damage, the next takes 9d6, and so on, with to get at you, and it won’t move if it can’t get you and your allies only taking half, until the to you, but it will attempt to disengage, move end of your next turn. out of position, stop guarding a doorway, or Champion Feat: The effect now ends at the otherwise let you lead it where it shouldn’t go. start of your next turn. So you don’t have go down with the rest of them. Champion-Tier Powers Epic Feat: The damage increment is now 4d10, 8d10, 12d10, etc.

Disruption Get Up Get-up Getup Ohpleasegetup! Ranged spell Close-quarters attack Recharge 16+ after battle Daily Target: One random nearby enemy Target: One nearby unconscious ally Attack: Charisma + Level vs. MD Attack: Charisma + Level vs. MD Hit: 1d3 damage, and the target is hampered Hit: The target can heal using a recovery. until the end of its next turn. Crit: The target heals using a free recovery Miss: You take the damage. instead. Champion Feat: The target takes 1d10 damage Miss: The target gains a bonus to their next instead of 1d3. death save equal to your Charisma modifier. Epic Feat: You can now use this power against Fumble: The target takes 2d12 psychic damage. a far away enemy. And all the far away Champion Feat: If you are next to your ally enemies you can see are included in the kicking them awake while making the random selection of targets. attack, you can reroll the attack once.

Whatever the outcome, the target takes <> damage equal to your level after any healing Trickster Magic or unfortunate fumble damage if you roll a 1 Some tricksters are fond of telling people that on the reroll. disruption is the most efficient way of dealing Epic Feat: This power is now recharge 16+ magical damage there is. Or at least it used to after battle instead of daily. be, back in the Dawn Age. <> Spit Lobbing Let’s All Go Down Together Close-quarters attack Trick Recharge 6+ after battle Recharge 16+ after battle Quick action Quick action Target: One nearby enemy

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Effect: Roll a d20 and record the result. When an Epic Feat: When you strut successfully, your ally attacks the target, after making their allies either gain a +1 bonus to their saves, or attack roll, they can choose to replace the roll heal additional hit points equal to double with your d20 roll. This effect can be used your Charisma modifier (triple it at 8th level) only once by an ally and lasts until the end of when they use the recovery. the battle. Epic-tier Power Champion Feat: You can increase the natural

result of your roll by 1 after you’ve rolled it. But not above a natural 20! Got Your Face Epic Feat: Two allies can use the result before Trick it ends. Recharge 11+ after battle Quick action Victory Strut Effect: You’ve got a bunch of nearby player Trick character allies, right? This battle you can use Daily a bunch of their runic powers and racial powers. You get access to a number of player Effect: Once at least half the enemies in a battle character allies’ powers equal to the escalation have been defeated, and you are not engaged die, usually between one and six of your PC by an enemy, you can perform a victory strut. allies. Randomly determine which PCs you The GM judges what “half” should be (ask emulate; if the escalation die is high you might them) and it’s half of the enemy’s overall be getting everyone or it may be simpler to strength, not its raw numbers. When you figure out the one PC ally you don’t borrow strut, each of your allies (but not you) can roll from. Maybe not all the abilities will work out a save against a save ends effect or heal using for you, or maybe they will. Maybe you won’t a recovery. Victory struts become more even have time to use them all. outlandish and distasteful as the trickster rises in level. If you want, feel free to move a little For a change you’re not stealing your bit as part of your strut. friends’ powers. You’re just borrowing them and using them also. And even better, when Champion Feat: You can try to make a victory you use an ally’s runic power or racial power, strut before the enemies are half-defeated! If you are required to imitate them or mock the you do, roll a normal save (11+). If you way they do things. The magic just doesn’t succeed, victory strut works as planned. If work properly if you fail to mock them. you fail, you wasted your standard action strutting and victory strut has no effect other Epic Feat: When you are judged to have than making you look even more ridiculous mocked an ally especially well while using than normal. If you abase yourself their power, that ally can roll a hard save amusingly, perhaps the GM will allow you (16+). If you succeed, that ally gains another to keep victory strut for a different battle use of their power this battle! instead of expending it. But probably not.

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command more respect from authority figures, WINDLORD but you can’t always tell a true rebel by their Orlanth rose from adventurous wind to king of the powers. Consider the following increasingly world. You walk the same path. Actually you sprint odd backgrounds as other starting points: the path, and sometimes fly it. Chieftain’s weapon master; mercenary captain; dragon hunter; explorer; sheep herder; cloud herder; failed healer, for someone whose inner violence Overview couldn’t be tamed; caravan outrider; traveling Required: You must be a devotee of a god of Air and minstrel; former tribal tax collector; Duck Point Movement. That pretty much limits the options to architectural re-engineer; and cursed former Orlanth and Vinga, though you and your GM could lumberman from elven woods. work something else out if you’re feeling unique. Gods: Orlanth or Vinga. Storm Bull doesn’t The wind lord is a transformation class have the discipline or the speed and flexibility to th based on the fighter class from the core 13 Age master your skills. Barntar is stuck on the rulebook. ground. Yinkin is a hunting cat, not a master of Play Style: Like the fighter, the wind lord Middle Air. So yeah: Orlanth and Vinga. uses flexible maneuvers that mean you often Runes: At the moment we haven’t designed shouldn’t narrate your action for your attack the class to play off your rune choices. You until you’ve rolled your attack die and chosen a probably have Air/Storm and Movement, and maneuver. Before you play a wind lord, reread after that your choice of personal rune is up to the fighter, since we’re not going to repeat text you. from the fighter that’s relevant to this Gear transformative class. st Unlike the fighter, the wind lord harnesses At 1 level, wind lords start with a melee some of Orlanth’s magic of storm and weapon or two, a ranged weapon if they want it, movement. Most of this storm magic gets armor, and standard nonmagical gear that is expressed in very powerful attacks called suggested by the character’s backgrounds. exploits that you generally have to set up by @@money triggering a class feature maneuver called deep Armor breath earlier in the battle. Wind lords are trained to fight in either heavy Ability Scores: You need Strength for your metal armor or lighter leathers. Unlike the core attacks and Dexterity because you’re an book’s fighters, wind lords have class features extremely mobile warrior who flashes across the and talents that make them considerably more battle like the lightning of your storm gods. effective fighting in light armor, so the tradeoff Wind lords gain a +2 class bonus to Strength between power and protection is something you or Dexterity, as long as it isn’t the same ability get to work out. you increase with your +2 racial bonus. Backgrounds: Some of the backgrounds Wind Lord Armor and AC mentioned in the other Orlanthi transformative Type Base AC classes could also apply to wind lords. None 10 Compared to storm warriors, wind lords might Light 13 tend to a degree of nobility, or at least enough Heavy 14 wealth to have always been able to afford heavy Shield +1 armor! Compared to rebels, wind lords tend to

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protection or to be deadlier in melee. Other Weapons wind lords choose the Storm Spear talent, which enables them to use lighter d6 weapons that can Wind lords who like to keep hold of their be thrown as d8 weapons, and they opt for weapons most often use swords, the weapon of spears and axes along with a shield. thanes and kings. They might use shields, depending on whether they want a bit more

Wind Lord Melee Weapons One-Handed Two-Handed Small 1d4 dagger 1d6 club Light or Simple 1d6 shortsword, hand axe 1d8 spear Heavy or Martial 1d8 longsword, battleaxe 1d10 greatsword, greataxe

Wind Lord Ranged Weapons Thrown Bow Small 1d4 dagger — Light or Simple 1d6 javelin, axe 1d6 shortbow Heavy or Martial — 1d8 longbow

Wind Lord Level Progression Similar to the fighter in the core 13th Age rules, the wind lord’s weapon attack maneuvers and exploits deal damage based on your level. You don’t have to keep track of upgrading a 1st level maneuver/exploit into a 3rd level version, because all the maneuvers and exploits function at your level. You can change which maneuvers and exploits you know and have ready whenever you gain a level . . . maybe even more often if you’ve got an excellent story ready explaining your new training routine.

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Wind Total Hit Total Feats Mane Expl Maneuver Talents Level- Damag Lord Points uvers oits & Exploit up e Bonus Level Know Kno Pools Ability From n* wn Available Bonuse Ability s Score Level 1 (7 + CON 1 adventurer 2 3 1st level 3 Adventurer ability mod) x 3 mod Level 2 (7 + CON 2 adventurer 3 3 1st level 3 Adventurer ability mod) x 4 mod Level 3 (7 + CON 3 adventurer 3 4 3rd level 3 Adventurer ability mod) x 5 mod Level 4 (7 + CON 4 adventurer 4 4 3rd level 3 Adventurer +1 to 3 ability mod) x 6 abilities mod Level 5 (7 + CON 4 adventurer 4 4 5th level 3 Adventurer 2 x mod) x 8 1 champion 1 Champion ability mod Level 6 (7 + CON 4 adventurer 5 4 5th level 3 Adventurer 2 x mod) x 10 2 champion 1 Champion ability mod Level 7 (7 + CON 4 adventurer 5 5 7th level 3 Adventurer +1 to 3 2 x mod) x 12 3 champion 1 Champion abilities ability mod Level 8 (7 + CON 4 adventurer 6 5 7th level 2 Adventurer 3 x mod) x 16 3 champion 2 Champion** ability 1 epic mod Level 9 (7 + CON 4 adventurer 6 6 9th level 2 Adventurer 3 x mod) x 20 3 champion 2 Champion** ability 2 epic mod Level (7 + CON 4 adventurer 7 6 9th level 2 Adventurer +1 to 3 3 x 10 mod) x 24 3 champion 2 Champion** abilities ability 3 epic mod

*The deep breath maneuver that all Wind Lords have as a class feature is in addition to the maneuvers shown in this column. **The two champion tier talents shown at 8th level are an option. You’re free to stick with your adventurer-tier talents if you like, and you still have a max of four talents.

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Wind Lord Stats Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent. Ability Bonus +2 Strength or Dexterity (different from racial bonus) Initiative Dex mod + Level Armor Class (heavy armor) 15 + middle mod of Con/Dex/Wis + Level Armor Class (shield and 16 + middle mod of Con/Dex/Wis + Level heavy armor) Armor Class (light armor) 13 + middle mod of Con/Dex/Wis + Level Armor Class (shield and 14 + middle mod of Con/Dex/Wis + Level light armor) Physical Defense 10 + middle mod of Str/Con/Dex + Level Mental Defense 10 + middle mod of Int/Wis/Cha + Level Hit Points (7 + Con mod) x Level modifier (see level progression chart) Recoveries (probably) 9 Recovery Dice (1d10 x Level) + Con mod Backgrounds 8 points, max 5 in any one background Runes Air/Storm, Movement, and a personal rune Talents 3 (see level progression chart) Feats 1 per Level

Basic Attacks

Melee attack At-Will Target: One enemy Attack: Strength + Level vs. AC Hit: WEAPON + Strength damage Miss: Damage equal to your level

Ranged attack At-Will Target: One enemy Attack: Dexterity + Level vs. AC Hit: WEAPON + Dexterity damage Miss: —

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Class Features already that day plus one. In your first battle of Wind lords replace the class features of the core the day, you can use one exploit. You can use book fighter with features more in keeping with two exploits in your second battle, three exploits their fast-flowing style. in your third battle, four exploits in your fourth battle of the day, and so on if you get more than Extra Tough: Replaced by The Inner Wind. four exploits. Threatening: Replaced by Wind Step. Note that this class feature is playing off our

standard 13th Age rule defining a “day” as the The Inner Wind (Replaces Extra Tough) time between full heal-ups, roughly four battles. You gain an additional maneuver called deep Since GMs often make battles that are far breath. This maneuver allows you to trigger a tougher than normal and therefore put the party special attack or power called an “exploit” later through fewer than four battles in a day, this in the battle. feature encourages the GM to track whether a Wind lord exploits are listed below at each battle earlier in the day was actually worth two level following several new maneuvers. Every battles, so that the wind lord has more access to wind lord chooses three exploits at 1st level, their exploits than suggested by the raw gains more exploits as they rise in levels (see the numbers. level progression table), and can learn more exploits based on their talent and feat choices. <> Destor’s whistling sword, can be used only once Deep Breath per day. Flexible melee attack When you gain a new level, you can swap in Triggering Roll: Natural 16+ new exploits of your level or lower, if you wish. Exploits are like the fighter’s maneuvers in that Effect: You can use a single exploit later this they all function at your level and you gain battle, as long as you have exploits remaining access to new exploits as you rise in level . . . but and haven’t exceeded the number of exploits exploits you learned at lower levels generally you can use in a battle. You can’t trigger deep still work well. breath again until you have used the exploit you just earned, no stockpiling. As special attacks and powers, exploits have a different usage pattern than other powers. You Adventurer Feat: Once per battle while the can only use an exploit after you’ve triggered escalation die is 2+, you can trigger deep deep breath or use one of the other methods breath with any natural even roll. related to wind lord talents detailed below. If Champion Feat: Once per day, you can use an the exploit requires a standard action, you must exploit without having set it up by using use your next standard action for the exploit. deep breath or any of the other methods of Likewise, if the exploit requires a quick action, using exploits you may have acquired. you must use your next quick action for the Epic Feat: Daily exploits you know become exploit. Hence, you often will use quick action recharge 16+ after battle instead. exploits the same turn as deep breath, but generally use standard action exploits during Wind Step your next turn. Once per battle you can use a quick action as a Exploit usage limit: No matter which move action. method you follow to use an exploit, the In addition, if you are wearing light armor number of exploits you can use each battle is or no armor, you can also use a quick action as a equal to the number of battles you have fought

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 134 move action once per turn while the escalation Epic Feat: Increase the number of exploits you die is even. can use each battle by 1. For example, in the Adventurer Feat: When you use Wind Step, first battle of the day, you can now use two you gain a +2 bonus to disengage checks exploits, and in the fourth battle you could that turn. theoretically use five exploits. Champion Feat: The bonus to disengage checks is now +5. Storm Spear Epic Feat: Once per battle when you use Wind The damage dice for your attacks with thrown Step, you can use the move action you gain ranged weapons (javelins, throwing axes, etc.) to teleport somewhere nearby. increase by one size (from d6s to d8s). In addition, when you miss with a basic ranged Adventurer-Tier Class Talents attack using a thrown weapon, the attack deals damage equal to your level. Choose three of the class talents from the fighter class or the new wind lord talents below. Adventurer Feat: Once per battle, you can use a wind lord maneuver that normally You get an additional wind lord class talent requires a melee attack while making a at 5th level that you can use for a champion-tier ranged attack with a thrown weapon, as talent. Later, at 8th level, you can swap an long as you can tell a story about why the adventurer-tier talent for another champion-tier trick will work. talent, if you wish. You end up with a total of four talents, ee the Wind Lord Level Progression Champion Feat: Now you can use a maneuver table. with a thrown weapon twice per battle. Cleave: Yes, use as printed. Epic Feat: Your wind lord thrown ranged weapon attacks now deal half damage on a Comeback Strike: Yes, use as printed. miss. Counter-Attack: Yes, use as printed.

Deadeye Archer: Replaced by Storm Spear. Heavy Warrior: Replaced by Umath’s Warband. Umath’s Warband Power Attack: Yes, use as printed. While you’re wearing light armor or no armor, Skilled Intercept: Yes, use as printed. you gain a +1 bonus to your attacks. Tough as Iron: Yes, use as printed. Adventurer Feat: Once per battle while you’re wearing light armor or no armor, you can reroll a melee attack roll. You must use the Path of Heroes second result. st You learn an additional exploit at 1 level— Champion Feat: Once per battle when an you’ll start with four exploits instead of three attack hits you while you’re wearing light like most wind lords. armor or no armor, you can take only half rd You learn an additional exploit at 3 level, damage from it. th and another additional exploit at 7 level. Epic Feat: Once per battle while you’re Adventurer Feat: When you use an exploit, wearing light armor or no armor, you can you also heal hit points equal to your level add 1 to the natural result of one of your plus your Strength modifier (double your wind lord attack rolls. th th Strength modifier at 5 level; triple it at 8 level). Champion-tier Class Talents Champion Feat: Once per day during a turn when you use a standard action exploit, you can also use one of your quick action exploits.

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Sudden Violence Deadly assault: Yes, use as printed. Once per battle when you use an exploit with a Defensive fighting: Replaced by in motion. standard action, you can roll a hard save (16+). If Grim intent: Yes, use as printed. you succeed, you can use the exploit with a Heavy blows: Yes, use as printed. quick action instead of a standard action. Precision attack: Yes, use as printed. Champion Feat: You can now use this talent Second shot: Replaced by spear thane’s maneuver. twice per battle. Shield bash: Yes, use as printed. Epic Feat: When your first Sudden Violence Two-weapon pressure: Replaced by together! save during a battle fails, your second New 1st Level Maneuvers Sudden Violence save that battle is normal (11+) instead. Catch One Breath Vanganth’s Breath Flexible melee attack Once per day when you use an exploit in battle, Triggering Roll: Any natural even miss you gain flight as a move action until the end of Effect: If you’re staggered, heal hit points equal that battle. While flying, if you don’t land at the to your Strength modifier (double your end of your turn or use a move action each turn Strength modifier at 5th level; triple it at 8th to stay aloft, you fall and take damage (based on level). tier). Adventurer Feat: You can now trigger catch Champion Feat: You can now use this talent one breath with any miss. twice per day. Champion Feat: If you’re not staggered when Epic Feat: You can now fly as a move action you trigger this maneuver, heal hit points any time you like. equal to your level. Epic Feat: When you trigger catch one breath with a natural even miss, one staggered but Voice of the Storm still conscious nearby ally heals the same Choose one limited (non at-will) spell of your amount of hit points as you. level or lower from the storm voice class. You can cast this spell as if you were a storm voice (though you can’t gather storm). Replace In Motion references to Charisma in your chosen spell with Flexible melee attack references to Strength. You can change your Triggering Roll: Any natural even roll chosen spell each time you take a full heal-up. Effect: You gain a +5 bonus to disengage checks Champion Feat: You gain a second limited until the end of your turn. spell of your level or lower from the storm Adventurer Feat: The bonus lasts until the end voice class. of your next turn instead. Epic Feat: You gain a third storm voice spell Champion Feat: The bonus also applies to one of your level or lower. One of the spells can nearby ally of your choice. now be an at-will spell. Epic Feat: Once per battle, you can pop free from all enemies when you trigger this Existing 1st Level Maneuvers effect.

Here are the changes made to the existing fighter maneuvers from the 13th Age core Spear Thane’s Maneuver rulebook to fit the wind lord. Flexible melee attack Brace for it: Replaced by catch one breath. Special: You must be using a spear, javelin, axe, Carve an opening: Yes, use as printed. or other thrown weapon.

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Triggering Roll: Any natural even hit Miss: Damage equal to your level. Effect: Roll a hard save (16+). If you succeed, you can make a basic ranged attack with a The Laughing Cut thrown weapon as a quick action this turn. Melee attack exploit (You can’t use a maneuver with this extra Once per battle attack.) Target: One enemy engaged with you Adventurer Feat: The save is now normal Attack: Strength + Level vs. AC (11+). Hit: WEAPON + Strength damage. Deal half of Champion Feat: Making the extra basic ranged the damage to the target as weapon damage. attack now uses a free action instead of a Then deal the full damage you rolled as quick action. lightning or thunder damage to a nearby Epic Feat: When you use spear thane’s enemy of your choice. maneuver, you gain a bonus to disengage Special: While the escalation die is 2+, roll one checks that turn equal to your Dexterity extra WEAPON damage die for this attack. modifier. Miss: Damage equal to your level to the target,

and lightning or thunder damage equal to Together! your level to a nearby enemy of your choice. Flexible melee attack Triggering Roll: Any natural odd miss The Sandals of Darkness Effect: The next ally who makes a melee attack Exploit against the target you missed before the start Once per battle of your next turn gains a +2 attack bonus against the target. Effect: Remove yourself from play. While out of play, you can’t be targeted by effects or take Adventurer Feat: The bonus now applies to any other actions except to roll saves. At the each ally who makes a melee attack against start of your next turn, return anywhere the target before the start of your next turn. nearby that you could have moved to Champion Feat: The bonus now also applies normally during your turn, and deal double to your next attack against the target this damage with your first attack that turn. (You battle, whenever that occurs. can’t delay or do anything to alter your place Epic Feat: The bonus now applies to your in initiative order.) allies’ non-melee attacks against the target. 5th level exploit You can also heal using a

recovery when you remove yourself from 1st Level Exploits play.

Dragonbreaker The Shield of Arran Melee attack exploit Exploit Daily Once per battle Target: One enemy engaged with you Special: You must be using a shield. Attack: Strength + Level vs. AC Quick action Hit: WEAPON + Strength damage, and the Effect: You gain resist damage 16+ against the attack is a critical hit if the target is a dragon next attack that targets your AC. OR if it has more hit points than you. (For a 3rd level exploit The resistance increases to change, you don’t get to triple the damage if 18+. you already rolled a critical. Double-damage critical is the most you get with this.)

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5th level exploit The resistance applies to Epic Feat: While the escalation die is 5+, use it each attack against your AC until the end as the bonus instead. of your next turn. th 7 level exploit The resistance also applies There’s Always Hope to attacks against your PD. Flexible melee attack 9th level exploit The resistance also applies Triggering Roll: Natural 1–5 to attacks against your MD. Effect: Choose yourself or a nearby ally. That

creature gains a +2 bonus to AC and MD until Existing 3rd Level Maneuvers the start of its next turn. Hack & slash: Yes, use as printed. Adventurer Feat: The bonus also applies to Make ‘em flinch: Yes, use as printed.` PD. Punish them: Replaced by I will not break. Champion Feat: The bonus applies to both Steady now: Replaced by desperate strength. you and one nearby ally. Strong guard: Replaced by there’s always hope. Epic Feat: The bonus increases to +3.

rd New 3rd Level Maneuvers 3 Level Exploits

Desperate Strength Helemakt’s Winds Flexible melee attack Exploit power Triggering Roll: Any natural even miss Once per battle Effect: You gain a +2 bonus to the next save you Effect: Roll a d4 to determine the effect. roll this turn. 1. Killer rain gale: Each nearby enemy takes 13 Adventurer Feat: When you use this damage (5th level: 20 damage; 7th level: 35 maneuver, you can choose to spend a damage; 9th level: 55 damage). recovery. If you do, the save bonus is equal 2. Blinding shadow: Use the sandals of darkness to the escalation die instead. exploit as an exploit of your level. Champion Feat: When you spend a recovery 3. Searing bolt: Use Yavor the Lightning Spear as to use the escalation die as a save bonus, the an exploit of your level. bonus applies to each save you roll that 4. Falling wind: Until the end of the battle, turn. when an enemy makes a melee attack Epic Feat: The first time you use this against you, roll an easy save (6+) as an maneuver each battle, you gain a +1 bonus interrupt action. If you succeed, that enemy to all saves until the end of the battle (so takes 13 damage before it attacks (5th level: without a recovery spent the next save you 20 damage; 7th level: 35 damage; 9th level: 55 roll gains a +3 bonus). damage).

I Will Not Break Yavor the Lightning Spear Flexible melee attack Ranged attack exploit Triggering Roll: Any natural even roll Once per battle Effect: You gain a +2 bonus to MD until the end Target: One nearby enemy of the battle. Attack: Strength + Level vs. PD Adventurer Feat: The bonus increases to +4. Hit: 5d10 + Strength lightning damage. Champion Feat: You also get the bonus to Miss: Half damage. saves against confusion.

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5th level exploit Target up to 2 nearby Miss: Damage equal to your level. enemies. Effect: After the attack, you teleport next to the 7th level exploit 9d10 damage, and the target and engage it. Then you can make an at- targets can be far away. will wind lord melee attack against it as a free 9th level exploit 2d6 x 10 damage, and you action. can now target up to 3 nearby enemies. > Existing 5th Level Maneuvers Players The spear throwing exploit isn’t actually a teleport A dozen cuts: Yes, use as printed. effect, not in the magical sense we’re familiar Hero’s skill: Yes, use as printed. with from 13th Age teleporting wizards. Instead, Sword master’s anticipation: Yes, use as printed. you’re jumping on your spear and riding it to the target, but it’s happening so fast and so New 5th Level Maneuvers unstoppably that we’re calling it teleport to indicate that no one can mess with you along the flight path. Determination <> Flexible melee attack

Triggering Roll: Natural 1–5 th Effect: Add one to the number of exploits you Existing 7 Level Maneuvers can use during this battle. This doesn’t set you Never surrender: Yes, use as printed. up to use an exploit, it just opens the Spinning charge: Yes, use as printed. possibility of adding one to the number you Sword of destiny: Yes, use as printed. might be able to use later.

7th Level Exploits th 5 Level Exploits Durndor the Gutburner Destor’s Whistling Sword Close-quarters attack exploit Exploit Daily Daily Target: One nearby enemy Quick action Attack: Strength + Level vs. PD Effect: Until the end of the battle, roll a d6 at the Hit: 2d6 x 10 + Strength damage, and 35 ongoing start of each of your turns. If you roll less than damage (hard save ends, 16+). the escalation die, you can use one quick Miss: 35 ongoing damage (normal save ends, action as a standard action that turn! If you 11+). roll equal to the escalation die, the effect ends. 9th level exploit 3d6 x 10 damage; 60 ongoing damage. Spear Riding Trick Ranged attack exploit The Seventh Wind Special: You must be using a thrown ranged Exploit weapon. Daily Once per battle Quick action Target: One nearby enemy Effect: Heal using a recovery. Then roll a normal Attack: Dexterity + Level vs. AC save (11+); for a change this save lets you add Hit: WEAPON + Dexterity damage.

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the escalation die as a bonus. If you succeed, charge and destroy attack against that enemy heal again using a free recovery. as a free action. The sky bull is perfectly willing to take opportunity attacks to pull this off. Existing 9th Level Maneuvers

Combat mastery: Yes, use as printed. Creature of the tempest: Roll a d6 at the start of Set ‘em up: Yes, use as printed. each of the sky bull’s turns:

1–2: The sky bull spends its turn attempting to 9th Level Exploits disengage and moving to gain altitude, or just blowing wind and huffing dangerously, trying to sort out what all these little people The Scarf of Mist are doing scrambling around. Close-quarters attack exploit 3–4: If engaged, the sky bull uses its stomp and Daily gore attack against a random enemy Target: One nearby enemy engaged with it. If not engaged, it moves Attack: Strength + Level vs. PD and uses charge and destroy against a random Hit: Half the target’s current hit points, and the nearby enemy. target is hampered (hard save ends, 16+). In 5–6: Same as 3–4, but you choose the targets of addition, if the target had fewer hit points the attacks if there is a choice. than you before the attack, it treats all enemies

as invisible (hard save ends both, 16+). Flight: A sky bull flies like an avalanche of the Miss: Damage equal to your level, and the target air. is hampered (save ends).

AC 22 Summon Sky Bull PD 24 HP 180 Exploit Once per level MD 18

Effect: You summon a 9th level sky bull as an

independent summoned creature. As an independent summoned creature, the sky bull will fight for you without having to be commanded, but see creature of the tempest for the die roll that the sky bull makes to determine its actions.

Summoned Sky Bull Large 9th level wrecker [BEAST] Initiative: +16 (but usually irrelevant)

Stomp and gore +14 vs. PD—40 damage Miss: 25 damage.

Charge and destroy +14 vs. AC—70 damage First natural even hit each turn: Choose another random nearby enemy not engaged with the sky bull. The sky bull moves and makes a

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Chapter 5: Enemies The monster rules in chapter 7 of the 13th Age core rulebook still apply. We’ll cover the new wrinkles added by Gloranthan in the New Stats and New Types sections below.

NEW TYPES Two new monster types—CHAOS and SPIRIT— join the list of monster types established on page 203 of the core rulebook. CHAOS: Chaos is such an overwhelming force that when a creature is truly Chaotic,that overshadows any other monster type they would have had. For example, broos aren’t humanoids, they’re Chaos. And gorps aren’t oozes—they’re Chaos. @@probable SPIRIT: We could have introduced SPIRIT as a type earlier in our game’s existence. Maybe we should have, given the number of times we refer to spirits in various sections of the story. Glorantha forces the issue with a multiplicity of spirits and occasional gods. The lines between spirits, undead, and elementals blur in spots. If your game’s story argues for a reinterpretation of a particular type, go ahead and redraw the lines as you wish.

@@building battles table

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escalation die that round, and the party has to ? Chaos suffer with the lowest result. Chaos is the great enemy, the Predark, the Overcoming Chaos: Chaos is weird, awful, destroyer, the unmaker. and destructive, but compared to the powers of many of the gods, it’s not particularly resilient. There are a number of treatments of capital- When the GM decides that the battle has swung C Chaos in fantasy literature and gaming. Some in favor of the player characters, or some special of them were inspired by Michael Moorcock’s story event has occurred that shows that Chaos multiversal Eternal Champion books. Other is faltering (see the Horn of Snakepipe Hollow’s visions of Chaos were inspired by Glorantha! climactic battle for an example), don’t roll for Glorantha’s Chaos is capable of insidious Chaos stealing the escalation die in subsequent corruption, but we’re not dealing that much rounds of that battle. If Chaos suddenly gets with the subtle manifestations of Chaos in this reinforced, start rolling again! book. For now, we’re focused on Chaos monsters that can be slain with swords or spells, Chaos Conversions whose corruption can be purged by a strong Most all the aberrations from core 13th Age could divinely blessed fire that crisps their bones and function as plausibly icky Chaos monsters. So goo to ash. could many other creatures, including orcs, Too much exposure to Chaos often drives ogres, and the tarrasque. We’ve detailed one normal people insane. People like the player especially good conversion candidate, gnolls, characters, who can face Chaos without under a Gloranthan name, nangrels, on page XX. flinching, are by definition heroes, where Whenever you convert a monster from other normal Gloranthans are concerned. (Maybe 13th Age sources into a Gloranthan Chaos dangerous ill-tempered untrustworthy heroes, monster, consider replacing defensive abilities but still heroes who might be tolerated longer with offensive power. Chaos creatures aren’t as than their manners would ordinarily require!) firmly rooted in reality as normal creatures. Fighting Chaos They’re riddled by flaws and odd weaknesses. They’re also oriented toward destruction, Fighting Chaos isn’t like fighting anyone else. starting with themselves. If a battle pits the player characters against Chaos creatures, there is a chance each round A Touch of Chaos that Chaos steals the escalation die from the It’s a tradition of Gloranthan roleplaying games player characters. that Chaos monsters often have powers that At the beginning of each round when the reflect unpredictable mutations. Partly that was escalation die advances, the GM chooses one of because monsters in earlier systems often lacked the players to roll a d20. If the party contains a the style of crunchy-weird abilities that 13th Age trickster, the trickster is always the PC who has monsters hit you with every fight. The truth is to roll this d20. that we have already equipped most our Chaos 1–5: The PCs don’t add the escalation die to monsters with semi-bizarre abilities, so we’re their attacks this round; instead, all Chaos not interested in adding many features to Chaos creatures add the escalation die to their attacks monsters. this round. But the fact that Chaos is endlessly twisted 6–20: The PCs get the escalation die this and full of terrible surprises is too tempting to round as usual. ignore entirely. We’re suggesting three different Two tricksters: If you have more than one methods of adding occasional Chaotic touches trickster in the party, you’ll have a lot of trouble to monsters and battles. in fights against Chaos. Each of your tricksters The first idea, Nastier Chaotic Specials, uses will roll each round to see if Chaos steals the Nastier Specials in a slightly different way when

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 142 you want to add one or more to a Chaos battle Chaotic Features but don’t want to use any of the suggestions Here’s where we repurpose the original RQ already attached to the monster. The second name for the abilities that got added to Chaos idea we’re calling Chaotic Features, and as critters by random die rolls. you’ll see, even if you decide a battle might use These chaotic features usually don’t show it, it won’t always come up. The third mechanic, up at the start of a battle; instead, they are Chaotic Uniques, should be saved for truly temporary mutations that surface during horrible occasions. combat when the GM decides to make Chaos a Nastier Chaotic Specials bit tougher in the fight. If you’re looking for a As in core 13th Age, the option of using nastier structural time to use the mechanic, it’s probably specials is up to you. We use them when we best employed when Chaos has been think the PCs are getting smug, when we need empowered by the PCs’ earlier random rune to make a fight less fair, and when we recognize attunement rolls, or when the PCs are fighting in something dramatic or wonderful that could an utterly polluted Chaos nest. come from being nasty. When a GM decides to use Chaotic features, You’ll see that many Chaotic monsters they aren’t assigned to creatures before the already come equipped with options for nastier battle. Instead, the GM secretly rolls a d3 at the specials. Since Chaos creatures are bizarre start of a battle to determine the total number of mutants, there’s a simple and surprisingly features that can be added to Chaos creatures satisfactory shortcut when you want to come up during the battle. with a new nastier special: just borrow an ability At a point during the battle when the player from any other monster . . . and we mean any characters keep the escalation die instead of monster, from any 13th Age book. losing it to Chaos that round, the GM chooses or Extra points if you combine things that look randomly determines a non-mook Chaos awesome! A broo with a scorpion man’s poison creature and rolls a Chaotic feature for it on the stinger that deals ongoing poison damage the list below. Yes, this means the PCs are caught first time the broo’s other attack rolls a 16+? between a Chaotic feature mutation and an Awesome! A mushroom-sprouting gorp with escalation die theft—fighting Chaos ain’t good the hallucinogenia confusion attack from a times. Unless stated otherwise, the feature sticks braincap fungaloid (13th Age Bestiary, page 84). with the affected creature until the end of the Psychedelic! How about a krarshtkid that battle. regenerates like a 13th Age troll (core book, page There’s always a limit to the number of 248)? Yum! Thanatari doom priest with one Chaotic features that will surface during a battle mutant severed head that turns out to be a (the d3 roll), but a good GM ratchets up the screaming skull from page 110 of the 13th Age tension instead of telling the PCs when they’re Bestiary? Yes . . . although that sounds more like safe from further woe. adding another monster to the battle than using As always, with Chaos, the list below is a nastier special. useful rather than complete. Feel free to replace For a list of bizarre abilities you could features that the PCs have seen once or twice borrow for other Chaos monsters, seem the list with new features of your own creation. of demon abilities on page XX. Any creature Chaotic Feature (d8) possessing one of these abilities could be said to 1: Fevered—This turn, and during any turn in be a demon. . . . which Chaos has stolen the escalation die, this creature can take an extra standard action. 2: Godless—Determine three random runes on the Random Rune Table (page XX). Heroquest gifts from those runes have no effect this battle

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until this creature drops to 0 hp. Ignore any continues with stat blocks, and concludes with default bonuses such gifts provide and negate possible Chaotic features, notes on broo bands, any of their powers. and optional rules for Chaos diseases. 3: ‘Pregnant’—When this creature is staggered, The Chaotic Standard destroy it and replace it with 4 Chaotic mooks What orcs are to most dungeon-delving games, of equal or lower level. If the creature is broos have been to Gloranthan adventures: the already staggered—boom, instant mooks! humanoid but utterly loathsome monsters that 4: Deathscream—When this creature drops to 0 should be slain on sight. When 13th Age hp, each nearby non-Chaotic creature takes 5 proposed that orcs were a sort of infection, ongoing psychic damage (10 ongoing damage rising spontaneously from polluted earth, we at champion tier; 15 ongoing damage at epic were half-thinking about Gloranthan broos. As tier). creatures from Glorantha’s reservoir of mythic 5: Warped—Until the end of the battle, at the tropes, broos are the monstrous rapists of the start of this creature’s turn, as a free action it cosmos, procreating by violating everything teleports, swapping places with one other else. random nearby creature. Of course, that element of the broos’ cosmic 6: Mirrored—Until the end of the battle, when an horror should be kept off-screen. It’s exactly the attack deals miss damage to the creature, the horror that player character heroes are meant to attacker takes that damage instead. prevent, and part of the reason that even 7: Doomroll—Echoes of the explosion of the somewhat monstrous trolls and Storm Bull Spike shake the souls of all non-Chaotic berserkers look clean compared to Chaos. creatures in the battle, and Chaos now steals the escalation die each round on a 1–10 instead of a 1–5. Broo Wretch 8: Backlash—When this creature takes damage, The lowliest of the lowly. each nearby enemy takes damage equal to the creature’s level. 2nd level mook [CHAOS] Initiative: +4 Chaotic Uniques There’s one last flavor of unique Chaotic ability, Gore-stained spear +6 vs. AC—4 damage but it’s not something we’ll present here. Special Chaos creatures may have special abilities, R: Sling +6 vs. AC—3 damage unique to them, just as player characters have One Unique Things. It’s part of that Chaotic Flailing death spasm: The vile wretch twists and creature’s ongoing assault on reality. For whirls as it dies, with horns, teeth, and its examples, we’ll eventually turn our guest weapon all lashing out unpredictably. When instructor, the Crimson Bat. the wretch drops to 0 hp, each enemy engaged with it takes 1 damage.

BROOS Nastier Specials Horned spawn of an original horrific act of cosmic Sneaky strike: When the wretch engages an rape, echoed hideously across the centuries by the enemy that’s engaged with one of the wretch’s broos themselves. allies, that enemy takes 1 damage.

Our broos section starts with a discussion of AC 16 their place as the standard Gloranthan monster, PD 16 HP 10 (mook)

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MD 11 Fine Orlanthi sword, now filthy +10 vs. AC—8 Mook: Kill one broo wretch mook for every 10 damage, and the convert heals 2 hp damage you deal to the mob. Miss: 2 damage.

Unsettling mien: While the broo convert isn’t Broo Tough staggered, creatures can make only basic Broos that prove themselves halfway competent gain attacks against it. Confronting this creature is special status. That is, they can lord it over the so unnerving that it’s impossible to wretches. concentrate and bring one’s full powers to bear against it. 2nd level troop [CHAOS] Initiative: +5 AC 15

PD 19 HP 55 Gore-seasoned spear +6 vs. AC—6 damage Miss: 2 damage (from horns, elbow, hoof, etc.). MD 15

R: Gruesome javelin +6 vs. AC—4 damage Broo Rhino Bruiser Not all broos are goats, some are stranger (and Dirty fighting: When an enemy makes a melee tougher). attack against the tough and misses, it takes damage equal to the escalation die. If the 3rd level wrecker [CHAOS] attack was a fumble, then the tough can also Initiative: +6 make a gore-seasoned spear attack against that enemy as a free action. Spiked club +8 vs. AC—10 damage

Miss: If the bruiser moved to engage the target Nastier Specials before the attack, the target takes 3 damage Filthy mind: When an enemy targets the tough and pops free from the bruiser (as it gets with an attack against MD, that enemy takes body-slammed). damage equal to the escalation die. Thick hide: While Chaos has the escalation die, AC 16 the bruiser takes no damage from missed PD 18 HP 40 attacks. MD 12 Nastier Specials Charge: The first attack the bruiser makes each Broo Convert battle deals double damage, hit or miss. An Orlanthi warrior who rose through the fyrd before being corrupted by Chaos. He is shirtless, and AC 16 his naked torso sports a giant, goat-like face, which talks and shoots glances from place to place. It’s so PD 18 HP 40 disturbing that it’s hard to even look straight at him. MD 12

3rd level troop [CHAOS] Initiative: +7

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Mad Stag Broo natural roll Sadly, it’s always rutting season. Crit: 10 ongoing damage, and the crit range of all Chaos creature attacks in the battle 3rd level archer [CHAOS] expands by 1 (cumulative; max +4) until a Initiative: +7 chaos shaman dies. Natural even hit: 10 damage, and the target is Wild axe +7 vs. AC—9 damage stuck until the end of its next turn. Miss: 2 damage (from horns, elbow, hoof, etc.). Natural odd hit: 10 damage, and the target is dazed until the end of its next turn.

First natural even miss each battle: 6 damage to R: Horn bow +10 vs. AC—10 damage the enemy in the battle that has the fewest Miss: The mad stag broo takes a cumulative –1 hp. penalty to this attack until the end of the First natural odd miss each battle: The target is battle. Eventually it will just give up and stunned until the start of its next turn. charge into melee. Natural 1: Pick a broo of lower or equal level to

the shaman; it dies in some nasty Chaos- Frothing infectious madness: When the mad stag mutation-y way! broo is staggered while Chaos has the

escalation die, roll the escalation die to determine its new value. Nastier Specials Berserker’s bane: The first enemy that damages the broo chaos shaman each battle takes Nastier Specials damage equal to the escalation die (or the Lock antlers: When an enemy hits the mad stag highest berserker die on the table). broo with a melee attack, that enemy takes a –

4 penalty to disengage checks until it’s no longer engaged with the mad stag broo. AC 17 PD 19 HP 50 AC 16 MD 13 PD 18 HP 40 MD 13 Wilder Broo Not all broo come from horned herbivore stock. Broo Chaos Shaman th Broo that are differently sane than their companions 4 level troop [CHAOS] can unleash chaos magic. Note that we aren’t using Initiative: +7 the word “saner,” nor saying that they control the chaos magic. Rusted seax +8 vs. AC—12 damage Miss: The broo can use one of its special 3rd level caster [CHAOS] abilities. Initiative: +6 R: Hurled rocks +8 vs. AC (up to 2 nearby Filth-stained dagger +7 vs. AC—9 damage enemies in a group)—10 damage Miss: 3 damage (from horns, elbow, hoof, etc.). Special Abilities: Choose ONE R: Unleash Chaos +8 vs. (roll a d6: 1=AC; 2– 4=PD; 5–6=MD)—Effects depend on the

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Dirty swine’s swinging flail: Until the start of its Broo-tainted blood: The first time each battle next turn, when the broo takes damage, each when you miss with an attack while chaos enemy engaged with it takes 2 damage. has the escalation die, you are confused (easy save ends, 6+). Dog-faced monster: The next time an enemy Sickly: You gain a 4-point negative engages the broo OR tries to disengage from background called “sickly.” Once per the broo, that enemy takes 1d6 damage. session the GM can force you to use this background in place of one of your regular Wildcat’s fury: The broo pops free from the target backgrounds (subtracting 4 from the skill and moves to engage a different enemy as a check result). free action. Ungenial warts: Roll twice for Charisma skill checks and take the worst roll. Nastier Specials Wilder wilder: Pick two of the special abilities Nastier Specials above. When the broo’s melee attack misses Blood spray: The first enemy that hits Malia’s and triggers its special ability, you can use champion each battle automatically gains a either option. disease curse at the end of the battle.

AC 18 AC 19 PD 20 HP 60 PD 17 HP 80 (see soiled MD 14 blood) MD 18 Malia’s Champion This broo worships the goddess of disease, acting as Ragnagalar Rage Champion her champion. At one time Ragnagalar was loyal brother to Orlanth and Storm Bull, until he went mad. 5th level caster [CHAOS] Initiative: +4 (his diseases slow him down) 5th level wrecker [CHAOS] Initiative: +5 Contagion whip +9 vs. AC—15 damage Natural roll is above target’s Constitution: The Battleaxe +9 vs. AC—15 + the escalation die target also takes 15 ongoing damage. damage Miss: Damage equal to the escalation die. C: Miasma of corruption +9 vs. PD (1d3 closest nearby enemies)—13 damage, and the target R: Gruesome javelin +6 vs. AC—4 damage is dazed (hard save ends, 16+). Each enemy can be dazed by this attack only once per Ragnagalar’s mad jealousy: Once per battle as a battle. free action, the Ragnagalar rage champion “steals” an enemy’s attack roll, replacing it Soiled blood: Each enemy engaged with the with a natural 1; the Ragnagalar rage champion when it drops to 0 hp must roll a champion then uses the stolen roll for its next save at the end of the battle; on a failure, that attack roll. enemy suffers one of the following disease curses. Diseases last until you next level up. Nastier Specials

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Boundless rage: The Ragnagalar rage champion members of this tribe take only half damage uses either the chaos-stolen escalation die OR from attacks when Chaos has the escalation die. the highest current berserker die on the table, Tentacles of Thed: Thed is said to be the whatever is most favorable. mother-goddess of all broo. Members of this broo band have tentacles emerging from odd AC 19 places on their bodies. When an enemy ends its turn engaged with a tentacle broo, it takes a –1 PD 19 HP 80 penalty to AC and PD until the start of its next MD 15 turn. Wild tribal broo: This band has a culture, of Broo Band Traits sorts. They actively worship Chaos and maintain their weapons better than most other Broo come in different shapes and sizes, but a broo. Each of these broo gains a damage bonus single band sometimes has a common heritage equal to its level the first time it hits with an or history. If you want to tie all members of a attack each battle. broo force together by giving them a single shared trait, here are some ideas. Some of these Chaos Disease Mechanics (Optional traits are more powerful than others, and all Rule) make battles a little tougher (or grosser). Broos frequently worship Mallia, the goddess of Not every group of broo has a single disease. The mere presence of broos can infect unifying trait; use these options when a group of livestock, villagers, and even some warriors broo are major or re-occurring antagonists. with horrible diseases. Our player characters are Ailing worshipers of Mallia: Mallia is one of made of stronger stuff, but playtesting indicated the Unholy Trio (along with Ragnaglar and that people appreciate the old ways, even when Thed), and these pustule-covered broo worship those old ways include threatening their player her. They never count as staggered: they are characters with diseases. either (un)healthy or dead. Definitely use the So here are optional disease mechanics to Chaos disease rules above. use in battles with broos, priests of Mallia, and Feral raiding broo: This band lives to do any other Chaos creatures that channel terrible nothing more than raid and flee back into the powers of contagion. As you should expect from wilds. Any broo spawnlings that occur as a us, the mechanics are a touch more abstract than consequence of their visit flee into the wilds as in other systems. At their core, Chaotic diseases soon as they are born and form a new band. are curses rather than diseases as we know them When a PC is engaged with a feral raiding broo in our germ-theory world. and drops to 0 hp or below, that character will We suggest using these mechanics as a produce 3d6 screaming slimy broo spawnlings Nastier Special, but if you can’t conceive of with the rise of the next full moon. This doesn’t broos without terrible diseases, use these help the broo band in a fight, but it is gross and options most of the time when the broos have makes for a great story complication. had time to properly pollute an area. Even if Mercenary clannish broo: This band hires you’re a broo-always-carry-disease kind of GM, out as a mercenary group to those that do not you could skip it when the broos are raiding or care that dealing with broo debases them. They on the move. wear poorly maintained armor, giving them a +1 Disease isn’t always active: You aren’t at bonus to AC. any major risk of being infected with a Chaos Ragnaglar’s urge broo: In some unusual and disease unless one of two things happens: perturbing cases, broo have infused rocks or 1. One or more of the broos or diseased trees with their essence to create spawn. All Chaos creatures rolls a natural 1 or a natural 20 with an attack roll.

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2. One or more PCs drops to 0 hit points or 3: Death tics—When a nearby creature drops to 0 below. hit points, you take psychic damage equal to If either of these situations occur, every PC your level. who fought in the battle (and their little animal 4: Broo stank—When an ally ends their turn next companions too) must roll a save against disease to you, they take 5 ongoing poison damage (15 when the battle is over. Thus the faster you slay ongoing damage at 5th level; 30 ongoing the Chaos monsters, the less likely you are to be damage at 8th level). exposed to Chaos-disease. 5: Maggotz—When you use three or more actions The difficulty of the save depends on the during your turn, maggots erupt from pieces level of the highest level Chaos-disease enemy of your body and you take 5 ongoing damage in the battle. (15 ongoing damage at 5th level; 30 ongoing You are higher level than the Chaos foe: damage at 8th level). You only fail the save by rolling a natural 1. 6: The staggers—While you’re staggered, you are You are the same level as the Chaos foe: also weakened. Easy save (6+) to avoid disease. 7: Odd spasms—When the escalation die becomes You are lower level than the Chaos foe: odd, roll an easy save (6+). If you fail, you are Normal save to avoid disease. dazed until the escalation die becomes even. There shouldn’t be many modifiers, but go 8: Even worse—When the escalation die becomes ahead and give anyone who has the Eternal even, roll an easy save (6+). If you fail, you are Battle rune a +5 bonus to the save. And if you’re confused until the escalation die becomes odd. feeling sadistic and the conditions for triggering 9: Creeping crud—You have a terrible disease were met many times during the fight, compulsion to crawl. When you miss with make the save DCs one point higher for each your first attack of your turn or fail a save, you natural 1 or 20 attack roll or for each PC that are stuck until the end of your next turn. dropped. 10: Blood rot—While you have less than your Succeeding with the save: Of course you maximum hit points, you are vulnerable to didn’t get a disease. Broos are vermin and attacks against AC and PD. you’re a hero. Failing the save: Uh-oh. You’ve contracted a Recovering from Chaos Diseases: At the end disease that will affect you for at least the next of each battle, roll a normal save for each disease battle and possibly longer. You take a –5 penalty you are suffering from. If you succeed, you to all Charisma skill checks while suffering from improve and the disease ends. If you fail, use the a Chaos disease, since they are all accompanied natural result of the save to determine the by disfiguring rashes and pustules. outcome. Roll on the table below for your disease. Natural odd failure: You’ll suffer from the Rules for recovering from Chaos diseases are disease in the next battle, and save against it outlined after the table. again at the end of that fight. Natural even failure: The disease is dormant Chaos Disease Table (d10) until the next time your natural initiative roll at 1: The shakes—You take a –4 penalty to initiative the start of a battle is odd. and to ranged attacks. At the GM’s option, the consequences of 2: Red breath—The only runes you can call on, if calling on a rune might be enough to turn the you happen to possess them, are Moon and saves against a disease into an easy save or Disorder. Make of that what you will. perhaps end the disease outright.

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If the GM (or Arachne Solara forbid, a 3. Invisibility: The first time the demon is masochistic player) wishes to dig into the staggered each battle it becomes invisible until infinite realm of Chaos diseases, the list above the end of its next turn. should be considered a fraction of the curses 4. Resist energy 12+: The demon's resistance to all that spill from Mallia’s pustulence. Any minor energy types puts a damper on enemy curse in a 13th Age publication, especially stuff by spellcasters, but at least the resistance is only ASH Law like the orc diseases in the 13th Age 12+. Bestiary, could be rededicated to the Mother of 5. Fear aura: Enemies engaged with the demon Maladies. If this is your thing, embrace it. who are below its fear hit point threshold are <> dazed and can’t use the escalation die; see Fear level thresholds on page XX. 6. Teleport 1d3 times each battle: As a move action, DEMONS the demon can teleport anywhere it can see The 13th Age core book introduced eight random nearby. demon abilities that, unlike most monster 7. Demonic speed: The demon can take an extra abilities, are secret until they are used. You can’t action each turn while the escalation die is 4+. be sure what a demon is going to be capable of 8. Gate: Once per battle as a standard action, if until it has shown you. the demon is staggered, it can summon a In honor of Glorantha’s demonic Chaos, single demon ally at least two levels below its we’re expanding the list up twenty entries. If own level. The allied demon rolls initiative you want a fairly standard demon, roll a d6 or a and does not appear on the battlefield until its d8. If you want a tougher surprise to throw at turn starts. (Note that using a gate costs the the PCs, roll a d12 (or a d6 + 6 if you just want demon an obligation, so some demons would the tough stuff). If you want a really nasty rather flee or die than activate one.) demon roll d20 (or just a d8 + 12 for the really 9. A stitch in time: When X is rolled, the attacker out-there abilities). moves down one count in the initiative order All the new abilities have the notation at the end of its turn. If that creature is already “when X is rolled.” This means the ability at the bottom of the initiative order, its turn triggers when a PC rolls an attack, either against immediately ends when it rolls X (the attack the demon or one of the demon’s allies. X is simply stops with no hit or miss effect, the equal to the natural roll of the first miss against attacker takes no end-of-turn ongoing the demon, and it stays at that value for the rest damage, doesn’t roll end-of-turn saves, etc.). of the battle. For example, if a PC attacks the 10. A kink in space: When X is rolled, the attacker demon and misses it for the first time that battle becomes the target of the attack instead of the with a natural roll of 5, then until the end of the intended target. If the attack hits, the attacker battle, when any PC rolls a natural 5 with an takes only half damage, and the re-targeted attack, the demonic ability triggers (and, of attack has no miss effect. course, it triggers on that first miss too). If you 11. Vile puppeteer: When X is rolled, the attacker want to be really nasty, have X equal the first must roll a normal save (11+); on a failure, it natural attack roll against the demon, hit or makes the attack against a random ally miss. instead. (If no ally could have been targeted, Expanded Demon Abilities (d6 or d8 or the attack roll is canceled.) d12 or d20) 12. Mind-polluter: When X is rolled, the attacker 1. True seeing: The demon is immune to takes psychic damage equal to its level and is invisibility and ignores any illusions. stuck until the end of its next turn (champion 2. Resist fire 18+: You’ll see that the demon resists tier: damage is equal to X plus level; epic tier: fire the first time you use fire against it. the damage is now ongoing damage).

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13. Crawling flesh: When X is rolled, the possess that creature as a quick action, moving attacker’s body hair turns into bug legs. These its body (move action) and making attacks twitching legs can be removed by burning or (standard action) with its body, which twists gouging them out, but doing so will leave and grows horrible (yet temporary) new parts pock-marked skin unless some form of non- to accommodate the abilities of the demon. At standard magical healing is found (a quick the end of its turn the demon leaves the end-of-battle cure spell won’t do the job). The creature and re-appears nearby. While a affected PC takes a –2 penalty to saves until creature is possessed, any attacks against the the bugs are fully dealt with. demon hit it instead, and it takes any ongoing 14. Traitorous tongue: When X is rolled, the damage that the demon would have taken. attacker’s tongue grows long and attempts to 20. Vengeance: When X is rolled, the demon can strangle them—they take ongoing damage make an attack with a –2 penalty against the (hard save ends, 16+) equal to their level plus PC as a free action. the escalation die. The save becomes easy (6+) if the creature is willing to punch their own tongue numb as a standard action before NANGRELS. . . making the save. . . . are gnolls, translated to Glorantha from the 15. Malevolent facade: When X is rolled, the Dragon Empire. attacker can no longer distinguish friend from Orlanthi are cat people. To be precise, foe. Until X is next rolled or the end of the Orlanthi are alynx people who hate and fear battle, when that creature attacks, the attack dogs, partly because of the Chaos demon has a 50% chance that it’s actually targeting a Narangros who nearly slew Yinkin the alynx random ally (GM, choose randomly among god before Orlanth rescued his friend. allies that make sense). Naragros is more commonly known as Bad 16. A taste of dread: When X is rolled, the demon Dog, especially by people who aren’t infects the attacker’s mind with terror, cursing comfortable saying or even knowing a demon’s them with a sudden phobia. When that name. In Glorantha, gnolls make great Chaos creature tries to interact with the object of its marauders or hunting packs for greater demons. phobia it must roll a save; on a failure, it can’t Use the gnoll stats as published on page 228–229 take that action and must do something else. of the core rulebook as your starting point. If Cunning demons can cause healers to be you wish, elaborate with one or more of the afraid of a wounded ally, fighters to be afraid ideas below, or make up your own. of their weapon, or wizards to be afraid of Given that the word “gnoll” was apparently casting spells. As soon as that creature rolls an coined by Lord Dunsany for a monster that was 18+ on any d20 roll, it’s phobia ends. a mix between a gnome and a troll, and later 17. Dusk-stride: When X is rolled, after the attack borrowed by Gary Gygax for a dog-faced the demon can move next to the PC as a free monster, there’s no strong reason to refer to action and engage it. these creatures as gnolls in Glorantha. We like 18. Mire-mouth: When X is rolled, the attacker the term nangrel, explained below, but each of begins to vomit up insects, slugs, night-soil, the ideas that follows suggest other names. sharp rocks, or something else appalling or Demonspawn: These creatures are painful. While this happens, it’s hampered descended from Narangros and his demonic (save ends). hounds. The demonspawn carry all of their 19. Possession: When X is rolled, until the end of ancestor’s hatred of Yinkin and Orlanth. People the battle or until X is rolled again, the used to call these creatures narangrels, but that attacker is open to possession. On the demon’s was hard to say, so they’re usually called turn it can turn into a cloud of darkness and nangrels. It’s well known that nangrels will slay

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 151 alynxes first and Yinkin worshippers second, GORP then start in on other people. Treat them as In Snake Pipe Hollow, gorp eats you. Chaos demons instead of humanoids and team them up with hellhounds (core book, page 234). Gorps are ooze-like monsters related to the A warning to the Telmori: These creatures Gorpgod and to Pocharngo the Cosmic Cancer, are what the Telmori (page XX) are doomed to though exactly how is a subject of debate among turn into because of their warped flesh and scholars and skalds. Some say that Pocharngo is association with Chaos! Evil evil Telmori! Some the god of gorps, while others suggest that it is a people call the nangrels telmorians as a slap servant of a malevolent deity, and still others against the Telmori, who actually have nothing claim that the two entities are unrelated and that to do with them. they created or control the gorps independently Part of a PC’s story: If one of the PCs in of each other. What is known for sure is that your campaign has the Beast rune, perhaps there when the Gorpgod’s power is strong in an area is a link between these creatures and the PC’s gorps manifest there. Only by clearing an area of story. the Gorpgod’s influence can the slimes finally be Gloranthan abilities: Here are a couple of cleared out once and for all. abilities that work for nangrels in Glorantha. Oozy, but Not an Ooze Add them when you want to make things more th interesting or treat them as nastier specials. 13 Age included a couple special rules for oozes. If you felt like adding more rules to your game, you could use those rules for gorps, but Bestial spite: Nangrels are vulnerable to all they’re not necessary, and gorps have enough attacks made by a PC with a Beast rune. Any weird things going for them that you should PC with a Beast rune is vulnerable to all probably avoid doing so. attacks by nangrels. There’s no problem bringing a 13th Age ooze

over into Glorantha. We use the regular ooze Chaotic howl: While there are two or more gnolls rules when we do that instead of converting the in a battle, the first gnoll to act in a round oozes into gorps, but you could also mix and when Chaos has stolen the escalation die can match the ooze immunity and the gorp’s hard to use a quick action to howl, dealing psychic hurt ability. damage equal to the escalation die to each If you add hard to hurt onto a core book nearby enemy. ooze, consider the ooze to be one level higher when you’re building the battle, or you’re going <> to have a monster that takes an obnoxiously Nangrels as Heroquest Surprises long time to kill. If you add the ooze abilities to Nangrels aren’t subtle. If nangrels have clawed a Gloranthan gorp, consider the gorp to be one their way into a heroquest they should not be level higher when you’re building battles. part of, there are going to be obvious clues even in the stations not yet affected by Chaos, <> including things like the following: <>  The sound of howling dogs in the Gorp Quests distance. Once players have fought gorps a few times,  Steaming nangrel shit in places that they may respond favorably to the idea of an should be clean. anti-Pochango heroquest that would enable  Blood marks where prey has been them to remove the hard to hurt ability from dragged across the path. gorps they fight in the future. I ran a version of <> this in 13th Age’s core Dragon Empire setting with a quest for the cold-based magic of the

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 152 wizard Dymaxion that could freeze gorps solid. Hard to hurt: When an enemy rolls a natural 16+ A Gloranthan version that’s relevant to the PCs with an attack against the gorp, that attack might start as a myth of Valind, Orlanth’s wild only deals half damage. In addition, the gorp cousin, the god of winter and the cold winds. completely ignores critical hits: no damage, no Valind is usually not a great friend of the effects, nothing. Orlanthi, but this could be his chance to contribute. Toxic terrain: When a non-Chaos creature rolls a <> natural 1 or 2 with any d20 roll in an area near a gorp, or in an area the gorp has occupied recently, that creature takes damage equal to Gorp Chaotic Features its level (champion: twice its level; epic tier: triple its level). Gorps don’t start most battles with Chaotic features, but whenever Chaos steals the escalation die, we secretly roll a d4 on the AC 18 following table for at least one of the gorps in PD 16 HP 60 the fight and give it the rolled feature until the MD 12 end of the battle. Gorp Chaotic Features Gorpmook 1. Glug: This gorp takes no damage or effects from attacks against PD until the end of the There was probably something Chaotic and wrong battle. about whoever this was to begin with. Just keep 2. Schlup: This gorp takes no damage or effects telling yourself that. from attacks against MD until the end of the battle. This unlucky person has been half-digested by a 3. Poison aura: Each non-Chaos creature near this gorp. The digestion didn’t take, and it has been gorp takes damage equal to the escalation die spat out of the gorp to shamble alongside its at the start of the gorp’s turn (5th level: double creators. Sometimes gorpmooks look like slime- the escalation die; 8th level: triple the covered skeletons. Other times they’re partially escalation die). digested zombies. They’re never pretty. 4. Growing Chaos: Increase the die range by which Chaos steals the escalation die this 2nd level mook [CHAOS] battle by +3 (usually 1–8). Initiative: +0

Shambling ooze-slap +7 vs. AC—4 acid damage Gorp

We were going to call this a bog-standard gorp, but Hard to hurt: When an enemy rolls a natural 16+ that pun was too terrible. with an attack against the gorpmook, that attack only deals half damage. In addition, the Large 2nd level wrecker [CHAOS] gorpmook completely ignores critical hits: no Initiative: +0 damage, no effects, nothing.

Acidic tendril +6 vs. AC (up to 2 nearby Nastier Special enemies)—10 acid damage Prowess is futile: When an attacker rolls a natural Natural roll is above target’s Constitution: The 16+ against a gorpmook while there is at least attack also deals 5 ongoing acid damage. one gorp in the battle, one of the gorps spits out another gorpmook.

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AC 16 saves, it moves with the gorp when the gorp PD 15 HP 7 (mook) moves.

MD 12 Toxic sweat +13 vs. PD (1d3 enemies engaged Mook: Kill one gorpmook mook for every 7 with it)—15 ongoing poison damage damage that you deal to the mob. C: Squelching leap +13 vs. AC (1d3 nearby Earth-killer Gorp enemies in a group)—28 acid damage Pieces of this gorp worm through the earth and burst Hit or miss: The gorp engages each target as out when least expected. part of the attack.

Large 6th level spoiler [CHAOS] Clinging climber: This gorp can cling to any Initiative: +5 surface, drop from ceilings, and perform other slime-type tricks. Goop slap +10 vs. AC (+13 vs. stuck targets)— 20 acid damage, and 20 ongoing acid damage Hard to hurt: When an enemy rolls a natural 16+ Miss when the escalation die is benefiting Chaos: with an attack against the gorp, that attack The gorp makes a surprise tendril attack this only deals half damage. In addition, the gorp turn as a quick action. completely ignores critical hits: no damage, no effects, nothing. [Special trigger] C: Surprise tendril +16 vs. PD (one nearby or far away enemy, preferably a AC 24 far away enemy)—28 damage, and the target PD 22 HP 150 is stuck and hampered (save ends both). MD 19

Hard to hurt: When an enemy rolls a natural 16+ with an attack against the gorp, that attack SCORPION MAN, BAGOGI only deals half damage. In addition, the gorp completely ignores critical hits: no damage, no Horrible, hungry, venomous, and willing to work for effects, nothing. uncertain pay. Scorpion Man Warrior AC 21 In battle, the only human-like emotion visible on PD 19 HP 160 their faces is a grim sort of eagerness. MD 15 Large 2nd level wrecker [CHAOS]

Initiative: +3 Demon-pet Gorp

It’s small for a gorp, no larger than a big pig. Scavenged axe +7 vs. AC—10 damage Unfortunately, that makes it a fine pet for demons. First hit or each natural 16+: The target takes 10 ongoing poison damage. 9th level spoiler [CHAOS]

Initiative: +8 R: Makeshift sling +7 vs. AC (one nearby or far

away enemy)—8 damage Engulf limb +13 vs. AC—50 acid damage

Natural even hit or miss: The target is stuck and Scuttling legs: For such big creatures, scorpion hampered (save ends both). Until the target man warriors duck and weave adroitly. Once

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per battle, a scorpion man can turn a hit against AC or PD (but not a crit) into a miss. Tearing tentacle +11 vs. AC (4 attacks)—10 Sometimes it’s two or three times per battle, damage but not more than once per round. Natural even hit or miss: The walktapus makes a whipping tentacle attack as a free action Nastier Specials against a random nearby enemy that isn’t Stinging frenzy: The first time each battle the engaged with it. scorpion man is staggered, it lashes out in all directions with its stinger until it strikes a foe [Special trigger] Whipping tentacle +11 vs. PD— or misses them all. 7 damage Frenzied sting +7 vs. PD (each enemy engaged with it until it hits once or misses C: Poison gas spray +13 vs. Special (each all)—10 ongoing poison damage. enemy engaged with the walktapus), and +9 vs. Special (each nearby non-Chaotic AC 19 creature)—The effect and the defense the PD 16 HP 65 attack targets is determined by the Chaos poison (see below) it can use that battle. MD 12 Limited use: 1/battle.

Gods and Runes Chaos poisons: Before each battle, roll a d4 to Scorpion men adore Bagog. They fondly determine which poison gas spray attack the anticipate being devoured by her after death, walktapus can use that battle. hopefully to be transformed into something 1: Acid gas vs. PD—15 acid damage, and 10 glorious. ongoing acid damage. 2: Poison gas vs. PD—20 poison damage. Miss: 10 poison damage. WALKTAPUS 3: Black gas; no attack roll—Engaged enemies Once upon a time, the Beast rune, Man rune, and take 15 poison damage and are weakened Chaos rune spent some time together and created (save ends); nearby enemies take 10 poison something new: a Man rune body with a sentient damage and are dazed (save ends). Chaos octopus-demon for a head. And the new thing 4: Chaos vapors vs. PD—30 poison damage, has never gone away. but stop rolling attacks when you have hit four targets. Nastier Specials for all walktapi Inhalation: The walktapus recharges its poison Ridiculous Chaos regeneration: At the start of each gas spray when Chaos steals the escalation of its turns, even after dropping to 0 hp or die. below (yes, track the negative points), this creature regenerates Xd8 hit points, where X = the number of nearby enemies who are NOT Walktapus engaged with the walktapus! This ability is If you’re screaming out of your mind at the sight of negated and the walktapus dies if it drops to 0 this thing, at least you won’t have much longer to hp or below due to a limited attack or to a live. normal attack accompanied by a usually illegal narrative use of a PC’s attuned rune. Large 6th level spoiler [CHAOS] (Yes, this is one time you can use a rune to Initiative: +10 affect battle.)

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(save ends); nearby enemies take 20 poison Too many arms: Enemies attempting to disengage damage and are dazed (save ends). from the walktapus roll 2d20 and use the 4: Chaos vapors vs. PD—75 poison damage, lower result. but stop rolling attacks when you have hit four targets. AC 22 5: Hallucinogenic gas vs. MD—10 psychic damage, and the target uses its next PD 16 HP 160 standard action to harm itself (a basic melee MD 22 attack against itself). Self-inflicted harm could also encompass two affected targets Elder Walktapus making basic attacks against each other, or the target moves into dangerous terrain The Earth has to be deeply wounded to offer shelter to such as falling down an open shaft, at the this type of abomination. Unfortunately Snakepipe GM’s prerogative. Hollow, the Footprint, and a dozen other places with 6: Sleep gas vs. PD—The target is no names are that deeply wounded. unconscious (save ends).

Large 9th level spoiler [CHAOS] Ridiculous Chaos regeneration: At the start of each Initiative: +13 of its turns, even after dropping to 0 hp or

below (yes, track the negative points), this Tearing tentacle +14 vs. AC (4 attacks)—25 creature regenerates Xd8 hit points, where X = damage the number of nearby enemies who are NOT Natural even hit or miss: The walktapus makes engaged with the walktapus!. This ability is a whipping tentacle attack as a free action negated and the walktapus dies if it drops to 0 against a random nearby enemy that isn’t hp or below due to a limited attack or to a engaged with it. normal attack accompanied by a usually- illegal narrative use of a PC’s attuned rune. [Special trigger] Whipping tentacle +14 vs. PD— (Yes, this is one time you can use a rune to 16 damage affect battle.)

C: Poison gas spray +16 vs. Special (each Too many arms: Enemies attempting to disengage enemy engaged with the walktapus), and +12 from the walktapus roll 2d20 and use the vs. Special (each nearby non-Chaotic lower result. creature)—The effect and the defense the attack targets is determined by the Chaos AC 25 poison (see below) it can use that battle. Limited use: 1/battle. PD 19 HP 320 MD 25 Chaos poisons: Before each battle, roll a d6 to determine which poison gas spray attack the Chaos Champion Walktapus walktapus can use that battle. These were supposed to have all been killed in the 1: Acid gas vs. PD—40 acid damage, and 15 Godswar. Maybe they were, and this one is coming at ongoing acid damage. you out of a heroquest. 2: Poison gas vs. PD—55 poison damage.

Miss: 27 poison damage. Large 12th level spoiler [CHAOS] 3: Black gas; no attack roll—Engaged enemies Initiative: +16 take 35 poison damage and are weakened

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6: Toxic gas vs. PD—The target is unconscious Tearing tentacle +17 vs. AC (4 attacks)—45 (save ends). For each failed save, the target damage undergoes a slight physical transformation Natural even hit or miss: The walktapus makes as its nerves deaden or warp and it takes a a whipping tentacle attack as a free action cumulative –1 penalty to attacks, defenses, against a random nearby enemy that isn’t and physical skill checks. This penalty lasts engaged with it. until the next full heal-up, or until the creature receives some sort of powerful [Special trigger] Whipping tentacle +17 vs. PD— healing (GM’s discretion). 30 damage Ridiculous Chaos regeneration: At the start of each C: Poison gas spray +19 vs. Special (each of its turns, even after dropping to 0 hp or enemy engaged with the walktapus), and +15 below (yes, track the negative points), this vs. Special (each nearby non-Chaotic creature regenerates Xd8 hit points, where X = creature)—The effect and the defense the the number of nearby enemies who are NOT attack targets is determined by the Chaos engaged with the walktapus!. This ability is poison (see below) it can use that battle. negated and the walktapus dies if it drops to 0 hp or below due to a limited attack or to a Limited use: 1/battle. normal attack accompanied by a usually-

illegal narrative use of a PC’s attuned rune. Chaos poisons: Before each battle, roll a d6 to (Yes, this is one time you can use a rune to determine which poison gas spray attack the affect battle.) walktapus can use that battle.

1: Acid gas vs. PD—70 acid damage, 25 Too many arms: Enemies attempting to disengage ongoing acid damage, and each time the from the walktapus roll 2d20 and use the target fails the save, one of their random lower result. items is dissolved. (Note, a magic item can resist the acid if you succeed on a normal save for it; Gloranthan heroes are lucky in AC 28 that they don’t rely on magic items, PD 22 HP 670 imported into the Dragon Empire this gas is MD 28 awful.)

2: Poison gas vs. PD—100 poison damage. Miss: 50 poison damage. 3: Black gas; no attack roll—Engaged enemies take 45 poison damage and are weakened (hard save ends, 16+); nearby enemies take 25 poison damage and are dazed (hard save ends, 16+). 4: Chaos vapors vs. PD—75 poison damage and the target expends one limited power or spell, but stop rolling attacks when you have hit four targets. 5: Hallucinogenic gas vs. MD—30 psychic damage, and the target is confused (easy save ends, 6+)

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AC 15 o Darkness PD 17 HP 8 (mook) MD 11 TROLLKIN Mook: Kill one starving trollkin wretch mook for Trollkin are wretched freaks, the result of an every 8 damage you deal to the mob. ancient curse that causes most trolls to bear these stunted creatures as children instead of proper trolls. Trollkin are incapable of Dark Troll Warrior organizing themselves, but they take 3rd level troop [TROLL] surprisingly well to being bullied about by dark Initiative: +4 trolls and others. Ponderous lead club +8 vs. AC—8 damage, and Starving Trollkin Wretch if the target is staggered, it’s also weakened until the start of the troll warrior’s next turn. 1st level mook [TROLL] Initiative: +6 First attack each battle or any natural 18+: The troll can make a vicious bite attack as a free

action. Sharp rocks and sharper teeth +7 vs. AC—3

damage [Special trigger] Vicious bite +6 vs. PD—2 Natural 1: The target of the attack can destroy damage, and the target is dazed (–4 attacks) the trollkin as a free action. The poor wretch until the end of its next turn. has stumbled and made itself so defenseless that a competent adventurer can dispatch it without breaking stride. R: Sling with lead shot +8 vs. AC—6 damage Natural 16+: The target is dazed (–4 attacks) for R: Sling with slingstones +10 vs. AC—1 until the end of its next turn unless its PD is damage 15+. Natural 16+: The target takes 3 damage instead of 1 due to a surprisingly accurate shot. AC 18 PD 19 HP 56 Face eater: Dark trolls have kept these little MD 13 creeps hungry so that they are easier to control

and more enthusiastic about battle. As result,

they consider an unconscious creature to be lunch, and they like to start with body parts that don’t have bones in them, not always the face. When a trollkin drops a creature to 0 hp or below, or when a trollkin starts its turn next to an unconscious creature, the trollkin will spend the next round doing something horrible to that creature’s face or other body part, provided it’s still unconscious at the start of the trollkin’s next turn. Good friends won’t let that happen.

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STONEGOYLE Like boars with massive shoulders, and made of stone. Stone proves not as pliable as flesh, and these creatures are jagged. They occur naturally in rocky terrain. They eat dirt, but they kill other living things on general principles.

Large 1st level troop [ELEMENTAL] Initiative: +1

Lumbering wallop +4 vs. AC—7 damage

Rear and smash +8 vs. AC—14 damage Special: This attack requires both a standard action and a move action to use. (A kind GM will telegraph that this thing is a lot more dangerous if it can stand still and pound you.)

Stony look: While lying still on stony ground, the stonegoyle is surprisingly hard to detect. -5 penalty to skill checks to notice it, if you’re monkeying with that style of check.

Nastier Specials Soul of a brick wall: When an enemy makes a PD or MD attack against the stonegoyle and misses, that enemy is dazed (save ends).

AC 20 PD 16 HP 45 MD 10

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them operates together so smoothly that they seem / Moon / Lunars like a single creature.

2nd level mook [HUMANOID] Fighting the Lunars Initiative: +4 Fighting the Lunars isn’t as nasty as fighting pure Chaos demons, but the Empire’s magic has Heartland one-handed spear +7 vs. AC—4 a way of dampening rebel powers while damage maintaining its own efficiency.

Every battle against Lunars starts with the escalation die one point higher than normal. Coordinated stabbing +9 vs AC—12 damage Usually that means the escalation die starts at 1. Miss: 3 damage. At the start of the round when the escalation Limited use: Three mooks engaged with the die would advance, the GM (or the trickster, if same target use standard actions to activate you’ve got one) rolls a d6 for what we’ll go this “triple-strength” attack. Imaginative ahead and call Lunar progression. players might well invent ways to disrupt 1: The escalation die decreases by 1, though the legionnaires’ coordination and prevent it doesn’t drop below 0. them from using this attack. 2–3: The escalation die stays the same. 4–6: The escalation die increases by 1. R: Hurled javelin +5 vs. AC—4 damage Fighting within the Glowline: If you’re Limited use: 1/day for all. If no mooks in the fighting in the Empire or elsewhere where the mob are engaged, then this round the mooks Red Moon magically qualifies as Full, the in this mob can each make a hurled javelin Lunars get to add the escalation die to their own attack as a quick action. attacks whenever the escalation die is odd. They’re not stealing it from the PCs like Chaos; Solidarity: Prevent the first 8 damage to the mob they’re sharing. each battle. Then when the second to the last Fighting Lunars and Chaos at the same mook in the mob is killed, kill the last mook, time: Despite Orlanthi claims, most Lunars too. aren’t outright Chaotic. The Crimson Bat is an exception. In battles when the PCs are facing Nastier Special both Lunars and Chaos, roll Lunar progression Lunar health: During a round when Lunar first to see which direction, if any, the escalation progression decreases the escalation die, add 3 die moves. Then roll to see if Chaos steals the hit points to each mook in the mob (champion die. If Chaos steals the die when it’s odd, the tier: 6 hp; epic tier: 12 hp). Lunars still get to use it; cue Orlanthi screaming that the Lunars are Chaotic! AC 19 Too many tricksters: Just as with the roll for PD 15 HP 8 (mook) Chaos stealing the escalation die, if you have two tricksters in the party, they roll Lunar MD 11 progression twice and use the roll that’s worse Mook: Kill one Dara Happan legionnaire mook for the PCs. for every 8 damage you deal to the mob.

Dara Happan Legionnaire Dara Happan Veteran These rank and file soldiers are far from home, and He has seen enough allies die that he has learned to they’ve survived this long by killing people like you. fight on his own. A grim nobility marks their gaze, and a squad of

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3rd level blocker [HUMANOID] Initiative: +7

Well-worn spear +9 vs. AC—8 damage Natural even hit: The veteran can make a shield smash attack as a free action.

[Special trigger] Shield smash +7 vs. PD—1 damage, and the target is dazed until the end of its next turn.

R: Weighted javelin +9 vs. AC—8 damage

Pinning stance: When an enemy engaged with the veteran makes a disengage check, it takes 1 damage, or 4 damage if it fails.

Lunar health: During a round when Lunar progression decreases the escalation die, each Lunar soldier heals 3 hit points (champion tier: 6 hp; epic tier: 12 hp).

AC 20 PD 16 HP 40 MD 12

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“Why Were You Recruited?” Chapter 6: Each player should invent a reason for why their character was recruited. They might have Adventures encountered Tavéss personally, or they may be known by reputation. Some combination of We’ve got two adventures ready for this playtest chance and merit is typical. If a player invents packet. The Horn of Snakepipe Hollow is an some sort of personal or unusual connection to introductory adventure for 1st level characters. Tavéss, that’s fine and my help coordinate Duck Point Venture, appearing later in the future adventures. Providing a reason or their chapter, is a sandbox-style excursion for 3rd level participation explains why the PCs have characters. gathered at Alda-Chur, and it gives each player

a chance to say something special about their character. Certain PCs may know each other and The Horn of might have traveled to Alda-Chur together. Snakepipe ALDA-CHUR This major city has been the site of fierce, Hollow magical battles between Lunars and Sartarites. The Lunars controlled the city until recently, but This adventure introduces a new group to now it is a rallying point for Sartarites, a haven Dragon Pass, heroquesting, trolls, Lunars, Chaos for refugees, and a gathering place for monsters and the mythic history of the adventurers and opportunists. Theoretically, the legendary (and infamous) Snakepipe Hollow. city is governed by local tribes, but in practice Also there’s a chance someone gets their face no one is doing a whole lot of governing. The eaten off, so welcome to Glorantha. Orlanthi temple, recently re-sanctified, is the only center of power accessible to outsiders. BRIEF GOAL Alda-Chur is a major city built on ancient According to a minor Orlanthi myth, a human ruins. Surrounding the central quarter are the warrior once sounded a magical horn to rally city’s fabled glass walls, which date back to the forces of order against an incursion of Chaos when it was the fortress of the mighty hero creatures from Snakepipe Hollow. The myth is Baran Breakearth. Most of the city is much more typically easy to replicate, with no combat recent and humble, with wood-plank streets and necessary. Unfortunately, the last quester who brick buildings. In better days, the city was walked the myth was turned back by Chaos home to 3,500 souls, making it the second largest creatures that had spread too far or arrived in in Sartar after Boldhome. Today, thanks to the the myth too early. The people of Alda-Chur catastrophes of recent years, many of those near Snakepipe Hollow need heroquesters to thousands are dead or missing. Sartarite face the new dangers in this myth and fix it. soldiers, tribal warband fighters, exotic mercenaries, and ruthless opportunists more PLAYER CHARACTERS than make up the difference, and the city is now By default, the PCs have been recruited to quest more crowded than ever. this myth as the retinue of an experienced Mucking Around heroquester. She is a priestess of Ernalda named Tavéss, and this myth should be a piece of cake Assume that the PCs have some time to explore for her, but having the PCs along will be useful Alda-Chur before everyone is assembled and against any Chaos creatures that she encounters. ready to head out. Give players some time to imagine what their characters look for in the city and what they actually find. This city was

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 162 recently a war zone, and now it’s a gathering cure him, since the Orlanthi are counting on him place for refugees. You can probably find just as a formidable ally. about anything here, although you often find Delecti’s Undead: Undead are surging out what you’re not looking for instead. of the Upland Marsh, and Tavéss is needed to Runes: If a player wants to start the session bolster the defenses of nearby Runegate. with an important scene in Alda-Chur, they can Something Worse: Invent something narrate a rune to arrange a serendipitous horrible or ominous to foreshadow the terrors meeting, a portentous encounter, or some other that you plan to unleash on the unsuspecting event. Remind players that runes represent story PCs in the future. events that happen to the PCs rather than powers the PCs have. MARCHING ORDERS Here are the instructions Tavéss left behind A CHANGE OF PLAN for the PCs. The PCs assemble in the morning at the Orlanthi Journey: The party will first march northeast Temple. An older priest missing one hand to a shrine in the hills. There they will attempt to provides them with supplies and information, receive “the call” to start the quest. Regardless before leading them in the first verse of the of whether they actually get the call, they will prayer that will take them into the myth when then travel by night to Watchward, a watch post they complete the second verse at a now-sacred on the cliffs above Snakepipe Hollow that was spot named Watchward near Snakepipe Hollow. built to commemorate this myth. There they will The old priest’s name is Orlaront; he lost his enter the myth and hopefully drive off the hand in a cursed battle in which he slew a Lunar Chaos monsters that have invaded it. witch but lost half his magic, and he’s the one The PCs are expected to hike to the shrine helping them because Tavéss has been called during the day, wait there until nightfall and away in the night. wait for “the call” to come, and finally travel to As astute players might have guessed, their the Watchward during the night. leader, Tavéss, will not actually be leading them, Lunar Traps: When the Lunar forces and they will have to undertake the heroquest retreated from the area, some of their magicians themselves. They will have to designate one left curses behind as traps for the victorious among them to take the Sounder’s role as the Orlanthi. Be careful. protagonist of the quest. Invent a good reason Myth Instructions: The functionary reminds for why Tavéss couldn’t be there, one that sets the PCs of the stations of the quest, as outlined up future adventures you might be interested in in the sidebar. Paraphrase it for the players. running. Use one of the ideas below as the Who is the Sounder?: The party will have to reason Tavéss has been called away or make up designate one of their number to play the role of something that fits the stories the PCs have the Sounder during the heroquest, now that already started. Tavéss is unavailable. A male or female Sounder Troll Trouble: A crucial alliance between can portray the role equally well; some people the Orlanthi and the Uz (trolls) is breaking tell the myth saying that the first Sounder was a down in arguments over how to split the spoils young woman, and in the past female questers of a recent victory, and Tavéss has hurried to have handled this myth as well or better than Ironspike to the east in order to help save the men. alliance. Donkey with Supplies: The PCs get a Lunatic Lord: The Lord of Slavewall is beset donkey to lug their supplies, including food and by creeping lunacy, caused no doubt by evil drink, plus additional food and drink for the Lunar magics. Tavéss was dispatched to help guards at the ruin. For fun, say that the donkey has a “weird look” in its eyes, and the stable girl

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 163 who brings them the donkey says that some watchman, who is out of breath and wild with people think there’s “something wrong with it.” fear. The Sounder demands that the watchmen With the rise of Chaos, things are going wrong tell him which post he deserted, and the all over, and getting a “jinxed" donkey reminds watchman says he was on Mendar Hill, and that players that the whole world is messed up, all he left his magical horn there. The watchman the way down to pack animals. says he fled because “it’s all over, there’s If the group is the type that wants animals nothing left, it’s coming, it’s really coming this to have a name, the donkey’s name is Daisy. time, run, flee, oh they’re going to get us all.” The sight of a warrior sobbing with fear might <> unsettle a quester. As the Sounder heads north Myth: Sounding the Horn of Alarm to Mendar Hill, the watchman calls out to him, In this myth, a young man known only as “the “Good luck, my son/daughter.” Sounder” hears a call from the gods, travels to Station Two: The Sounder hurries in the Snakepipe Hollow and finds a guard who has night across the blasted plain. Dog-size squishy deserted his post, goes to the abandoned and crunchy monsters, half snail and half beetle, watchpoint, and sounds the great horn that had are scattered here and there across the plain. been left there. In so doing, he warns his allies of They are slow and thinly spread, so the Sounder Chaos creatures coming up over the cliff from avoids them without trouble. Snakepipe Hollow. This myth is a minor one, Station Three: The Sounder finds Mendar but it is claimed by many people in Dragon Hill and scrambles to the top, where the watch Pass. It’s one of many myths that bolster mortals site is located. It’s a wooden platform about 5 against Chaos, and if it is corrupted, then there feet off the ground, with a simple ladder on one is bound to be more trouble arising from side. A large ram’s horn with military Snakepipe Hollow. The PCs have all been taught embellishments sits upon the platform. In the the details of the myth. distance, the Sounder sees a few Chaos creatures Boon: A quester can gain a permanent +1 that have climbed over the tops of the cliffs, but bonus to all checks involving alertness, being on in the darkness they’re just menacing shapes guard, noticing the encroachment of enemies, with no details. The Sounder sounds the horn, etc. and the sound carries for leagues to alert his Location: The myth takes place just south of allies to the danger. With the horn sounded, the myth ends, and the quester returns to the mortal Snakepipe Hollow, north of Alda-Chur. It occurs world. during the Great Darkness sometime after the creation of Snakepipe Hollow as a trap for <>

Chaos in the I-Fought-We-Won battle, or as close to “after” that as makes any sense in the Godplace when Time didn’t exist. GETTING TO THE SHRINE Station One: The Sounder has heard a The PCs travel northeast, find the shrine being mysterious “call” to leave his barracks and desecrated by a troll, and fight its gang of wretched trollkin. venture out into the wilds. He is on the plain south of the newly formed (and possibly not yet Marching North and East named) Snakepipe Hollow. It is night, since the The party leaves in the morning and follows a Sun is dead and in the Underworld. To the path ten miles north across the plains and into northwest, the Sounder sees a lone figure the hills. Then they turn off the main path to running south across the plain. As lightning follow a small trail through the hills another clashes across the sky, the Sounder can see that several miles to the shrine, a modest stone the figure has the feathered helm of a structure on the top of a hill. There’s time for watchman. The Sounder runs to intercept the any sort of battle or encounter you might want

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 164 to improvise, and maybe more opportunities for Overiew: Trollkin spot the heroes coming the PCs to get to know each other along the way. up the slope and launch sling stones at them, They may also see various remnants of recent precipitating a fight. Meanwhile, the male dark military action and violence, as suggested in the troll in the shrine slips away, but not before Scars of War sidebar. Depending on your unleashing a haunting troll spirit that will dramatic needs, you can luxuriously play out distract the PCs after the battle so that it can the hike to give players a better sense of the make a clean getaway. It heads back east to the campaign setting, or you can fast-forward to troll lands. (And yes, that means that for now when the party finds the shrine. we haven’t even added the troll’s stats; it’s not Runes: The overland trek to the shrine is an intending to fight and it’s willing to use all its open-ended opportunity for PCs to narrate Darkness magic to escape; this battle is tough runes, for their individual benefit or that of the enough already without the troll added.) party. In our experience, not many beginning First round: There’s a horrible buzzing players want to narrate a rune during interstitial sound as soon as everyone has rolled initiative. moments like this, but if someone does, be ready During its turn, the spiky black beetle buzzes to roll with it. out of the shrine, circling above the combatants. At the end of the first round, not on its initiative <> count, it drops to engage a random PC. It then Scars of Wars acts normally during its turn in initiative order  A wagon burned to the ground and for the rest of the battle starting on the second looted, still smoldering. round.  A farmhouse that’s now an improvised fort packed with desperate refugees. The Shrine Fight Chart  A field pock-marked with craters caused by Lunar meteorites. # of PCs Spiky Black Starving  A mass grave with a simple, rune-carved Beetle Trollkin stone marker. Wretch  Crows massing over the hills to the right, 3 1 8 indicating the site of a slaughter. 4 1 12  A roadside shrine to Yanafil Tarnils, the Lunar war god, now overturned and 5 1 15 defecated upon. 6 2 15  Refugees on the path ahead that scatter 7 3 16 into the hills on sighting the PCs. <>

THE SHRINE The shrine is a stone structure on the peak of a rough, rocky hill that is dotted with small, sturdy trees. Unknown to the party, a dark troll has been squatting in the shrine, chewing off pieces of the shrine’s main stone prayer pillar bit by bit. The troll has a large gang of trollkin with him, and he has kept them hungry and eager for battle.

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Spiky Black Beetle 1st level troop [BEAST] AC 15 Initiative: +2 PD 17 HP 8 (mook)

MD 11 Spiky mandible +5 vs. AC—4 damage, and Mook: Kill one starving trollkin wretch mook for target is caught until the start of the beetle’s every 8 damage you deal to the mob. next turn. A caught creature takes 4 damage if

it moves away from the beetle, and then isn’t caught any more. After the Battle The shrine has been messed up and partially AC 18 devoured by the dark troll. He also left a spirit PD 14 HP 23 here haunting the shrine. Troll Mess: The shrine shows evidence that MD 10 the troll and his trollkin have been camping out here for days. Starving Trollkin Wretch Chewed Up Prayer Pillar: The physical and spiritual center of the shrine is a blocky stone 1st level mook [TROLL] pillar with images and runes carved into it. As Initiative: +6 part of his quest for spiritual power, the troll has been eating a little of the pillar every evening Sharp rocks and sharper teeth +7 vs. AC—3 just after the sun sets. The shrine is obviously in damage bad shape. It will take a rune or some other Natural 1: The target of the attack can destroy special resource for the PCs to cleanse and the trollkin as a free action. The poor wretch repair the shrine. has stumbled and made itself so defenseless Haunting Spirit: A troll spirit now haunts that a competent adventurer can dispatch it the shrine. Usually it is invisible. When the PCs without breaking stride. arrive, the spirit causes trouble. It can make rocks roll, shake bushes, raise dust, or create R: Sling with slingstones +10 vs. AC—1 minor poltergeist-like distractions. To get rid of damage the haunting spirit, or even to identify it, the Natural 16+: The target takes 3 damage instead PCs will need something special, such as of 1 due to a surprisingly accurate shot. narrating a rune or having the right background to deal with this sort of thing (DC 20). If the PCs Face eater: Dark trolls have kept these little can’t deal with the spirit, that’s fine. It’s creeps hungry so that they are easier to control harmless. But if they do deal with the spirit, they and more enthusiastic about battle. As result, are more likely to receive a powerful “call.” they consider an unconscious enemy to be The Sounder: If they haven’t done so lunch, and they like to start with body parts already, the PCs choose which one of them will that don’t have bones in them, not always the lead the myth. They are also free to change their face. When a trollkin drops a creature to 0 hp minds on who “the Sounder” is until they or below, or when a trollkin starts its turn next actually enter the myth. In the text that follows, to an unconscious creature, the trollkin will the chosen protagonist is referred to as “the spend the next round doing something Sounder” because, for the purposes of the horrible to that creature’s face or other body heroquest, that PC really does in some way part, provided it’s still unconscious at the start share the Sounder’s identity. of the trollkin’s next turn. Good friends won’t The Call: When night falls, the PC let that happen. designated as “the Sounder” prepares to receive

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 166 a magical call. While receiving the call doesn’t With the call heard (or not), the heroes set count as entering the myth, it’s a preparatory out through the night to Watchward, the watch step that may help during the myth itself. station created and consecrated for this myth. Typically one waits for such a call by meditating The station is located near the cliffs of Snakepipe or praying. The PC makes a Wisdom check, Hollow. possibly with an appropriate background. Rectifying the shrine provides a +5 bonus to the WATCHWARD check, as does clearing out the haunting spirit. The party treks through the night without Check the chart below to determine number of incident. Watchward is a low, sturdy wooden successes based on the roll. Each success cancels platform with a stone foundation and a set of out one quest failure during the heroquest. At wide stone steps leading up to it. The four posts the end of the quest, the heroes will have net on the four corners of the platform are deeply successes, net failures, or an even result (failures carved with runes, faces, and animals. = successes). There’s no penalty for failing to Lunar Trap hear the call. Lunar magicians left a curse on the Watchward before they retreated. The curse strikes anyone Call Call Successes who climbs up onto the platform, which the PCs Check (for need to do to enter the myth. myth) When the PCs begin to climb onto the platform, have the character with most magical 14 or None. After an hour 0 sensitivity roll a DC 20 Wisdom check using an lower or two, the character appropriate background, or DC 15 if the PCs are can tell that the call specifically looking for a magical trap. If the PC isn’t coming. succeeds, they sense something is wrong and can lift the curse with a little work. Maybe it 15–19 Get the sense that 1 takes prayer, chanting, or an improvised ritual, you’ve been called. as appropriate for the character. If the PC fails the check, then no one notices anything—the 20–24 Hear a small voice, 2 curse triggers when the PCs climb onto the just barely, can’t platform, but it won’t actually affect any of them make out the words. until later. Lunar Battle Curse: The next time an enemy 25–29 In your mind, you 3 rolls a natural 1 with an attack roll against a PC, hear, “Your people that attack becomes a hit, and it triggers the curse. The curse deals 5 damage to each PC in need you.” the battle and then ends. Any subsequent 1s are 30+ You hear the phrase 4 treated normally. (above) so clear you QUESTING THE MYTH could swear that it Once the PCs have climbed the platform, they wasn’t just in your can sit, or stand, as they prefer, and chant the head, and your last verse of the prayer started in Orlanth’s friends can just Temple. The prayer will take them into the barely hear it, too. myth. Moving into the Hero Plane is an actual physical transition. The heroquesters leave the mundane world and enter the Hero Plane.

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Attune a New Rune watchman. The Sounder runs to intercept the When the PCs enter the myth, those who still watchman. have a rune attuned can choose whether they First, any player who wants to activate a want to reroll that rune. The rune that’s already Mobility rune can do so, and that allows the rolled for the mortal plane is canceled, and the Sounder to easily catch the deserter. Otherwise, player gets a new one for the Hero Plane. the Sounder must chance it. That PC makes a Determine the rune randomly, as normal. Dexterity skill check (for footwork) and a If a PC has already used their rune, then Constitution skill check (for endurance). they can’t choose to attune a new rune in the (Remember that skill checks can use Hero Plane. backgrounds as bonuses if the player can make a convincing case for why the background helps.) <> The DC for each check is 15, or 20 if the Sounder The Myth: Catching the Deserter is wearing heavy armor. Regardless of the number of failures, keep rolling until the The Sounder is on the plain south of Snakepipe Sounder has succeeded with both checks and Hollow. It is night, since the Sun is dead and in catches the deserter. (You only have to succeed the Underworld. To the northwest, the Sounder once with each check, only roll the checks you sees a lone figure running south across the plain. haven’t succeeded with yet.) Failed rolls means As lightning clashes across the sky, the Sounder it takes longer, and that has repercussions down can see that the figure has the feathered helm of the road. Note the number of quest failures for a watchman. The Sounder runs to intercept the later and keep moving. watchman, who is out of breath and wild with fear. The Sounder demands that the watchmen The deserter, when caught, is out of breath tell him which post he deserted, and the and wild with fear. In a divergence from the watchman says he was on Mendar Hill, and that myth, the watchman’s arm is horribly swollen he left his magical horn there. The watchman and blackened where it was stung by a scorpion says he glad because “it’s all over, there’s man. The Sounder demands that the watchmen nothing left, it’s coming, it’s really coming this tell him which post he deserted, and the time, run, flee, oh they’re going to get us all.” watchman says he was on Mendar Hill, and that The sight of a warrior sobbing with fear might he left his magical horn there. The watchman unsettle a quester. As the Sounder heads north says he fled because “it’s all over, there’s to Mendar Hill, the watchman calls out to him, nothing left, it’s coming, it’s really coming this “Good luck, my son/daughter.” time, run, flee, oh they’re going to get us all.” The sight of a warrior sobbing with fear is <> unsettling. Treat this as an unsettling collapse

attack. Station One: Catching the Deserter The Sounder and his retinue appear in the dead Unsettling Collapse night on the plain south of Snakepipe Hollow. Target: The Sounder The sky roils with clouds, which throw lightning Attack: +4 vs. MD back and forth among them, although there is Special: Add the number of quest failures so no rain and the ground is dry. This era is the far to the roll. universe’s darkest hour. Hit: The Sounder is dazed (–4 attacks) until the To the northwest, the Sounder sees a lone escalation die reaches 2+ in the next battle. figure running south across the plain. As (GM: Note that combat isn’t likely to happen lightning clashes across the sky, the Sounder can in Station 2; this effect probably comes at see that the figure has the feathered helm of a Station 3.)

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Once the Sounder knows that he needs to get to Station Two: Crossing the Plain Mendar Hill, he heads north toward it. From The party hastens north, under an ominous sky, behind, the watchman should call out to him, across a blasted plain. “Good luck, my son.” Unfortunately, things are Too Many Monsters: There are lots of the messed up in this myth, and instead the guard snail-beetle monsters. Once the characters start says something unsettling. It could be a generic heading across the plain, they see that the perversion of the standard phrase, something monster are packed so close that there’s a real like “Gods rest your soul, my son/daughter” or chance that they’ll grab someone as the party “We’re all as good as dead, my son/daughter.” runs through them. That’s not what’s supposed For added effect, have the saying refer to the to happen. PC’s actual life, or to the life of a PC ally. Narrating a Rune: Remind players that they Something like, “You’ll never see your sister can narrate a rune to face challenges such as again, not alive anyway.” these. Gamemaster: If your players are anything Skill Checks: If the party toughs it out like ours, there are no end to the possible social without a rune, each PC makes a Dexterity skill deviations from the literal text of the myth in check (stepping carefully) and a Wisdom skill this section. Our female Storm Bull berserker check (finding one’s way) using appropriate changed the myth, narrating a Life rune backgrounds, each requiring a DC 20. Anyone (randomly acquired for the quest) to give the who fails both checks gets a Chaos bug clinging watchman hope, and simultaneously giving him to their ankle at some point during the trek. a big kiss. This certainly isn’t in the myth, but Describe the hybrid creature clamping onto the it’s in the spirit of the myth! Without calling on a PC. It looks horrible, but any PC can peel the rune it might have counted as a single quest creature off with some desperate effort. If the failure. Narrating the rune changed the PCs Sounder fails both checks, count that as a failure story just a bit, making their world a slightly for the party. If two or more allies each fail both better place when the quest succeeded—and the checks, the party racks up one “failure” for Watchman gave the berserker his feathered hat! every two such characters. Not much time is lost Player characters who pull absurd gamer- pulling these little monsters off people’s ankles, stunts like beating or killing the Watchman but it’s a disturbing experience, and it amounts should be reminded that deviations hurt their to divergence from the myth, so it leads to chances of success. Then they should be troubles on the back end. rewarded with many stacked-up quest failures Summary to make what comes more difficult. DC 20 Dexterity skill check (stepping carefully)

DC 20 Wisdom skill check (finding one’s way) <> A PC fails both checks = there’s a bug on them The Myth: Crossing the Plain A bug on the Sounder = 1 quest failure The Sounder hurries in the night across the A bug on Sounder’s allies = 1 quest failure/2 blasted plain. Dog-size squishy and crunchy bugs monsters, half snail and half beetle, are scattered here and there across the plain. They are slow More Chaos: You’re welcome to invent and thinly spread, so the Sounder avoids them more details about what the heroquesters see without trouble. while they hustle through the Great Darkness. Just don’t spend so much time narrating that the <> action grinds to a halt.

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Example Things to See only three PCs, then there are no broos, or  Gaunt, half-real mortals lost in the other perhaps they are visible in the distance but world and doomed to wander the Great won’t arrive in time for the battle.) Darkness. Fighting Chaos: It’s not printed in the  Open sores in the earth, running with pus or monster stats below, but the combat rules for crawling with maggots. 13th Age in Glorantha say that when you are  Something gigantic on the horizon that fighting Chaos creatures in a battle, you don’t seems to be larger and closer every time the necessarily get the escalation die. We’ll restate lightning illuminates it. the rule here: At the beginning of each round,  Gnats that can be heard in the darkness but when the escalation die advances, the GM rolls a hardly seen; they buzz about the ears, d20. whispering the names of crimes: murder, 1–5: The PCs don’t add the escalation die to adultery, bribery, perjury, kidnapping, their attacks this round; instead, all Chaos slander, mayhem, arson, incest, etc. creatures add the escalation die to their attacks this round. <> 6–20: The PCs get the escalation die that round The Myth: Mendar Hill as usual. The Sounder finds Mendar Hill and scrambles to If the party contains a trickster, the trickster the top, where the watch site is located. There on has to roll instead of the GM. That way the PCs the ground is a large ram’s horn with military have yet another problem they can blame the embellishments. In the distance, he sees a few trickster for. Chaos creatures that have climbed over the tops The Horn: The horn the PCs need is hanging of the cliffs, but in the darkness they’re just by its strap around the shoulder of the scorpion menacing shapes with no details. The Sounder man. (Bringing another horn into the myth? sounds the horn, and the sounds carries for Well the PC can try it, but it just won’t work. leagues to alert his allies to the danger. Soon, he The horn in the scorpion man’s hand is the horn hears the echo of other horns, blown by other that must be sounded.) The PCs might not see watchmen who are raising the alarm far and the horn right away, but if a character decides to wide. With the horns sounded, the myth ends, run past the scorpion man in search of it, let the and the quester returns to the mortal world. PC see it hanging on their foe to avoid wasting <> their time looking for it. If the heroes get the horn before the battle is over (say, by killing the

scorpion man while there are still broo to fight), Station 3: Fight on Mendar Hill the Sounder can scramble to the top of the In the unreliable light of lightning flashes, the watchtower and sound it, which brings the Sounder can see a simple wooden platform on quest to a close. (See Sounding the Horn the top of a low, rocky hill. The party treks up below.) the side of the hill, where they hear stones being In this case, any Chaos creatures in the dislodged upslope, and sure enough there’s a battle that are still alive are swept into the scorpion man closing on the party. mortal plane along with the PCs. There they can finish the battle. For the rest of the fight, the PCs Chaos Fight always get the escalation die; they have “won” the heroquest, and the surviving Chaos The scorpion man starts far away and is creatures have been yanked out of the Great scuttling toward the party at fair speed. At the Darkness. start of the second round, one or more broos also appear far away and charge the party, one Quest Failures: By this time, the party may round behind the scorpion man. (If there are have racked up a couple quest failures from

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 170 previous stations. These failures make the even more terrible Chaos monsters during this scorpion man more likely to sting. Typically, myth. On the mortal plane, Chaos monsters are after its first hit a scorpion man needs to roll a bound to start coming up out of Snakepipe natural 16+ to trigger its poison damage from a Hollow at a greater rate. If Chaos continues to sting. For each failure the party has stacked up, grow there, it might devour the horn, capture reduce this number by 1. Against a party with the runaway sentinel, or otherwise corrupt the three failures, for example, the scorpion man’s myth. It will become a myth of failure, and ongoing poison damage triggers on a 13+ Chaos will be strengthened in the area pretty instead of 16+. much permanently. As heroquesters, the Escalation Die: Remember that there’s a characters will be able to guess as much. 50% chance each round that the die will go to Dying in the Myth: Heroes killed on a the Chaos monsters instead of the PCs. heroquest don’t necessarily die in the “real” Victory world. The final rules will detail ways that you could be messed up by dying on a heroquest. If Once the Chaos monsters are defeated, the PCs that gives you license to be extra brutal, so be it. can see more large, dark figures on the plains. A lightning flash reveals that dozens of scorpion If a character dies while in this myth’s men and broos are converging on the hill, eager section of the Hero Plane, they still survive in to feed on the PCs. The party presumably the mortal plane, provided that the rest of the scrambles up the slope to the wooden watch party vanquishes Chaos and clears it from the platform, unless the Sounder has already taken myth. Dying while in the Great Darkness is a the horn up while other people are still fighting horrible experience, and on the mortal plane the broo. hero will have disturbing dreams of dark hells and unspeakable horrors. They may be out of Sounding the Horn: When the Sounder is sorts for hours or even days, but they should ready to sound the horn, it’s a good time to recover fully . . . unless the PC likes being Chaos- narrate a rune to really drive the magic home. damaged for awhile. Otherwise, the PC makes a DC 15 Strength or Constitution skill check. Success means the If characters die and the party has to flee, Sounder blows a mighty, resonant blast from the then the dead PCs are truly dead. Worse, they horn and the party gains one quest success. are trapped in the Great Darkness as a lost soul. Failure means that PC produces a weak, uneven The results of dying on a heroquest vary blast and the heroes gain one additional quest according to the myth and other factors. failure; not failure of the quest, mind you, just a failure that will cut down on the benefits the Chaos Fight Chart PCs get from succeeding. When the Sounder sounds the horn, the PCs # of PCs Scorpion Man Broo Tough can hear it echoing far and wide, after Warrior impossibly long delays. The PCs can feel 3 1 0 themselves leaving the Hero Plane, and the terrors of the Great Darkness thankfully fade. 4 1 1 5 1 2 . . . or Defeat Fleeing from Chaos: If the party is forced to 6 1 3 flee from the Chaos monsters, they can return to 7 1 4 the mortal plane safely, but there are consequences. Chaos had already crept into the Scorpion Man Warrior myth, and now it will be even stronger. On the Hero Plane, heroquesters will now encounter In battle, the only human-like emotion visible on their faces is a grim sort of eagerness.

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Large 2nd level wrecker [CHAOS] Filthy mind: When an enemy targets the tough Initiative: +3 with an attack against MD, the tough deals damage to it equal to the escalation die. Scavenged Axe +7 vs. AC—10 damage First hit or Natural 16+: The target takes 10 AC 16 ongoing poison damage. PD 18 HP 40

MD 12 R: Makeshift sling +7 vs. AC—8 damage

Scuttling legs: For such big creatures, the scorpion man warriors duck and weave <> adroitly. Once per battle, a scorpion man can Facing Chaos turn a hit against AC or PD (but not a crit) into It’s common for villains in fantasy RPGs to be a miss. “chaotic,” but Chaos in Glorantha means a lot more than that. Here, Chaos is a force from AC 19 outside the ordered universe, a mad malignancy that nearly destroyed the universe during the PD 16 HP 65 Great Darkness. Chaos, on a deep level, is MD 12 unreal. It breaks the rules of humanity, divinity, nature, and reality. The natural instinct of all healthy things, when faced with Chaos, is to Gods and Runes flee. Arguably, being an adventurer doesn’t Scorpion men adore Bagog. They fondly qualify one to be considered “healthy.” We anticipate being devoured by her after death, assume that PCs are among the exceptional few hopefully to be transformed into something who can face down Chaos reliably enough that glorious. there are no general rules for fear effects or

similar mechanics. It’s up to you to use narration Broo Tough to convey how unnatural and menacing Chaos Filthy, depraved, disgusting creatures of hatred and is. For example, when the battle against the Chaos. scorpion man starts, paraphrase something like this description. 2nd level troop [CHAOS] “The scorpion man isn’t merely fearsome, Initiative: +5 the way homicidal, inhuman warriors are fearsome. In the way it scuttles and moves, Gore-seasoned spear +6 vs. AC—6 damage there’s a sense of something deeply wrong. Miss: 2 damage (from horns, elbow, hoof, etc.). Looking at a Chaos creature is like looking at a hole in reality, with an unknown horror looking

back at you through the hole. Your worst R: Gruesome javelin +6 vs. AC—4 damage enemies pale in comparison to what you’re

facing now. All the mundane hatreds and Dirty fighting: When an enemy makes a melee grudges that you harbor feel like make-believe attack against the tough and misses, the tough compared to the revulsion you feel on deals damage to it equal to the escalation die. confronting Chaos creatures. Perhaps you If the attack was a fumble, then the tough also suddenly feel as though your most hated makes a gore-seasoned spear attack against that enemy, if they were beside you now, would foe as a free action. become your willing ally against this common

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 172 foe. The hatred between you and your enemies Alertness Bonus: If the party has no quest is like nothing compared to the wrongness that failures, the Sounder automatically gains a emanates from the scorpion man. It looks permanent +1 bonus to perception-related skill vaguely humanlike, but you can feel in your checks. If the party has any failures, the Sounder soul that it is more alien to you than any has to succeed at one easy save (6+) per failure dragonewt or troll. They are flesh-and-blood, to get this benefit. but somehow their mortal bodies seem like a Man Rune: If the party has no quest failures, thin disguise pulled over an all-powerful and the Sounder and one ally each gain the Man encroaching doom.” rune. If the party has any failures, then each PC When the players lose the escalation die to has to roll saves, as with the alertness bonus. the scorpion man, that’s a good time to remind The Man rune works as one of the PC’s runes, the players how disorienting it is to face Chaos. except that once it triggers a permanent blessing <> the rune goes away. Yes, a PC who already had the Man rune would temporarily double up. Return to the Mortal Plane

The party returns to the mortal plane with a magical boon, probably, and also with a vision of terror. Vision of Terror Visions are a GM’s best friend when it comes to ominous foreshadowing, provided you don’t overdo it. In this case the PCs have visions of Gagix Twobarb, one of the most powerful of Bagog’s champions and the Queen of a dangerous scorpion man army the PCs may have to face later in their careers. As the Great Darkness fades away, the PCs are struck with flashes of visions. These visions portray the Chaos monsters trapped in the sunken earth, Snakepipe Hollow. Mostly the PCs remember fragments, such as scaly hides and twisting limbs. But one creature stands out clearly in the memory of all, a mighty scorpion woman with two tails. Somehow it was her magic that released the scorpion man into the myth of the Horn of Snakepipe Hollow. Sensitive PCs may even be left with the feeling that she, whoever she was, was looking at them, as well. Blessings and Boons Now that the myth has been successfully quested at the Watchward, it is “clean” again, and other heroquesters will be able to deal with the myth as a safe ritual without having to cross to the Hero Plane. The characters also gain benefits.

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VENTURE TO DUCK POINT Duck Rescue: The characters might accomplish some feat that earns them the This 3rd level adventure is designed to give your gratitude of the ducks. Perhaps they fight off players the opportunity to knock around Duck monsters that are menacing some prominent Point and learn something about the ducks, the ducks far from Duck Point. This event becomes ducks’ Beast Men allies, and the Upland Marsh the reason that they are invited to Duck Point to area. The characters have things to do, but a lot be taught their special heroquest. of the adventure is open-ended roleplaying. The adventure lists a default outline, but it’s there to Chaotic Ghosts Haunting a Myth: Horrific use only in the unlikely situation that your ghosts are now haunting a myth that is campaign hasn’t already generated its own important to the heroes. Divinations reveal that storylines. Most of the material is modular so these undead are vulnerable to magic possessed that you can use it as best makes sense in your by the ducks. In this case, the heroes are sent to campaign. Duck Point to gain the heroquest gift, after which they are to drive away the ghosts and Everything is optional: This adventure is restore the myth. written as if you’re going to include everything, but each element is optional. Use the ideas that Missing Duck Idol Found: The characters work for you, and invent more details of your find a major duck treasure in loot collected by own. monsters they’ve defeated. The treasure is an ancient idol of Ernalda depicted as a duck, and Freedom is mandatory: You must adapt this it was lost in the recent catastrophes. The party material to your needs. Even if you try to follow arranges to return the idol to Duck Point the text strictly, there’s stuff you’ll have to make personally, where they will also receive a grand up. reward. Story Setup Humakti Blessing: A Humakti PC finds a This section guides you as you incorporate Duck magic item, learns a magic phrase, or otherwise Point into your campaign. Before you can run gains some access to special Humakti magic. To the adventure, review the current storylines of unlock the power of the item, phrase, or power, the characters in your campaign. Duck Point is a they have to go to Duck Point to undertake a notable city, and the Upland Marsh is a notable heroquest. locale. This material is a baseline, but you need History of Duck Point to adjust it to fit where your campaign is or where it’s going. Whatever is happening here Three hundred years ago, Prince Sartar reflects what’s happening in the greater world. magically created Duck Point, with its stone buildings, sturdy walls, and wide thoroughfares When thinking about the adventure, that still exist as the heart of the city. Prince consider the player characters, especially their Sartar also created the mighty road that leads uniques, gods, runes, and backgrounds. Invent east to Boldhome. All around the ancient core of whatever you need to give the PCs the right stone buildings are human-built structures experiences and bring out their stories. made mostly of wood and duck-built structures Previously in Your Campaign made of wattle and mud. River traffic comes to This material on Duck Point is designed for a 3rd Duck Point, and from there moves overland or level party, so the players should have about upriver to Sartar. The ducks are well known as two levels of adventuring under their belts. enemies of Delecti of Upland Marsh and his While the PCs are 1st and 2nd level, drop in undead armies. Currently, a large contingent of battles, events, or treasures that lay a foundation Beast Men is stationed in Duck Point. for their upcoming venture to Duck Point. Here are a few examples to get you started.

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Big Names in Duck Point In terms of interacting with the PCs, Bolly is Three NPCs represent the three power factions their main point of contact. She takes a personal in Duck Point, and a fourth has a special status interest in the PCs, perhaps in one hero in as the leader of the local Humakti. Use these particular. If your group is typical, the characters to frame events in the city, even if characters have many traits or histories that only as people that NPCs refer to. There’s a lot might make Bolly take interest in them. going on in Duck Point, and these four Although busy with the efforts required to keep “anchors” will help ground your players. These Duck Point running, she makes time for the PCs. NPCs serve a practical role of telling players Sometimes, however, underling ducks will deal who’s in charge, but their personalities don’t with the PCs and pass and receive messages figure directly into the adventure so you can from Bolly. In any event, the point of this NPC is substitute NPCs of your own invention if you to give the PCs a single point of contact and to are so inspired. The short list of four is followed help keep the story moving forward. by detail write-ups. Holden the Overseer Bolly the Big Duck: She’s the duck who gets Male human things done and makes things happen, Like Bolly the Big Duck, Holden has come into effectively the lord of Duck Point. power lately through his ability to get things Holden the Overseer (human): Holden done. Tons of goods move through Duck Point, controls commerce through Duck Point, and and Holden’s people make it all happen. He is he’s known for getting things done under the veritable leader of all the humans in and challenging circumstances. around Duck Point, especially those engaged in Captain Fleetfoot (centaur): He’s the top local commerce. His title of Overseer is unofficial, and military official in Duck Point. his powers are not written down, but he gets Striker the Sword of Humakt (duck): He’s the done what needs to get done. Holden is an top-ranking Humakti in Duck Point. Orlanthi, if not the most devoted worshiper. He Bully the Big Duck is on good terms with the cultists of Issaries, the Female duck Storm Tribe’s god of trade. Some people quietly spread the rumor that Holden must have some Recent catastrophes have sunk the loose social Chaotic connections to be so successful, such as structure that the ducks had. In the upheaval, a with Krarshtis, whose disciples often occupy hen named Bolly has come to power as the “big positions of secret influence. duck,” the equivalent of a “big man” in human tribal societies without chiefs. Although lacking If you want to make Holden into a major any pedigree, she is the one who has gotten character, introduce a dilemma. In this case, things done, kept the ducks together, settled Holden is a high-powered man who gets the job internal conflicts, negotiated with outsiders, and done, but he is also cruel. He oversees a small overall taken control of Duck Point. In the style army of slaves: captured enemy soldiers and of a “big man,” she controls wealth that comes noncombatants. Holden is known for dreaming into the tribe and shares it out among her up punishments that terrorize the slaves, amuse followers, while keeping a fitting amount of the Beast Men, and warm his own black heart. wealth for herself and her family. The ducks The free people working commerce in Duck admire Bolly and try to please her. Point also fear Holden, whose rough men are all too happy to enforce his requests. The rest of Bolly is an initiate of Ernalda, but she seems Sartar is depending on expedited trade through to be involved in all the Storm Tribe cults to Duck Point, so any decisive move against some extent and not that deeply involved in her Holden will hurt the war effort. own. Captain Fleetfoot Male centaur

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Captain Fleetfoot, a centaur, is in charge of the predominantly male, but a number of females Beast Men stationed in Duck Point, and he talks are present as well. as though that makes him in charge of Duck <> Point altogether. As a centaur, he is used to Captain Fleetfoot and the Centaurs other Beast Men following him as a leader, and Beast Men acknowledge centaurs as their he expects the same sort of instinctive response natural leaders, and the captains of the army are from ducks and humans. While his troops are all centaurs. Most of the centaurs, however, are stationed here, he considers the place “Beast “hoof soldiers” and archers. The centaurs spend Man Point” instead of Duck Point. lots of time away from Duck Point conducting If the heroes need to win Captain Fleetfoot training exercises nearby, or just running free over to their cause, he has a weakness that they rather than settling down in Duck Point. If can exploit. He loves to learn and sing new possible, give the heroes the opportunity to songs, especially anything exotic or ancient. If hang out with a centaur or two. They have high the characters can share interesting new songs spirits and make good companions, although with him, he will be inclined to treat them well. they can be flighty. The centaurs operate in all- Messenger rat plotline: The party will be male or all-female companies, mostly all-male. tasked with bringing their messenger rat to The centaurs’ secret weapon is a sacred Captain Fleetfoot, a mission that lets them circle of mares who have lost all their children in interact with the Beast Men. the war. They have spoken ancient oaths of Striker the Sword of Humakt vengeance, and their presence creates a Male duck bloodthirsty spirit among the warrior centaurs, This veteran duck has seen plenty of action and propelling them into repeated victories. has the scars to show for it. He stays out of [[insert question graphic]] In your politics and focuses on his cause: defeating Glorantha, what’s the centaurs’ most noble Delecti’s undead minions. Lately he has been quality? masterminding a campaign to reclaim land from Minotaur Shock Troops the Marsh, bit by bit. He uses blessings gained These intimidating monsters are hard to miss; from their Silent Guardian heroquest to push they’re big, smelly, and noisy. They spend a fair back the edge of the marsh. The PCs might seek amount of time “training,” which is to say him out, especially if there is a Humakti among brawling. They’re also prone to singing in large, them. lowing choirs, and they sing even when they’re The Beast Man Contingent not drinking. Most minotaurs don’t care much An army of Beast Men has gathered in Duck about the ducks or anyone else, but a Point. They are also using it as a staging area for troublemaker named Hillock is an exception. a future march to battle, when the time comes. Minotaurs are known to occasionally honor For now, they are preparing for what comes someone with a special ceremony called a next. New groups of Beast Men march into town “wailing.” They low and keen with their mighty now and then, and shipments of gear voices, circling the subject and throwing their occasionally arrive. Official messengers come heads back as they sing. It’s a great honor for and go with secret plans shared only with the minotaurs to salute someone this way. Maybe Beast Man captains, all centaurs. while the heroes are in Duck Point they will <> impress the minotaurs enough to earn a wailing. Beast Men? Although these creatures are Much more likely is that the adventurers don’t commonly referred to as Beast Men, each race of have the chops yet, but they’ll get another Beast Men is half female, as one might expect. chance when they’re champion- or epic-level The soldiers stationed in Duck Point are heroes. Make them wait for it.

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Big bull minotaurs have suffered significant even combining “No” with another phrase to casualties lately, and about half the minotaur indicate negation. All “grammar” is done with soldiers in Duck Point are replacement troops, context and tone of voice. For example, “kill-it” including cows, juveniles, and elders. might mean “I want to kill it,” “May I kill it?” [[insert question graphic]] In your “I’m going to kill it,” “Let’s kill it!” “I can’t stop Glorantha, what special vice are minotaurs thinking about killing it,” etc. So if a manticore prone to? Spitting? Flatulence? Know your looks you up and down and then babbles, “Eaty players and choose appropriately. eat, eaty-weaty,” there’s no mistaking what it means. Irrepressible Satyrs Gloranthan manticores have venomous There’s a war on, people. Would someone scorpion tails rather than tails that throw spikes, please remind the satyrs? Their juvenile good so if you have the 13th Age Bestiary, take nature just reminds the rest of us how scared advantage of the two scorpion-sting manticores and down we are. on pages 139-140. In terms of their taste for Satyrs are adults to judge by their deep voices, human flesh, however, they are much the same. grown-up physiques, and, among the men, Beast Men are known for their honor, and curly facial hair. But given half a chance, satyrs manticores instinctively obey centaurs; as long will carry on like big kids, singing silly songs, as there is a centaur around, a manticore is making simple music, playing make-believe, bound to obey the rules and not eat anyone. In dancing (more like careening), chasing each fact, the manticores of Duck Point are well- other, enjoying playground games, skipping trained enough that they usually don’t eat rope, playing with dolls, pranking each other, anyone even when there is no centaur in sight. and generally carrying on. It is charming, at first. The female satyrs are just as fond of Manticores aren’t big fans of each other. warfare and mischief as the males, and plenty of They will work together if they have to, but they the satyr contingent is female. The males would rather fight alongside other Beast Men. outnumber the females, however, resulting in The Beast Men’s great Hero-commander, the more than the usual share of “brotherly love.” centaur Ironhoof, would like to be able to field a squadron of manticores to concentrate their As goat-people, satyrs are found of leaping sure- power, but he’s never been able to get a unit to footedly onto precarious perches. They wander cohere. Instead, each manticore supports a Duck Point in little groups, goofing off, stealing contingent of ground troops, probably including food, and often eating garbage. Sometimes a centaur as the captain. In Duck Point, they’re hungry, but mostly they’re just bored. manticores are here and there among the Beast [[insert question graphic]] In your Men, rarely two together. Glorantha, what dark side do satyrs have? Among the supplies that come into Duck Manticore Loners Point are barrels of food for the manticores. Manticores speak with resonant, articulate Don’t look in the barrels. voices, but they are about as smart as dogs, so As the most beastly and least man-like of the their speech is extremely limited. When excited Beast Men, a manticore might have a special they babble, and they mumble when upset. affinity for a certain type of PC, such as someone Their speech consists of words and phrases, all with the Beast rune. For the right person, a as simple as the commands you might teach a manticore can be as loving and cuddly as they dog, or like a child’s first words. Manticore usually are intimidating and hungry. words include “kill-it,” “eat,” “gimme,” “go-go- About half the manticores are female. If any go,” “please,” and of course “No!” Manticores player makes a joke about “womanticores,” tell speak in discreet phrases that never combine them they lose 10 experience points. grammatically to make complicated phrases, not

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[[insert question graphic]] In your Secretive ducks: The ducks are effusively Glorantha, what special quality is the venom of friendly to the characters and generous, but it a manticore rumored to have? doesn’t take long for perceptive PCs to notice that the ducks are playing everything close to <<>> the chest. When characters enter a room, the Things to See and Feel in Duck Point ducks stop talking, and they seem to be feigning Depending on the content of your campaign, ignorance about things that have already been you might want to include any of these battles decided behind closed doors. It’s not sinister. It’s and themes in your Duck Point adventures. Be just that the ducks are their own, close-knit selective. If you know a particular shtick community and you’re not in it. wouldn’t work well with your group, skip it. Aura of strangeness: The ducks are cursed, Cluckling ducks: Anyone who spends any and most people find them odd-looking, if not time in Duck Point notices that the ducks cluck freaky. The strange thing is that this sense of or chuckle softly to themselves, almost like a oddity remains no matter how long you spend nervous habit. Sensitive characters who spend living among the ducks. Instead of becoming days at Duck Point gradually become aware that acclimated to the sight of ducks, visitors retain ducks make this noise back and forth among their sense that there’s something odd about each other. Once an outsider is attuned to it, it them—something wrong. For those with the seems like the whole duck community is insight to notice this effect, it confirms that the constantly in contact, like one big family. Then ducks are a cursed race. the outsider really feels like an outsider. If asked <<>> about it, ducks say it’s no big deal and they hardly even notice it themselves. They call it Preparations for War cluckling. Shipments of provisions come in by river to Cursed veterans: Several ducks are stricken Duck Point, with supplies stacking up for with disturbing afflictions: palsy, crazy eyes, defense of the city or, more likely, for the drooling, shambling, and creepy babbling. As coming campaign. At some point, all across the these signs show, something terrible has land, the word will come to attack, and then touched their souls and broken their minds. these provisions will feed the soldiers as they These fallen soldiers are casualties of a vicious march victoriously into the enemy’s heartland. wraith attack that the ducks would rather not No horses: Since the “cavalry” at Duck Point talk about. The ducks all treat them with are centaurs, and the ducks are semi-aquatic, the patience and generosity. The veterans only riding horses are a few owned by high- themselves can be quite friendly, but that just ranking humans. Thanks to Prince Argrath’s makes them creepier. deals with the Praxian beast nomads, a fair Ancient treasure: The ducks of Duck Point number of high llamas are available as mounts. are simple people, with plain houses, boats, and Draft horses are also common for overland dress. But the ducks are proud of one particular travel, as are oxen. The whole point of this detail treasure they own, an ancient work of great is to force PCs to ride high llamas if they want beauty and magic. It might be a complicated anything that moves decently, which should be organ (certainly not of God Learner make— a hoot. There are also a couple bolo lizards in perish the thought!) that generates delightful town. They are like small, two-legged dinosaurs music, a blessed statue of an earth maiden that usually ridden by small humans, but some of dances on holy days, or a gem that fills the air the ducks are learning to ride them. with colorful phantasms when thrown into a Fighting spirit: Everyone at Duck Point is fire. It also wouldn’t hurt if the treasure were thinking ahead to the coming battle. Officially, significant to a character somehow. the forces at Duck Point are ready to move out

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 178 and conquer. But what’s the reality of the communication, but rather a type of situation? Each time the PCs go to a new communicable disease? territory, that territory is new evidence of how Krarsht, the Hungry One: The cult of well things are going. Dial the mood up or Krarsht supports an international network of down to fit your campaign arc, anything from well-connected colleagues, allowing it to the giddy readiness for battle to the grim flourish wherever gold, goods, and lives are fatalism of soldiers ready to die. Your level of changing hands. War and upheaval have optimism colors everything you narrate in Duck created plenty of opportunity, and there may be Point, which as written is balanced between Krarsht cultists involved in the lucrative trade optimism and pessimism. that comes through Duck Point. Precious cargo: After the Duck Point Thanatar, the Severed God: Head-hunting, adventure is over, where do you want to lure knowledge-stealing devotees of Thanatar have the PCs? Maybe you can entice them to go made their way into Sartar from the great where you want with a handy rumor. While the metropolis of Nochet, 150 miles to the south, PCs are in Duck Point, they hear word of a and they might be passing through Duck Point precious cargo moving quickly or secretly or establishing a base there. through the city. Later, when this adventure is Red Moon: Thanks to the recent presence of over, the next expected shipment of that cargo Lunars, some good people of Duck Point have fails to arrive. The missing cargo is a hook to get been illuminated, though they’re likely to keep the PCs to the “X” on your map. For example, quiet about it. perhaps the Sartarites have been taking Adventure Options shipments of enchanted copper weapons and ritual paraphernalia from the Shaker Temple The Duck Point adventure is basically a place held by the Tarsh Exiles to the northwest. The and lots of stuff to do in that place, so it’s not Sartar Magical Union is using these sacred items linear. Adapt this outline to your game’s needs. for a powerful magical effort that they have The “Carrot”: The PCs may be attracted to underway. When these shipments mysteriously Duck Point for any of several reasons that occur cease, the characters are sent to the sacred earlier in the campaign. It’s a good idea to come mountain of Kero Fin, Wintertop Fort and the up with a promising reward that the players Shaker Temple, to find out what has blocked respond positively to. Consider the ideas that them. are laid out in the Setup section, above. Secret Message: Before they leave for Duck Touch of Chaos Point, the heroes meet a satyr who gives them a @@section will get more attention in final “messenger rat” to take to Captain Fleetfoot, the When civilization is shaken, Chaos grows centaur commander of the Beast Men. stronger. There are bound to be some people Travel to Duck Point: Travel battles and associated with Chaos in Duck Point, although encounters are at your discretion. the PCs probably won’t notice them unless Welcome Feast: When the characters arrive, something comes up. One of these ideas might the locals hold a large meal in their honor. It suit your campaign, and two is probably too serves as an introduction to Duck Point and much, but don’t force any of these ideas where duck life. What are ducks like in your they don’t belong. Glorantha? Mallia, Mistress of Disease: Desperate Beast Man Interlude: The heroes travel people sometimes turn to Mallia to protect them around the countryside looking for Captain from plagues. Once good people have Fleetfoot. They meet various Beast Men and get committed this sin, they must continue to attacked by a juvenile manticore. sacrifice to Mallia or have diseases double back on them. Perhaps the cluckling isn’t a form of

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Free-Form Roleplaying: Back at Duck Point, masculine connotations in satyr culture, and it’s the PCs have to wait several days for the ducks regrettably common. Worse, it really does fit this to prepare for the heroquest, during which time satyr. He’s one of Ironhoof’s personal the heroes are welcome guests. Characters get attendants, and he’s here to pass along the into fun or trouble, as characters do. message for the heroes to take to Duck Point. Humakt the Champion: The ducks are Arrange for the PCs and the satyr to meet. happy to give the heroes a shot at this secret Typically, a superior of some sort informs a PC Humakti myth, provided there is a Humakti that they have an opportunity to do a favor for character to take on the main role. Ironhoof, and they want to take it. That involves Undead Guard Duty: The characters are picking up a message from the satyr and taking recruited to take night watches at a site where it to Duck Point. The satyr is happy to be social the local Humakti are reclaiming the land from and in no hurry to get on with the message. It the marsh bit by bit. To no one’s surprise, can’t stop making childish jokes and laughing at horrible undead monsters slosh up out of the them. Soon, however, the PCs are likely to ask marsh and test their mettle. about the message. That’s when the satyr makes Minotaur Trouble: The characters brawl an exaggerated play of retrieving the message with Hillock, a trouble-making Beast Man. from a big pouch. He reaches in and pulls out . . Upland Marsh Heroquest: The Humakti . a big, brown rat. ducks teach the heroes a strange variant on a Messenger Rat: The ugly, dirty rat looks like popular Ernalda quest. It takes the heroes under it might have been chewed up by a dog at some the Upland Marsh and into a haunted grotto, point in its past, but it has held together well. Its where an imprisoned daughter of Ernalda black eyes display a keen intelligence and a grants them a powerful blessing. The ducks are deep disdain for you. As the satyr explains, it enthusiastic about it and have been using newly has Ironhoof’s message for Captain Fleetfoot. As gained Lunar secrets to get a new blessing to use a messenger rat, it is metaphysically silenced against Delecti. The heroes can complete the and can speak only its message and only to the quest without the Lunar secrets, but that makes recipient. Someone needs to carry it, protect it, the quest harder. If the party needs powerful feed it, etc. When they arrive at Duck Point, the magic to use against undead, this quest is a heroes must personally deliver the rat to great place for them to earn it. Captain Fleetfoot. On the trip, to the extent that the rat is able, it treats the heroes as if they are Secret Message for the Beast Men servants. This encounter takes place before the PCs set off for Duck Point, or possibly while they are en Travel to Duck Point route. It sets up a reason for the PCs to interact Just because it takes a long time for the PCs to with the Beast Men, and it puts a character in get to Duck Point doesn’t mean you need to the paradoxical situation of being nice and spend a long time playing out the travel itself. patient with a disgusting rat. Take a look at the material available in Duck One of the PCs’ regular contacts has a Point. If there are points that you want to special mission for them. Ironhoof, the heroic foreshadow or develop, then by all means add centaur leader of the Beast Men, is leading an travel encounters that serve those purposes. elite regiment of centaur spirit archers in Unstructured time like overland travel is also a coordination with the Sartar Magical Union, so good opportunity to elicit creative contributions he is far from Beast Valley. He needs someone to from the players. What sorts of creatures do they bear a message to his captain in Duck Point, and think their characters might meet and what since the heroes are going that way. . . . types of things might they encounter? In general, it’s better to be too brief when Butthead the Satyr: Sadly, since satyrs are known to literally butt heads, this name has

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 180 summarizing an overland trek rather than being into what sounds like a regular toast, such as “. . too longwinded. . I wish Duck Town a safe and prosperous year,” Welcome Feast or “. . . it’s been far too long since I’ve had food this good or company half this good.” The sort When the heroes arrive in Duck Point, they are of oaths that the ducks make depend closely on welcomed with a feast. how you are presenting Duck Town. After some Messenger Rat: The heroes are supposed to ducks swear their oaths, a clamor goes up of deliver the messenger rat to Captain Fleetfoot, ducks suggesting that the party members go but it will have to wait for the next day. The next. Here’s a chance for each hero to make an welcome feast should come before the PCs hunt individual impression. down Captain Fleetfoot because it’s a better Dance: As the meal comes to a close, some introduction to Duck Point. Perhaps he’s away ducks start playing drums, and then a few pull on a scouting mission. out trumpets. Soon everyone helps to move the Bolly and Other Hosts: Bolly herself hosts tables from the center of the room, and then the feast, along with any other notables you begins dancing. Most Sartarites recognize the want to invent or pull in. A mix of ducks and dances and can join in with little trouble, humans compose the assembly, maybe with although there’s a lot more tail-waggling in some satyrs. these versions. The music also attracts some Striken Veterans: See Things to See and Do satyrs who crash the party, to the general in Duck Point to read about the stricken delight of the crowd. They know none of the veterans. They are in attendance at the welcome songs but have no trouble improvising their feast. Perhaps they’re honored guests, but own impressive moves. possibly they are servants, eager to help in the The PCs can dance, mingle, steal away, or best way they can considering their condition. whatever they like. Duck Food: Ducks love snails, worms, bugs, and waterlogged vegetables, which they <<>> typically eat raw, and sometimes alive. They Managing Potential Fights know that humans won’t eat that sort of food, so “Venture to Duck Point” is a free-form they serve up cooked snails, worms, bugs, and adventure where the party is liable to encounter vegetables. It means a lot to the ducks that the Beast Men who are allies but whom they might heroes share their food. The taste is unusual; let want to fight. There are several possible the players narrate how they react to the meal. encounters in Duck Point that are ambiguous as The food is served group style, heaped onto to whether the party should attack. In classic wicker platters and placed along the center of roleplaying, any player at the table can decide each long plank table. Ducks use silverware—to whether their character attacks. If their character pull the grub off the platters and onto the table attacks, the NPCs probably respond in-kind, near them, where the duck can snap it up with and one player at the table and decided for the their bill. They demonstrably enjoy eating. whole party whether a fight starts. These days, Humans are not required to eat off the table like the story is more important than each player’s animals, but there’s probably at least one joker sovereign right to operate their PC however at your gaming table that will want to. they like. When the players are faced with a Oaths: Use this bit if you want to give each potential fight, have the group agree which PC a little spotlight. route the party is going to take. They can discuss The ducks have a tradition of oath-making, it out of character and decide on the approach sort of the equivalent of a toast. Each oath starts that seems most likely to give them the with a formulaic introduction, such as “I swear . experience they want. If the players can’t agree, . .,” “By Death I swear . . .,” “By the gods I swear you can institute “story points.” A player can this oath,” or something similar. Then it turns

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 181 decide what the party does by spending their to him. If you’re going to deliver a message to “story point.” Each player gets one and can use Captain Fleetfoot, it’s got to be on mounts, and it once. If more than one player wants to use a what few horses there are are jealously guarded. story point for the same scene, they dice for it. You can do it: Assume that all the After everyone has used their story points, adventurers are competent to ride a trained everyone gets a second one, and so on. riding animal. In some games, you’d have to <<>> make riding checks at a penalty to ride high llamas, but all that does is make players not want to let their PCs ride high llamas. Assure Beast Man Interlude the players that this isn’t a trick to get them to This element lets the PCs get a bit of a tour of make a bunch of rolls and maybe take some the area and to interact with Beast Men. They damage. also ride high llamas, and there’s a fight with a Make the best of it: Ask the players to each juvenile manticore. narrate how they handle getting onto a high

llama and riding it around. No one needs to roll. Finding Captain Fleetfoot They can just narrate it as it suits them. The morning after the welcome feast, the party is expected to head off to deliver the messenger Juvenile Manticore Attack rat to Captain Fleetfoot. The plan is to talk to the The characters ride out of the city following the local Beast Men about where to find Captain centaur’s directions. They pass duck Fleetfoot and then ride out to wherever he may neighborhoods, human farmsteads, burned out be. buildings and more.

Sounds of trouble: As the heroes are passing a Beast Man Camp collection of ruined buildings, they hear The heroes’ hosts guide them to the Beast Man something big moving around somewhere camp in Duck Point. among them. As good heroes, they should Creating a stir: The heroes draw the interest dismount and investigate. of centaurs, satyrs, and at least one manticore. Manticore surprise: A juvenile manticore with Satyrs in particular are curious and eager to see a bronze muzzle springs out from around a what the newcomers are about. Make sure that building, lands near them, and gives the heroes the players get a good sense of what manticores a quizzical look, as if not sure what to make of are like, because they’ll be fighting one soon. them. Have the players decide whether the Sent along: A centaur finds the heroes with party is going to attack or parley. Get the word that Captain Fleetfoot is to be found players to decide as a group rather than letting several miles out of town in fields where he is one player start a fight when the others don’t overseeing training exercises. For that, they’ll want them to. Tell them that there are need mounts. consequences if they make the wrong decision.

If the heroes decide to parley, tell them that it’s Barbarian Mounts attacking. Roll initiative, and add +10 to the The beast barbarians of Prax are Sartar’s allies, manticore’s roll. If they decide to fight, just roll and they’ve provided the humans of Duck Point initiative normally. with fine steeds from the plains: high llamas. Aftermath: This manticore has been Their hosts provide them with mounts, tackle, unreliable. It had attacked a satyr, so its instructions, and help. handlers put a muzzle on it. But then it escaped, You need mounts: They explain that Captain and now its’ on the loose. The Beast Men will be Fleetfoot moves around a lot, and if you’re on sad to hear that it’s dead, but they are also foot you might walk all day and never catch up

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 182 unhappy to see that one of their own hurt the next one. If you miss both those saves, the heroes. third one is an automatic success.

AC 20 JUVENILE MANTICORE PD 18 HP 110 He looks nearly full-size, but he’s gangly, with MD 14 oversize paws and tufts of soft facial hair. A bronze muzzle is locked onto his head. Finding Captain Fleetfoot The heroes continue on to the Beast Man Large 4th level spoiler [BEAST] training camp. There they find lots of centaurs Initiative: +11 and satyrs, and they point the heroes off to where Captain Fleetfoot is reviewing defenses at Battering paws +9 vs. AC (2 attacks)—13 a human village. A centaur escorts them there, damage and finally they meet Captain Fleetfoot. He is Natural 16+: The juvenile manticore can make accompanied by contingents of elite satyrs with a stinging tail attack against a random centaur lieutenants. engaged enemy as a free action. Messenger Rat Muzzled maw +9 vs. AC—0 damage. The When the rat’s host finally hands over the manticore puts its jaws where it would normally messenger rat, the rat eagerly scampers off of bite someone quite badly, but thanks to the the hero and onto the centaur’s outstretched muzzle all it can do is snap its jaws. Don’t arm. The rat clambers up the arm, sits on the bother to make this attack once the players centaur’s shoulder, and whispers in the know that it deals no damage, but it is a fine centaur’s ear. The rat tells the centaur how the opportunity to put a PC’s face in the direct hero has treated it on the journey, and the proximity to a manticore’s snapping jaws. Make centaur relays this back to the hero. Try to be it cinematic, as the manticore tries ineffectively positive. If the rat chewed up some of the hero’s to devour the PC. clothes or personal effects, the centaur says, “I hear that you gave the rat some special food to Stinging tail +9 vs. PD—10 ongoing poison eat. I’m glad you treated it well.” The rat is used damage (hard save ends, 16+) and the juvenile to shoddy treatment, so its standards are low. manticore takes 3 damage, 6 if it’s staggered. If it’s at all reasonable for the rat to give the hero a good report, the centaur thanks the hero and provides a special gift—several flasks of Flight: Manticores are poor fliers in tight spaces, exotic wine from the revels at the Wild Temple. and this young hothead isn’t that great in the wide open, either. If the relationship with the rat has been rocky, maybe now is when the hero finds out

what last “surprises” it has left for them: poop in Nastier Specials a pocket, leather bags chewed up, rat hair in Tenacious poison: If the players haven’t suffered food, etc. enough, they discover at the end of the fight If the heroes eventually plan to return from that the manticore’s poison isn’t as easy to Duck Point to the place where they got the rat, shake off as poison usually is. Normally, a they are asked to carry the rat back again. Is the character suffering ongoing damage takes rat’s message actually going to be important in damage one more time after a fight and then your campaign? Or was this some other style of saves automatically. With the juvenile test? manticore, you have to roll that save and the

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There’s no particular reason that the PCs those who roll 11+ will narrate good omens, and should find out what the secret message is, but if those who roll less narrate bad ones. Set this your players are disappointed not to find out, number at 6 or 16 if your campaign is especially you can drop a hint. The characters soon hear optimistic or pessimistic. In any order, players that Fleetfoot is sending scouts to Tarsh, to the narrate their omens. Omens are primarily northwest, suggesting that his Beast Men may symbolic. They do not substantially change the soon be on the move. situation. For example: news of a healthy birth, a tragic death, images in the clouds, lights in the Back to Duck Point heavens, lights in the swamp, sounds from the The heroes are welcome to hang out with the swamp, freak accidents, a missing person found, Beast Men, but most likely they’ll ride back to someone fixing a bell so that it sounds for the Duck Point for the night. first time in years, a plague of bugs, a vast graveyard for earth worshipers where people Free-Form Roleplaying are buried vertically to save space, a pyre site for deceased Orlanthi that shows the traces of The heroes have a chance to hang out in Duck countless cremations but also reveals signs of Point and interact with the denizens, a good new life, visionary dreams, patricide, or a chill opportunity for free-form roleplaying. wind. If you like drawing stones, puts stones of two colors in a bag, at least one stone per player. The Heroes’ Goals The light ones are good omens, dark ones are This adventure is set up loosely to allow you to bad, and each player picks one. Choose the adapt it to your players’ needs. Once the heroes number of good and bad stones to reflect the have been welcomed in the feast and have mood of your Duck Point. delivered the messenger rat, they have some Narrating runes: Omens are a natural place unstructured time in Duck Point. This open for players to narrate runes. space allows players to guide the unfolding story. Ask the players what their heroes want to do or see while in Duck Point. In fact, the Myth of Humakt the Champion players might have ideas for what their While in Duck Point, if the party includes a characters encounter that are different from the Humakti, the local Humakti invite them to heroes’ goals. For example, a character might undertake the myth of Humakt the Champion. If want to examine the buildings that Sartar the party includes a Humakti, then that erected 300 years ago, while the player wants character is the myth’s protagonist, enacting the character to become strangely enamored of Humakt’s role. The other characters are duck culture. Encourage the players to generate Humakt’s allies that fight alongside him. In goals that create action and possible conflict. undertaking the quest, the characters learn a Goals such as “not being noticed” usually don’t secret of the myth that only the ducks and their lead to as much fun at the table as something friends know. like “learning some Beast Man songs.” Use the “Humakt the Champion” quest at the back of this adventure. At the conclusion of Good and Bad Omens the quest, after Orlanth says, “Your thanes shall Pull this bit in anytime it fits. Especially when answer only to you” and before he says, “Now I there’s a lull in the action and you want to spend humbly beg of you,” the Storm Lord says one some time helping the players feel more more thing: immersed in Duck Point, have the players “And your only kin shall be those cut off from narrate some good and bad omens. themselves.” Narrating omens: Each player narrates one good or bad omen. The players all roll d20s, and

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The ducks refuse to answer questions about sounds, but don’t spend too much time before this extra line, although when you bring it up, getting to the fight. The PCs might notice… they might look wistful. greenish lights bobbing far away in among the trees, Undead Guard Duty sloshing sounds, as if something big were This encounter can be dropped in at just about swimming by under the surface and causing any time, as it’s not directly related to other ripples near and far, events in Duck Point. Players are going to expect hoots and howls, which might be owls, other to fight undead from the Upland Marsh, and animals, or the undead, this encounter satisfies that expectation. shrieking far in the distance. Reclaimed land: The local Humakti are Zombie attack: When you like, two hybrid slowly reclaiming land on the margins of the zombies crawl up out of the marsh and scramble marsh, using magic that they gain from their toward the sword. Roll initiative when the Silent Guardian heroquest (and a certain Lunar zombies first come into view, crawling out of the secret). This newly dry land is marked by a water. The zombies are far away. After they sword plunged into the earth, and the Humakti have scrambled for a round, they are near the post guards there at night to keep undead away. sword and presumably the party. The distance If undead pull down the sword, it can reverse means that the party has basically a free round the reclamation process. The party is recruited to to launch ranged attacks at the approaching take a couple nighttime shifts, as many as make zombies. The zombies attack mindlessly until sense in your story. they are hacked back into the pieces that they Dire warnings: The locals warn the party once were. that there are several undead creatures too dangerous for them to face. Here’s your chance HYBRID ZOMBIE to play up the crazy creatures that call the marsh This nightmare is a two-headed, four-armed zombie home. Here are some monsters to warn the PCs that has somehow grown to monstrous proportions. about. If these things show up, the PCs should It has fins for swimming stitched to its back and to run. the backs of its arms and its legs, but it operates just Dancers in the dark: Seductive female fine on solid ground, too. vampires, see page XX. Zombie giant: Really big, too big for Large 3rd level wrecker [UNDEAD] adventurer-tier characters. Initiative: +5–3 Undead killer whale: With metal teeth and @Note: Delecti’s Undead are not vulnerable to dinosaur legs. holy energy damage! Other undead? Yes. But not Delecti’s. Site of reclaimed land: The PCs are conducted to the edge of the marsh where a Rotting clawed hands +8–1 vs. AC (4 attacks)— sword sticks into the ground. The sword is 4 (20%) damage and target is stuck until the about 20 to 30 yards from where the soil zombie takes damage or moves; or 8 damage if becomes boggy and waterlogged, and another the target is already stuck. 20 to 30 years past that are the waters of the march proper. Stunted trees and gnarled shrubs appear here and there on the dry land, and the Grave’s grasp: If the zombie is killed while a PC trees become thick in the marsh itself. is stuck to it, it deals 15 damage to that PC as Sights and sounds: Even on nights when its claws clamp down with unholy strength. If nothing happens, there are creepy things to hear it is dropped to 15 hp or less while a PC is and see in the marsh. Improvise some sights and stuck to it, it dies, activating grave’s grasp.

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Headshot: The first critical hit against the zombie uppance. The trick is that it will have to be a destroys one head and dazes it for 1 round. bare-knuckle, unarmored fight. A fight with The second critical hit against the same weapons would escalate the problem and zombie destroys the second head and the probably lead to hard feelings among the Beast zombie along with it. Men. But if some heroes can put the big Minotaur in its place, that will settle the issue. Nastier Specials Presumably, the PCs seek out Hillock among the Unholy ichor: The foul “blood” that sustains this Beast Men. thing is inimical to natural life. Anyone stuck Number of challengers: Before the party to such the zombie is also weakened. confronts Hillock, they should decide which of them will fight it. Those that fight him will use AC 19–3 the unarmed combat rules on page 168 of 13th PD 17–1 HP 120 (130%) Age, and they won’t have armor. Show the players the minotaur stats from 13th Age page MD 13–1 239 and tell them that Hillock has stats like these, only he’ll be honor bound not to use Minotaur Trouble armor, an ax or even horns. Those that don’t join This encounter sets up a showpiece battle the fight can fight in spirit, as they watch the between one or more PCs and an ornery fight and cheer on their side. If PC spectators minotaur named Hillock. How often do PCs use magic to sway the fight, that’s interference, have the opportunity to experience a bare- or at least it is if anyone catches you. Beast Men knuckle fight with a minotaur? Not often are known to be honorable, and getting caught enough. It’s also a fight that the PCs can lose cheating would be worse than losing the fight. without something terrible happening. Confrontation: The heroes have an easy time Miscreant Minotaur: Minotaurs are brutish finding Hillock, and might hear his derisive and violent, and the one named Hillock is worse laugh before they see him. He is happy to than average. It is easy to distinguish from other respond to a challenge with insults and an offer Minotaurs because the left side of its face looks to brawl, and he pointedly refers to the PCs as like it was once hit by a small, red-hot meteor “little ones.” He’ll fight any number of them at launched by a Lunar magician, which it was. once, though the fewer brawlers there are on the Setup: Hillock has been causing the ducks heroes’ side, the more dramatic the victory will grief: drinking, bragging, insulting people, be. The players use the rules for unarmed breaking things, and coercing bystanders to fighting (13th Age page 168), and the PCs have laugh at its obnoxious jokes. Try to have the PCs no armor for this fight. If Hillock is staggered, it run across this troublemaker early on to drops to one knee to accept defeat, unless the foreshadow the confrontation. When it’s a good PCs themselves are nearly knocked to 0. If all time for the fight, invent some slight by the the PCs are staggered, they can honorably minotaur against a duck that the players like, concede defeat to keep from taking a worse something to serve as a last straw. Maybe beating. While the fight takes place, other Beast someone left a large cow pie in the duck’s Men form a ring around the combatants, modest wattle and daub home. In any event, the hooting, hollering and enjoying the show. ducks have had enough. They could send their Resolution: If the PCs lose, the ducks thank own enforcers to deal with the issue, but they them for their efforts, but Hillock and his Beast are keen to avoid a confrontation with the Beast Man friends become more insufferable. If a lone Men. If some of the PCs could be cajoled into PC takes out Hillock, that champion becomes a putting the bully in its place, that would be hero among the ducks and Beast Men, and ideal. It shouldn’t be too hard to get the players Hillock becomes bottom dog, sullen and to want to see the minotaur get its come-

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 186 defeated. If two PCs defeat him, the ducks and Beast Men hail them as victors, but Hillock loses less face. If three or more PCs defeat Hillock, he is put in his place and cuts back on his bullying, and the Beast Men accept the result of the fight, but only the ducks congratulate the heroes on their accomplishment.

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Fleeing ONE PAGE RULES Fleeing isn’t really an option here. Politically, permission granted to photocopy this page for fleeing would make the PCs look like cowards. personal use only A player can drop to one knee if they want out of the fight, and Hillock will lay off. Rules for Brawling with a Minotaur The players need to decide how many of them Hillock the Minotaur are going to challenge Hillock, and to do that Challengers will want to know how tough this they will need to know the rules for the fistfight. opponent is. Look at the Minotaur in 13th Age. Hillock is a lot like that, only without the heavy ax and the light armor. Weapons and Armor

No combatants will be able to wield weapons or wear armor. If a minotaur happens to have a Challengers tough hide, well that’s not unfair. It’s just good The fewer challengers in the fight, the bigger an luck. Hillock will be honor-bound not to use his impression the heroes make. horns and instead just pound you into the ground with fists like bricks.

Attacks Unarmed attacks are at a –2 penalty. Damage dice are 1d6 per 2 levels and an additional 1d3 for the remaining level if your level is odd. In general, characters can use maneuvers and other combat powers. That’s what makes them heroes. Anything that looks like a spell or other powerful magic is not allowed, although PCs who are low enough to cheat might have magic that’s indiscernible. Heroquest gifts are allowed: they’re more or less who you are now, not magic you’re channeling from somewhere else. The escalation die applies as normal.

Defeat Any combatant that is staggered is out of the fight. Rally if you need to.

Spectators Characters that aren’t in the fight, including those that have been staggered, can fight in spirit. They can’t interfere, but special abilities like battle cries might look mundane enough to spectator PCs to us—if they’re cheaters.

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MINOTAUR BRAWLER characters can do the quest without the Lunar secrets, but it will be harder. Hillock’s well-worn ax and its gore-spattered armor are stowed in the barracks. It fights with its well- The player sheet is for you to copy or print. worn knuckles and its gore-spattered hide. You need to read it, too, because it describes the basics of the myth.

Large 4th level brawler [BEAST] Learning About the Myth Initiative: +8 The local Humakti ducks do not let on that they

are using Lunar secrets. Before they train the Fists like bricks +7 vs. AC—15 damage protagonist in the myth, they get them talking Miss: Hillock becomes enraged and can make about Lunars to make sure the protagonist isn’t a Clobber attack as its next attack. a zealot. If they are, the Humakti will find a sympathetic member of the party to approach [Special trigger] Clobber +6 vs. AC—25 damage about this delicate matter. They hate the Lunars, and Hillock’s rage abates. but this myth is helping them advance on Miss: Hillock stays enraged and can make a Delecti. Clobber attack as its next attack. Preparations Life Rune Blessing: Once per battle, if an enemy One character is designated as the protagonist, misses Hillock with a melee attack, he can heal “the shepherd.” The ducks also coach the party 10 hit points as an immediate action. in how to conduct the heroquest properly. They provide a bag of nuts for one of the encounters. Nastier Special Give the players a photocopy of the Hero Lucky Skewer: Any time an enemy misses the Briefing or paraphrase it for them. You might Minotaur Brawler with a melee attack, the also like a copy of the briefing because it Brawler might accidentally hook the enemy describes the basics of how the quest plays out. with a horn, dealing 10 damage. It can happen Lunar Secret: If they want to use the Lunar as often or as rarely as you like. secret for an advantage in the big fight, they need to use a scimitar, which the ducks provide. AC 16 The scimitar can be a light weapon or a heavy PD 17 HP 94 one, as the wielder prefers. The ducks also paint MD 13 a Life rune on one cheek and the Death rune on the other. Explain to the players how this choice plays out at the table. Usually when the party Upland Marsh Heroquest faces a tougher fight, it gets them to their next The ducks have a special version of a popular heal-up faster. But in this case, the fight is going Ernalda quest that they are quite fond of and to count as one regular fight no matter how willing to share. The special secrets of this quest tough it is. If the PCs want to be purists who connect it to a daughter of Ernalda imprisoned refuse the Lunar secret, then they pay for that under Upland Marsh, and she can grant purity by taking on a bigger fight with no powerful blessings. Local Humakti have been compensation for the extra challenge. How using this magic to reclaim land from the marsh, important is that ethical purity when there’s a which until now had been spreading for the last big practical advantage to using the Lunar 800 years. Unfortunately, the locals use some secret? newfound Lunar secrets to make the quest easier and the blessing more powerful. The

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Running the Heroquest creatures once it hears the lullaby. Once the PCs The Hero Briefing describes the quest in detail have left Duck Point behind, have this creature and gives you most of the information you need. resurface in the mortal world, haunting the PC. Elaborate on the outline provided there, and use It could appear in dreams or visions, or it might the following notes for your secret information. manifest in physical form, only to discorporate when convenient. Use this device to advance Station 1: Hushing the Babies whatever plot points fit the character and your The heroes follow the sound of singing down campaign: omens, misfortune, unholy secrets, the stairs and into the first room. etc. Floor and Walls: Throughout these Lullaby: The player makes a skill check to underground chambers, the floor and walls are soothe the monsters. On a success, the fetal fitted stone, each block a different size and abominations close their eyes. If the success is a shape from the others. Each block has disturbing 20+, the fetuses seem genuinely comforted, and runes or figures carved into it, but so shallowly the protagonist gains a success. If the player fails that one can easily miss them. A ghastly the skill check, have the player narrate what greenish light comes from here and there creepy detail unsettles them so much that they around each room, and these intangible sources choke on the lullaby. It could be a fetus that of light shift around, causing shadows to move reminds them of a loved one, or a nightmarish and criss-cross. These chamber are under the memory that suddenly resurfaces. On a failure, water level, and smelly water trickles here and the creatures get more agitated and begin to there. Strangely, the water trickles across the twist in place. If the shepherd tries to soothe floor and then up the walls to disappear in them more, they just get more agitated until the cracks between the blocks on the ceiling. players get the idea that they should move on. The “Babies”: Placed against the walls are Skill Check: Cha-based. DC 10. half a dozen tall, round, glass chambers filled Success: The monsters sleep. with liquid, each with a misshapen fetal creature Success of 20+: Gain one success for the quest. Failure: 10 psychic damage, and gain one of some sort floating in it. Judge your table and failure for the quest. describe these horror in lurid terms but not too Moving On: The PCs can still hear Ernalda lurid. They are primarily human, but each is singing, and they follow the voice through the one deformed, and they sport inhuman details, such doorway in the room. as extra limbs, hooves, or outsized grins. As the players enter, some of them open their baleful Station 2: Chamber of Cadavers eyes and look around the room. Some fix on one This room is filled with bodies of various types PC or another. Incongruously, the shepherd hanging from the ceiling. If the image of sings a lullaby to them. pushing one’s way through heavy, swinging Haunting: Pick one PC, randomly or corpses is too much for some of your players, deliberately, to be haunted by this encounter. A the bodies are wrapped tightly in shrouds, creepy embryo fixes its asymmetrical gaze on which is pretty creepy anyway. The PCs can’t the PC and mouths an incomprehensible see the walls of the room, but they can follow message. Describe this creature in a way that’s the singing to the exit. relevant to the PC, such as any special features Attack of the Doppelgängers: As the PCs wend or animal parts it might have. If nothing comes their way through the cadavers, in any order to mind, maybe it’s a bigheaded monstrosity have each player make an easy save (6+). Every with countless, quivering spider legs in place of player that misses gets attacked by a double, its hips and legs. The creature seems to be trying and if all players succeed then the one who to tell the PC something, but no one can make rolled lowest is attacked. In each case, a body sense of it, and it goes to sleep with the other next to the PC suddenly turns into a gruesome

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“double” of the PC and attacks. First, the alive on the Mortal Plane, but they are out of the ambush drains power from the PC. Choose the quest. They can fight in spirit, but that’s not PC’s best available limited-use attack power, much help for the big fight that’s coming up. and it gets expended. This energy powers the At your discretion: If you think your player doppelganger, which makes a melee attack group can’t handle a temptation that’s going to against the PC. plaster one of the PCs, you can skip this Doppelgänger Attack: +10 vs. AC, 15 damage. encounter. If the player rolled 6+ on their save but is attacked anyway, damage is only 7. Station 3: Ravenous Swine Monsters Misses: Each failed save is one failure for the At some point in these hallways, several quest. swine monsters attack. They come scrambling Exiting: The room is large, but soon enough around a corner behind the party, starting the the party follows the singing to another battle near them but not engaged with anyone. doorway leading toward Ernalda. Fight the swine monsters: Describe them as zombie-like undead with tusked boar maws Interlude: Tempting Peephole grafted onto the ends of their arms where their As they’ve been warned, the party sees all hands should be. Their maws are closed, and the many of strange chambers, niches, and hallways monsters are carrying extra tusks in them. If as they follow the singing through this these monsters have a name, the PCs don’t interminable underground complex. Invent know it. Maybe the players can come up with a whatever Delecti-appropriate scenes you like, or name for them. rope the players into narrating some details. If Stats: Ghouls from 13th Age are scary when the PCs see something that they can’t help but they’re in big groups, so use ghoul stats for this touch, it probably isn’t fatal. big group. The original monsters are the Temptation: While walking down a wide equivalent of full-strength ghouls. Fighting corridor, they come across a peephole right at undead in Upland Marsh on the Hero Plane is eye level. Light comes out of it, and the sound of scary so these monsters have the nastier special: what might be conversation. This is the paralyzing bite. The lesser monsters that appear peephole that they’ve been warned about. If on the second round have the stats of newly- your group is like a lot of groups, there’s at least risen ghouls. See 13th Age page 225. one player who wants their character to look in. Surprise monsters: On the first round of Perhaps the best outcome is that the curious PC combat, each monster uses a quick action to is stopped by their allies. That allows the player fling tusks out of their hand-maws. The tusks to play their character as stupidly curious scatter across the floor with no discernible effect, without actually looking. If your group is used yet. At the start of the second round, each tusk to letting each player play their own character turns into a monster like the originals, but however they want, even self-destructively, this twisted and scrawnier (“newly-risen ghouls”). peephole is an opportunity to practice balancing Roll initiative for the lesser monsters at +5, and player autonomy against the party’s shared goal they join the fight. of succeeding. If someone insists on having their Nuts for pigs: Incongruously, the shepherd is PC look, and the group can’t come to a different supposed to toss nuts to these monsters as if resolution, then the lesson is what happens they were actually pigs. Doing so takes a when you ignore important advice on a standard action. If the shepherd doesn’t cast heroquest. Any character that looks in the hole nuts to the “pigs” on the first round, then the gets sucked in. In an instant, the hole expands party suffers three failures. This detail is and pulls the character through it, then designed to make the encounter particularly disappears altogether. The character will be surreal, partly funny and partly scary.

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Lunar trick: If the shepherd is using a flocks of sheep, but the real trick is to bear in scimitar and has the Life and Death runes on mind some actual heroic deeds that from the their cheeks, then at the start of that character’s hero’s life. Have the player explain what the PC turn the escalation die advances by 1. This is bragging about in their own mind. happens each turn, in addition to the die’s “Embrace”: You know your group. Let normal advance, and this power can get the die “embrace” mean what’s best for your table. up to +8. If the shepherd is at 0 hp or lower, the die doesn’t advance at the start of their turn. Conclusion @balance needs a hard look plus testing With the goddess’s blessing, the heroes return to the mortal plane. Remember to spring the Number of Monsters Encountered creepy embryo ghost on the PC that it is These figures make this a tough fight for a 3rd- haunted by it. level party. Even so, count it as a regular fight in terms of progress toward the next heal-up. If the players think that’s unfair, remind them of the Lunar trick, and may the wisdom of the Moon be with them. Party Size Monsters 3 2 full-strength, 12 scrawny 4 3 full-strength, 14 scrawny 5 4 full-strength, 16 scrawny 6 5 full-strength, 18 scrawny 7 6 full-strength, 20 scrawny

Station 4: Wooing the Daughter of Ernalda Here the hero wins over the earth goddess, hopefully. After fighting the swine monsters, the party travels only a little way farther before coming to the cursed grotto, as described in the Hero Briefing. Ernalda’s daughter: The goddess is still full of her divine power, but she is different from what one would expect from a daughter of Ernalda. Life under Delecti’s ruins has warped her. At best, she has been sickened and distorted by Delecti’s evil magic. At worst, she may be so corrupt that now she considers herself at home here. Charisma check DC 10: The protagonist has to succeed at a DC 10 Charisma check to gain the blessing of the goddess. If you have more failures than successes, you get a –1 penalty for each unmatched failure. Lots of backgrounds can help with this check, especially anything having to do with leadership, status, accomplishment, ambition or puissance. The shepherd delivers some stock lines about their

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Hero Briefing around it, chanting and drumming. The wood is cursed Blackthorn wood from the Upland This information paraphrases the instructions Marsh, and the smoke is noxious. The heroes that the heroes receive from their sponsors. walk as a group in a circle counterclockwise Players are not expected to memorize anything around the tent. As the smoke gets thicker and just because the PCs have to. Assume that your vision gets worse, the drumming and chanting PCs remember what they’re supposed to do on swell with otherworldly power. Soon the music the quest. fades, the mists part, and the heroes are on an

island in the Upland Marsh, somewhere on the Delecti and His Demesne Hero Plane. Background for newcomers.

Station 1: Hushing the Baby Delecti the Necromancer is an undying sorcerer The hero follows Ernalda’s song into a cellar, where with mysterious powers. He created the Upland he almost wakes a baby. His sweet lullaby puts the Marsh starting in the Second Age, and he has baby back to sleep. populated it with monstrous creations. He animates the dead, usually after operating on them to turn them into grotesque hybrid The hero is on a wooded island in a haunted creatures. Somewhere in the marsh is an ancient marsh. They hear singing and follow it to a grotto, once the happy home of a daughter of stairwell descending into the ground. At the Ernalda. She is still there, but as Delecti’s bottom of the stairs is a large room. In the captive. regular myth, there’s a baby here that needs to be lulled back to sleep. But for this myth, it’s a bunch of ungodly embryos floating in large, Myth of the Clever Shepherd glass tanks. You sing them back to sleep, just A popular myth found in many forms. like the baby in the regular myth.

The heroes already know the myth that this Station 2: Chamber of Cadavers quest is based on. In it, a clever shepherd Weave your way through a chamber filled with follows Ernalda’s singing into her cellar. He cadavers hanging from the ceiling. Sometimes they hushes a waking baby with a lullaby and calms turn into your doppelgangers and attack. some pigs with nuts. Finally, he finds Ernalda, earns her respect, and gains a blessing from her. The myth is well-known and widespread with In the regular myth, the shepherd slips through many local variants, but it’s not particularly a room with countless strings of large gourds powerful. Now the heroes are going to learn a hanging from the ceiling, making it impossible new version of the myth. In this version, the to see across the room. Welcome to Upland heroes gain a blessing from a daughter of Marsh, it’s bodies instead. For the most part, this Ernalda who is trapped under the Upland place isn’t dangerous, but sometimes you get Marsh. The gifts are more powerful, but this attacked. That’s when a body next to you light-hearted romp is now a perilous venture. instantly transforms into your double, and it takes a swing at you. It’s all over in an instant, and then the body is back to being just a dead To the Hero Plane body. The Humakti send the party off.

Station 3: Ravenous Swine Monsters The Humakti erect a circular tent large enough for a dozen people to walk around in it. In the Fight off vicious monsters, possibly with a secret center, they create a smoky fire, and they gather advantage.

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time, at least one arm has an iron grip on her You walk for a while past some really weird ankle, usually both ankles if she is standing still. chambers and hallways, but follow the song She can walk the length and breadth of the without detours down any side passages. On prison, with her feet swinging from one hand to separate quests, heroquesters report different the next. At the perimeter of the arms, just sights, all mythic reflections of Delecti’s ungodly inside the wards on the floor, she can go no experiments. Don’t touch anything, is our further. The arm holding her won’t release until advice. In particular, questers sometimes report another hand is gripping her other ankle. a peephole in one of the walls, but our best Give her the wine offering. Don’t be questers say not to look through it. If there’s a shocked if she goes a little crazy drinking the trickster or other unreliable sort in the party, the wine. If she offers you some, take it, but not a ducks drive home the need for keeping that lot. party member from looking. Boast about your flocks of sheep, but in your Eventually, the pigs will find you. In the mind hold the thought about some actual deed regular myths, they’re Ernalda’s hungry pigs, or possession of which you are rightfully proud. and they won’t be satisfied with anything other Then ask for her blessing. If she is pleased with than the nuts that the shepherd has with him. In your offering and with you, she will offer to this case, the pigs are always with some horrible embrace you. That’s when you gain your gifts monster or monsters that have pig-like body and complete the quest. parts. The shepherd should toss nuts to the If you want to gain the holy annihilation monster or monsters, preferably before doing gift, you need to speak a short phrase before anything else. This battle is hard. asking for the blessing. The phrase is, “Life is Thankfully, we have a secret that really suffering, but suffering is not life.” helps. If the shepherd is fighting with a scimitar, and they have the Life and Death runes painted Heroquest Gifts one on each cheek, then this fight goes much If the quest ends in success, the protagonist and better. one other character each get an adventurer-level gift. These gifts have runic associations but any Station 4: Goddess in Prison character can receive them. Characters who call The hero brings an offering to the goddess and on the appropriate runes might gain these gifts embraces her to receive a blessing. in addition to those granted by the quest itself. If the party is in Duck Point to gain a special The voice brings you to a great underground blessing, it’s probably holy annihilation or a gift chamber, with massive roots coiling along the that you invent for the occasion. walls. In the original myth, this is Ernalda singing to herself as she sorts root vegetables. In t Holy Annihilation (daily): If your attack this version, it’s a daughter of Ernalda, the one dropped an undead down to 10 hp or less, trapped under Upland Marsh. In the center of you may destroy that undead (champion: 25 the chamber stands the goddess, still powerful hp; epic: 60 hp). If you or an ally has the ritual and lovely but clearly distressed. Around her, casting feat, this power can generally be used on the floor and ceiling, are wards that keep to break undead magic. It’s this gift that the outsiders out, but if you follow her voice you Humakti are using to reclaim the Upland can walk right over them. If you stumble, you’ll Marsh. Default: +1 on attack and damage suffer, but it won’t kill someone like you. rolls. One can get this gift only if one speaks a The goddess’s ankles are held by undead Lunar phrase. It taps into the goddess’s ability arms that stick up out of the ground. Hundreds to survive the baleful environs of Delecti’s of arms stick out, filling a wide area. At any Ruins.

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e Wild Life (daily): When you drop to 1 to 8 hit points, you can heal using up to two recoveries as a free action (champion: 1 to 20 hp; epic: 1 to 50 hp). If you do, then for the rest of the battle you can use standard actions only to make basic attacks, and you gain +8 damage on these attacks (champion: +20; epic: +50). Default: Additional recovery worth 3 recovery dice + Con. This gift represents the pent up bounty trapped in the daughter of Ernalda. y Clarity of Self (daily): Force an attacker to reroll an attack that would confuse, misdirect, or befuddle you or otherwise compromise your hard-won clarity. The new attack is against MD 17 (champion: 22; epic: 27) Default: +1 Mental Defense. This gift is not available to anyone who failed to keep hold of their identity while in the chamber of cadavers.

This gift is available to a character who calls on an empowered Mobility rune during this quest. Ernalda’s daughter doesn’t grant it. s Step by Step: You can find your way in woods, foreign seaports, caves and other daunting terrain. You can’t automatically find whatever you’re looking for, but you can explore without worrying about getting lost. Default: +1 Mental Defense. g Whispers on the Wind (daily): Sometimes the breeze brings you sounds that you otherwise wouldn’t hear. Usually what you hear is inconsequential and just flavor, but sometimes it matters. To try to gain information from this power, roll a normal save (11+). If you succeed, then at some point in the current situation you will hear something that gives you a clue or helps you meet your goals. If you fail the save, the power is not expended, although it will not serve you in this situation. You can’t just roll another save. This subtle power works only outside the clamor of combat. Default: +1 Mental Defense.

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called Death. They told you that Eurmal killed Chapter 7: Grandfather Life with it, which was true. They said he showed it to Humakt, which was also Heroquests true. Then they told you that Humakt used the sword to cut his family ties to Orlanth and his This mind-blowing chapter is for GMs only. brothers. But that was not true. We allow them I know, who are we kidding, right? But to say it because of what was decided in the true seriously heroquesting is easy enough that story. The story I tell you today as you cut your players don’t really need to know anything ties to your kin and form a new bond with about it. Humakt. You are not to tell the true story to @Should we have an appendix or section of others; this is part of your test, to see if you are this chapter where we lay out all the player- strong enough to sever those ties and keep them facing myths that they might know, just player cut. knowledge and no stats? @@yes When Orlanth saw the thing called Death, he was not yet king of the Storm Tribe, and he PREMADE MYTHS had not yet proven his honor. Before Humakt This chapter will have several myths for GMs to could lend Orlanth the sword, he had to be sure run pretty much out of the book. that Orlanth would respect it properly. The first time Orlanth came to Humakt, Tiers seeking his gift, he tried to treat Humakt like a thrall. Humakt told him that he had the bearing Each myth can be quested at adventurer tier, of a god who would rule over most things, but champion tier, or epic tier. Most people do that he would never rule over Death. Orlanth “zero-level” quests, which are basically rituals. could not accept this, and so he fought against Their connection to the God Plane is tenuous. By Humakt for sixteen days and sixteen nights. default, a quest on the God Plane is adventurer- Orlanth was not slain, but many of his thanes tier level. Mightier protagonists can summon were, and he wept. more powerful magic and delve deeper into the Orlanth came a second time seeking Death, same myth. Being in a place of power also helps and this time he treated Humakt like a cottar. one get to the deeper, more powerful versions of Humakt told him that safety and shelter were the myth. small things compared to the might of Death.

Orlanth could not accept that it was not a fair Humakt the Champion exchange, and so he fought against Humakt for This is a standard heroquest for Humakti, and four days and four nights. Orlanth was not slain, they keep it a secret. It explains how Orlanth but many of his carls were, and again he wept. came to wield Humakt’s sword, Death. It also The third time Orlanth came to Humakt, he explains how Humakt lost his kinship ties to his treated our god like a carl. Humakt told Orlanth brother Orlanth and the rest of his kin. Typically that a thing, once killed, could never be the a Humakti plays the role of Humakt and same. Orlanth could not accept that Humakt endeavors to excel at combat throughout the held a greater power than he did, and so quest. Orlanth fought against him for a day and a This quest is designed for adventurer-level night. Orlanth was not slain, but many of his play. cottars and thralls were. Then some enemies came. Orlanth was too tired to fight, but Humakt was refreshed, for Lore these were his special foes. They were many, so When you grew up, you were told about the it took a day and night to dispatch them all to trickster Eurmal, and how he found the sword

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 196 hell, but Humakt did so. Then Orlanth admitted easy save (6+). Otherwise it’s hard (16+). Failure that Humakt was the greater warrior. means 2 quest failures. Finally, Orlanth spoke to Humakt and Hard save, easy if Con is 14+. Failure: –2 treated him honorably, as a thane. “You shall Then play out four rounds of combat to have a place in my tribe, not as my brother, but represent 16 days of fighting, and they are as my champion. You shall be a thane among played abstractly (see below). The battle ends at thanes, and you shall sit at my side and on the the end of the fourth round. Ring. Your thanes shall answer only to you. “Now I humbly beg of you, let me borrow Encounter Building that sword of yours.” And Humakt, convinced Orlanth’s side always includes him plus at least finally of Orlanth’s honor, gave him the sword. one retainer. Party Retainers Heroquesting as Humakt 1 1 thane; starting round 4, add 1 each One character quests as Humakt. They must be other a Humakti or somehow “deputized” to take the 2 1 thane; starting round 3, add 1 each god’s role. Other characters can accompany other them as support, especially in case something 3 1 thane; starting round 2, add 1 each goes wrong. other Presume that the character playing the 4 1 each Humakt role has been trained in the proper 5 2 thanes, 1 each other dialog so no rolls or tests are necessary to get the 6 3 thanes, 1 each other basics right. 7 3 thanes, 2 each other

Combats and Heal-ups Who can strike whom? There’s no position, but The three fights against Orlanth and his your targets are limited by the logic of the myth. retainers are each worth less than a whole fight. a. Orlanth always attacks only Humakt. Taken together, they count as one 3rd-level b. Orlanth’s retainers split their attacks up fight. If that’s enough fights to qualify for a heal- roughly evenly among all characters, including up, the party can get their heal-up after station Humakt. three and before the final battle in station four. c. Humakt can attack only Orlanth, unless That place in the myth and the conclusion are Orlanth is staggered, in which case he can attack the only two places where the party can take a retainers. heal-up, provided they’ve earned one. d. Humakt’s allies can attack only Orlanth’s These three battles comprise seven rounds retainers. of combat with an escalation die that resets e. In this battle, only thanes are to be killed, twice, so that makes the fights hard. But PCs can so those are the retainers targeted by default. recharge powers and take recoveries twice One may freely choose to instead target either during these three battles, so that makes them other type of retainer. easier. Taken altogether, these three fights add up to about one regular fight. Replacement Thanes: At the end of the thanes’ The final battle is a regular 3rd-level battle. turn, if there are fewer of them in the battle than

started the battle, then extra thanes fill in the Station One: Sixteen-Day Fight ranks. Basically, killing a thane means that there When Humakt tells Orlanth that he will never will be one fewer thane fighting back, but only rule Death, the player makes a save to be firm in for one round. Other retainers do not replenish his resolve. If Humakt’s Con is at least 14, it’s an their numbers.

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Kill any carls –2 Combatants: These combatants are all about Kill no cottars/thralls 0 battling, not fancy tricks. All attacks against PD Kill any cottars/thralls –2 and MD are ineffectual against them. All effects other than damage are negated, and ongoing Short rest: Characters benefit from a short rest damage as well. after the battle in Station One. @¿need stats for other two tiers? or DIY system to extrapolate to champion and epic. Station Two: Four-Day Fight When Humakt tells Orlanth that food and Orlanth, the Storm Lord shelter are no fair trade for Death, Humakt Initiative +10 makes a save to be insightful. If your Wisdom is Sword +9 vs. AC—14 damage 14+, make an easy save (6+); otherwise a hard Miss: 4 damage one (16+). Unbeatable: Never goes below 1 hp, dies, or Hard save, easy if Wis is 14+. Failure: –2 otherwise leaves the fight. The first time that he is dropped to 1 hp, he loses the next turn’s Combat: The second fight plays like the first, attacks. except that… AC 20 HP 35  It is only three rounds long.  Carls are the special retainer, not thanes. Thanes (warriors) Substitute carls for thanes for all purposes, Initiative +7 including successes and failures scored. Sword +8 vs. AC—10 damage Miss: 2 damage Short rest: Characters benefit from a short rest AC 19 HP 20 after the battle in Station Two.

Carls (civilians) Station Three: Third Fight Initiative +6 When Humakt says that anything killed by Sword +6 vs. AC—8 damage Death will never be the same, the player rolls a Miss: 1 damage save. If their Strength is 14+, it’s an easy save AC 18 HP 18 (6+). Otherwise it’s difficult (16+). Hard save, easy if Str is 14+. Failure: –2 Cottars and Thralls (peasants and slaves) Initiative +5 Combat: The third fight plays like the first, Sword +4 vs. AC—6 damage except that… Miss: 1 damage  It is only two rounds long. AC 17 HP 15  Cottars and thralls are the special retainer, not thanes. Substitute them for thanes for all purposes, including successes and Successes failures scored. Failed initial save –2

Orlanth staggered 1 Heal-up: If the party has earned a heal-up, they Orlanth not staggered –2 can take it now. Kill 3+ thanes 1

Kill 2 thanes 0 Kill fewer than 2 thanes –2 Kill no carls 0

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Station Four: Final Battle In this station, Humakt’s foes appear. Typically, Mythic Lore these are undead, but they are different from Unlike a regular adventure, in a heroquest, the one quest to another. Build a 3rd-level undead players know what’s supposed to happen. As encounter. the GM, you have to provide them with the Win without Humakt ever being staggered: +1 baseline knowledge of the myth. For the success. adventures in this book, we wrote up Win without Humakt ever being dropped to 0 information sheets, and you’re players would hp: 0 success. appreciate the effort, but you don’t have to be Win but Humakt has been dropped to 0 hp: –2 that customer-friendly. It’s better to run a myth failure. you have slapped together than not to run one that you’re still working on. You at least need to Conclusion be able to summarize the myth so briefly that Finally, Orlanth asks humbly for Death and your players feel like they really understand it. Humakt lends it to him. If the party has a net The lore known by the players should go number of successes of 0 or greater, they earn hand-in-hand with the game content. The lore blessings. If they have a net balance of failures, should support a fun time at the table, and the Humakt must attempt an easy save (6+) with a mechanics should support a myth that’s penalty equal to the number of net failures. On interesting to hear. success, the party earns blessings. Blessings: The character playing Humakt Deity Protagonist gains a Death blessing, especially death touch, or Your heroquest needs a deity whose story the a Truth blessing, especially loyal defender or myth is. Luckily for GMs, Glorantha is saturated totality. One other character in the party also in myths. gains such a blessing. Use deities freely: Each deity stars in countless @Not for playtest packet, but will add list of myths, many of them regional. A single deity 2nd- to 5th-level monsters suitable for may have two different myths in which they impromptu battles, why they might be perform contradictory deeds or are revealed to encountered. have contradictory natures. Different gods might undertake the same deeds in different

regions, or even different times of the year. For every major myth known far and wide, there are DIY MYTHS countless less well known myths, especially many featuring the world’s most prominent Philosophy of Mythmaking deities. Be exciting. Invent deities somewhat freely: For each major deity, there are several middling deities; and for each middling deity, several minor ones. If it’s a Mythmaking Made Easy deity now known elsewhere, that’s fine. It might Since myths follow their own logic, creating a end up being some more widely known deity in myth for the players to quest in can be easier a local guise. than a regular adventure. You can create any The reality of myths is ambiguous: Paradox, sort of encounters, and you can rely on the variation, and multiplicity of meaning are part players to stick to the linear plot. Myths are a of mythic reality. Don’t sweat continuity. new sort of adventure, so there’s a little to learn, Protagonist in the heroquest: The protagonist but it’s easy. is the PC that takes the role of the god in the

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 199 quest. Typically, they are similar to the deity, had to do well. They fail if they’re staggered especially an initiate in that deity’s religion. For when the villain is defeated. Use the lesser myths and lesser deities, the resemblance success/failure figure to give the players an can be quite general. advantage or disadvantage of some sort. Bonuses to the enemies’ attacks and penalties on their hp are good defaults. Four or Five Stations Demanding ally: If the final station is an This number of stations allows for a sense of encounter with an ally or potential ally, the progress but is still quick to play. Myths can be protagonist typically has to succeed at an easy any length, but before you construct long myths save or skill check. Successes add to the die roll you should get comfortable constructing quests and failures subtract for it. of average size or smaller. Rune gifts: By default, succeeding in this First three or four stations: In each station, the ultimate challenge earns the protagonist and one protagonist emulates the behavior of the deity. other party member a rune gift. Create a short In game terms, the party earns successes or list of gifts from the Rune Gifts descriptions or failures by completing the mythic task more or of your own invention. A powerful gift that you less well. The party should exit the station with have crafted to appeal to a particular player is a up to 2 failures or up to 2 successes. nice feature to offer them. Assign the gifts from Final station: In the final station, the your short list as you see fit, or let the players protagonist faces the ultimate challenge. Here, choose from your short list, or let them talk you the successes or failures that they’ve into other gifts of their choice—provided they accumulated affect the difficulty of the can spin you a good story about why that’s the challenge. This station is the most important, so right gift. think about it first. Failure: This is an encounter in which it’s

sort of OK to occasionally fail. An occasional Final Station: Confrontation failure makes the challenge of a heroquest more The final station is a climax of one sort or the exciting. If you tell players that their PCs will other, so think about it first. What does it look survive even if they’re killed on the quest, then like when the protagonist succeeds? The final they can fight to a TPK and not retreat. It sucks station is typically a confrontation with a to get to the end of an adventure sequence and powerful ally or deadly enemy. The protagonist fail at the last encounter, but there’s always next “wins” the heroquest by winning the favor of time. the ally or defeating the enemy. Successes and failures: During previous Middle Station: Battle stations, the party has likely accumulated a A myth is a great place for exciting combats. number of successes or a number of failures. Enemies: If your heroquest encounters tend They cancel each other out, so a party has to be little tougher than average, that’s fine. earned 4 failures and 2 successes nets out to having 2 failures. The number of successes or Special circumstances: In a myth, you can failures affects the final confrontation one way invent all sorts of stuff. Monsters can or another. demonstrate unusual behaviors. Weird things happen with the escalation die. Tough enemy: If the final station is a fight, it should be a tough one. Typically it’s against a Failure: Like every other station, a battle is a single villain and its attendants. The party wins chance to gain successes or failures. “Rules” for the fight only if the villain is defeated while the a battle allow the party to “lose” the station even protagonist is above 0 hit points. In some myths, if they still have the fun of killing all the the deity does so well that the protagonist also monsters. Maybe the party has to defeat the monsters in 3 rounds. Maybe they have to do it

© 2015 Moon Design, LLC. All rights reserved. 13th Age in Glorantha Playtest Packet 2 200 before the monsters kill an ally in the myth. First Station: Initiation Alternatively, players might win by having their The first station is a lot like a middle station butts handed to them. You could set up a fight except that it establishes the quest somehow, in which the deity is clobbered before being typically framing the challenge before the god. rescued by an ally. In this case, the protagonist Don’t be afraid to start with a fight, or at least has to first achieve a goal, such as putting at some damage. least 20 damage on a monster, and then get knocked down. Fleeing from a Heroquest Successes and failures: Balance the If the party flees from a heroquest, let them encounter so you expect the party to earn 0 or 1 return safely to the Mortal Plane, at least the first successes, with the opportunity to earn failures time or two. The God Plane is a strange place, instead or more successes. and when you diverge from a myth, such as by

abandoning is, the God Plane can get even Middle Station: Challenge stranger. It’s probably going too far to have the In this sort of station, the protagonist proves PCs get forever lost, damned to wander the their mettle. realms of demons and madness. But if they had Skill checks: These checks work great for to seek their way home and fight unheard of bringing backgrounds into play and letting monsters all the way back, that sounds like the protagonists with the right stats show off. mercy they deserve. Consider using multiples so that you can get a more nuanced result than hit or miss and so that there’s less randomness in the result. Less RUNNING MYTHS randomness means that the character’s stats Advice for GMs, including advice for them to matter more. pass along to their players. Saves: Saves are easy to run and balance, and they are a chance to shine for characters Assume Competence with certain save-related traits. Requiring multiple saves evens the odds more and For peasants, remembering the words to say in a moderates the power of rerolling save. ritual might be an interesting challenge, but not for adventurers or players. Assume that the Hurt them: Just because the party isn’t in a protagonist can stick to script as much as they fight doesn’t mean that they get to keep all their like. You can even paraphrase something like, hp. While the party is trying to rack up “And now you repeat that long poem they successes, they also have to guard their taught you,” or whatever. resources toward the next heal-up.

Successes and failures: Balance the encounter so you expect the party to earn 0 or 1 Invite Style successes, with the opportunity to earn failures When questing a myth, a protagonist sticks to a instead or more successes. linear script and is punished for deviating. Players hate that sort of thing. Be sure to give players the chance to narrate stylish things they Middle Station: Ally do as a way for them to contribute creatively. Commonly the god gains help from a powerful but reluctant ally. You can think of this station as like a challenge station, but with more - end - interpersonal interaction.

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15 COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet, , , based on material by E. Gary Gygax and Dave Arneson. 13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 13th Age in Glorantha. Copyright 2015, Moon Design Publications, LLC; Authors: Rob Heinsoo, Jonathan Tweet, Jeff Richard, Cal Moore, and ASH LAW. 13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane Press Ltd; Authors Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, Rob Wieland. 13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors Rob Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden.

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