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13th Age Monthly Monthly 13th Age Monthly Creative Editor Concept Publishers and Developer and Simon Rogers Simon Rogers and Cathriona Tobin Rob Heinsoo Layout Cover Art Editing Chris Huth Melissa Gay Cal Moore Writing Copyediting Cartography Wade Rockett Cal Moore Ralf Schemmann Special Thanks ASH LAW, Cal Moore, Ruth Tillman, and the audience at the 2015 13th Age Adventure Design Seminar, where the seeds of this adventure were brainstormed. 13th age is a fantasy roleplaying game by Rob Heinsoo, , , & Aaron McConnell ©2016 Pelgrane Press Ltd. All rights reserved. Published by  Open Content: Except for material designated as Product Identity (see above), Pelgrane Press Ltd. under license from Fire Opal Media, Inc. the game mechanics of this Fire Opal Media game product are Open Game Content,  Product Identity: The following items are hereby identified as Product Identity, as defined in the License version 1.0a Section 1(d). 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No other terms or conditions may be applied to any Open Game Content distributed 13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors: Rob Heinsoo, Jonathan using this License. Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your 13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane Press Ltd; acceptance of the terms of this License. Authors: Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal 4. Grant and Consideration: In consideration for agreeing to use this License, the Moore, Steve Townshend, Rob Watkins, Rob Wieland. Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob Heinsoo, the exact terms of this License to Use, the Open Game Content. Jonathan Tweet, Robin D. 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In this issue of 13th Age Monthly, we present an adventure that from using a 5 for after the battle. This advice about delaying owes it roots to a collaboration between Fire Opal Media and complications doesn’t apply to the last battle, which is already 13th Age fans. At Gen Con Indy 2015, panelists and attendees at complicated and should be free to get even more complicated! the 13th Age Adventure Design Seminar brainstormed a rough adventure outline using 13th Age design principles and best practices. We’ve taken what we think are the best ideas from that SETUP session, and developed them into the short adventure you find here. To tune the adventure for your campaign, you’ll want to figure OVERVIEW out why the icons have taken an interest in this unusual vampire. The Vampire Temple of the Sun Cabal is designed for four to six 5th level player characters. In search of a missing vampire, the PCs are led to Eleodra Malfador is very, very, very old. After she barely escaped a volcanic island in the Midland Sea occupied by fanatical sun her last great battle against heroic adventurers, she decided to cultists. The cultists plan to sacrifice the vampire in a ritual to leave evil plots and Machiavellian schemes against her fellow summon and control a long-lost flying temple to the sun gods, and undead behind, and retire to a quiet corner of the Dragon use its power to “purify” the Dragon Empire by exterminating all Empire. She spent the past several years in a small cliffside tower other religions. Can the players prevent the dawn of a terrifying on the coast of the Midland Sea, reading books, viewing the new age, ruled by a ruthless theocracy of fire? stars, writing an extensive treatise on astronomy, and draining You’ll find a full write-up of Sunlit—which is now a flying the occasional villager. dungeon variously known as the Wild Garden, the Ziggurat, and But the world will not allow Eleodra Malfador to live in the Abomination—in 13 True Ways. You can use this adventure peace. Centuries ago, she was an eyewitness at a great event, the to bring the dungeon into your campaign as a location to be details of which are now lost to history. Now, one of the icons explored; or if that doesn’t appeal to you, feel free to have it needs that knowledge. explode spectacularly or crash into the Midland SeaSample after it’s file finished serving its purpose as a momentary threat to the world. The Icons Assumptions: This adventure assumes that the PCs have already formed a group and are open to missions from the icons. Before the game begins, have the players make their icon If not, you may need to introduce additional scenes to get them relationship rolls. Write down which icon rolls had results of a started. 5 or a 6. Choose one icon from these positive results to be the Time: You should be able to complete this adventure in a group’s patron for this adventure. Through an NPC contact, this single session of roughly four hours. is the icon who sends the PCs on their mission. Optionally, you Adjustments: If you’re playing with only three PCs, you’ll can ignore the rolls and choose an icon that one or more PCs has want to make the battles slightly easier. Bumping the group all a relationship with to be the patron. If you and your players enjoy the way to seven PCs means that you should add a bit more than intrigue, you could also decide that multiple icons are involved, another PC’s worth of monsters; you’d probably be fine making each with their own—perhaps conflicting—agendas. This type of the battles as tough as they would need to be for eight PCs scenario usually results in the PCs working against each other, or because of the high number of synergies in a seven-character working together to figure out how to complete the mission in a adventuring group. way that satisfies all the icons (or none of them). Using icon relationship advantages: The Icons sections We’ve provided write-ups for several icons who might want attached to each scene mention ways that player characters could to know what Eleodra knows. Each write-up includes suggested use specific icon relationship advantages to help them against NPC representatives of that icon, what the icon wants from the temple’s defenders and defenses. Our suggestions cover what Eleodra, and what the NPC gave the PCs to offer her as payment. might be accomplished with a 6 result. These adventure seeds help get the players invested in this If the PC uses a 5, the player or the GM needs to make the mission, and provide the GM with a storyline that could continue results a bit more interesting than outright success or nullification beyond this adventure. of a monster ability. Rather than further complicate a combat scene with a strange consequence from what was intended to be an advantage, we recommend saving the complications 3