ELVEN TOWERS Credits Designer Artwork Publishers Cal Moore Simone Bannach, Ania Kryczkowska, Simon Rogers, Cathriona Tobin Developers Rich Longmore, Dagmara Matuszak, Playtesters Roena I. Rosenberger J-M DeFoggi, Cal especially thanks his great home- Cartography Editor group: Joe Smith (Reginald A. Trout), Gill Pearce, Christina Trani Marc Weddle (Emik Probably), Trisha DeFoggi Art Director Doug Jacobson (Duroc/Dan), Cover Rich Williams (Korvyn of the Silver Rob Heinsoo Order), Steve Robinson (Grayhammer), , Rich Longmore Layout Todd DeSchmidt (Kasalk Du-ern), and the sometimes players Tim, Gavin, and Lael. Aileen E. Miles

13th age is a fantasy roleplaying game by Rob Heinsoo, , Lee Moyer, & Aaron McConnell

©2020 Pelgrane Press Ltd. All rights reserved. Published by Pelgrane Press Ltd. Open Content: Except for material designated as Product Identity (see under license from Fire Opal Media, Inc. above), the game mechanics of this Fire Opal Media, Inc. game product are Open Product Identity: The following items are hereby identified as Product Game Content, as defined in the License version 1.0a Section 1(d). Identity, as defined in the version 1.0a, Section 1(e), and are not No portion of this work other than the material designated as Open Game Content Open Content: All trademarks, registered trademarks, proper names (characters, may be reproduced in any form without written permission. icons, place names, new deities, etc.), dialogue, plots, story elements, locations, Elven Towers is published by Pelgrane Press Ltd. under the Open Game License characters, artwork, comments and banter from ASH and Rob, and trade dress. version 1.0a Copyright 2000 , Inc. 13th Age is a trademark of (Elements that have previously been designated as Open Game Content are not Fire Opal Media, Inc. ©2020 Pelgrane Press Ltd. All rights reserved. includedSample in this declaration.) file

www.pelgranepress.com Elven Towers

OPEN GAME LICENSE Version 1.0a 8. Identification: If you distribute Open Game Content You must The following text is the property of Wizards of the Coast, Inc. and clearly indicate which portions of the work that you are distributing are is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Open Game Content. Reserved. 9. Updating the License: Wizards or its designated Agents may publish 1. Definitions: (a)”Contributors” means the copyright and/or trademark updated versions of this License. You may use any authorized version owners who have contributed Open Game Content; (b)”Derivative of this License to copy, modify and distribute any Open Game Content Material” means copyrighted material including derivative works originally distributed under any version of this License. and translations (including into other computer languages), potation, 10. Copy of this License: You MUST include a copy of this License with modification, correction, addition, extension, upgrade, improvement, every copy of the Open Game Content You Distribute. compilation, abridgment or other form in which an existing work may 11. Use of Contributor Credits: You may not market or advertise the be recast, transformed or adapted; (c) “Distribute” means to reproduce, Open Game Content using the name of any Contributor unless You have license, rent, lease, sell, broadcast, publicly display, transmit or otherwise written permission from the Contributor to do so. distribute; (d)”Open Game Content” means the game mechanic and 12. Inability to Comply: If it is impossible for You to comply with any includes the methods, procedures, processes and routines to the extent of the terms of this License with respect to some or all of the Open Game such content does not embody the Product Identity and is an enhancement Content due to statute, judicial order, or governmental regulation then over the prior art and any additional content clearly identified as Open You may not Use any Open Game Material so affected. Game Content by the Contributor, and means any work covered by this 13. Termination: This License will terminate automatically if You fail License, including translations and derivative works under copyright law, to comply with all terms herein and fail to cure such breach within 30 but specifically excludes Product Identity. (e) “Product Identity” means days of becoming aware of the breach. All sublicenses shall survive the product and product line names, logos and identifying marks including termination of this License. trade dress; artifacts; creatures characters; stories, storylines, plots, 14. Reformation: If any provision of this License is held to be thematic elements, dialogue, incidents, language, artwork, symbols, unenforceable, such provision shall be reformed only to the extent designs, depictions, likenesses, formats, poses, concepts, themes and necessary to make it enforceable. graphic, photographic and other visual or audio representations; names 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright and descriptions of characters, spells, enchantments, personalities, teams, 2000, Wizards of the Coast, Inc. personas, likenesses and special abilities; places, locations, environments, System Reference Document. Copyright 2000, Wizards of the Coast, creatures, equipment, magical or supernatural abilities or effects, logos, Inc; Authors: Jonathan Tweet, , , based on symbols, or graphic designs; and any other trademark or registered material by E. Gary Gygax and Dave Arneson. trademark clearly identified as Product identity by the owner of the Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, Product Identity, and which specifically excludes the Open Game Content; LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, (f) “Trademark” means the logos, names, mark, sign, motto, designs that Monte Cook, and Skip Williams. are used by a Contributor to identify itself or its products or the associated Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: products contributed to the Open Game License by the Contributor (g) Davis Chenault, Mac Golden. “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors: Rob modify, translate and otherwise create Derivative Material of Open Game Heinsoo, Jonathan Tweet, based on material by Jonathan Tweet, Monte Content. (h) “You” or “Your” means the licensee in terms of this agreement. Cook, and Skip Williams. 2. The License: This License applies to any Open Game Content that 13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane contains a notice indicating that the Open Game Content may only be Press Ltd; Authors: Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, Kevin Used under and in terms of this License. You must affix such a notice Kulp, ASH LAW, Cal Moore, Steve Townshend, Rob Watkins, Rob to any Open Game Content that you Use. No terms may be added to or Wieland. subtracted from this License except as described by the License itself. No 13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob other terms or conditions may be applied to any Open Game Content Heinsoo, Jonathan Tweet, Robin D. Laws, based on material by Jonathan distributed using this License. Tweet, Monte Cook, and Skip Williams. 3. Offer and Acceptance: By Using the Open Game Content You Eyes of the Stone Thief. Copyright 2014, Pelgrane Press Ltd.; Author: indicate Your acceptance of the terms of this License. Gareth Ryder-Hanrahan. 4. Grant and Consideration: In consideration for agreeing to use this 13th Age Game Master’s Screen and Resource Book. Copyright License, the Contributors grant You a perpetual, worldwide, royalty-free, 2015, Pelgrane Press Ltd.; Authors: Cal Moore, Wade Rockett. non-exclusive license with the exact terms of this License to Use, the High Magic & Low Cunning: Battle Scenes for Five Icons. Copyright Open Game Content. 2016, Pelgrane Press Ltd.; Author: Cal Moore. 5. Representation of Authority to Contribute: If You are contributing The Crown Commands: Battle Scenes for Four Icons. Copyright original material as Open Game Content, You represent that Your 2016, Pelgrane Press Ltd.; Author: Cal Moore. Contributions are Your original creation and/or You have sufficient Lions & Tigers & Owlbears: 13th Age Bestiary 2. Copyright 2017 rights to grant the rights conveyed by this License. Pelgrane Press Ltd., Authors: Rob Heinsoo, ASH LAW, Liz Argall, Jaym 6. Notice of License Copyright: You must update the COPYRIGHT Gates, Lynne Hardy, Paul Fanning, Cal Moore, Carrie Rasmussen, Wade NOTICE portion of this License to include the exact text of the Rockett, Aaron Roudabush, Gareth Ryder-Hanrahan, Michael E. Shea, COPYRIGHT NOTICE of any Open Game Content You are copying, Ruth Tillman, Jonathan Tweet, Steven Warzeha, Emily Westfall modifying or distributing, and You must add the title, the copyright date, Fire & Faith: Battle Scenes for Four Icons. Copyright 2017, and the copyright holder’s name to the COPYRIGHT NOTICE of any Pelgrane Press Ltd.; Author: Cal Moore. original Open Game Content you Distribute. Book of Ages. Copyright 2018, Pelgrane Press Ltd.; Author: Gareth 7. Use of Product Identity: You agree not to Use any Product Identity, Ryder-Hanrahan. including as an indication as to compatibility, except as expressly licensed Loot Harder. Copyright 2018, Pelgrane Press Ltd.; Authors: ASH in another, independent Agreement with the owner of each element of LAW, Paul Fanning, Carrie Rasmussen-Law. that Product Identity. You agree not to indicate compatibility or co- Shards of the Broken Sky. Copyright 2019, Pelgrane Press Ltd.; adaptabilitySample with any Trademark or Registered Trademark in conjunction file Authors: ASH LAW, Rob Heinsoo, Paul Fanning. with a work containing Open Game Content except as expressly licensed Book of the Underworld. Copyright 2020, Pelgrane Press Ltd.; in another, independent Agreement with the owner of such Trademark Authors: Gareth Ryder-Hanrahan, Rob Heinsoo, J-M DeFoggi. or Registered Trademark. The use of any Product Identity in Open Game Elven Towers. Copyright 2020, Pelgrane Press Ltd.; Author: Cal Content does not constitute a challenge to the ownership of that Product Moore. Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 2 Introduction

TABLE OF CONTENTS

Location 4: Heart of the Tower 33 Introduction 4 Gelaria, Heart of the Tower 35 The Tower of Fate Story History 4 Briar Elf Slayer 36 (Lightwood) 79 Adventure Synopsis 4 Briar Elf Stalker 36 Lightwood Travel Montage 79 Iconic Enemies 5 Barbed Vines 36 Fateful Encounters 81 Location 5: Iconic Showdown 37 Gearwork Digger 81 Navigating the Iconic Agent Leader 40 Gearwork Shredder 81 Court of Stars 7 Iconic Agent Bodyguard 40 Entering the Tower of Fate 83 No Court Interaction 7 Iconic Agent Troop 40 Navigating the Tower of fate 85 Partial Court Interaction 7 Location 1: Monsters and Mazes 86 Full Court Interaction 8 The Tower Phantasmal Knight 87 of Dreams Location 2: Past Mistakes Return 88 Finding the (Darkwood) 43 Elder Orc Champion 90 Towers 11 Elder Orc War Leader 90 Darkwood Travel Montage 43 Location 3: 91 Tower of Memory (Greenwood) Option 1 11 Dark Encounters 43 The House of the Tiger and Serpent Tower of Memory (Greenwood) Option 2 12 Crimsoncap 46 Monk Acolyte 94 Tower of Dreams (Darkwood) Option 1 12 Darkwood Owlbear 47 Monk Champion 94 Wabberjocky 13 Enraged Wild Boar 47 Yasilyne, Rakshasa Monk 95 Jocky 13 Entering the Tower of Dreams 48 Roesgrr, Emerald Dragon 96 Tower of Dreams (Darkwood) Option 2 13 Navigating the Tower of Dreams 49 Location 4: 97 Tower of Fate (Lightwood) Option 1 13 Location 1: Creepers and Climbers 51 Thrones of the Revered Dead Tower of Fate (Lightwood) Option 2 14 Cave Crawler Swarm 53 Spiritual Servitor 101 Manticore Youngling 15 Leaping Spider 54 Revered Dead 101 Coursing Manticore 15 Darkwood Drider 54 Valestria, Revered Speaker 102 Setting the Scene 15 Darkwood Slime 54 Bronze Statue 102 The Tower Location 2: A Cruel Entrance 55 Location 5: The Cloud Stairs 103 Dungeon Spirit 57 Centaur Golem 105 of Memory Location 3: Cruel Dreams 58 Ram Golem 105 (Greenwood) 16 Xepherius, Flaming Skull 61 Location 6: 106 Dark Elf Assassin 61 Greenwood Travel Montage 16 Iconic Obligations and Fateful Wishes Dark Elf Dreamer 61 NPC Encounters 16 Elenal, Djinn 110 Location 4: Entering the Nightmare 63 Courageous Satyrs and 17 Iconic Agent, C&R 110 Erithia’kal, Priestess Form 66 Vile Gnoll Hunters Iconic Agent, D&L 111 Erithia’kal, Animated Statue Form 66 Gnoll Hunter 18 Iconic Agent, EoE 111 Erithia’kal, Banshee 66 Gnoll Shredder 19 Priestess Shade 66 Gnoll Fiendfletch 19 Celebrations! 112 Shadow Spear 67 Entering the Tower of Memory 21 The Ritual of the Vault 112 Shadow Watcher 67 Navigating the Tower of Memory 22 Avatar of Nature Unleashed 114 Location 5: Late to the Party 68 Location 1: The Scratching Post 23 Corrupted Animal 114 The Eater 71 Wood Elf Weretiger 25 Partier 71 Farley, Druid Guardian 25 New Blue Dwarf Servitor 71 Location 2: 26 Location 6: Iconic Dreams 72 Monster List 117 Stinging Gnats and Suspect Footing and Dark Manifestations Esmerelda, Pixie Knight 29 Tower Manifestation 76 Drunken Sprite Swarm 29 Fungaloid Guardian 76 LocationSample 3: 30 file Iconic Agent Wrecker (C&R) 77 The House of Fading Memory Iconic Agent Caster (D&L) 77 Milueviel, Elven Ghost 32 Iconic Agent Spoiler (EoE) 77 Spirit of the Tower 32

3 Elven Towers INTRODUCTION

This adventure for champion-tier characters (levels 5 to 7) elven factions broke apart—the result of which had long-lasting explores the themes of the Elf Queen, her magic, and the three and unexpected impacts. shards of the elven people (see the 13th Age core rulebook, page Recently, the Elf Queen and her people began to sense the 66). The action takes place in the Dragon Empire—in the Queen’s ritual seal on the vault weakening. Perhaps the loss of elven Wood, where the Court of Stars and the surrounding districts unity was breaking down the spell, or perhaps it could no longer move within the forest. However, you can run the adventure in contain Liris as it once did. The Elf Queen called upon the any sylvan or forest setting that fits into your campaign, as many druids, sorceresses, and high wizards from the three shards to of the locations and NPCs have an elven or fey flavor. bring their keys so they could renew the binding ritual; but no one in the mystical towers answered her call. The few elves that Story History had the skills to find and enter the hidden mystical towers did not return from the task; the rest of the elves now believe the The Elf Queen and her servants need the PCs’ help! magic of the towers may be corrupted. The Elf Queen realized Long ago, during the war with the dwarves at the beginning the situation was dire and she had to conserve her energy for of the age, the Elf Queen found herself in need of weapons for the ritual to come; therefore, she instructed her servants to find the war effort. There were many attempts to secure the needed others who could recover the keys from the towers and convince weapons, but each failed in a different way for different reasons. them to help by whatever means necessary. The elves brought the Then, someone suggested a ploy to use a ritual to draw forth and PCs to the Court of Stars, and now the PCs must do what they bind the wild magic of the elves and fey in a single location within can to save the Court, the Queen’s Wood, and the elves from past the Queen’s Wood, allowing the Elf Queen to draw upon the oversights. magic more easily. The magic didn’t like being controlled, and To succeed, the PCs must locate the three elven towers: the powerful ritual threatened to run wild; but a nature goddess the Tower of Memory (wood elves), the Tower of Dreams (dark named Liris, ally to the Elf Queen, was willing to risk herself to elves), and the Tower of Fate (high elves); fight their way past each save the Queen’s Wood. Liris allowed herself to be bound within tower’s defenses and guardians; and bring the keys the Elf Queen the ritual, so she could contain the wild magic, direct it to the needs for the binding ritual back to Thronewood. Elf Queen, and help the elves overcome the tree-hating dwarves. Some of the other icons heard rumors about the situation The magic—and Liris’ essence—were contained in a specially- and sent agents into the Queen’s Wood to try to recover the designed vault built within Thronewood. The magic bound the keys for themselves—or at least stop the heroes from doing so— three elven districts—Greenwood, Darkwood, and Lightwood— which complicates matters. Perhaps these icons hope the elves’ to Thronewood. This allowed the elves to move through the own folly will bring them down, or perhaps they have their own Queen’s Wood with the Court as part of a cycle—in harmony with reasons for trying to ensure the destruction of the Elf Queen, her the natural world, but also in tune with Liris’ will—to prevent the servants, and possibly the entire forest realm. dwarves from plundering the sacred elven lands. Eventually, the war ended, and the elves formed an alliance with the dwarves. However, when the Elf Queen opened the vault Adventure Synopsis to free Liris, she discovered Liris’ exposure to the wild magic had The PCs begin their adventure at the Court of Stars in the Queen’s changed the goddess. Whether it was from the sheer amount of Wood. Why they decide to help the Elf Queen is up to the GM power, the influence of the fey magic, or her anger and hatred and players, though their reasons may involve debt forgiveness, for the dwarves that festered for so long, Liris went insane. She relationships with the Elf Queen, heavy bribes or promises of lashed out at the Elf Queen and almost overcame her, but the rewards, or any number of other reasons important to the PCs. Elf Queen used the power of Thronewood to force the goddess After they agree to help the Elf Queen and her servants back into the vault and reseal it. The Elf Queen now believes if retrieve the lost keys, the PCs must determine the location of the she allows Liris to escape, Liris will—at best—reignite the war first elven tower. During this freeform roleplay, they interact with against the dwarves; or, more likely, see everyone as an enemy NPCs at the Court and/or in the three elven districts to discover and destroy the Queen’s Wood in her insanity. a tower’s location. Then, they must travel through the Queen’s Having tasted freedom from her self-induced bondage, Wood to the tower, face enemies themed to fit the district in Liris sought to escape her prison (as she now viewed it). The Elf which it resides, and interact with NPCs who may help them—or Queen, and her most powerful spellcasters from among the three distract them. Once the PCs reach the tower, they must find a shards of the elves, performed another ritual to maintain the way to gain entrance and then work their way through the tower vault’s Sampleseal and keep Liris contained. Each shard brought a token to retrieve the key. Before they acquirefile the key, however, they to lend strength to the ritual—a key of sorts to keep the vault must first survive a group of iconic agents intent on stopping the locked. Their ritual was successful, and the elves hid the keys PCs in a final battle . . . . away in their mystical towers, because the Elf Queen knew they After the PCs return to the Court with the first key, they would eventually need to renew the ritual. Time passed, and the must discern the second tower’s location. Again, they must 4 Introduction

gain information, overcome challenges, and survive encounters to gain the second key; and then do so once more for the final Not an Elf Queen tower and key. Once they have all three keys, they must return to Supporter? Thronewood so the elves can renew the binding ritual. However, a final, powerful enemy tries to stop them: Liris’ manifestation Although the adventure assumes the Elf Queen’s people found and the creatures of the natural world she calls to aid her (along ways to entice (or force) the PCs to help them recover the with any iconic enemies you wish to include). keys for the ritual, not every character will be motivated to Each tower exists in the district of the Queen’s Wood that do so based on icon relationships, uniques, or backgrounds. aligns with the elven shard that created it. The towers move Rather than simply declining to become involved, one or through the forest (or the forest moves around them), so only more characters might decide to try to ruin the elves’ plan those who know where to look can find them. from within. Some PCs might decide that sabotaging the The Tower of Memory was grown by the wood elves. It is a ritual would be best for the world, or at least for themselves. huge goldenwood tree with outer platforms built on the branches It’s possible the entire group wants to hurt the Elf Queen or and chambers inside the trunk. Enemies and challenges the PCs the elves, or it may be just one among them. encounter while they travel to and within the Tower of Memory The simplest way to handle a PC or PCs who intend to have sylvan and fey themes, though they remain rooted in the sabotage the process is to deal with their betrayal in the final world of the Dragon Empire. scenes. For example, see page 113 for notes on what might The dark elves crafted the Tower of Dreams—a huge happen if a PC counteragent decides to try to fool the elves stalactite dungeon that hangs within a gigantic, underground with fake keys. cavern that touches the underworld. Enemies and challenges the PCs face as they travel to and within the Tower of Dreams have an underworld theme, which includes dreams and nightmares and dark elven sorcery. the stakes are high, and the elves make this known to the heroes. The Tower of Fate is a forested peak that rises from the To increase the tension, we suggest the elves tell the PCs the Queen’s Wood. The high elves shaped it into a multi-leveled binding ritual is fraying, as Liris constantly assails it. They believe ziggurat that reaches into the overworld. Enemies and challenges the ritual should hold for a few more weeks, perhaps a month the PCs face while they travel to and through the Tower of Fate (or until some astrological event important to your campaign), have an overworld and high elf magic theme. depending on how much time you plan to give the PCs to navigate Adding Tension to the Adventure the Court and find each tower. Call attention to the effects of the ritual’s loosening and Liris’ influence on the Queen’s Wood Liris is exceedingly powerful, infused with wild magic the elves when you describe areas and when the heroes encounter NPCs and fey provided. If she escapes, she’ll take her vengeance on the during the adventure. For example, the PCs might notice strange elves and the Elf Queen for imprisoning her (as she now sees it), bird migration patterns, trees weeping sap that looks like blood, and she has the power to do it. Liris will ravage the Queen’s Wood quickly rising foul mists, or previously friendly animals or NPCs and become a new dark icon of wild magic, forcing the Elf Queen that suddenly go insane and attack their elven friends (or the to flee or perish. Once the elves fall in line, Liris may go after the PCs). Dwarf King and start a new war, destroying the old alliance and throwing the Empire into chaos. Other world-changing impacts A Note on Balance could also occur, we’ll leave it up to you to decide. Most of the playtests for this adventure used monster stats Because Liris’ escape is a campaign-changing—or even an with lower damage and defense. We don’t intend to examine age-ending—event (the perfect hook for an epic-tier adventure!), Cal’s original reasons for going easy on PCs; instead, we’ll just mention that we adjusted the monster stats to resemble more Rules to Remember closely those you’d find in other 13th Age books. If your campaign goes poorly for the player characters, and you feel like you need We frequently refer to the following two rules in this to give them a break, take it from us that Cal’s original playtesters adventure, which you may or may not have been using in your enjoyed many such breaks, and you’d be perfectly justified to dial 13th Age games. things back a notch. But if they’re handling things well from the start, more Shocked: A couple monsters and effects in this book employ the shocked condition we introduced in the 13th Age power to the PCs! Bestiary 2. While a character is shocked, they roll twice for all d20 rolls (attack rolls, saves, skill checks, etc.) and take the lower result. SampleCover & Concealment: You’ll notice references to file terrain features that can grant cover or concealment. Feel free to let innovative PCs and NPCs alike use these terrain features to gain a +2 bonus to AC, PD, or both against a specific attack.

5 Elven Towers

Iconic Enemies Overcoming Obstacles Before the PCs acquire each key, they must encounter a group and Encounters of competing iconic agents who are aware of the Elf Queen’s problem and want to secure the keys and thwart the ritual—on Play your way! This adventure has a number of battles and behalf of the icon they serve or for their own justifiable (as they encounters the PCs must overcome to recover the keys. We see it) reasons. These iconic agents could serve the same icon for enjoy challenging fights and situations, but that doesn’t mean each of these final showdown battles, or there could be a number the characters must rush headlong into danger every time. of iconic agents involved—probably based on whichever icons 13th Age is a great system for letting PCs find creative ways to caused the most trouble during the heroes’ previous adventures. bypass enemies, such as sneaking, fast-talking, tricking them, Feel free to foreshadow the iconic enemies’ involvement in other or the always fun and well-timed use of icon relationships. We encounters you create for the PCs as they track down the towers fully support that style of play. Still, if you want your group to at Court or wander through the Queen’s Wood in this adventure. test their mettle against every enemy in the adventure, well, We provide default stats and descriptions for each final that’s why they’re there! battle; however, you should adapt and re-flavor the enemies based If your group likes to find creative ways to bypass on what makes the most sense for whichever icon they serve. encounters, this adventure calls out a few encounters where For example, if the Diabolist has been a thorn in the PCs’ sides there’s a greater chance of doing so, since not every enemy and wants to see the Elf Queen burn, describe the default iconic that inhabits the towers is initially set against the PCs. There’s agents for the final battle at the Tower of Memory as demon- plenty of room for discussion, negotiation, and roleplaying. worshiping cultists and their demon servants. We grouped the We provide skill check DCs and possible outcomes for such icons into three, thematic categories (minus the Elf Queen, cases; though, of course, nothing should be easy for the PCs though if some plot involves her own people trying to bring her and most of the skill checks are hard or ridiculously hard down from within, she would be part of the first category) to and require more than one PC’s participation. As with most help the mechanics better fit your description. Each group has situations, use of icon relationships and a good story might specific abilities—see each iconic battle for more details. swing the odds in the PCs’ favor. Do whatever is fun for the The three iconic groupings are as follows: group. Civilization and Rulership (C&R): Archmage, Dwarf King, When the PCs do manage to avoid a fight this way, Emperor, Lich King reward the players’ creativity and storytelling. Cal plays that Darkness and Light (D&L): Crusader, Diabolist, Great Gold bypassing an encounter this way counts as a success toward Wyrm, Priestess the next full heal-up; he lets the players save their resources Enemies of the Empire (EoE): High Druid, Orc Lord, Prince for the next fight so they can really show off. Just remember to of Shadows, The Three make them earn it!

Sample file

6