<<

GAME MASTER’S SCREEN AND RESOURCE BOOK

A TH AGE SUPPLEMENT

BY CAL MOORE AND WADE ROCKETT

TH AGE IS A FANTASY ROLEPLAYING GAME BY , , , & AARON MCCONNELL

©2015 Pelgrane Press Ltd. All rights reserved. Published by not included in this declaration.) Open Content: Except for material designated as Pelgrane Press Ltd. under license from Fire Opal Media, Inc. Product Identity (see above), the game mechanics of this Pelgrane Press Ltd. game Product Identity: The following items are hereby identified as Product Identity, product are Open Game Content, as defined in the License version as defined in the version 1.0a, Section 1(e), and are not Open 1.0a Section 1(d). No portion of this work other than the material designated as Open Content: All trademarks, registered trademarks, proper names (characters, icons, Game Content may be reproduced in any form without written permission. 13th place names, new deities, etc.), dialogue, banter and comments from Cal, Wade, Age Game Master’s Screen and Resource Book is published by Pelgrane Press under the Jonathan, and Rob, plots, story elements, locations, characters, artwork, and trade Open Game License version 1.0a Copyright 2000 , Inc. dress. (Elements that have previously been designated as Open Game Content are is a trademark of Fire Opal Media, Inc. ©2015 Pelgrane Press Ltd. All rights reserved. www.fireopalmedia.com and www.pelgranepress.com CREDITS

Publishers Editing & Development Interior Art Simon Rogers, Cathriona Tobin Rob Heinsoo Aaron McConnell, Rich Designers Screen Artists Longmore, and Lee Moyer Layout Cal Moore, Wade Rockett Lee Moyer, Aaron McConnell Chris Huth

Special Thanks Thanks to Jon Spengler of Dorkadia for suggestions on how the players can drive the stories, Martin Killman and Ryven Cedrylle for making every icon roll count, Philippe-Antoine Menard for a great strategy for crafting backgrounds, and Sean Swanwick for wise words on backgrounds.

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

TABLE OF CONTENTS

Introduction 4 The Mechanics of Using Terrain 42 Lich King 54 Design Aesthetic Terrain and Environments 44 Peacock 54 5 Example Terrain Skeli Mord 54 Writers: We Are Not Across Environments 45 Ailwyn Grieve 54 Telling the Stor y! 5 Handling Backgrounds Lord 54 13th Age Monster Design 6 46 Thurash Many Rocks, 13th Age Adventure Toolkit Helping Players Write 8 Smasher of Elves 54 Effective Backgrounds 46 What is an Adventure Toolkit? 8 Althea Wainwright 55 Dealing With the +5 “I’m Good at Building Your Adventure 8 Priestess 55 Everything” Background 46 Step One: Choose Two Themes 8 Creating The Lady of the Steps 55 Step Two: Generate a Plot 8 Memorable NPCs Nutripher Fantastikon, Step Three: Run the Adventure 9 48 King of Wrongway 55 Montages NPC Stats 48 Prince of Shadows 56 11 Bringing NPCs to Life 48 Lady Nightwhisper 56 Example 1: Shipping to New Port 11 Archmage 49 Oleg “The ” Example 2: Glitterhaegen to Anvil 12 The Chakta Ren 49 Stonegrinder 56 Example 3: Lost Tower 13 Using Icon Frogknob 49 The Three 56 Relationship Dice Crusader 49 Agrabath Flameskull 56 14 Quartermaster Viga 49 Rabenna Queal 56 When to Roll Icon Dice? 14 Inquisitor Noj 49 Ahn Kyung-Jae 57 What Do the Connections Mean? 15 Diabolist 50 Six Things Tips on Using Icon Advantages 16 Brother Simeon (Magus Astra) 50 Rob Does Now 58 Who’s Responsible? 17 Kuljani Proost 50 13 Bits of GM Advice Taking Advantage of Advantages 18 Dwarf King 50 From Other Books Mechanical Benefits Maxim Goldfinder, Slava’s Son, 59 for Advantages 18 Yelena’s Husband 50 Combat Crunch 59 Examples of Using Yelena Spearfighter, Rufina’s Cursed Items 59 Advantages and Complications 20 Daughter, Maxim’s Wife 51 Disengaging 59 Alternative Icon Systems 21 Nikolai Treefeller, Ivan’s Son, Evil PCs 59 Building Better Battles Yelena’s Brother 51 Fleeing 59 23 Queen 51 Icons 59 Choose a Theme 23 Aiken Crow 51 Killing Player Characters 59 Choose the Difficulty 24 Skara of the Green Hills 51 One Unique Things 59 Choose the Enemies 24 Emperor 52 Rallying 59 Adjustments During Battle 28 Count Garrett 52 Recoveries 59 GM Battle Strategies 29 Countess Landina 52 Re-Rolls 59 Examples of Building Battles 32 Incorporating Other Members of the Count Roll Multiple Saves? 59 Terrain into Battles and Countess’s Household 52 Three Most Dangerous Dungeons 36 Great Gold Wyrm 52 59 What is Terrain? 36 Kyffin Lews 53 Advice Reminder Index 61 The “Stand and Mingxia, Scourge Iconic Allies, Enemies, Hack It Apart” Problem 38 of Demons (Deceased) 53 and Follower Goals Using the Best Terrain High Druid 53 Cheatsheet for the Scene 38 Nigesa of the River 53 62 Classes and Terrain 39 Lord Osa 53

3 13th age - game master’s screen and resource book INTRODUCTION

“We have targeted the game toward experienced gamemasters Backgrounds are one of the game’s more free-form and players at all levels of roleplaying experience.” mechanics, and can require some negotiation between players and GMs. We go into the key components of what makes a good That’s the very first line of rules text in the 13th Age core background and why those stories are important, as well as how book, and it’s there for an important reason. The game was to adjust for generalists who might try to take advantage of the envisioned as an opportunity for Rob Heinsoo and Jonathan system. Tweet to share with other GMs how they run d20-rolling fantasy For players, the GM’s world usually truly comes to life roleplaying games with their own friends. It’s based on their through the NPCs they interact with. In this section, we offer hacks, house rules, GM styles, and personal philosophies about advice on how to make your NPCs more interesting, and how such games can be designed and run so they offer everyone provide you with some icon-related NPCs that you can easily involved the most opportunities for fun. As a result of this insert into your adventures. approach, 13th Age sometimes demands more improvisation and A GM guide wouldn’t be complete without a section from rules adjudication from GMs than games which are designed for Rob or Jonathan, and here Rob provides some new ideas that GMs who are complete beginners. they’ve had since the release of the core book. We’re sure you’ll We like to support our GMs by answering questions and find something fun to try. supplying them with resources and guidance, and have long felt Finally, we included an index of valuable advice sections that a completely GM-focused product would be a great addition from a range of sources for easy reference. We also included a to the 13th Age line. We hope the tools included with the Game template sheet for GMs to track PC and icon relationships. Master’s Screen and Resource Book serve you well. Whether you use only a few of these ideas or many, we hope Our goal for the screen is to provide useful tables, charts, they make it easier for you to run your games and make those and reminders to keep your game running smoothly by providing games more fun for both you and your players. Game on! the information you need, without having to open a book. For this Resource Book, we want to offer GMs ideas to help them run better games, and make it easier to handle the improvisational parts. We cover subjects that generate a lot of questions on forums, at conference panels, and even in our own games. Where it makes sense, we’ve also incorporated existing material into the guide that is useful to any GM, such as montages from the organized play program, along with a simple index of valuable advice from the rest of the “core” sources. The guide starts with Rob and Jonathan’s advice to 13th Age designers, adapted for GMs, and covers their goals for the system. The adventure toolkit provides a step-by-step process designed to help GMs who need to run a quick adventure on the fly, such as a demo or convention pick-up game. The montage system, which ASH Law uses in the organized play adventures, provides GMs with a player-driven method of creating action in between encounters and battles. Next, we dig into how to best use the icon relationship dice, a core idea of the 13th Age rules. The advice covers a range of ideas and examples for incorporating those 5s and 6s. As with any F20 system, battles are a key component to 13th Age play, and we discuss strategies for building fun, balanced (or not), and exciting battles for your game. Although 13th Age is a gridless system that uses streamlined rules for combat, incorporating terrain into your battles can make your fights more dynamic and fun. This section provides ideas on how to do that.

4