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WyrdoftheWildWood

ATalesofthe13thAgeadventurepathin6linked2houradventuresforcharactersoflevel2
ByASHLAW,L.Mingoa,T.Scott,R.Cedrylle,Q.Murphy,E.Kabara
Withadditionaltextandartfromthe13thAgecorerulebook.

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Contents.
Gameadvice.pg39
CharacterCreation.pg10

DarkskyeCrashdown
1.0Prelude/Introduction.pg1015
1.1Thecrash.pg17
1.2Thehallofcrystals.pg1820
1.3Chasethekey.pg21pg22
1.4Thecrystallinegolem.pg23pg24
1.5Waterfall.pg25

WildThings

2.0Recap&regroup.pg26
2.1Thejourney.pg27
2.2Onkafield.pg2728
2.3Thetanglewood.pg29
2.4Thewildthings.pg30
2.5Plaguehospitalruins.pg3132
2.5Freelunch.pg33pg34
2.6Wrappingup.pg34

EverdeeperintotheWildWood
3.0Recapandregroup.pg35
3.1ThroughtheWildWood.pg36
3.2Suddensavagery.pg36
3.3Protectedruins.pg3738
3.4Thechasm.pg39
3.5FireSwamp.pg4041
3.5Racetosafety.pg42
3.5Wrappingup.pg42

TheTowerofAlamede
4.0Recapandregroup.pg43
4.1ThroughtheWildWood.pg44
4.2Alamedevillage.pg4446
4.3Alamainstower.pg4749
4.4Rats!pg5051
4.5Sylvianfriends.pg52pg53
4.6Takingastand.pg54pg55
4.7Onwards!pg56

TheGreenShadows
5.0Recapandregroup.pg57
5.1FurtherthroughtheWildWood.pg58
5.2Thethornwall.pg58pg60
5.3HorrorsoftheGreenRealm.pg6162
5.4Theheartoftheproblem.pg63
5.5Fixingorbreaking?pg64
5.6Owlbeartrail.pg6566
5.7TheGreenShadows.pg6768

TheNewRoadandbeyond
6.0Recapandregroup.pg69
6.1TowardstheNewRoad.pg70
6.2Nowandagain,andagain.pg70pg71
6.3NysettBannbur.pg71pg72
6.4Againsttheelements.pg73pg74
6.5BrokenCaravan.pg7577
6.6Outofthewoods.pg7879
6.7ToNewPort!pg80

Appendices
Appendix1:TemporaryMagic:Potions,Oils,
andRunes.pg81
Appendix2:Cheatsheet.pg82
Appendix3:MagicItems.pg8384
Appendix4:Bonusmonstergroups.pg8595

OpenGameLicence.pg97

Gameadvice.

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Organized play for 13th Age isa little different from normalorganizedplay. Thisdocument gives you toolsto
create a linked series of adventures that will highlight the cool things about 13th Age (One Unique Things,
Backgrounds,IconRelationships).Youwillneedaround2hourspersession.

Theorganizedplayplan
Theplan
Each game of 13th Age is different because the one unique things and backgrounds of the characters in
separate groups will be different. The plan here is to have players be able to find and takepart in 13thAge
games around the world with a continuity of story. As a GMthis will requireyou to beon yourtoes,butwe
think you have the chops for the job. This document gives you six linked adventures to take place over six
weeks,andadviceonrunningtheadventures.
WeeklyFeedback
Well be asking for weekly feedback from both GMs and players. We want to know what works, what
doesn't, what people enjoy, and what could do with revision. Well also want game reports we want to
know what happened, what cool and awesome things you didwith 13th Age. Partofour ethos isgivingyou
the tools to play the game you want so if we get a lot of feedback saying Hey what are the rules for
exploding gems? My players found this crystal throne andexploded it,and Id like some rules forthat. then
wemightwanttoconsideraddressingthatinaSeePageXXarticleorinafuturesupplement.
OneUniqueThings
Once youve run a couple of dozen games for strangers youll notice that certain unique things come up
surprisingly often. Illegitimate sonsoftheEmperorseem to populate half ofalladventuringparties, and there
are a ton of adventurers who used to be animals. In your home game it is cool to build a story about the
Emperors only illegitimate son because you know that nobody else in your game is going to pick that, but
in an organized play programyoumay haveplayers who createdtheir character with another organized play
GM. So as to avoid conflicts of Emperors only sonmeets Emperors only son we areputtingintoplacethis
rule:

NoONLYsplease
You can be one of the last of your kind (or one ofthefirst) but you cantbe the onlyone. You can
be a prisoner sent forward in time from the first ageasapunishment but you cantbe the onlyone
to whom that happened. You can be a rare halfhuman halfclockwork creature and you might be
under the impression that you are the only one, but maybe you aren't the only such creature. If
you're oneuniquethingreliesuponyoubeingtheonly something think about how you could make it
coolerandmoreunique.
If somebody does pick an only type of unique remind them that their character believes themselves to be
theonlyonebutinfacttheymaynotbe.
Backgrounds
All characters ave 8 background points, and can spend up to five of them on any one background. Try to
encourageplayerstotellyoustoriesabouttheirbackgroundsratherthanjustalistofwords.This...
Climber4
UrbanSurvival3
Artist1
is boring and as a GM tells you very little about the character and doesn't give you a lot to work with.
Encourage the players to talk about their backgrounds and name them appropriately. With a little nudging
theabovelistofwordscanblossominto...
SecondbestrooftoprunnerinHorizon4
MemberoftheBeggarsGuild3
ThrownoutofSantaCoraforpaintingblasphemousmasterpieces1

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whichisawesomeandtellsyoualotaboutthecharacter.
Statementsabouttheworld
One of the cool things about 13thAgeis that playershelp to definetheworld. There isno standarduniversal
Dragon Empire, each game is different. This presents challenges fororganizedplayand as a GM you need
to be on your feet. Whenever a player mentions something about the world either via a background or one
unique thing orjust asaplain statement make a very quick noteabout itand repeat backtothem whatthey
havejustsaid.
Asanexample:
Player: ... and then I bend down and look into the mechanism. Half orcs know a lot about this
stuff.Howhardisittodisablethetrap?
GM:Halforcsdoknowalotabouttrapswhyisthat?
Player:OhImeanthalforcsknowalotaboutbreakingthings.Welovesmashingclockwork.
GM:Whydohalforcslikesmashingclockwork?
Player:Itgivesusheadaches,nobodyknowswhy.
GM: Ah, you need to get a 15 to break the trap without setting itoff (makes a noteClockwork =
causesheadachesforhalforcs).
Each session recap all the statementsabout the world and ask ifanybody has extrainput onthem. Be sure
to ask each player if they have anything to add to the world. Its a little ritual that helps tobuild astronger
gameforyourplayers.
GM:Ok,solastweekwediscoveredthatorcshateclockworkbecauseitgivesthemheadaches
Player 1: Ah, I figured it is their two natures waring in them. There is something mystical about
clockwork.
Player 2: Yeah, like maybe it is trying to seperate out your two natures giving you a splitting
headache
GM: (makes a note) I like that. What else did we learn. High elves fearmice,they think mice are
spiritsofthedead.Thatisanoldelflegend.
Player3:Yeah!Itisjustalegend,buttheystillcreepelvesout
GM:Asyouarenewtothegroup,whatthingsdidyourcharacterdiscoverlastweek?
Player4(thenewplayer):Orcshaveclockworkaxes
GM:(makesanote)Sosometribesoforcareabletouseclockwork,butobviouslynotalltribes.
thenrecapthemwiththeaddedplayerinputandaskifanybodyhasanythingmoretoadd.
GM: So clockwork gives halforcs headaches, but some orc tribes use clockwork. That is true.
Whatelseistrue?
Player 2: Only some orc tribes are lucky enough to mutate into halforcs, and those tribes dont
use clockwork. They have to get rid of it to commune with the spirits and beginthe transormation
process.
GM: Yes, that is true. (makes a note) And elves fearmice due tolegends revolving around mice
andghosts.Thatistrue.Whatelseistrue?
Player 3: Maybe their god ofthedeaduses miceas messengers,and elf necromancershavemice
familiars
GM:(makesnote)Yes,thatistrue
In this way your players buildtheworldwith you,and you remind themeach week of the world that you have
built together. You also let new players know what your game is like, and you let them bring in the bits of
the13thAgegametheyplayedlastweekintoyourgamethatareimportanttothem.

Skillchecks
Useyourindexcards
The humble index card isone of the bestgaming tools Ive discovered in years.Write down each characters

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backgrounds and set the indexcards out in frontof you. As play progresses glancedownand put obstacles
in the path of the party that speak to the backgrounds possessed bytheparty. Forexample ifyourpartys
dwarfhasthebackgroundMistressofMetal:Itraindwarvensmithsthenduringplayannounce
The path is blocked by a partially toppled statue. It is made of metal of intricate design, and then look
aroundandaskDoesanybodyhereknowanythingaboutdwarfmetalworking?.
Bring in interesting options for success and failure (perhapssuccessrevealsthat the statuehascoins in the
base to keep itupright, a common practicefroman agewhere goldwasmore plentiful and failureresults in
the hollow statue shifting and making a huge racketsuretoattractmonsters). By bringingbackgrounds into
playyoumakethestoryaboutthecharactersthemselves.
Whennottoroll(letthewookiewin)
Being a gamewith limitedtime you dont wanttoroll for everylittle thing,especiallyif pass/fail doesn'treally
matter. Only have players rolldice when failurewouldbe aninterestingoutcomeand would impactthestory.
If a character has a background specific to a task and failure wouldnt be interesting bring them into the
task.
Thatwalllookstoughtoclimb,butyourDwarffriendusedtobeanacrobat.Hecouldeasilyclimb
thewallandpassaropedowntoyou
Onerollshoulddoit
When you have a character attempting something with lots of steps in it you dont have them rollforevery
step, in fact you probably shouldnt. If a character is drinking from every bottleofwine in acellarlooking for
thebestelvenwinedonthavethemrollonceperbottlejustonerollshoulddoit.
Failforwards
RemembertoFailForwards.
...outside of battle, true failure tends to slow action down rather than move the action
along. A more constructive way to interpret failure is as a near-success or event that
happens to carry unwanted consequences or side effects. The character probably still fails
to achieve the desired goal, but thats because something happens on the way to the goal
rather than because nothing happens.
Suppose a player makes a Charisma check to have his or her rogue rustle up some clues as
to where a certain monk of the black dragon might be hiding. The player fails the check.
Traditionally, the GM would rule that the character had failed to find any information. With
13th Age, we encourage you to rule that the character does indeed find clues as to the
monk's location, but with unexpectedly bad results. Most likely, word has gotten to the
monk that the rogue is looking for him, and he either escapes before his lair is found, or
prepares for the group, either setting up an ambush or leaving a trap. The failure means
that interesting things happen.
Escalatingrisks
If a characterfailsit isinterestingto offer achoice to the playerfail forwards as above OR succeed but with
a complication. In this case the player gets what they want but it causes another problem. Youthen pass
that problem on to the next player and ask them if they want to attempt to solve it or leave it where it is.
Consecutive failures can have interesting results as the consequences escalate as shown in the example
below...
The halfling rogue successfully climbs the stable wall but drops their lantern into the straw below
startingafire.
The elf wizard successfully convinces the angry crowd that the firetheroguestartedwasthedoing
oftheDwarfKing,butnowthecrowdwantstolynchdwarves.
The dwarf paladin successfully smugglesthedwarves out of townaway from the angryguardbutthe
dwarves figure out that the party are to blame for the fire and are going to tell agents of the Dwarf
King.

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The human sorcerer successfully bribes the dodgylooking boat captain to take the dwarves
somewhere where they cant contact the Dwarf Kings agents but as he sails away the party
realizesthatthecaptainisaslaver.
Montage!
Sometimes you dont want to go into details but do want to give a sense of time passing. Overland travel,
random dungeon exploration, fortifying an old farmhouse against zombies. Allthese things can happen in a
montageiftheyarenotthefocusoftheMontage!
Goroundthetableandaskeachplayer:
Describeanobstaclethatthepartyencounteredbutdefeated.
Thenturntotheplayertotheirleft:
Yourcharacterwastheonetogetthepartypastthat.Howdidyousucceed?
They dont need to roll for this they just tell you an awesome thing that their characterdid thatsolved the
problem.
Repeat this around the table until everybody hashad a chance to come up withadeathtrap ora wandering
monster or whatever their imaginations can conjure up and a chance to overcome an obstacle. As each
player tells you how their character saved the day narrate back to themwhat theyhave saidandputaspin
onittohighlighttheirheroism.
Yes! The party encountered a minotaurs ghost and you entertained him with your bagpipes. Not
onlydid thatpacifytheghostbutseveralother ghostsappeared to hear you play andin gratitudeled
youpartwaythroughthemaze.
Awesome you killed the magically animated pagoda with your mighty axe. Later you came to an
undergroundriverandcrosseditusingyourfoesremains.Goodjob.
Brilliant. With a flick of your wrist you turn overyourlast card. The skeletal guards are amazed by
your winning streak and untie your companions as agreed. They are so impressed with your
pokerface that they tell you how to get to the center of the maze. Congratulations you have a
betterpokerfacethanskeletonsandtheydontevenhavefaces!

Pacing
Sometimes thingsgo slowly. Players get theidea thatthere isa secret door they can find if only they spend
another 10 minutes searching for it. In organized play youve got limitedtime available to you. If the players
start going off track supply them with unambiguous information by using the phrase It is obvious to you
that...
Itisobvioustoyouthatthereisnosecretdoorhere.
Itisobvioustoyouthatthedwarfistellingthetruth.

Rolls>follow>fictionnotrolls=fiction
What does that mean? YOU tell the players when to roll, based upon what they say their characters are
doing. If somebody announces Im rolling to see if I can get past the guards put your hand out inastop
motion and ask HOW are you attempting to get pastthe guards? and playonwards from there. Talkabout
how the guards look halfasleep, how the character notices one of them iswearing new boots but the other
one is dressed shabbily, how the guard on the left gets distracted when he looks at the food cart nearby.
Roleplay the encounter, and build the scene using a backandforth exchange of information and
suggestions between you and the player. Onlycall foraroll once the characteracts to change the situation
and the outcome is in question andfailure would beinteresting. Let the rolls flow from whatcharactersdo.It
isasmallthing,butimportant.

Monsters
Someofthemonstersthatappearherearefromthecore13thAgebookbutothersappearinforthcoming
booksliketheBestiaryor13TrueWays.

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Choosingandbalancingmonsters
Intheadventuresweveputinthemonstersthatwethinkyoullneed,andaguidetohowmanytoincludein
afight.
Usingalternatemonsters
The backgrounds and uniques of the player characters and the statements by players about theworldmay
mean that the monsters weve provided are notsuitable foryourneeds.Inthat casethereare three options.
Hopefully you can stretch the existing monsters to fit your needs if oneoftheadventurers has the unique
Raised by giant rats you can just say that the skeletons the party are about to fight are the skeletons of
giant rats. If that doesn't work for you you can reskin the monsters for the adventure instead of fighting
skeletons you use the skeleton stats but call them giant ratsor pixie swarmsor loquacious rustgolems
or whatever the story needs. If neither of those options works for you weve also included extra monster
statsatthebackofthebook.
Bigdamnheroes
Combatisaprimeopportunitytoremindplayersthattheircharacterisawesome.Whenanadventurerhits
anenemytaketheopportunitytodescribethehit.
Withamightyswingoftheswordyouslicethezombieintwo!Hyah!
Lightningcracklesfromyoureyesasyouunleashyourspell.ZZZZT!
Theeyesofyourenemieswideninshockasyoudestroytheirshamanwithawellplacedarrow.
Zonk!
Thehagrunstowardsyouscreamingandreachesouttowardsyou,butyouduckherswingand
launchaboltofpuresizzlingmagicintoher.Shescreamsastheburningenergysinksintoher
body.

You swing the sword and the dragon jerks it head back but your cunning backswing slices
deep into its gums it roars in rage and you dash in under its maw to strike a deep blow into the
tenderfleshunderthechin!
Evenmissdamageiscool...

You do miss damage? Your axe whizzes past the goblins head, but your foot connects with his
kneecap!

The zombie staggers backwards and your axe misses. You take the opportunity to kick it in the
groin.normallythiswouldntfazeazombiebutyourkickisboneshatteringlypowerful!
Dont be afraid to really get into it. Stand up from the table. Mime the zombie who takes an arrow through
both eyes. Snarl like the hobgoblin chieftain as you caperabout with bent back swearing vengeanceon the
cleric. Just a second or so of playacting each round to highlight an awesomehit or near missgoesa long
waytowardsdrawingourplayersoutoftheirshells.Onceyoustartdoingityourplayerswilltoo.

Tone
The tone of your game will depend a lot on who you are running it for. A group of 12 year olds may not
appreciate gory decapitations (or they may, preteens are a bloody lot) but it is partofyour job as a GM to
gauge what your audience wants. In the words of Tyler Durden If someone says "stop" or goes limp,taps
out then you may want to tone it back a bit. If you know your audience well and have previously
discussed what their limits arethen you can play within those limits. Remember if you arerunning the game
in a public place to keep itappropriate. Whatis cooltoshout out at the top of yourlungsatafriendshouse
maynotbeacceptabletosayatallinagamestoreorataconvention.

Pacing
The escalation die and the design of monsters in 13th Age fixes combat dragging on for too long, but you
may still be pressed for time. The store that you are playing in isclosing for the night, oryouhave a limited
time at a table at a convention, or one of your players needs to leave early. Some outside constraint is
limiting your time. In which case end the combat early. Drop the defencesof the monsters andadjust their

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damage downwards. If you are still pressed for time have the monstersrun awayor use adramatic moment
to kill the big bad guy (the gnome bard who hasnthit all day gets in a critand takes the head of the dragon
inoneblow).

Tipstomakeyourjobeasierandthegamemorefun
Indexcards
Seriously.Grabapackand...
Makenametents
Each player gets a name tent. Fold the index card in two and write the character name on it and put it in
front of the player. Now instead of saying your dwarf or the ranger you cancall the characters byname.
Thisisanawesomethingforyoutodo,itlinksplayerstotheircharacters.
Writeoutoneuniquethingsandbackgrounds
Go around the table and have players recap their uniques. As they do so jot down their uniques on index
cards two or three uniques per card using a short phrase.Usebig letters so you can quicklyglance down
and see what is going on. As thegame progresses glancedownand introduce skillchallengesor obstacles
tailored for the party. As each party member succeeds (fails in an interesting way that advancesthestory)
crosstheiruniqueorbackgroundoff.
Usethemtomakescenery&minis
If you are using minis to map out battles (while 13th Age does not rely upon minis usingthemdoesmake
visualizing relative positioning in battles easier) you can draw sceneryon index cards andputthemdownon
the table to indicateterrainor objects. If you need to improvisealargecreature that you dont have amini for
youcanmakeatentoutofanindexcardandwritethemonstersnameonbothsides.
Seriouslygetsomeindexcards!

Minis
When running 13th Ageminiaturesdontrepresentwhere a characterreallyis,it isarough approximationof
where characters are in relation to each other.You dont need minis to run 13th Age combat but your jobof
letting players know what is happening and where things are in relation to each other is made easier by
havingthem..

Terrain
Robhasthistosayaboutterrain:
Play terrain any way you like, but dont worry about it. There isnt really time to get deeply into terrain
action when people are playing for the first time. The ease of simply moving yourcharacters aroundand
attackingshouldbethepriority.
If you dont know 13th Age already, grab any style of fantasy terrain/settingas the location of the battle.
Miserable swamps, ruined temples, ghost towns, haunted orchards, regenerating graveyards, living
dungeons,spiraltowers,woodlands,grumblingvolcanoestheyallexistsomewherein13thAge.

Initiative
ThisishowIdoinitiative.Youmightpreferyourownsystem,butIfindthisspeedsupplay
1. Everybody rolls initiative. All monsters share the same initiative, unless they are of very different
types.Allgoblinsshareaninitiative,allspiders,etc.Ifindoubtfudgemonsterinitiativedownwards.
2. Count out how many characters and groups of monsters there are. Write numbers from 1 to the
total number of characters and groups of monsters acting on index cards. Write big. If there are 6
adventurers and 2 types of monsters (or two different groups of monsters acting on different
initiatives)youwouldhavecardsnumbered18.

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3.

4.

Start counting upward from 1. When you get toan initiative that an adventureror monster has,hand
them the highest numbered card you have. In a fight with six adventurers and two monsters the
lowestinitiativegetsthecardwith8onit,thenextlowestinitiativegetsthe7card,andsoon.
Each roundjust lookaround the tableforthepersonwiththenumber1 in front of them andtell them
it is their turn. After that glance around for the number 2 card, then the number 3 card, andso on.
Players can also use the cards to write you quick notes if they wish to, or to take notes during
combat. I like to use the index cards with the monster initiatives on them to track conditions, HP
left,etc.

BusStopGMing...
What?
The idea behind the Tales of the 13th Age organized play program is that players shouldbe abletoplay in
London one week and New York the next and be able to pick up where they left off. This means that the
games can not be completely freeform. However, they arenotrailroadadventures either. Eachsessionhas
a start point and an end point and how you get from one bus stop to the next is uptoyou, the driverofthe
bus. If you decide to substitute goblins for kobolds or your players decide to circumvent an encounter or
battle then that is fine, provided you end the session in such a way as it leads naturally on to the next
session as written. Sidequests, digressions, and playergenerated plots are cool encouraged even. You
cango whicheverroute you choose and do whatever weird stuffyouandyourplayerslike along the way,just
makesureyougettothenextbusstopsothatanybodywhowantstogetonyourbusatthatpointcan.

DealingwithaTPK.Total.Party.Kill.
We haven't made this adventure superdeadly... but sometimes the dice are against the players, bad
decisions aremade, andtheunthinkable isthought.Ifthe entire party dies thenthefollowing session tellthe
tale of how their new characters were following their oldcharacters, alwaysa day orso behind onthesame
quest, finding dungeons prelooted and monsters already defeated they have finally caught up with the
heroes only to find them dead.The nextsessionstartsnormally, but perhaps theirnew characters start with
somerecoveredlootfromtheirformercharacterscorpses.OrifyoupreferuseJonathansideafrompg170.

Whentogivetreasureout
At the start of every session rollicon relationship dice. Ifthedicewould seem to indicate it haveadventurers
find treasure during montage scenes. Aim to give out one item of treasure each week like this. Most
sessionsalsohaveasectionentitledLoot!thatwilltellyouthatitistimetohandouttreasure.

CharacterCreation

Ifitispublishedthenitispermitted
If it appears in a 13th Age rulebook you can play it, and we are allowing anything the designers have
released for current playtest too. So yes, youcanplay the monk class(13True Waysplaytestversion) and
theTywyzograce(Bestiaryplaytestversion).Youcanfindtheseathttp://www.pelgranepress.com
If you play something still in playtest send your playtest notes to [email protected]. Note that were not
making you sign an NDA but we do have a request: If youd seriously like to help the playtest process for
unpublished classes and races, dont post your playtest feedback publicly or discuss it on the internet. In our

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experience, publicly discussed playtests generate less useful data because people start agreeing and echoing each
other (or getting concerned about disagreeing with other people) rather than testing things for themselves.

Once 13 True Ways and the Bestiary are out you can play with the full options from those. Players and
GMsshouldbeguidedbytheadviceonpage3ofthisadventurewhencreatingOneUniqueThings.

Incrementaladvances
Each week every character that participated should receive an incremental advance...unless somehowthe
party fouled up beyond belief, or chose to flee a battle.Details on incremental advancesareon page 189of
the core rules. This adventure is designed for level 2 characters from beginning to end. 13th Age has 10
levels, so playing through 2nd level with incremental advances isroughly equivalent to playing throughlevels
46 of a 30level game or levels 34 of a 20level game. You are actually covering a lot of ground. Aimfora
fullhealupattheendofeverysession.

BarbarianvsWizardscharactercomplexity
Theclassesinorderofcomplexitytoplayfrommostsimpletomostcomplexare:
BarbarianRangerPaladinFighterClericSorcererRogueBardWizard

Some character classes like the barbarian are very simple and selfcontained and dont benefit as much
from multiple incremental advances as more complex classes do.The wizardis the most complexclass to
play offering intricate choices both during play and during incremental advances. Theclasses arebalanced
againsteachotherpowerwise,somearesimplymorecomplexthantheother.
Remember Barbarian, dont whine you getmostofyour power upfront in anice easyfoeslayingpackage.
Whiningisforwizardswiththeirspelllistsandpointyhats.
Mighty Wizard, dont grumble for yours to wield is the everbuilding arcane power of the cosmos.
GrumblingisfortinybrainedbarbarianswhocantcastCharmPerson.

Whatnextforthesecharacters?
Wed like players to get a chance toplaymany characterconceptsand classes, so at least forthefirstfew
adventures we are encouraging everybody to start over witha new2nd level character. That isnt to say that
these characters wont have a chance make a return in a later adventure set at a higher level. The various
adventuresmightseemunconnectedatfirst,butobservantGMsmightstarttonoticeabigpicturebuilding...

NOTTHESAMECHARACTERS!
This adventure takes place simultaneously with Crown of the Lich King. Dont reuse those characters, unless
somebodyhasacompellingoneuniquethingrelatedreasonastowhytheyareintwoplacesatonce.

Usefulresources
Generalresourcepage,includingpregeneratedcharacters:http://www.pelgranepress.com/?p=8764
Charactersheet:http://www.pelgranepress.com/site/wpcontent/uploads/2012/08/13thagecharactersheetfillable.pdf
Harassmentpolicy:http://www.pelgranepress.com/site/wpcontent/uploads/2013/07/13thAgeOPHarassmentPolicy.pdf

Session1:DarkskyeCrashdown.
1.0Prelude/Introduction.
The adventurers are on a flying island that crashes into the Wild Wood. They must survive the
wildswhilefendingoffmagicallymutatedcreaturesandunfriendlyinhabitantsoftheWildWood.

SessionStart

SessionEnd

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TheflyingislandofDarkskyecrashes.

The characters enters the Wild Wood itself,exiting


thecrasheddarkskyethroughawaterfall.

The flying island known as Darkskye is aprison camp.The most dangerousprisoners in the DragonEmpire
are kept there, mining the magical crystals that form the heart of the island. Ask each player if their
character was a guard, or a prisoner (and if so what they were imprisoned for and why), or if they wereon
the island for another reason.Ask them why theythink the flyingislandcrashed (dothey suspect sabotage,
orwerethecrystalsminedoutbeyondtheirabilitytokeeptheislandflying,orwasitsomethingelse).

HerearesomefactsaboutDarkskye:
The flying island has a lake and several internal reservoirs of water, a small village atop it, andthe
prisoncellsbuiltinsidethemineitself.
The crystals mined there used to be a source of mighty power, but nowadays they hardly glow at
all.InrecentgenerationsDarkskyeisjustusedtokeepdangerousprisonersuntiltheyexpire.
Dustfromthecrystalsisararesubstance,backstreetalchemistsinShadowPortpaywellforit.
Traveltoandfromtheislandisviaateleportationcirclethatshutsdowninemergencies.

Belowaresomeideastogettheballrolling.

Overall the party will needaunifying reason to be together. Thisiseasy survival.TheWild Wood
is a dangerous place for outsiders, and now it has hada flyingisland fullof magical crystals land
initeventhosewhoarefamiliarwiththeareawillneedtorelyonsafetyinnumbers.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

TheArchmage

Positive

You work for the Archmage, or at least for a powerful wizard who is in
communication with the Archmage. You were sent to the flying island to
checkuponitsmanafield,butnevergotachance.

Conflicted

You worked on the flying island monitoring the magical wards. Itwas a lousy
job,butitpaidwell.Itshouldnothavecrashed!

Negative

You got a jobas aguardandhavebeenpilfering.You have been stealingdust

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from the mana crystal mine for some time. You were caught today but then
theflyingislandofDarkskyecrashedwhatluck!

TheCrusader

Positive

A politically sensitive issue has come up regarding acertaindissident.While


normally the Crusader would rather slay him, this prisoner was instead
sentenced to be eternally forgotten in Darkskye. Youre the one in charge of
makingsuretheprisonerdies..

Conflicted

The Crusader is forced to dealwithan inconvenient dissident, andhaspassed


it on to you instead. Perhaps if this prisoner arrives at the flying island alive,
then discretely hushedwhere noone would thinktwice of him,perhapstheres
afavortogainfromthisendeavor.

Negative

A prisoner has secrets that must be brought to light, before the Crusader
silenceshimpermanently.

TheDiabolist

Positive

Theres a prisoner that the Crusader wants to leave in the sky island to rot.
Perhaps he has something that the Crusader doesnt want anyone else to
have... or know about? Shell definitely want to know his sideofthestory,so
couldyoukindlydosomethingaboutit?

Conflicted

She wants you to go to an island to find someone. She never said why, but
somequestionsarebestleftunanswered,mightaswelldoasshesays.

Negative

If the Diabolist wants that prisoner so badly, youre sure not to want her to
havewhatshewants!

TheDwarfKing

Positive

The plot of land from which Darkskye was lifted held a mineral vein owned by
the Dwarf King. Until now the cost of tracking down and mining that mineral
was trivial, but a recent streakofbad luck makesDarkskye the bestoption for
continuedoperations.

Conflicted

Only the dwarves can smelt a certain rare mineral you need tomaketheitem

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you have sought for so long. You might gain their favor by bringing them
crystalsfromDarkskye.
Negative

The mineral which the Dwarf KingsseeksfromDarkskyewillunleash aterrible


magicalcorruption,fromwhichthereisnogoingback.

TheElfQueen

Positive

The Wild Wood is home to many elves. The Queen takescareofher own, no
matterhowfarfromtheCourtofStarstheymaybe,eveniftheyareinprison.

Conflicted

Her Majestys oracles predicted the fall of Darkskye and the resultant
disasters in the Wild Wood. The oracles are never wrong. Yet if they were,
what would that mean for the Queens plans and the grim futurepredicted for
you?

Negative

Anelfinprisonholdssecretsthatyouwishtouncover.

TheEmperor

Positive

You were a guard, a highranking one at that. Now that the prisoners have
escapedyoullwanttostickwithyournewallies.

Conflicted

You were a whitecollar prisoner. It wasnt too bad, you did paperwork and
occasionally pilfered mana dust from the mine and sold ittoaguard.At least
youwerenotstuckinthemineitself!

Negative

Youwereimprisonedforheinouscrimes.

TheGreatGoldWyrm

Positive

The Wyrms network caught word of a supposed sabotage attempt on


Darkskye. Catching this alleged perpetrator would be bestbutjust containing
themesswouldbeagloriousendeavor.

Conflicted

Squealing on your former associates may have earned you a temporary


reprieve but no one will beable to helpyouif thoseassociates get theirhands
onyounow.

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Negative

Whodexpectawantedcriminaltobehidingoutnearaprison?Brilliant,right?

TheHighDruid

Positive

The High Druid has been suspicious of Darkskyes viability since the
beginning and has someone check upon itfromtime to time. This time it was
yourturn.Luckyyou.

Conflicted

TheHighDruidhassentyoutomaptheWildWoodfromabove.

Negative

No druid would come to a flyingislandfull of dangerous crystals. Being in this


placeisagreatideaitwillkeepyoufarfromtheWildWood.

TheLichKing

Positive

The crystals that power the island are also good at trapping the souls of the
dying. Skimming alittle off thetopof yourmining andsending itoff to the Lich
KinghasmadeyourstayinDarkskyequitecomfortable.

Conflicted

The Lich Kings method of working with the crystals in Darkskye could be a
greathelptohealerseverywhereiftheLichKingwerenttheonedoingit.

Negative

Someones doing a fair bit of business in soul gems with the Lich King. That
hastostop.

TheOrcLord

Positive

Yourraidingandpillaginghaslandedyouinprison.

Conflicted

YourhalforcfriendisimprisonedinDarkskyeandisclosetobeingreleased.

Negative

You fled the Orc Lords assault, resettling in the village atop Darkskye
thinkingyoudbesafeinthesky.

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ThePriestess

Positive

Most assume the criminals in Darkskye are beyond reform. The Priestess
feelsotherwise.Youareanemissarytotheimprisoned.

Conflicted

The Priestess had bargained for your release in exchangefor your service. At
leastintheprisonsyouwereamongyourkind.

Negative

This many crystals, put to the right use, could stop a lot of souls from
reaching the Beyond, thus diminishing the Priestess political and spiritual
power.

ThePrinceofShadows

Positive

No one hates a prison like the Prince. The line between crime and survival is
sothinsometimes.

Conflicted

This was supposed to be a simple jailbreak, then things went wrong. Is the
Princesettingyouup?

Negative

One of the Princes valued pawns was recently transferred to Darkskye and
needs to be put down before the Princestagesa jailbreak. Bringingsomeone
back from the dead might still be withinthePrinces capabilities,but itsmuch
harderthansimplyescapingfromtheisland.

TheThree

Positive

Youve heard the Prince of Shadows stole something from Darkskye as it


passedoverShadowPort.TheBluewouldliketoknowwhatwastaken.

Conflicted

The Black commissioned several neophytes to assassinate a target in the


prison.Theonewhocomesbackwithproofofthekillgainsherfavor.

Negative

Darkskyes flight path is one of the few ways to reliably get to the lair of the
Red.Fromthereyoucanhuntdownthemadfollowersofthedragon.

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1.1Thecrash.
As the flying island lurches out of the sky the ground tilts and whirls crazily beneath the characters feet.
Cracks appearin internalcorridors.The magical barriers holding prisoners sparkle thenexplode.Pure magic
isradiatingoutwardsfromtheheartoftheisland.

Go around the table and ask each player to describe adanger thattheir character mustdodgeor avoid, and
have them makea DC15 skill checkappropriateto avoiding the danger. If theyfail throw one ofthefollowing
atthatplayerandtheplayertotheirright.

Suddenchasm

Fallingmasonry

Burstofwildmagic Rushingwater

Attack:+5vsPD
Effect:2d6damage

Attack:+10vsAC
Effect:3d6damage

Attack:+10vsMD
Effect:1d10psychic

Attack:+15vsPD
Effect:4d6damage

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damage

Herearesomethingsthecharactersmightwitnessastheytrytofindsafety...
A beam of magic hits a running figure at the end of the corridor. They see the figure explode, and
fierywormsemergefromitsbody.
A prisoner is trapped beneath a fallen blockof stone. Before theycanreacttheprisoner, the block,
andtheroomtheprisonerisinfallofftheislandandgotumblingoutofsightintothebluesky.
The lake at the top of the island has burstitsbanksand rushes down corridors with force enough to
teardoorsoffhingesandbreakthroughstonewalls.
Aguardisonfire!Ashestaggersaroundtheislandlurchesandheisimpaledonatorchsconce.
A corridor they are about to rush down is hit by a surge of magic. Crystals grow out of the walls,
blockingtheirpassage.
The island tumbles endoverend. Everybody is hurled about and most now navigate the island with
itupsidedown.
The characters are near an outer window and can see the ground approaching, buttheair blasting
throughissoextremeinforcetheycannotkeeptheirfeetorapproachcloser.

After each player has hadachancetomake askill check,switch toa purely narrative montage mode.See
ourGMadviceonmontages.

Eventually the characters end upin the mine itself. Theislandis shedding rockand falling apartstillbutit is
nolongerfalling,thoughitoccasionallyshiftsorrollsover.

Thewallsoftheminesglitterwithpurplecrystals,crystalswhichpulsewithwildmagic.

1.2Thehallofcrystals.
Describe to the players howtheir charactersfindthemselvestogether deep in the crystalline mines, battered
and bruised. A breeze blows in through a crack in the wall, and as the remains of the island slowly rotate
they can see the forest out of a crack in the wall. Themagicalbarrier thatstopsprisoners from escaping is
intactcracklingacrossthegapthroughwhichtheWildWoodcanbeseen.

Outside crystals and glowing chunks of rock are raining down from the sky, flattening the forest for miles
around.

Itisobvioustothecharactersthat:
Theflyingislandisunsafetoremainonorin,orindeednear.
Theglowingcrystalsareunhealthytobearound.Theyneedtogetoutofthisplacenow.
If they want to get out theyneedto find one of the mystickeysthat will lower the barrier aroundthe
flyingisland.

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From around a corner of the crystallined tunnel comes the sounds of hoots and howls. It is a group of
prisoners and guards, wounded and with their clothes in tatters. They have oddly glowing eyes and are all
carryingminingtools.Theyhaltwhentheyspottheparty.

Describethesceneinvokingasensethatyouhaven'tusedyet.
You can taste grit inyour mouth,and dust clogs yournostrils. Theapproaching figures are kicking
upacloudofcrystallinedustastheywalk.Infactitseemstoaccompanythem.
You can hear the heartbeats of the former guards and prisoners, even from a distance. They are
beatinginunison.
You feel something in your eyes. The crystal dust down here isthickintheair,givingeverythinga
shimmeringglow.
You smell feverish sweat pouring from the former guards and prisoners. The smell of madness,
sickness,anddeath.

The guards and prisoners have been poisoned by the dust here. For centuries the magic of this place held
the flying island aloft. Now that the island has fallen the magic of the crystals is running rampant, burning
brightly as it warps and destroys! These figures share a coalescing group mind, slowly losing their
individualityandbecomingmonstrousandviolenttowardsthosenotpartoftheirnascentgestalt.

Thereareseveralwaystheplayerscanapproachthis.
Flight.Iftheadventurersruntheprisonersandguardswillchasethemandafightwillensue.
Diplomacy. If the group can make two DC 20 skill checks (using any applicable backgrounds) then the
guardsandprisonerswillletthepartypastthem.Ifnotafightwillensue.
Fight! Fight. If the adventurersinitiate thefight without warningit catches the guards andprisoners unawares
starttheescalationdieat1.

Complications!
Duringthefightfeelfreetothrowincomplicationslike:
Thecrystalsflarewithalightsobrightthatithurtstolookatit.
Thegroundshiftsunexpectedly,tinyrocksrollaboutontheground.
Thetunnelstartstocrumbleandcrack,dustfillingthemineasitcontinuestoimplode.
These dont have any mechanical component, but serve to remind the players that thisplace is

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dangerous, and getting more so by the second. If you want to give these complications more
than a story flavor and want to give combattants a penalty then give those impacted a 2 to
defencesuntilthestartoftheirnextturn.

MaddenedMutatingSurvivorsFightChart
Number of
PCs

Infected
Brute

Mutating
Infected

InfectedBrute
Thislumberingmonsterwasoncejustlikeyou.Nowitisinfectedwithlifewarpingcrystals.
3rdlevelwrecker[humanoid]
Initiative:+5

Bigfists+8vs.AC12damage
Miss:Halfdamage.

Frenziedattack+8vs.AC(eachenemyengagedwiththebrute)5damage,andthetarget
popsfreefromthebrute.
Quickuse:Thispoweronlyrequiresaquickaction(onceperround)insteadofastandardaction
whentheescalationdieiseven.

AC19
PD16HP40
MD12

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MutatingInfected
Thecrystalsunderitsskinglow,lightingitsupfromtheinside.Itsbonestwistasyouwatch.
3rdlevelmook[humanoid]
Initiative:+5

Rockhammer+8vs.AC6damage

[special]Attheendofanyturnwhereamutatinginfecteddiesallsurvivingmutatinginfectedgain
arandombenefit.Aninfectingmutatedcanonlyhaveonebenefitatatime.
1.Magicallyenhancedspeed.Allmutatinginfectedmaymoveasaquickactionontheirnextturn.
2.Crystallinegrowths.Allmutatinginfecteddo3missdamageontheirnextturn.
3.Crystaldustbreath.Themooksbreathoutcloudsofcrystallinedust,obscuringthemandgrantingthem+2to
theirdefencesuntiltheirnextturn.Thisbonusisnotcumulativewithitselforotherbonuses.
4.Onemookoutoftheremainingmooksbeginstoshakeandmutateandrunsawayfromthebattle(itpopsfree
andflees,leavingthebattle).

AC18
PD16HP10(mook)
MD12
Mook:Killonemutatinginfectedmookforevery10damageyoudealtothemob.

1.3Chasethekey.
After the fight withtheinfected(orsneakingawayfromtheinfected,orbargainingwiththem,etc)
theminetunnelthecharactersareinbeginstocollapse.

Just then they see aprisonerwiththemagicalkeythatlowersthe barriersandwardsaroundthe


island. If they can get the key they can escape to safety. The prisoner has crystals growing
through its skin and seems abnormally fast. He takes off at high speed. The adventurers must
followhimandwrestthekeyfromhishandsbeforetheycanreachsafety.

Goroundthetableandaskeachplayer:
Describeanobstaclethatthepartyencounteredbutdefeateddownhere.
Thenturntotheplayertotheirleft:
Youweretheonetogetthepartypastthat.Howdidyousucceed?
They dont need toroll for this they justtell you anawesome thing that their characterdid whileracing after
thekey.

Repeat this around the table until everybody hashad a chance to come up withadeathtrap ora wandering
monster or whatever their imaginations can conjure up and a chance to overcome an obstacle. As each

page20/97


player tells you how their character saved the day narrate back to themwhat theyhave saidandputaspin
onittohighlighttheirheroism.
Yes! The party spotted the crystal infected speedster and you shot him in the leg. Though he
immediately took off runningat afaster pace thanyoucouldmatchyour quarry left behind atrail of
bloodforyoutofollow.
Awesome your knowledge of these mines letsyoufindashortcut a vertical shaft that is now at
an angle where you can walk down it. You getaround the rubbleblocked halland shave almost an
houroffyourjourney.Goodjob.Youpickupthetrailoftheonewiththekey.
Brilliant. You bamboozle the guards and they let you past. Congratulations even in times of
troubleyoukeepyourhead!Youseethefleeingmanwiththekeyjustupahead.

Onceeverybodyhashadachancetocontributenarratethefollowing:
You see yourquarry up ahead,face down onthefloor.Turninghimover you see he isburnt to death, purple
smoke rising from his eyes. Crystals are rapidly growing over his whole body. Thekeyis clutchedtightlyin
hishand

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Loot!
During the montage introduce a locked chests or treasure rooms which has been busted open by the
crash. Inside the chest or room is a magic item. See the magicitemssection for possiblemagic items.
Haveplayersmakeiconrelationshiprollstodiscoverwhichicontheitemisrelatedto.

Begeneroushere.Everybodygetssomething,evenifitisjustapotionorarune.

(Player rolls two 6s on her positive relationship with the Prince of Shadows and has a negative
relationship with the Elf Queen): You have discovered a pair of slippers crafted from eel skin.
You recognise these from your time serving the Prince of Shadows, they were stolen from him
some time ago by his enemy the Elf Queen. She obviously traded them to the the governor of
Darkskyeprisoninexchangeforreleasingelvesfromcaptivity.
(Player rolls 5s on his conflicted relationship with the Dwarf King and a 6 on a positive
relationship with the Crusader): In the room among the tumbled furniture and dead bodies you
spot an obviously magical axe. This axe looks like the one you carry, but has a pale glow
shimmering on its edge. Examining it you see itwasforgedinthefoundries of the Crusader, but
itisdecoratedinthedwarvenstyle.

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1.4Thecrystallinegolem.
Having retrieved the key the party must make their exit, findingpart ofthe magicalward close enoughto the
groundtohaveaslightlylessthan100%chanceofdeathwhentheypassthroughit.

After much searching for a safe way out the party spots a patch ofgreen a treeis stickingthroughahole
in the outside of the island. It wont be there for long, the wreck of the flying island prison is constantly
shifting and turning and at any moment it might drift away leaving the party many hundreds of feet above
solidground.

The tree is beyond the magical barrier, across a broken plain of glowing amethyst. As soon as the party
uses the key to get through the barrier the flying island begins to drift away from the tree. Worse the
crystalsthemselvesaresoinfusedwithmagicthattheycometolife.

Troubleshooting

If the party for some reason doesn't have the key it is a DC15 check to get through the barrier,
onafailurethecharactergetsthroughbuttakes2d6damage.
If the party decides not to fight the golem then it takes 4 move actions to get to the tree and
safety, all the while dodging the attacks of the crystalline golem and the crystallings. The
crystallings can move to intercept characters rushing straight for the opening in the rock and
freedom.
Ifyouarerunninglowontimeskipthisfight.

CrystallineGolemFightChart
Number of
PCs

Crystalline
Golem

Crystallings

10

20

30

40

page23/97

CrystallineGolem
Itrisesoutofthelivingrock,aquickmovingcongeryofamethyst.
6thlevelwrecker[construct]
Initiative:+8
Vulnerability:thunder

Amethysthammerfists+11vs.AC(2attacks)8damage
Firstnaturalevenhitormisseachturn:Rollanotheramethysthammerfistsattack.

CrystallineStorm+11vs.PD(2d3nearbyenemies)10damage
Miss:Halfdamage.
[recharge]Crystallinestormcanonlybeusedwhentheescalationdieisodd.

AC21
PD20HP90
MD16

Crystalling
Thismonsterishardlymorethanasketchofahumanoidfiguremadeoffragilefloatingcrystals.
Thecrystalsaresharpthough.Fleshflayingsharp.
0thlevelmook[construct]
Initiative:+3
Vulnerability:thunder

Amethystshards+5vs.AC3damage

AC16
PD09HP5(mook)
MD14
Mook:Killonecrystallingmookforevery5damageyoudealtothemob.

1.5Waterfall.

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Once the fight ends everybody hears arumbling soundthat build andbuildsuntil it is deafening. The lake at
the top of the artificial island has burst and is flooding the corridors and tunnels. Any moment now
thousands of gallons of water will burst through and drown everybody. Tell players thattheir character have
only a heartbeat to decide what to do before the wall of water hits them. Describe the massive onrush of
water.

Anybody who made it onto the tree before the fightendedmay make a DC 15swimming rolltoavoidtaking
damage, anybody who was in the fight until the final round mustmake aDC 25roll.Thosewhofail theirroll
taked6damageandareblastedawayfromtheirlocationandsweptalonginamudslide/river.

Thesessionendsasthecharactersridethewaterfallandthewildriveritiscreatingtheyseethefollowing:
TheyareintheWildWood.
Theflyingislandhasdumpedalotofglowingcrystalsintotheforest.
There are some nearby villages, the nearest is several hours walk from where the flying island is
hovering.
Inthefardistancetheycanseearoad,probablytheroadthatleadstoNewPort.
All over the forest there are ancient trees crushed by rock, and glowing rocks are still falling from
thesky.

Normallyattheendofeverysessionthepartygetsafullhealup.Nottheendofthissession.

Session2:WildThings.

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2.0Recap&regroup.
After surviving a waterfall dip, the party must now navigate the increasingly dangerous Wild
Wood.

SessionStart

SessionEnd

The party emerges from a body of water near a They find themselves in the middle of the deepest
druid circle whose members have retreated to the partoftheWildWood,withinsightofavillage.
safety of the circle because of the ominous series
ofeventsthathavetakenplace.

If you have no new membersofthegroup this isthepointatwhichyoushould recaptheadventurefromlast


week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If youhavea player joining you whoplayed in another Tales of
the13thAgegamethennowisthetimetointroducetheircharacterintothegame.

Introducingnewcharacters...
Yourgroupwasnottheonlyadventurerstohaveescapedthecrashedprison,asseveralothers
wereabletoescapetheexplosion.Asyourecoverfromfallingoffawaterfall,youencounterfellow
questersanddecidetojoinforcesatleastfornow.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

2.1Thejourney.
Start the session with a montage scene.This iswhere the players tellyouwhat happened tothembetween

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the fall and their eventual arrival in a village near a body of water (lake, river, pool of water emerging from a
series of underground caves, your call), and allows new characters to be integrated into the narrative. See
the GMing advice section at the front of this adventure on how to run a montage. If your players get stuck
promptthemwithquestions.
Whatwildanimalsarethere?
WhatdangersnormallyhaunttheWildWood?
Whatnaturalbarriersmighttherebe?
Dodruidssetuptrapsorwards?
Whateffecthasthefallingglowingrockshadontheforest?

2.2Onkafield
The village that the characters find themselves in iscalledOnkafield, and serves as a focalpoint for hunters
who trade pelts with the outside world.Itis a long way to civilization and quite a trek,and those who usually
traveltotheoutsideworldarecurrentlyawaytradingorhunting.

Onkafield isnt a village like the characters might be used to. Onkafield has one large longhalllike house
that serves as a tavern, meeting place, and town hall. The restof the buildingsin the settlement aresimple
huts tucked into the tangled roots of the massive treesoftheWild Wood.Peltdryingracksand other signs
oflocalindustrycanbeseenhere.Everybodywearsclothingmadeofanimalpeltsorwovengrasses.

Various NPCs can be available at this point, bartering their wares not for gold, but eitherfor items orfavors
that can be accomplished within a shorttime span. Most villagers will beafraid of the strange rocks that fell
from the sky and the strange fires that they started, but some recognize that the adventurers have useful
itemstotrade.Thisisalsoagoodspotforthefullhealupthepartymissedattheendoflastsession.

PURCHASING
POTIONS

This is an opportunity for characters to gain


magic potions, runes, and oils. See page 283
and 284 of the core rulebookfor thecostsand
effects of these. If you need some NPCs here
areafew...

OkonkwoNasiche

She can craft two healing poulticesif the party will


agree to stay overnight in the village and make
sure it is safe. Treat these poultices like healing
potions,butthemaxhpofhealingis20,not30.

KaluKadokechi

Kalu is a magician, though his magic isweak and


not on a similar powerlevel to realadventurers. He
needs help extracting some sap from trees for the
village, trees now surroundedbytheglowingrocks.
As a reward he will give each party member
enoughmagicaloilforoneuse.

A elf villager named Akiki knows the wayoutoftheWild Wood,and will helpthe partyget goinginthe right
direction if they gain her trust. For this skill challenge the DC is 15. The first player to attempt to gain her
trust must roll a 15+ on a background of their choosing. If they succeed they narrate how they impress
Akiki, if they fail they narrate how they made it harder for the party to gain their trust. They then nominate

page27/97


the next player to make the roll, and iftheprevious attempt failed the DC risesby 5. Thepartyneeds toget
three successes. If the party really messes up badly Akiki may even attack the party trying to force them
outoftown,thoughthepartywilllikelydefeatAkikiquickly.

If the party does gain Akikis trust shell accompany them out of the village, and asfar astheland claimed
bythehalflingtribethatliveoverthehill.

OkonjoAkikitheWildElfGuide
Akikiisveryfast,andknowstheforestlikethebackofherhand.
Triplestrength3rdlevelleader[humanoid]
Initiative:+10

Daggers+8vs.AC(twoattacks)15damage
Ifbothattackshitthesametarget:OkonjoAkikipopsfreeandmaymoveasaquickaction.

R:LongBow+8vs.AC36damage
Miss:gainanextralongbowattacknextround.

IfAkikiisfightingalongsidetheadventurersthisiswhatshellprobablydo...
Aid Ally: If Okonjo Akiki does nothing but harry the enemy (makes noattack rolls)then she may grant one
ally acting before Akikis next turn +2 to a roll and grant a different ally a reroll onafailed roll with 2 tothe
reroll.

AC19
PD16HP120
MD12

2.3Thetanglewood.
One of the reasons this village is ordinarily safe from the predations of the monsters that live in the Wild
Wood is that it is surrounded by an area of trees known as tanglewood trees. These massive plants lock
their roots and branches together, presenting an impassable barrier unlessyouknow the true paththrough.

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Unfortunately the falling glowing rocks have caused the tanglewood to go into a period of rapid growth and
almostanimallikemovement.

Pick a player to start and have them make a DC 15 check against an appropriate background to pass
through the thorny tangle of wood. It dosnt matter what approachthey use.If they fail their rollofferthema
choicebetweentwooftheconsequenceslistedbelowandaskthemtopickaconsequence:
Theyloseanimportantpieceofequipmentinthedarkness.
ThepartygetslostinthegloomandallrollsforthischallengeareDC20fromnowon.
Thecharacterlosestworecoveriesfromblunderingintothornsandgraspingroots.
Eachpartymembermustsave(11+)orlosearecoveryfrombruisesandscratches).
Charactertakes2d6poisondamagefromwhippingthornvines.
Each party member must save (11+) or take 2d6 fire damage from glowing rocks that are shaken
loosefromaboveastheypushthroughthetanglewood.

If the player characters have Akiki with them helping them they gain +2on their rolls, andAkiki herself has
notroublemovingthroughthetanglewood.

If anybody comes up with a very clever way to bypass the tanglewood (magic for example) then lower the
difficultyby5.Thetanglewoodisbothfastgrowingandhardtoburnorcutthrough.

Ifanybodyrollsa25+ontheirskillcheckofferthemoneofthefollowingbenefitstochoosefrom:
AllsubsequentrollshavetheirDCreducedby5.
The characters find a pouch of the potions lost in the tanglewood, and if somebody else gets the
samebenefitthenitwillbeasinglevialofpotiononthegroundthatfellfromthepouch.

2.4Thewildthings.
Once they are through the tanglewood and have had a chancetorest the party will find itself facedwiththe
long arduous trek through the Wild Wood. Describe the dense vegetation thatsurrounds the adventurers for
leaguesaround,andhavethemnarratehowthey(andtheirguideifAkikiiswiththem)traversetheforest.

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Throwthefollowingobstaclesatthemastheyprogressthroughtheforest:

SuddenDrop

NoxiousFungi

EntanglingVines

Rockslide

DCto
spot/avoid/disarm:15
Attack:+5vsPD
Effect:2d6damage

DCto
spot/avoid/disarm:20
Attack:+10vsAC
Effect:3d6poison
damage

DCto
spot/avoid/disarm:20
Attack:+10vsAC
Effect:3d6damage

DCto
spot/avoid/disarm:20
Attack:+10vsAC
againsteachparty
member
Effect:1d12damage
andthepartyisforced
downhill

InsectBites

ItchbaneWeed

DCto
spot/avoid/disarm:20
Attack:+15vsPD
againsteveryparty
member
Effect:1d12damage

DCto
spot/avoid/disarm:20
Attack:+15vsMD
Effect:Targetloses
onerecoveryfrom
scratching
themselves.

WildAnimalAttack

Dehydration

DCto
spot/avoid/disarm:20
Attack:+10vsAC
againstallnearby
partymembers
Effect:1d12damage
(itisnotreallyafight
fightandnotworth
rollinginitiativefor).

DCto
spot/avoid/disarm:25
Attack:+15vsAC
againsteveryparty
member
Effect:2d8damage
andthetargetis
weakenedatthestart
oftheirnextbattle
(easysaveends).

Occasionally the party will pass a glowing pebble with grasses that sway towards it, or will spot a dire
animal running with magenta ichor from its sores and mutations. This is a good opportunity to play up not
justthewildnessoftheWildWoodbutalsothesensethatsomethingjustisntrighthere.

2.5Plaguehospitalruins.
As the sun begins to set the party crests a rise and spots a field of graves surrounding an old structure
longsince abandoned to the ravages of time and the ministrations of the Wild Wood. If Akiki is travelling
with the party she refuses to go any further, saying that the place is evil and cursed and pointing to the
glowing stones that have recently fallen here. Payment by party members might convince her to stick
aroundforabitlonger.

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Investigating the area shows that this is a 12thAgeruin a massiveplaguehospital. Most of the hospital is
so ruined that the party didnt even recognize that they were climbing over its outer walls asthey travelled
whattheytooktobearisewastheruinsofamassivewall.

Regardless,asthesunsetsthemagicallyawakeneddeadbegintorise.

UndeadFightChart
Number of
PCs

Decrepit
Skeleton

Wraith

Skeleton
Warrior

Loot!
The wraith obviously has a magic item with it, to represent that the wraith gains +d4 damage to all its
hits. It should be clear to the party that the wraith has a glowing magic item. Use icon relationshiprolls
todeterminewhattheitemitis,andletitplayintothenarrativeofthefight.

DecrepitSkeleton
1levelmook[undead]
Initiative:+6
Vulnerability:holy

Sword+6vs.AC3damage

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AC16
PD14
HP7(mook)
MD10
Mook:Killonedecrepitskeletonmookforevery7damageyoudealtothemob.

SkeletonWarrior
2ndleveltroop[undead]
Initiative:+8
Vulnerable:holy

Spear+8vs.AC6damage.

AC16
PD14
MD11

HP26

Wraith
5thlevelspoiler[undead]
Initiative:+10

Icecoldghostblade+10vs.PD14negativeenergydamage(+1d4seeLoot)
Natural16+:Thetargetisalsoweakened(saveends)

C: Spiraling assault +10 vs. PD (1d3 nearbyenemies)10 negativeenergy damage,andaftertheattack


thewraithteleportstoandengageswithonetargetithit.
Limiteduse:Thewraithcanusespiralingassaultonlywhentheescalationdieiseven.

Flight:Thewraithhoversandzoomsabout.

Ghostly: This creature has resistdamage16+toalldamage(yes,even holy damage) exceptforce damage,


whichdamagesitnormally.
Awraithcanmovethroughsolidobjects,butcantenditsmovementinsidethem.

AC19
PD14HP66
MD17

2.6Freelunch.
During that night the adventurers hear whoops and hollers throughout theforest. It isobvious that theseare
savagehalflings.

If you are running low on time and theplayers havehad a couple of satisfying fights already then
despitetheruckusnothinghappensandmorningcomes.Skipaheadto2.7

If you have the time and inclination to be nastyhereis wheretheadventurers encounter a tribeof cannibals

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that would LOVE to have them for dinner. They can choose to sneak around or through them during the
night,or theycanfight theirwaythrough, or iftheresalinguist in the party they mightevenbe able tospeak
with them, garnering favor if they can point them to aplacewhere someoneelse can taketheir place at the
dinner table (this favor has no other effect than keeping the party in one piece,thoughyoure free to include
NPCslikethosementionedin2.1,especiallyiftheydecidedtokillofftheNPCsin2.1atfirstglance)

CannibalsFightChart
Number of
PCs

Feral
Halfling

Halfling
Madmind

15

15

15

15

15

Feral Halfling
It is said that centuries ago, a family of halflings got lost while traversing in the Wild Wood,
and had learned to survive the wild by becoming wild themselves.
2nd level mook [humanoid]
Initiative: +8
Human bone dagger +7 vs. AC5 damage
Natural Odd: The target is dazed for its next attack against any feral halfling.
Poison-tipped blow dart +7 vs. AC5 damage and the target is weakened (save ends).
First failed save: Target is now unconscious (save ends, 10+ damage also ends).

AC 17
PD 17 HP 9 (mook)
MD 12
Mook:Killoneferalhalflingmookforevery9damageyoudealtothemob.

Halfling Madmind
Considered to be holy by other feral halflings, they are far smarter and deadlier than their
companions.
2nd level caster [humanoid]
Initiative: +8
Wooden spear +7 vs. AC7 damage.
Mind blast +7 vs. MD (one nearby enemy)9 psychic damage.

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Natural 16+: Target is now confused (save ends).
Limited Use: The halfling hunter can only use this while the escalation die is even.
Telekinesis +7 vs. PD (1d3 nearby enemies)5 damage and the target pops free from
any engagement.

Evasive:Onceperbattle,forceanenemythathitsyouwithanattacktorerolltheattackwitha2
penalty.

AC 17
PD 14 HP 36
MD 15

2.7Wrappingup.
Once day breaks the party can seea towerin the distance, at last a sign of civilization. Though far from the
edge of the wild wood whoever lives in the tower may likely be able to help them. If Akiki is still with the
party she will leave them at first light, pointing them in the direction to go (towards the tower in the far
distance) and returning to her village. Akiki thinks the tower belongs to a wizard called Alamain, though
nobodyhasheardfromhiminawhileandtherehasntbeentradefromthatdirectioninawhile.

Session3:EverdeeperintotheWildWood.
3.0Recapandregroup
The adventurers are deep in the Wild Wood. They can see a tower in the distance but that is far
away, and there aremorepressingconcerns, such as the potentially violent wildlife in this section
ofthewoods.

Thereisalotgoingonthissession.Ifyouarepressedfortimeskipsomeencounters.

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SessionStart

SessionEnd

Deep in the Wild Wood, surroundedbyhostile flora The party is within sight of the town of Alamede
andfauna.
andthewizardstower.

If you have no new membersofthegroup this isthepointatwhichyoushould recaptheadventurefromlast


week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If youhavea player joining you whoplayed in another Tales of
the13thAgegamethennowisthetimetointroducetheircharacterintothegame.

Introducingnewcharacters...
YouvefoundyourselfunluckilydeepintheWildWoods.Worseyet,youreprettysureyouarelost.
Theonlypieceofluckthatmayhavecomeyourwayaretheotherapproachingadventurers,who
seemwellarmedandalittlelesslostthanyou.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

3.1ThroughtheWildWood.
Start the session with a montage scene.This iswhere the players tellyouwhat happened tothembetween
escaping the halflings territory and arriving at the tower that they have been marching towards, and allows
new characters to be integrated into the narrative. See the GMing advice section at the front of this
adventureonhowtorunamontage.Ifyourplayersgetstuckpromptthemwithquestions.
Whatdoyouusetonavigatethedeepforest?
Whatdangerousfloradoyourunacross?
Whatdoyoudotoforageforfood?
Whattrapsdidthehalflingsleaveinthissectionofthewoods.
Howareyoustayingalertforanysuddendangers?Whoisscoutingahead?

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3.2Suddensavagery.
Lead into this encounter fromthe endof the montage.Asthe adventurersdescribetheir alertnessplansand
who is scouting ahead, ask that point person to make a DC 20 check to detect a danger. Make the
transition suddenly, to simulate the abruptness of the incoming attack. If the adventurer makes the check,
then henoticesa slight rumble before an owlbear lunges at the party!Roll initiative asnormal. If the check is
failed, the owlbear suddenly leaps out and catches the party bysurprise. Selectone adventurer at random.
TheowlbeargetsonefreeRipandPeckattackonthatadventurerbeforerollinginitiative.

RavenousOwlbear
This owlbear is particularly ravenous. Ithas successfullychased off any nearbymeals, andis desperatefor
sustenance.Itisweakenedbyhunger,butthisdesperationmakesitverydangerous.
Large4thlevelwrecker[beast]
Initiative:+8

Rip and peck +9 vs. AC15 damage, and until the end of theowlbears next turn, the target ishampered
(makesonlybasicattacks)whileengagedwiththeowlbear

Vicioushybrid:Iftheescalationdieiseven,makeanotherripandpeckattack.

Feed itself: An owlbear that scores a critical hit against a hamperedenemytearsa piece ofthecreatureoff
(GM chooses a limb) and will subsequently attempt to retreat with the prize to feed its cubs. The tornup
enemyisstunneduntiltheendofitsnextturn.

AC19
PD17HP108
MD13

During the fight, any adventurer with a wilderness background will notice the owlbear's emaciated state.
Clever adventurers might find an alternate source offood for it, but it will need quite a bit not to eventually go
aftertheparty!

This fight has the potential to be brutal. Play uptheowlbear's viciousness, thuswelcoming the party to
thedepthsoftheWildWoods!Foragroupof6ormoreplayers,addanotherowlbeartothemix.

3.3Protectedruins.
Furtherin their journey, thecharacters come across ruins. It isunclear whatoriginally was thereor whatage
these ruins are from, but you can use relationshiprollshereto see whatIcons mighthaveleft aninteresting
mark here sometime ago, or therecoulditemsofpotentialinterest to anIcon.Involve at least 1Icon here,or
moreifpossible.

Asktheplayerstohelpshapetheencounter:
Whatdoyoufindofinteresthere,andhowisitdangerous?
Arethereanycluesofthecivilizationthatleftthisbehind,andhowdoesthischangethings?
Whodoesitlooklikehasbeenhererecently,andwhydoyoufearthem?
Whatdidyoufindthatisstilluseful,andwhyareyouhesitanttotakeit?

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Whatissoovergrownthatyoucantmakeitout,andwhymightitbeimportant?

Interestingitemscanbeusedtogain+1onrelevantskillchecksfortherestofthissession.
If the players introduce a danger in the ruins through their description then in the coming fight if an
adventurerrollsanatural1theytake3d6damagefromthatdanger.

Loot!
Heyisthereamagicitemintheseruins?Yes.Pickonefromtheappendixandgiveittoaplayer.

During the investigation, the ruins come alive.Circles of power activate, glowing with ancient energy. Theair
itself ripples and shimmers. The shadows swirl into the form of the aegis. The aegis istheprotector of this
space, a shadowy vaguely humanoid figure that shimmers with a nimbus of energy. It does not speak, but
merelypointstowardstheadventurers,thenattacks.

If players defeat the Aegis, don't let them rest toolong in the ruins. Shortlyafterthat defeat, the ruins begin
to glow again, this time with even more power. If they dont leave soonthe guardians will reappear.Explain
totheplayersthatthisisobvioustotheircharacters.
ProtectedRuinsFightChart
Number of
PCs

The
Aegis

Lesser
Aegides

10

15

20

25

30

TheAegis
Anunknowablebeingwhodoesnotspeakorthinkorwant.Itonlyprotects.

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Large2ndLevelcaster[humanoid]
Initiative:+6

Whentheescalationdieis0oreven...
R:Ancientmagic+7vsPD(1d3nearbyorfarawayenemies)5damage,targetsuffers2onitsnextattack.
Whentheescalationdieisodd...
R: Searing light +7 vs PD, (1d3 nearby or far away enemies)5 damage and 5 ongoing fire damage (save
ends).

Hardtocatch:TheAegisautomaticallydisengageswhenitmoves.

AC20
PD16HP40
MD16

LesserAegides
Level1mook[humanoid]
Initiative:seeLinkedInitiative

RefocusedEnergy+6vsPD4damageor6damageiftargethasbeenstruckbytheAegisthisround.

Linked Initiative: Lesser aegides always act immediately after the aegis. If the Aegis is defeated, the lesser
aegidestaketheirturnsonitsinitiativeandfadeawaytwoturnsaftertheaegiswasdefeated.

AC18
PD16HP5(mook)
MD13
Mook:Killonelesseraegidesmookforevery5damageyoudealtothemob.

3.4Thechasm.
After leaving the ruins, the adventurers come to the next obstacle of the Wild Wood: a chasm hundreds of
feet across. To climb down over and up would take extra days that the adventurers can't afford.Theyneed
somewaytocrossthechasmdirectly.

This is an opportunity for you to encourage player creativity at the table. One group might engineer a vine
bridge to cross, while another group uses a cleric ritual to create a bridge powered by belief for the
adventurerstocross.

Present the problems to the players and let them start to plan. Ask players to bring their backgroundsand
their One Unique Thing into play. Let them start to throw solutions and thoughts around, and answer their
thoughts with positive, affirming answers. If the players start digging for a magical solution, it will be a
magicalsolution.Iftheymovetowardsaphysicalsolutionofsomesort,thenmovethingsinthatdirection.

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This area of the Wild Wood is dangerous, but also full of mystery andwonder.Pushyourtable tocomeup
with its own unique solution to this problem, and belenient unless adventurerstry something exceptionally
illogical or inept, let it happen without any rolls provided they have appropriatebackgrounds and oneunique
things.

Ifyouarelookingformoreinspiration,youcanrolltoseewhatelementisthekey.
12

AnIconrelatedtothecharacters(butnottheprinceofshadows)

AnitemfortheRuins(theymayhavetogobackforit)

Acharacter'soneuniquething

acharacter'sbackground

abargainwiththeprinceofshadows

Iftheplayersgetstuckherearesomeideasofwhatadventurerscoulddotocrossthechasm:
MakeprimitiveHangglidersandcoastoverthechasmonwinddrafts.
Constructaropebridgeandgetanarchertoshootarrowsacrosswithvinesattached.
Constructamakeshiftcatapulttolaunchtheadventurersacross.
Usearitualtocreateawayacross.
Lassopassinggianteaglesandflyacross.
FindabitsoftheflyingislandintheWildWoodandcreatefloatingsteppingstones.

3.5TheSwampofFlameSpurts.
On the next day after the adventurers have crossed the chasm they come to a swamp within the forest. It
has many dangers, including fire spurts and lightning sand. In the swamp lives some Otyugh, lurking just
beneaththesurfaceofthebrackishwater.

Astheadventurersmaketheirwaythroughtheswampthrowobstaclesatthem.

FlameSpurts

NoxiousFungi

SurprisePython

LightningSand

DCto
spot/avoid/disarm:15
Attack:+5vsPD

DCto
spot/avoid/disarm:20
Attack:+10vsAC

DCto
spot/avoid/disarm:20
Attack:+10vsAC

DCto
spot/avoid/disarm:20
Attack:+10vsAC

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Effect:2d6fire
damage

Effect:3d6poison
damage

SerpentBites

ItchbaneWeed

DCto
spot/avoid/disarm:20
Attack:+15vsPD
againsteveryparty
member
Effect:1d12poison
damage
(itisnotreallyafight
fightandnotworth
rollinginitiativefor).

DCto
spot/avoid/disarm:20
Attack:+15vsMD
Effect:Targetloses
onerecoveryfrom
scratching
themselves.

Effect:3d6damage
(itisnotreallyafight
fightandnotworth
rollinginitiativefor).
UnusuallyLarge
Vermin
DCto
spot/avoid/disarm:20
Attack:+10vsAC
againstallnearby
partymembers
Effect:1d12damage
(itisnotreallyafight
fightandnotworth
rollinginitiativefor).

againsteachparty
member
Effect:1d12damage

NoxiousRazorGrass

DCto
spot/avoid/disarm:25
Attack:+15vsAC
againsteveryparty
member
Effect:2d8poison
damageandthetarget
isweakenedatthe
startoftheirnext
battle(easysave
ends).

After each adventurer has had a chance to experience danger havetheadventurerwhois takingpoint make
a DC 15 check to spot the otyugh. If the check fails, the otyugh ambush the party (see the rules onpage
164forambushes).

This is a messy and dangerous fight. Adventurers will definitely want to find a bath after this battle. In fact
thisfightseestheadventurers

After the fight the adventurers will find a cache of potions inthemuck, leftbehindby long agovictims of the
otyugh. There are 1d6+1 adventurertier potions of healing (Recovery +1d8 hp of healing, maximum 30 HP
regained)inarucksack,alongwithotherruinedjunk.

SwampFightChart
Number of
PCs

Oyugh

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Otyugh
This is an unpleasant creatureto be stuck in the mudwith. All teethandtentacles, someoneis goingtoget
hurt...probablyyou.
Large3rdlevelblocker[aberration]
Initiative:+5

Graspingtentacles+8vs.PD(2attacks)5damage
Naturalevenhit:Theotyughcangrabthetarget.
Natural 18+: The otyugh can grab the target and makea big toothymaw attackagainstit as a free
action.

Bigtoothymaw+12vs.AC(oneenemyitsgrabbingincludes+4grabbonus)16damage

Bigmuddefense:Theotyughgainsa+2bonustoalldefenseswhilefightinginthemud.

Tentacle flail: Once per round, an otyugh can make a grasping tentacles attack as a free actionagainsta
moving nearby creature it is not engagedwithon a natural even hit,thetargetis grabbed anditsmovement
stops.

AC19
PD17HP84
MD13

3.6Racetosafety.
Finally the characters regain sight of the tower that they have been using as a landmark. They arenotyet
out of danger. Before they can gettotheir destination, they aresurroundedby apack ofwolves. Thewolves
see prey and little else. They make noattempt tosneak up on the adventurers.Infact, theystalk and circle
the party for almost a mile before making their first attacks. When the wolves burst out of the cover of the
woodstoattackitcomesasasurprisethatthewolvesaremadeoflivingwood!
Ifyouareshortontimeskipthisbattle:thepartydramaticallyoutrunsthewolveswithoutafight.
TimberWolfFightChart
Number of

Timber Wolf

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PCs
3

20

25

30

35

40

TimberWolf
Thesewoodenwolvesyouarentevenhungry...theyjustwantyoutodie.
Level2mook[beast]
Initiative+6
Vulnerable:fire

Viciousbite+7vsAC5damage

Worse bark: Whenever a timber wolf drops an enemy to 0 hp or below, all other timber wolves add 2
damagetotheirattacksuntiltheendoftheirnextturn.

AC17
PD16HP8(mook)
MD10
Mook:Killonetimberwolfmookforevery8damageyoudealtothemob.

3.7WrappingUp
After facing the many perils and challenges of the Wild Woods, the tower that the characters have been
using to guide them along is finally within reach. Our weary adventurers can finallygain sightof the town of
Alamedeandthetowerthatisnearthetown.TheirarrivalatAlamedeisnextweeksadventure.

Session4:TheTowerofAlamede.
4.0Recapandregroup
Theadventurersfinallyarriveatthetowerthattheysawinthedistancemanydaysago.

SessionStart

SessionEnd

ThepartyarrivesatthevillageofAlamede

The party knows in which direction the New Road


isandsetsoutforcivilization.

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If you have no new membersofthegroup this isthepointatwhichyoushould recaptheadventurefromlast


week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If you have a player joining you who previously played in a
Talesofthe13thAgegamethennowisthetimetointroducetheircharacterintothegame.

Introducingnewcharacters...
You awake in a small sparsely furnished wooden house that is not yours. You only vaguely recall
the incident that you thought was going to be your end, yet here you are alive! Yourinjuries have
been tended to and though a little sore, youre really no worse for the wear.Perhaps you should go
thankwhomeverfound andcared foryou. As you look out of the window you see abandof wounded
adventurersstaggerintothevillage.
When the flyingislandfell from the skyyouwere castfromit,andtumbledtotheground.You were
extremely fortunate to land in a swampy area. The pain of your wounds kept you immobilized for
many days, but you eventually crawled over to some wreckage (blacking out multipletimeson the
way) and were abletofindsome healing potions.Trulysomebodyup there(ordownthere)is looking
out for you! You staggered through the forest delirious for days until you saw a tower in the
distance...

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

4.1ThroughtheWildWood.
Start the session with a montage scene.This iswhere the players tellyouwhat happened tothembetween
escaping the halflings territory and arriving at the tower that they have been marching towards, and allows
new characters to be integrated into the narrative. See the GMing advice section at the front of this
adventureonhowtorunamontage.Ifyourplayersgetstuckpromptthemwithquestions.
Whatwildanimalsarethere?
WhatdangersnormallyhaunttheWildWood?
Whatnaturalbarriersmighttherebe?
Didthehalflingsfollowyou?
Whateffecthasthefallingglowingrockshadontheanimalsoftheforest?
Whatstrangenewplantsdoyoudiscover?

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4.2Alamedevillage.
For many days the party have been following the tower thatis visible in thedistance.Asthepartystaggers
out of the dense undergrowth they see the tower clearly for the first time. It has a village near it and it is
obvioustothepartythattheyneedtostophereforarestandsupplies.

Their many small cuts and large wounds evident the party staggers and weaves towards the village of
Alamede. Several of the residents will notice the partys arrival and rush to aid them. After short
introductions, the villagers invite the party to come back to the settlement for a hot meal and a rest. If the
party hesitates or declines, the villagers explain that the offer comes free of charge. The community does
notbelieveinmoneyormercantilismandhighlyvalueshospitalityasavirtue.
(NPCnamesifyougetstuckforwhohasrunouttomeetthem:Capicer,Callatch,Sool,Elenri,Lymer)

It is obvious that the villagers mean no harm and that their offer of aid is genuine. The villagers are also
curious about the large explosion they heard some days ago and the purplish glow that they can see at
nightonthehorizon(fromthedirectionofthecrashedflyingisland).

Its unlikely that any of the characters backstories will include Alamede, but possible. A character who
rolled a 5 or 6 on their Relationship with the High Druid or Archmage might know some secondhand
knowledge, Ask any player(s) who feel justifiedinsharing what theyknowabout Alamedetodo sonowand
buildontheirdescriptions.Otherwisejustreadthefollowingaloudandgofromthere.

As you continue to approach the village, you notice that it is composed completely of homes in a
radial pattern. There are no shopsor nonresidentialbuildingstobe seen saveone large communal
structure in the middle that has a roof, but no walls. Fruit vines grow around wooden posts and
arches throughout the village, serving as both food source and decoration. Berry bushes and long
boxes of herbs border the lanes where people walk about. Here and there are the tools of trade,
openforuseawell,alargefurnaceandbellowswithananvil,claypotsandthelike.

Playerswhowishtoexplorethevillagedosoinamontage.Asktheplayerimmediatelytoyourleft:
The village is very busy today, with all kinds of people doing different tasks. Please tell me the
nameofonepersonwholivesinthisvillageandwhatheorsheisdoing.
Thenturntothenextplayerinorderandask:
Youbondedwiththispersonoverhis/hertask.Whatdoyouhaveincommonwithhim/her?
PlayersdontneedtorollforthistheyjusttellyouapieceofinformationabouttheirNPC.

Repeat this around the table until everybody has had a chance to come up with some little tidbit of
backstory. As players tell you their anecdotes, narrate each one back to them and expand using more
details from the highlights reel given here. Keep your expansions shorter than the original player
anecdotes.
Alamede (short forAlamains Meadow) grewaround a wizardtowerthat still stands today southwest
ofthevillage.Alamainabandonedhistoweralongtimeago.
The wizard in the tower came here to research magicallyanimated trees asa way toraise soldiers
on short notice. The results were disastrousand prompted the village to forswear all violence. Afew
peoplestillhuntsmallgameandthereissomecontentioninthevillageaboutthat.
Since the town is voluntarily defenseless, Alamede has made a deal with a band of local wood
elves. In return for food and finished goods, the elves see to it that Alamede remainssafe from the

page44/97

creaturesandmagicoftheWildWood.
A trail near the town is being expanded into what is being called the New Road. It is probably the
best way to return to the civilized lands of the Empire. It will take some time to get there, but the
villagerscanpointtheway.
A dozen or so stags came into the village a few nights ago and becameextremely aggressive.No
one was hurt, but some buildings were damaged. The elves came and dealt with them. The stags
lookedodd.

Examples:
Well done! You and your new friend Yetunde work together to corral and catch a large wildboar. It
almost outran you, but like you Yetunde is an excellent tracker, so youwere ableto find its hiding
spot. On the way back, Yetunde mentions that not everyone in Alamede likes what she does or
eatswhatshebringsback.
Great! A few hours of sweaty workinthemiddaysunis nothingfortwo childrenof alchemists. You
and Modupe have weeded every herb box in the village. Apparently the elves that help keep
Alamedesafereallyliketarragon.
Good work! Folami is very grateful for your help in fixing her roof. Whod have thought thatformer
thieves from enemy guilds would work so welltogether?Asyoutalk,she tellsyousome aggressive
stagscameintotowntheothernightandcausedalotofdamage.

In case any of the players get stuck for a name and task, here are a few situations you can write on an
indexcardandhaveplayerspickfrom:
FolamiOkaforneedsrepairsdoneonherhouse
YetundeChukwucoulduseahuntingpartner
ModupeAdenijiisweedingtheherbboxes
GowonTaiwoisrepairingsomehandtools
EsosaOkoliispreparingthenextcommunalmeal
AdisaBologunisspinningclayforbowls

Loot!
In addition to creating and learning information about the village, each character should get a small
reward from the interactions. Tailor each reward to the type of work being done. Rewards can have
mechanicalsignificance,butdonotnecessarilyneedto.Examplesofrewardsmightbe:
HealingPotionasaproperpotion,anherbpoulticeoramedicatedbandage
Fresh Trail Rations for one quick rest, the party can eat these rations andspend recoveries as
thoughtheyallhadtheStrongRecoveryfeat(seerulebookpg.44)
MinorBlessingthecharacterhas+1toalldefensesduringthenextcombatencounter.
Accelerated Training the character gains the next incremental advance immediatelyinstead of
attheendofthesession.
Critical Clue once in this session when performing a skill check, reference how this bonding

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situationprovidedinformationforthatfutureobstacle.Add+2toyourskillcheck.

The party will be allowed to rest and partake of the common evening meal for free the first time.After that,
they are welcome to stay but must also help with the days chores. This is purely a narrative statement
there are no rolls, costs or rewards involved, though if they accepted the free shelter without talking to the
villageresidents,usethemontagetocovertheexperienceofthepartyworkingforthevillage.

Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

The wizards tower is abandoned and the villagers dont gonearit.The villagersassociatethetowerwiththe
magical experiments and steer clear. The villagers think there might be things in therethat the adventurers
could use, but advise them to stay away and insteadseek out the elveshelp.Still an unguardedwizards
tower? Bound to be all kinds of cool stuff there. If the players decide to investigate go to 4.3 Scour the
tower.

IfthepartydecidestojustsetoutfortheNewRoadtheyencounteranimals(4.4Rats!)

Ifthepartydecidetocontacttheelvesuseencounter4.5SylvianFriends.

4.3Alamainstower.
When the party decides to investigate the abandoned wizards tower, ask players what they know about
wizards towers. No one needs to roll for this. Use their description of tower layout to inform this next
section,otherwisejustreadthefollowingaloudandgofromthere.

The tower stands tall and decrepit, as if some powerful architectural magic were holding the
building together both against its will and against the best attempts of nature to tear it down. The
sides of the tower are pockmarked with holes about the size of a humans head, allowing the
forestsgreenlighttostreamin.

Any party members who make a skill checktowatchthetowercarefully andpass DC20 will see anobject
blockoneoftheholesatthetopofthetowerforjustamomentandthendisappear.

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The furniture is broken, equipment shattered, books scorched and anything organic rotten or shriveled.The
lowermost floor is mulched magical tomes overgrown with moss and grasses. Describe various rooms and
what might be in them apprentices quarters, a shattered greenhouse, cages for domesticated or
experimentalanimals,apantry,akitchen,alecturehall,etc.

ScourTheTower
Thepartyleavesnochair,alembic,bowl,ormotheatengarmentunturnedintheirquestforloot.
Everybodymakesanappropriatebackgroundchecktoseewhattheyfind.
DC30: Thecharacter findsatrue magicitem near acorpseovergrown with flowers(see magicitemssection
foroptionsonwhattohandout,andusethecharactersiconrelationshipstoguideyourchoice).
DC25:Twohealingpotionsarefoundatthebackofacupboardofmoldencrustedjars.
DC20:Anadventurerlevelruneglowsfromwithinabook.
DC 15: Assorted spell components worth +2 to any single ritual check can be scrounged from a ruined
laboratory.
DC14andlower:Danger!
If any character rolls less than DC 15 they encounter danger. Pick what they encounter from the table
below.
ExplosiveRunes

CollapsingFloor

AngryAnimatedPotPlant

DC 15 check to notice. If the


check is failed it makes an
attack.
+5vs.PD(triggering
adventurer)2d6force
damage

DC 20 check to jump away. If DC 25 check to notice the


the check is failed the adventurer withered plant before it attacks
takes3d6damage.
and get out of its reach. If the
check is failed the plant makes
thefollowingattack.
+15 vs. AC (triggering
adventurer)3d6damage
(The plant has 1 HP and 1 in all
defences but acts first in
initiative)

Everybody gets to roll once. If anybody wants to roll a second time they have to face danger first (moving
over an unsteady floor, moving through a greenhouse of potted plants, inching up a stair that hasrunes on
thesteps).

After each party member has hada chance toroll to lootthe toweratleast once (and maybe twice) and the
party is back together they will hear movement from the top of the tower. Climbing downtheoutsideofthe
tower is an animated tree monstrosity. It breaches the outer wall and attacks.As it doesso several potted
plantsandinnocuouslookingvinesthathadbeenbidingtheirtimespringintoaction.

TreeGuardianFightChart
Number of
PCs

Arboreal
Guardians

Animated
Potted Plant

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ArborealGuardian
Leftoverfromthewizardsexperiments,somethinghasrecentlyawakenedthisplantbeingtolife.
3rdlevellargewrecker[plant]
Initiative:+3

OakenFists+8vs.PD21damage
Naturaloddhit:Thetargetisvulnerableuntiltheendofitsnextturn.
Naturalevenhit:Thetargetisgrabbed.
Special: If the arboreal guardian hasan enemy grabbedwhileusingthisattack, itwieldstheenemy
asaweapon,dealinganadditional3damagetothegrabbedenemy,hitormiss.

AC19
PD16HP85
MD12

AnimatedPottedPlant
1stleveltroop[plant]
Initiative:+4

LashingFronds+6vs.AC4damage

AC16
PD13HP26
MD8

Loot!
Hey are there any magic items in the attic?Yes.Threeitemsarefound hidden here,inaddition to any
the partylooted for elsewhere. Once the arboreal guardianis defeatedtheatticcollapsesandthisreveals
theitems.

BrachiatingBracers

PrismaticRod

IronoakShield

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These silk armguards have an
emboridered motif of branches and
leaves. They subtly bend wood and
vines to their wearer, making it easier
toclimbandswingthroughthetrees.

A long pyramidal clear crystal serves


as the handle to this wand. The endis
tipped with a dark glass or obsidian. It
constantly bathes thewielders handin
afaintrainbow..

This shield, though madeofwood,has


the strength of wrought steel. When a
druid dies, her companion treeismade
into an ironoak shield so that even in
death she may continue to protect the
living.

Add+5tochecksinvolvingclimbing.
Gaintheabilitytotraverseheavily
forestedareasasthoughflyingwhile
notincombat.

+1tohitanddamagewitharcane
spellsandattacks.
OnceperdaycastColorSprayatyour
level,asaquickaction.

IncreasemaxHPby4.
Whenyoumakeabasicmeleeattack,
youmayhealusingarecovery.
(Recharge11+)

Quirk:Alwaysseekssomethinghigher
thangroundleveltostandupon.

Quirk:Insistsonspeakingeachletterof
aworddistinctly.

Quirk:Cravesafoodthatwas
previouslydisliked.

Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

Having investigated the wizards towerthepartyneeds tomakeachoice headdirectlyfor the New Road or
seekoutthehelpoftheelves.

IfthepartydecidestosetoutfortheNewRoadtheyencounteranimals...4.4Rats!

Ifthepartydecidetocontacttheelvesuseencounter4.5SylvianFriends.

4.4Rats!
As the party moves through the forest towards where they think the New Road might be they stumble onto
one of the many scenes of everyday lifeand death in the Wild Wood. Apack of unusuallysized rodentshas
attacked and injured a wildcat. The rats are startled by the adventurers and the wildcat flees, looking for
somewheretohide.Deniedtheirmealtheratsturntheirferocityontheparty.

DireRatFightChart
Number of
PCs

Size of Rat
Pack

22

28

34

40

46

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DireRat
From age to age, dire rats vary in size. In this age, theyre only half as big as they sometimes get, but
theyrealsotwiceasvicious.
1stlevelmook[beast]
Initiative:+2

InfectedBite+5vs.AC4ongoingdamage

Squealing pack attack: This creature gains a +1attackbonus perother dire rat engagedwith the target its
attacking(uptoamaximumofa+3bonus).

AC15
PD15HP6(mook)
MD10
Mook:Killonedireratmookforevery6damageyoudealtothemob.

(Feel free to go nuts with the the rat impressions. Gnash your teeth, squeal, flail your hands,
whatever.Haveagrandoldtimewithit.Yourplayerswillhavefunwatchingyou.)

After the fight, a single party member may attempt a DC 20 skill check one timeto convincethewildcatto
calm down and accept aid. Additional party members may make helping checks at DC 15 +2tothemain
roll if a helping check succeeds, 1 if it fails. If the main roll fails, the wildcat escapes into the trees. If the
wild cat does accept aid it will follow the party for awhile before disappearingoff into the trees.Ifthewildcat
followsthepartyaddittothenextbattleonthepartyssideandignoretheinjuredline.

TheWildcat
Wildcats are normally brave and adventurous. This one might settle for a quiet ball of yarn after what its
justexperienced.
0thleveltroop[beast]
Initiative:+7

Claw+5vs.AC4damage

Injured: The wildcat will simply move from place to place, avoiding combat to the best of its ability. It will
fightbackifapartymemberattacksit,butisnotingoodshape.Atfullhealthithas30HP.

AC16
PD14HP15(30HPifuninjured)
MD10

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Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

It is obvious to the party that the Wild Wood is very dangerous there could be a lot more of those rats
about!

The wizards tower? Bound to be all kindsof cool stuffthere, someofit might helpthem survivetheforest.If
theplayersdecidetoinvestigategoto4.3Scourthetower.

Ifthepartydecidetocontacttheelvesuseencounter4.5SylvianFriends.

4.5Sylvanfriends.
The party seeks out the elven protectors of Alamede, hoping togetdirectionsand safepassage totheNew
Road. Marching through the forestthegroup soon hearstheunmistakable soundofbattle. Adyingelfbursts
out from the undergrowth, followed by several elfthings. Without hesitation the elfthings attack the party
(seetheelfthingfightchart).

After the battle that the party is involved in ends theycanstillhearfighting. Soon thesounds of combat end
and some beaten and wounded elves come down thetrack.The halfdozenelves who approach are the last
oftheirtribe.

Their names are Quiatris Treefriend, Bellamin, MarlaminWoodsoul, Elgold Taletreader,Eilmorel Darksbane,
andQuentis.

Several days ago they heard a loud explosion and strange rocks began falling from the sky. The plantlife
here began acting strangely and growing in unnatural ways. Fearing that the wizard Alamain had returned
from exile to continue his experiments the elf tribe set out to stop him. Instead they found a crater with a
glowing purple rock in it. The plants and animals nearby attacked them savagely. They discovered today
that some sort of infected treeman army is on the march. They were on their way to warn the citizens of

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Alamedewhenseveraloftheirnumberwentmadandturnedintotheelfthings.

Theyimparttothepartytwousefulfacts:
ThewaytotheNewRoadisblockedbyanarmyofplantmonsters.
Thepartyneedstofindadefensiblelocationtosurvive,Alamedeisasgoodalocationasany.
ThevillageofAlamedeisintroublethepacifistswontbeabletosurvivealone.

ElfThingFightChart
Number of
PCs

Number of
Elf-Things

Number of
Dread
Hawks

ElfThing
Glitteringpurpledustisinthesalivaofthisfrothingmutant.
6thlevelspoiler[humanoid]
Initiative:+11

Venomousfangs+11vs.AC(2attacks)5damage,and5ongoingpoisondamage
Natural18+:Thetargetbecomesconfused(saveends).

R: Poisoned arrow +11 vs. AC (one nearby or far away enemy)7 damage, and 5 ongoing poison
damage
Natural20:Thetargetbecomesconfused(saveends).

AC22
PD16HP75
MD20

DreadHawk
Woodelvessometimeshuntwithhawksthishawkistwisted,itfliesinamenacinglyerraticpattern.
1stleveltroop[beast]

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Initiative:+6

TwistedTalons+6vs.AC5damage
Naturalevenhitormiss:Thedreadhawkpopsfreeandmaymoveasaquickaction.

Flight:Thedreadhawkcanfly,swoopinginandoutofthebattle.

AC17
PD15HP25
MD11

Thereareseveraldirectionstheplayerscouldtake,severalbranchestothestory.

Thewizardstowerisagooddefensibleplaceandmayhaveusefulstuffinit.4.3Scourthetower.

IfthepartydecidestojustsetoutfortheNewRoadtheyencounterwildanimals...4.4Rats!

4.6Takingastand.
This is the final encounter of the session, and should take place after the players have played through at
leasttwoof4.3,4.4,and4.5.Iftheplayersdidnotplaythrough4.5readthefollowingaloud:

You try to reach the New Road but face an army of walking trees. It is obvioustoyouthatyou
need to fall back to the village ofAlamede. Thearmyoftrees issimplytoolargetogoaroundor
fight. They appear to be waking up the trees as they march! Many of the trees have bits of
glowing purplish crystal embedded in them. Ahead of the tree army moves a menagerie of
plantanimal hybridcreatures. The army of treeswillprobablybypassAlamede,whichlookslike
agoodlocationtomakeastandagainstanyscoutsthetreearmysendsout.

Should the party not wish to return to Alamede run the fight below for them and narrate how the army of
trees is more interested in reaching the crash site of the flying island than properly fighting them, but they
canhearscreamsfromthedirectionofthevillagethattheyabandoned.

Should the party return to Alamede (remindthem of the relationships theyforgedwiththe NPCsin 4.2) all is
far from lost for the village. With the leadership of the characters they can convince the villagers to help
defendtheirhome.
RallyingTheVillagers
The party tries to talk some sense into the panicked Alamede villagers. The villagers are pacifists, but

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rememberalltoowellthedangersofanimatedplantsandmaybeconvincedtotakeuparmsagain.
Eachpartymembermakesaskillcheckagainstanappropriatebackground.
DC 25: The villagers agree to take up arms and defend their homes. They will use bows and spears and
thrown rocks toaid the character from adistance.The distraction that this createsgrants the character a +1
bonustohitthroughoutthecomingbattle.
DC20:Thevillagersbrewpotionsfortheparty.Gainonehealingpotion.
DC 15: The villagers agree to evacuate their elderly and young to the tower, provided it is safe (jump to
encounter4.3toclearthetowerifithasnotalreadybeendone).
DC 14 and lower: Chaos! The village stops listening tothepartyunless the party memberundertakes one
ofthebelowDC15 tasks. If the villagers stoplistening all the DCsof subsequentrolls by othercharactersto
rallythevillagersare5higher.
DC 15: Build Stuff. The villagers want the character to help build baracades, create alchemists
fire,performritualmagic,etc.Theplayernarrateswhathelptheyprovidethevillagersandhowitisprovided.
DC 15: Appoint Leadership. The partydetermines the most capable leader(s) in the village for the
battle,sothatthenormallyleaderlessvillagecanreactswiftlyinbattle.
DC15:Scout.Gatherinformationontheoncomingarmytobetterpreparethevillageforthebattle.

Number of
PCs

Hunter Vine Hive Plant


Saplings
Thralls

10

10

10

HunterVineSapling
Theshapelessnetworkofvinesstalksacrosshighbrancheswiththespeedandstrengthofajaguar.When
itdropsfromitsperchthevinecreatureencompassesandensnaresitsprey,slowlydigestingituntilnothing
butbarebonesremain.
2ndleveltroop[plant]
Initiative:+7

Vinesmack+7vs.AC7damage

Constricting attack +6vs. PD 5 damage andthe huntervinegrabs the target. Whilegrabbed by the vine,
thetargettakes5ongoingdamage.Thehuntervinecanhaveanynumberofcreaturesgrabbed.

AC18
PD16HP36
MD12

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HivePlantThrall
Ahiveplantthralllooksandactslikethecreatureitusedtobe,butbehinditseyesaplantintelligence
controlsitsthoughtsandactions,luringmorepreytothehiveplantshorriblemaw.
2ndlevelmook[plant]
Initiative:+2

Smashingfist+7vs.AC5damage

Sporeinfested: When a hive plant thrall is reduced to 0 hit points from an attack, it uses the spore burst
attackasafreeactionbeforeitdies.
[Special trigger] C: Spore burst +7 vs. PD (allenemiesengaging the thrall) 5 damage and the target
makesanormalsave.Ifthetargetfails,itisconfused(easysave(6+)ends).

AC18
PD16HP9(mook)
MD12
Mook:Killonehiveplantthrallforevery9pointsofdamagethatyoudealtothemob.

4.7Onwards!
The party has either successfully defended Alamede, fled, or somehow gone around the tree army. Either
way the party leaves Alamede, either to greatful goodbyes or tearful recriminations (or perhaps even the
silenceofthegrave).

It might even be that the party burnt the community to the ground andkilled thevillagers themselves,there

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isnopredictingplayerssometimes!

The party now knows which direction the New Road isin andwillpress onwardsto reach civilization.Before
theydosotheyhavealotmorewildernesstocover.

Session5:TheGreenShadows.

5.0Recapandregroup.

The adventurers journey ever closer to the New Road andapath backto civilization. This session
they must survive an encounter with both some of the guardians of nature and the beasts they
protectagainst.

SessionStart

SessionEnd

Thepartyisontheoutskirtsofthewarpedwood.

The party survives the warped wood and is that


muchclosertotheedgeoftheWildWood.

If you have no new membersofthegroup this isthepointatwhichyoushould recaptheadventurefromlast

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week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If you have a player joining you who played in a Tales of the
13thAgegameelsewherethennowisthetimetointroducetheircharacterintothegame.

Introducingnewcharacters...
You dont know what has caused the Wild Wood to go crazy, but it is time toflee. Youhad been
tryingtoreachtheNewRoadwhenyoustumbledintoabandofadventurers.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

5.1FurtherthroughtheWildWood.
Start the session with a montage scene.This iswhere the players tellyouwhat happened tothembetween
escaping the halflings territory and arriving at the tower that they have been marching towards, and allows
new characters to be integrated into the narrative. See the GMing advice section at the front of this
adventureonhowtorunamontage.Ifyourplayersgetstuckpromptthemwithquestions.
InwhichwayshasthefallingflyingislandmadetheWildWoodmoredangerous?
Whenyousleephowdoyouensureyoursafety?
Howdidthepartysurvive?Howdidyougetfood?
Whatcorpsesdidyoufind?Whatdidtheglowingrocksdotothem?
Whoneededtobesavedfromaragingriver?

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5.2Thethornwall.
As they cut their way through the everthicker undergrowth the plants begin sproutingthorns andcuttingat
the adventurers. Further into the tangle strange plantanimal hybrids can be glimpsed.Hissing poisons drip
fromthethorns.

At the center can be seen a glowing hunk of crystal. As the adventurers approach they witness plants
mutating, growing mouths and whipping tendrils, the contagion spreading everwider. It is obvious that the
waytosafetyisblockedandtheadventurersmustdivertaroundthewallofthorns.

Astheadventurerswalkaroundthewalloflivingthorns,theyperceiveashapemovingquietlyaroundthem.

A figure is stalking you. It is dressed entirely in dark green leather and is wearing a
mottled brown and green cloak. It ishardtosee,atfirstyou thoughtitwasjustashadow.
Itmoveslikeanelf.

IfanybodyhasarelationshipwiththeHighDruidadd:

You notice a woodenbroach on thecloak,thesymbol oftheHighDruid.Thesemustbe


herfabledGreenShadows.Theyarerangersandprotectorsoftheforest.

The Green Shadow is aware that he has been spotted and rises from behind the tangled roots he was
crouchedbehind.

The figure straightens, rising from behindthetangledrootsitwashiddenbehind.Hehas


a bow slung on his back and you see the bulges of weapons under his cloak, but his
hands are empty. He pushes back his hood to reveal his face. Heis a drow, wearing a
dappledgreenbandanna.

The drow rangers name is Dermak. He specializesinkilling abominationsand has been trackingand killing
thestrangenewthingsthathavebeenemergingfromtheforestinthedirectionofthecrashedflyingisland.

The ranger visually inspects you, moving closer. His eyes keep flicking inthe direction
of the unnatural wall of thorns and when the strange animal noises come from withinthe
wall you see his hands twitch closer to his weapons. After a long pause he seems
satisfied thatyourpartyarenotwhatheislookingfor, and herelaxesslightly.Hewhistles
and several hugespidersthatyouhadnotnoticedshakethemselvesfreeoftheleaflitter
wheretheywerehiddenpoisedtostrikeandscuttletohisside.

Have Dermak explain that he is a member of the Green Shadows, and is a slayer of abominations. The
Green Shadows would normally remain hidden from outsiders but Dermak needs help and information. He
will ask the adventurers where they come from and what they know of the source of the abominations and
thestrangelyglowingrocks.

Encourage the PCs to ask any questions they may have to Dermak. As they do Dermak will mention The
Green Realm. If anybody has a background relating to magic, religion, the High Druid, or similar explain
what the Green Realm is. If no player character has a suitable background then Dermak could stop to
explainwhenheseesthattheyarepuzzledathismentionsoftheGreenRealm.

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The Green Realm is anotheruniverse, wherethereisnodeath,onlylife.Itmayevenbe


the source of all life. However, without the presence of death to temper it, the Green
Realm is a chaos of unrestrained growth, mutation of form and purpose, and constant
pain. Nothing intelligent can survive there long. Something has caused a magical
imbalance and the unrestrained life energy is leaking into the Wild Wood, mutating it
awayfromthebalanceofnature.

Dermak is due to report back totherest of hisgroup whohave travelled here ontheNewRoad(though they
hate its presence it has allowed them to get to the contagion quickly.The Green Shadow camp lies notfar
away and Dermak offers to take them there andpointthemtowards the New Road, thoughhe says thatthe
forest is changing rapidly and getting more dangerous every minute so he can not be responsible for their
safetyiftheytravelwithhim(andnotresponsibleforwhatmayhappeniftheydonottravelwithhim).

TroubleShooting
If the players kill Dermak before he can give this information, they could always find most of this
information in a diary in which is stuck a letter from his superior ordering him to investigate the
abominationsthatarefloodingtheforest.
Iftheplayersdecidetoheadawayfromtheabominationstelltheplayers
It is obvious to your characters thatthearea is getting stranger bytheminute. There may not be
a way around themonsters andwallsof thorns onlyby destroying thesourceof the weirdness
canyougetsafelyonyourway.

If the adventurersdecide to travelwith Dermak give each playeran extra d4that they canaddto one skillroll
oroneattackrolltorepresentthehelphecangivebothinandoutofbattle.

Some groups may choose to attack the Green Shadow. If they do, use the followingstats and givethe loot
thatissuggestedattheendoftheadventure.LargergroupsmaydiscoverDermakhasfriends...
GreenShadowFightChart
Number of
PCs

Green
Shadow

Spiders

GreenShadow
5thlevelarcher[humanoid]
Initiative:+10

Longsword+15vs.AC10damage

R:PinningShot+15vs.PD(3nearbyorfarawayenemies)6damage
Naturalevenhit:Thetargetisstuck(saveends).

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Extreme Maneuverability: Green Shadows add the escalation die to all disengage checks and onanysave
thatwouldincreasemaneuverability.

AC18
PD15HP60
MD18

GreenSpider
Thesetrainedspidersarestripedwithgreendye.
1levelmook[beast]
Initiative:+5

Needlelikefangs+7vs.AC3damage

Wallcrawler:Aspiderhatchlingcanclimbonceilingsandwallsaseasilyasitmovesontheground.

AC14
PD13HP8(mook)
MD11
Mook:Killonegreenspidermookforevery8damageyoudealtothemob.

5.3HorrorsoftheGreenRealm.
Astheadventurerswalkthroughtheforesttheyareseethetwistedhorrorsofunrestrainedlifeforce.
Asyoumakeyourwaydeeperintothetwistedforest,youseesomehorrificsights...
Ask each PC to describe one unnerving thing theysawas theycome closer to thesourceofthehigh weirdness.If
theydonothaveanyideas,herearesomedescriptionstojumpstarttheircreativity:
Aspidermadeofvinesandskinlessmuscle.
Atreewithmouths,mouthsthatconstantlyscream.
Asnakemadeentirelyofemeraldhands.

AftereverybodyhashadachancetodescribesomethingcreepythePCs entera clearing.Hereis whatweimagine


theclearing to look like,butbasedonyourplayerscreepy descriptions of theforestyou mighthavea betteridea,if
sorunwiththat.
You enter what could generously be called a clearing. The trees here are covered in pulsing veins and
arteries and you see spurts of thickemeraldbloodwherethevesselsdontquitejointhe bark.Overhead
you see a spiderly canopy made of sinew that quakes with pulses of ichor. Peer further in, you see
masses of green leafy muscle among the sinew. The masses vibrate, crack and spit forth a horror of
blood, branch, and barbed tentacles. The things stand to a height taller than a horse and move toward
yourgroupassmallergrowthsfallofthemonster.

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GreenHorrorsFightChart
Number of
PCs

Green
Horror

Wild Growth
(SEE SPAWNING)

10

10

10

SPAWNING:
The area is alive with raw life energy. Any character that does not move on their turn has a wild
growth sprout from their body or from the pulsating forest floor at the end of their turn. This wild
growthisinadditiontotheonesalreadyinvolvedinthebattle.
ThegoodnewsisthathealinginthisareaalwaysgainsacharacterthemaximumpossibleHP.

WildGrowth
2ndlevelmook
Initiative:+5

C: Sap explosion +10 vs. AC (1d3 nearby enemies)5 damage and if the 1d3 resultwas3 remove the
wildgrowthfromthebattlebecauseitisdead.

NastierSpecial:
Whenthewildgrowthiskilled,immediatelymakethefollowingattack:
R: Bloody explosion +5 vs. PD (against the nearest enemy)5 damage. Do not trigger this
powerifthewildgrowthwasremovedfromplaybysapexplosion

AC16
PD14HP5(mook)
MD11
Mook:Killonewildgrowthmookforevery5damageyoudealtothemob.

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GreenHorror
4thleveltroop
Initiative:+8

Toxiccloud+9vs.AC14poisondamage

C:Verdenttentacles+9vs.AC10damage
Natural16+:Ongoing5aciddamageandweakened(saveendsboth).

AC20
PD15HP60
MD15

5.4Theheartoftheproblem.
As the last of the greenhorrorsdie the clearingitself withersand dies,revealing acrystal (...or as the party
runs away they stumble through a wall of fleshy vines and come upon a crystal that pulses with amethyst
andgreenlight).

The crystal bears the same strange hue as thosefromthecrashed flying island. The adventurers see thatit
is obviously the heart of the problem. Roots wrap about the crystal, and the crystal is partially covered in a
squamous and pulsing fleshy ball of veins and eyes. It leaks a brown ichor from the arteriesthat lead deep
intotheforestsoil.

As the party makes this observation, trees and other fibrous tissues rush from behind and from the earth,
sealing off their escape. Barbed roots ending in mouths emerge from the ground and move to attack the
party.Theonlywayoutoftheforestisbehindthecrystal.

(Ifthepartyfledthelastbattlethentheyhavea1toallattacksinthisbattle)

ForestHeartFightChart

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Number of
PCs

Monster
HP

90

120

150

180

210

ForestHeart
5thlevelspoiler
Initiative:+10

Feetpiercingroots+10vs.AC18damage

C:Phasingtentacles+10vs.PD(1d3enemies)8damage
Natural16+hit:Thetargetisconfused(saveends).

R:Eyesofinsanity(1d2enemies)+10vsMD10damageandthetargetisconfused(easysaveends)

ActionSurge:Whentheescalationdieiseven,addittoallattacksthatround.

AC20
PD15HPSeeAbove
MD17

5.5Fixingorbreaking?
When the last blow hits the horrible heart of the contagion, the adventurers see most of the twisted forest
remains fall off the crystal. The forest around them still pulses with the light from the crystal, but now they
can clearly see it. They recognizethat thisis oneofthecrystalsfromthecrashed floating prison. As this is
the heart of the problems facing the area, fixingthis maylead to a rewardfromthe Druids GreenShadows,
and the High Druid herself. Leaving this crystal here will harm the High Druid by throwing the balance of
nature outofalignment.Itis obvious to the adventurersthat thiscrystal holds greatpower,perhapsit can be
harnessed?

Thisisachoicethattheplayershavetomake.
Dotheyfixtheproblem,butpotentiallyendangerthemselves?
DotheyhatetheHighDruidenoughtotrytomaketheproblemworse?
Dotheytrytoseizethepowerofthecrystalforthemselves,riskyasitis?
Dotheyjustwalkaway,contentorevengladtolettheHighDruidsrealmfallapart?

Walkingawayiseasy,theyjustwalkaway.

If they try to fix the problem it is a DC 15 skill check that each character must make. Each player must

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make a DC 15 check and describe what it is theyaredoing to contribute to messingwiththecrystal. On a
failedchecktheplayermustchooseoneofthefollowing:
SomehowthecharacterfouledupandtheDCsforallsubsequentchecksis5higher.
Allcharactertake1d10necroticdamageastheygetsuddenpainfulgrowthsthroughouttheirbody.
ThePCcanloseonerecoveryastheysuddenlyundergostrangegrowthspurts.
Once everybody has made a check the party has succeeded. If anybody rolled a 1 the party has failed in
what they were attempting to do unless thepartycanconvince youofa way theycansnatch successfrom
thejawsofdefeat.

Dependingontheactionsoftheadventurers,severaloutcomescanoccur:
Shutting down the crystal With aloud crash, thecrystal shoots out aburstof light and shatters.
Asyoubegintoregainyourvisionyouseethestrangegrowthsoftheforestwither.
Makingitworse Withastrange hum, the crystals lightshifts from clear to purple. You are bathed
in the uncanny amethyst light. The plants around you twist and thicken, moan and bleed. The
strange guardian of the crystal starts to regrow. You must run before you are consumed by the
burstofunnaturallife.
Seize power The crystal cracks and becomes black. You feelpower fill you, thoughyoucantell
it is only temporary. (Each player choosesone: gain+1to all attacksforthenext battle,addtwice
the escalation die to your miss damage in your next battle, hovering flight 3 foot above theground
forthewholeofthenextbattle,teleportoncepernextbattle).
Walking away As you turn yourback onthecrystal,youhearrustlingamong theleaves.Looking
back you see new roots growing into the crystal. The creature is still too weak to attack,so ifyou
leavenowyouwillmaketheforestedgebeforeitcanattackagain.

If the party fails completely, pick an outcome that they were not aiming for. That outcome
happensinstead.

5.6Owlbeartrail.
As the adventurers continue through the Wild Wood away from the contagion they make their way around
the lifeblighted areas.Their experiencewith the crystalhasgiventhem theinsight theyneedto navigatethe
mutatedforesttorelativesafety.

If the party hashadplenty of fightsandare hurting then skip the owlbears.The partyinstead spots
someowlbearsfromadistanceandavoidsthem.

If any character has an applicable background to spotting owlbears they may make aDC 15 check (with a
5 penalty to the roll if they are listening, see the owlbears monster entry for more details on that). On a
success they hear a snuffling grunt that alerts them to the owlbears in the bushes.On a fail theystill know
itisowlbears,butdiscoverthisbysteppingintoowlbeardung!

If you have plenty of time left in the session stretch out the suspense by describing the glimpses of the
owlbearsastheycircletheparty,obscuredbytheforestitself.
Alimbtwistedandgauntfromhunger.
Deepbrownfurdeepinthegloomoftheforest.
Grayandbrownfeathersspeckledwithblood.
Wingsthatendingreattalons.
Giantreflectiveeyes.

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If none of the adventurers have a background relatedtospotting owlbears,then the owlbears get to ambush
theparty(seepage164ofthecorerules).

OwlbearFightChart
Number of
PCs

Weaker Owlbears
(70 HP)

Stronger Owlbears
(101 HP)

Owlbear
Some wilderness tribes have an abnormal fear of both owls and bears, atestamentto the savagery of this
preposteroushybrid.
Large4thlevelwrecker[beast]
Initiative:+8

Rip and Peck +9 vs. AC15 damage, and until the end of the owlbears nextturn,thetarget is hampered
(makesonlybasicattacks)whileengagedwiththeowlbear

Vicioushybrid:Iftheescalationdieiseven,makeanotherripandpeckattack.

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Feed thecubs:Anowlbear thatscores a critical hitagainsta hamperedenemytears apieceofthecreature


off (GM chooses a limb) and will subsequentlyattempt to retreatwiththeprize tofeed its cubs. Thetornup
enemyisstunneduntiltheendofitsnextturn.

Silent hunter: Owlbears are nearly silent until they strike. Checks to hear them approaching take a 5
penalty.

AC19
PD17HPseeabove
MD13

5.7TheGreenShadows.
When the adventurers have dealt with the crystal (and maybe also owlbears), the Greens Shadows will
appear and pronounce judgement on the actions of the party. This time the Green Shadows are
accompanied by halfling allies, the Forest Lookouts. If the adventurers healed the forest and fixed the
damage, the party gets gold and items as promised before. If the adventurers did not help but did not harm
the forest, the Green Shadows stare at them in contempt but letthempass.If the adventurersactively hurt
the forest the Green Shadows may chooseto descendon the party andattack them as enemies (if you are
running short ontime make the Green Shadowstoowounded to fight andhavethemcurse thenamesof the
adventurers).

If the adventurers can bluff the Green Shadows into thinking they are heroes when theyare actually villains
thentheymightgetarewardanyway.

RewardorLoot?
If the adventurers successfully destroyed the crystal (or can bluff that they have helped in some way),
they receive one true magic item based on relationship dice rolls from the start of the adventure, and
everybodywhodoesn'tgetaniteminsteadgetsbotharuneandapotion.
If it becomes known that the adventurers helped the crystal grow and increased the poisonous Green

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Realms hold in the Wild Woods, or if they killed Dermak and that fact becomesknown, then the Green
Shadows attack. If the adventurers do not flee and kill all the Green Shadows, the party getstwo magic
itemsandeverybodygetstworunesandapotion.

GreenShadowFightChart
Number of
PCs

Green
Shadow

Forest
Lookouts

GreenShadow
5thlevelarcher[humanoid]
Initiative:+10

Longsword+15vs.AC10damage

R:PinningShot+15vs.PD(1d3nearbyorfarawayenemies)6damage
Naturalevenhit:Thetargetisstuck(saveends).

Extreme Maneuverability: Green Shadows add the escalation die to all disengage checks and onanysave
thatwouldincreasemaneuverability.

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AC18
PD15HP60
MD18

ForestLookout
1levelmook[humanoid]
Initiative:+5

Dagger+6vs.AC4damage

AC17
PD12HP7(mook)
MD14
Mook:Killoneforestlookoutmookforevery7damageyoudealtothemob.

Session6:TheNewRoadandbeyond.
6.0Recapandregroup.
As the party leaves the company of the Green Shadows, they find themselves on the New Road
heading east toward New Port. The characters must traverse the New Road, dealing with the
threatstherein,andperhapsdeliveracaravanofgoodstoacommunityofwoodelves.

SessionStart

SessionEnd

Lostandaloneinthewoods.

StridingdowntheNewRoadtowardsNewPort

If you have no new membersofthegroup this isthepointatwhichyoushould recaptheadventurefromlast


week, pointing out instances where characters were awesome. Have everyone recap their One Unique
Things and Backgrounds and Icon Relationships (and write these down so you can cross them off as they
comeintoplay).Recapthethingsthataretrue(seestatementsthataretrue).

If you have a new player joining you then this is the point where you help them create their One Unique
Thing, Backgrounds, and Icon Relationships. If you have a player joining you who played in a Tales of the
13thAgegameelsewherethennowisthetimetointroducetheircharacterintothegame.

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Newcharactersthisweekmightbe:
Prisonerswhoescapedfromtheflyingislandasitcrashed.
Survivingguardsfromtheflyingislandprison.
Inhabitantsoftheforestfleeingtheincreasinginstabilityandgrowingweirdness.
MembersoftheGreenShadowswhosecompanionsdiedfightingGreenHorrors.

Dont forget to roll icon relationship dice at the


start of every session and have any 6s give a
positive benefit and any 5s give a benefit with a
storycomplication.

6.1TowardstheNewRoad.
The empires New Road through the Wild Wood must surely be nearby! Start the session with a scene of
the adventurers huddling in a cave while torrential rain comesdownoutside. They are tryingnot tofreezeto
death. To keep their spirits up they are telling each other what they are going to do when theygetback to
civilization. Think Ice Cold In Alex (an old black and white movie, if you haven't seen it you really should).
Maybe it is the thought of a loved one that is keepingthemgoing, ormaybethey are just longing for acold
drink by a warmfire. Goaround the players and ask them to roleplaytheir character sayingwhat theymiss
most about civilization, or what they intend to do when they get home. Then turnto theplayer totheir right
and ask that player what theircharacterthinksofthat, andthen ask them to roleplaytheir character saying
what they intend to do first when they get out of the Wild Wood. Go around the group until everybody has
hadachanceforashortmonologueandachancetoreacttosomebodyelsesmonologue.

6.2Nowandagain,andagain.
Finally theadventurers are on the NewRoad. Theroadcurves andwends aroundthemanyhills andchasms
of the Wild Wood, but leads towards New Port. There they will be able to rest, receive healing, and finally
put their recent troubles behind them. Former prisoners can catch a ship from there to Shadow Port or
Drakkenhall where they can reconnect with old contacts. Those unjustly imprisoned could seek out their
former compatriots or seek justice or vengeance. Those who wish to aid the High Druid could travel along
the Demon Coast to Horizon to seek aid from the wizards that reside there in gathering up the glowing
crystals.EverythingwillbeallrightoncetheyreachNewPort.

As the party marches along they discover a huge chunk of pulsing crystal embedded in the road. A crack

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runs along its length, magic pulsing out from it. It hurts to go near it,and nearby the plantsaredead. Dust
skittersinacirclearoundthecrystal,gravelrollsinanorbit.

If the adventurers keep walking soonenough theyll reachthecrystal. Again.And again. And again. They
aretrappedinaloopofspaceandtime.

If they leave theroadhoping toescapethey catch glimpsesof other versions of themselves doingthe same,
overhear snippets of their ownpast conversations on the road, and eventually discover their own desiccated
andmummifiedcorpsesfromthefarfuture!Theirfuturecorpseselvesstillhavemagicitemsonthem.
(Yes,theadventurerscanloottheirownbodies)
It is obvious to the adventurers that the only way to escape istodeal with the crystal.Doing so isaDC60
check! Each failed check kills the party in some terrifyingly horrific way (encourage players to tell you just
how they die horribly are they atomized, turned inside out, drained of all life, halfshunted into a ghostly
dimension,agedamillionyearsinaninstant,turnedtocrystal?).

Each time the party dies another potential version of the party walks up the road in time to see their
potentialpast/futureselves die. This lets them learn from their past selves mistakes and the DC to fix the
problem is lowered by 5 (or 10 if you are running short on time). If the party is smart theyll attempt
communication with other past/future/potential thems reward clever thinking with a+d6bonus on thenext
roll after they die (they can pass information onto the next set of thems to arrive). Very clever adventurers
mighteventrytosurvivethemagicalexplosionsorimplosionsandjoinanotherversionoftheparty.

Here are some ideason how the party could fix the crystal, but Imsure your players will come upwitheven
better ideas: Casting the mending cantrip as a ritual. Use burning hands as a ritual to weld shards ofthe crystalback into
place. Characters with animal companions can send them off to recruit forestanimalstohelpgathersmaller shards of crystal
and slot them into thecrackinthebigcrystal. Destroyingthe crystalbyhittingitwitheverythingtheyvegot.Casting blessasa
ritual.

Once the crystal is fixed a wave of magic will implode into the crystalwhich shallthen fly upwards into the
sky out of sight. Any duplicate adventurers will merge with themselves, but corpses and equipment will
remain.

6.3NysettBannbur.
The party hobbles along, weary and wounded, on the final leg of their journey. As they push onwards the

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party encounters a tree sprite by the name of Nysett Bannbur. Nysett has been tryingtoavoidanycontact
withhisfellowtreespritesthathavebecomeangeredbythecrystalsthathavefallenfromthesky.

Anyone who knows anything about the Wild Wood (DC 15 check, an automatic success if anybody has a
background directly related to the Wild Wood) knows that tree sprites are secretive creatures that tend to
the forest. They work tirelessly, using their magic to maintain the health of the Wild Wood and the balance
ofnature.Theyarequiteunliketheircousins,thedreadedMurderPixies.

The tiny winged creature flits in and out of the forest trees, darting about in apparent confusion. Nysett
suddenly finds himself face to face with one of the adventurers. A look of horror is obvious and the little
creature quickly attempts to flee, but instead crashes head first into another character andknocks himself
unconscious.

While Nysett is unconscious he babbles fitfully. It is a DC 15 check to make out what he is saying.
Everybodywhopassesthecheckdiscoversoneofthefollowingpiecesofinformation:
A giant shard of a dark purple crystal is the source of the foul magic that has infected the local
forest.
HisfellowtreespritesareangeredandaretearinguptheNewRoad,makingitimpassable.
TheNewRoadisbesiegedbyearthelementalscalledforthbythesprites.
There are owlbears on the loose, driven from their nests deep in caves by the emanations of the
crystal.

Ifalltheadventurersfailtheirchecktheyjustdiscoverthis:
Somethingfellfromtheskythatcausedacatastrophicexplosionthatsentshockwavesthroughout
theentireWildWood.Acorruptmagicaccompaniedthatshockwaveandhasaffectedagreatmany
oftheinhabitantsofthewood.

Once he has been roused from unconsciousness Nysett is very much interested in helping his tree sprite
friends get free of the influence of the crystal. He can lead the party as far as the New Road, and will tell
themthattheshardliesembeddedintheroadseveralmilesnorth.

You might have your own picture of what atree spriteis likeand you shouldgo with that.Ifyouarestuck we
thinktheyprobablytalkinrapidfirechirpingandnattering:
I was minding my own business, tending to the trees, plants, and animals whenthemostterrible,
awful, huge explosion shook the woods and there was a massive terrible wave of evil energy that
started destroying and corrupting everything, animals, turning dark the true and faithful, scattering
animals everywhere. It scared me. Did it scare you? Did you see it? Were you there? I was, were
you? Im so scared for my friends. Im only one small sprite and not verypowerful, but maybe I can
help,Idontknow.DoyouthinkIcanhelp?Willyouhelp?Ihopeyoucan.

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6.4Againsttheelements.

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As the party walks along the New Road they hear a sound of ripping and thumping and tearing. Clods of
earth the size of horses are being thrown around. Above the trees rise the hunched rounded shoulders of
earth elementals. They are destroying the New Road! Thankfully a signpost here allows the adventurers to
orientthemselvescorrectlyforthefirsttimeinages...

The adventurers cant really go around, a chasmwitharoaring whiteriver blockstheir path. It istoolargeto
jump across or even for a high elf to teleport themselves across, and istoodangerous to tryto climbdown
and across. The road in the direction they have come from leads deeper into the Wild Wood, and further
encounters with weirdness. The bridge is the only way across. As soon as the adventurers step outofthe
undergrowth theyll be spotted by the many hostile sprites who are directing the earth elementals to wreck
everything.

There are onlytwo real options are attempt tosneakpast (aDC25 check fromeach adventurer) or
try to fight through to the bridge. If the party keeps pushingforwards duringthebattle they will reachthe
bridge once the escalation die reaches 6. It is up to you as a GM if the monsters try to chase them after
thatpoint.Maybe,justmaybe,diplomacywillwork.Probablynotthough.
EarthElementalFightChart
Number of
PCs

Earth
Elemental

Angered
Tree Sprites

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10

15

20

25

30

EarthElemental
Theearthelementaleruptsfromtheground,crumblingandreformingasitstridestowardsyou.

3rdlevelblocker
Initiative:+3

RockFist+8vs.PD8damage
Naturalevenhit:12damage

C: Gravel Spray +8 vs. AC (1d3 nearby enemies)6damageandthetargetis dazeduntil theend of its


nextturn

Earthwalk: Instead of walking, an earth elemental merely sinks back into the ground and reemerges
somewhereelsenearby.Thismovementcannotbeintercepted.

Reinforce: Instead of attacking, an earth elemental can use a standard action to physically merge with
another of its kind until the start of its next turn. The reinforced elemental gains +2ACandany damage is
splitbetweenthetwocomponentelementals.

AC19
PD17HP45
MD12

Angeredtreesprite
Black,sootyskinandglowingredeyesrevealthenatureofthesefoulcritters.

2ndlevelmook
Initiative:+7

VileTouch+7vs.PD5negativeenergydamage

AC18
PD16HP9(mook)
MD12
Mook:Killoneangeredtreespritemookforevery9damageyoudealtothemob.

6.5Brokencaravan.
The party encounters the remnants of a recent caravan travelling the New Road. A sign that the party is
travellingintherightdirection.

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Two large cargo wagons are broken and overturned on the side of the road. Dozens of crates, bags, and
loose items are strewn about the ground. At least half a dozen dead bodies are scattered amongst the
debris.Threemenaresiftingthroughthewreckageandcargo.Oneofthemhasanopenscrollinhishands.

The trio of surviving caravan members asks the party for help in delivering the goods to the wood elf
community, travelling together for safety. They agree to split the profits in exchange for assistance. The
caravan was due to deliver goodsfromSanta Corato acommunityof wood elvesthatlive on theoutskirts of
the Wild Wood close to New Port. Unfortunately the caravan was attacked by earth elementals andtimber
wolves(thesurvivorswillbekeentopointoutWolvesMADEOFtimber!)

The three men identify themselves as Borack, Timuren, and Gareth. Borack is the one holding the scroll
whiletheothersaresiftingthroughthecargo.

In reality, the merchants are escaped prisoners from the crashed island who have taken the
identitiesofcaravanmembersthattheyhaveslain.

The reality of the situation is that a small merchant caravan full of wines from Creel was enroute to deliver
them to a wood elf community when the island prison crashed in the Wild Wood. A large chunk of hit the
road (see 6.2 Now and again, and again) and the shockwave of magic energy rippled along the road,
overturningonewagon,disengagingtwohorses,andcausingdamagetobothvehicles.

As the merchants were attempting to make repairs to the wagons, they came under siege by a pack of
hungry wolves. Two of the merchants managed to scare off the wolves with fire, but not before their
comrades were slain. The prisoners came upon the scene as the wolves were retreating into the deep
woods. They took advantage of the situation, surprising the beleaguered and grieving merchants, and killed
them.

Regardless if the characters were prisoners or guards at Darkskye, they each have a chance to recognize
the three men for what they really are.Ifno one thinkstoquestionthe identity of the threemen,they have a
harder time of recognizing them for being prisoners. Guards have a baseDC 20chanceofrecognizing them
and prisoners have a base DC 25 chance of recognizing them. If they think to question their identity and
want to make a skill check on their own, give thema +5bonus.Otherwise rollfor themin secret. Note that
theprisonersalsohavethesamechancestorecognizetheadventurersforwhotheyareaswell.

Examiningthedeadbodiesreveals
Noneoftheslainindividualshadweaponsofanykind.
Allslainindividualsexcepttwodiedbynumerousviciousbites.Someofthebitemarksseemtobe
infectedwithapurplishsubstanceoozingfromthewound.
Theothertwo,bothmale,havenobitemarksofanykind.Ifexaminedcloser,itisrevealedthatthey
sufferedfatalblowstothebackofthehead,probablyfromalargerockorheavyweapon.

If the party approaches openly, Borack noticesthem and calls out to them in the friendliesttone thathe can
muster, but attempting to maintain the impression that he is grieving. Borack and his companions are not
skilled fighters or adventurers and are not capable of challenging the adventurers. Borack has decidedthat
hecanstrikeadealwiththeadventurerstohisbenefit.

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Hello,friends.Wehavecomeunderattackandourpeopleareslainandourcommission
threatened.Canyouofferusanyassistance?Wewouldbeinyourdebt.

Theysawanopportunityandareseizingitfortheirownpersonalgain.Transportingthecargotothewoodelf
communityontimetoreceivepaymentisclearlygoingtorequirehelpfromtheadventurersandtheyknow
that.SeeTheScrollbelowformoreinformation.

Iftheprisonersarediscoveredforwhotheyreallyareandarethreatenedbyadventurerswhowereguards,
theyattempttoflee,butshouldbeeasytoroundupifpursued.

IftheadventurersandBorackagreetostrikeadeal,Borackexplainsthewoodelfcommissionandthefast
approachingdeadlinetocollectonit.Theyneedtoworktogethertocobbletogetherpartsfromonecargo
wagontorepairtheothercargowagon,repackalltheinventory,andgetunderwayquickly.Goaroundthe
tableandhavetheplayersdescribetheirindividualefforts.

Optionally, the adventurers can simply scavenge the cargo for their own uses and ignore the commission
altogether. In that case, the map to the wood elf community is also a map heading out of the Wild Wood
andtowardsNewPortandtheyllwanttofollowthatroutenomatterwhattheirplansare.

TheScroll
ThescrollinBorackspossessionhasallofthefollowinginformationonit:
The commission from a nearby wood elf community (called Crows Leigh) that outlines the details
of a trade agreement. The merchants were to deliver their goods (finewines) by a specificdate and
timeforfullpaymenttobeissued.Thattimeisrapidlyapproaching.
A complete inventory of items to be delivered. Includedaresome exotic items suchaspotions and
oils.Mostlyfinewines.Thereare7potionshere,andthreeoils.
Amaptoawoodelftown,whichisalsoamapoutoftheWildWoodandtowardsNewPort.

If the party sticks around the some oftheslainindividuals rise upas undeadand attack the party.If you are
pressedfortimeyoumayskipthis,orreducetheHPoftheundeadto10HPeach.
*Burningthebodiesafterdiscoveringthepurpleoozeinfectionpreventsthiseventfromoccurring.

Needlesstosaytheescapedprisonerswillnotjoininthefight.
Instead they feign wounds. They are content to let the undead and the adventurers fight it out. Hey, they
mightgetluckyandanadventurerwilldieandtheycanlootthebody.

(If you need to fight the living antagonists use the Human Bandits from page 85. It will be a quick fight
againstthethree,thetrioofne'erdowellswillprefertofleethanfacehotjustice).

AngryCorpseFightChart
Number of
PCs

Angry
Corpse

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AngryCorpse
Ven...genceshall...be...ours.
2ndleveltroop[undead]
Initiative:+1
Vulnerability:holy

Grabandbite+7vs.AC6damage
Natural16+:Thetargetisgrabbed.

Headshot: A critical hit against an angry corpse deals triple damage instead of the normal double damage
foracrit.

AC15
PD13HP60
MD9

6.6Outofthewoods.
After a days of travelthepartyarrivesat thewoodelf community.Dependingon how thingsshook out in6.6
this is either deliver the caravan goods or just as a well needed rest and last stop on their way out of the
WildWood.

With a startling suddenness theWild Wood ends.The mightyriverknown as the Grandfatheris spannedby

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a mighty bridge. On thissideof the bridgeis the townof Crows Leigh,awoodelftown shelteredamong the
roots of the ancient trees. On thefarsideof the bridgeis the humanvillageofTilgateand the rolling fields of
tilth that stretch on towards New Port. In the verydistance the mastsofships can bebe glimpsed sailingin
FullcatchBay.

If the party acted in the High Druids best interests throughout Wyrd of the Wild Wood then they
are welcomed by the elves. The elves feed them, and the owner of thelocal tavern (the tavern is
called The Green King) refuses payment. This encounter becomes a reward where they are
praisedfortheiractions,andadmirerspresentthemwithgifts.

BUT if the party deliberately tried to harm the WildWoodtheelves seemwelcoming at first,butonce the
party is inside The Green King tavern the High Druid aligned wood elves will lock the doors and attack the
party.Afightensues.

If the party turns up with the caravan and attempts to trade the wood elves will realize what is happening
(they are familiar with the traders) and will attempt to throw the adventurers andthetrioofconvictstrying to
masqueradeastradersintotherivertodrown.Afightensues.

Its possible that the party may avoid the wood elf community altogether and head directly out of the Wild
WoodtoTilgate.Thatisfine.
FightChart
Number of
PCs

Elven
Archers

Elven
Fighters

Woodland
Creatures

10

10

15

Woodland Creatures (and maybe secretly druids)


Dogs, foxes, deer, falcons, rabbits. Rather tougher and smarter than normal.
1st level mook [beast]
Initiative: +5
Teeth and Talons +6 vs. AC5 damage
Leaping! Jumping! Flying!: Woodland creatures are able to leap, climb or fly around most

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physical obstructions.

AC 15
PD 14 HP 6 (mook)
MD 11
Mook: Kill one woodland creature mook for every 5 damage you deal to the mob.

Elven Archer
Elven archery is a thing of beauty until youre on the end receiving end of it.
2nd level archer [humanoid]
Initiative: +5
R: Longbow +7 vs. AC8 damage
Even miss: Reroll the attack with a -2 penalty.
Shortsword +7 vs. AC6 damage
Natural 14+: The elven archer pops free.

AC 17
PD 14 HP 36
MD 14

Elven Fighter
The only thing faster than their feet are their blades.
2nd level troop [humanoid]
Initiative: +3
Elven Sabre +7 vs. AC7 damage and the fighter gets a +2 to its next attack
Natural 16+: The target makes a Quickstep Strike (below) as a free action.
Quickstep Strike +6 vs. PD3 damage, and the target becomes engaged with a different
nearby ally.
Special: This attack is only used when triggered by Elven Sabre.
Two-weapon warrior: Elven fighters reroll the first natural 2 of each attack.

AC 18
PD 16 HP 38
MD 12

6.7ToNewPort!
Thisis the playerschancetogivethesecharactersanarrativesendoffforthetime
being...

What scars do the adventurers carry with them out of the WildWood?Let the playerstellyou their
stories.
WhodotheadventurerssuspectedofcrashingtheflyingislandintotheheartoftheWildWood?
WhatisthefirstthingthateachcharacterdoeswhentheygettoNewPort?
What does the party do with their knowledge of the existence of the Green Realm? Will creatures

page79/97

from the Green Realm haunt their dreams or will the party attempt to exploit the Green Realm for
personalgain?
Ask each player what happens to their character next, then narrate back what happened next to
theircharacteraddingdetailsthattieitintotheironeuniquethingandbackgrounds.

This is the end of the adventure. These characters will have a chance to reappear as heroes in future
adventures,butfornowtheirstoryisover.

Thank the players for being great. IfyouenjoyedGMing forthe group(and wehopeyoudid)then
letthemknow.

Askforfeedbackontheadventure,andon13thAgeingeneral.Wewanttohearwhatyouthink.

andfinallyTHANKYOU.

Appendix 1: Temporary Magic: Potions, Oils, and


Runes.
Playerscanpurchaseorfindtemporarymagicitemsduringtheadventure...

Item

Cost

Effect

Healingpotion

50gp

Recovery+1d8hp(max30hpofhealing)

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Resistancepotion

100gp

Resist16+againstonedamagetype

Oil

100gp

+1(seeoilchartinthecorebook)

Rune

150gp

+1(seetherunechartbeloworinthecorebook)

RandomRuneEffectonArmor
0120ThebonusalsoappliestoPD
2140ThebonusalsoappliestoMD
4160ThebonusalsoappliestobothPDandMD
6180As4160,andyoucanrerollonefailedsavewhiletheruneisactive
81100Youcantakeyourfirstrallythisbattlewithaquick
action(ifyoucanalreadyrallywithaquickaction,theactionisfree)
RandomRuneEffectonWeapon
0120+4bonustoopportunityattacks
2140Weapongainsanenergydamagetypesuchasfire,cold,
etc.,anddeals+1d4damage(champion:+2d6epic:+5d6)
4160+4attackbonusonfirstroundofcombat
6180Weapondeals+1d10damagewhileescalationdieis3+(champion:+4d6epic:+3d20)
81100Rerollonemissedattackrollwithweapon
RandomRuneEffectonSpellcastingImplement
0120+1additionalattackbonusifspellhasonlyonetarget
2140Implementgainsanenergydamagetypesuchasfire,
negativeenergy,etc.,anddeals+1d4damage(champion:+2d6epic:+5d6)
4160+1additionalattackbonuswithdailyspells
6180+1additionalattackbonusifspellhasmorethanonetarget
81100Rerollonemissedattackrollwithimplement

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Appendix2:Cheatsheet.
Conditions
13th Age uses the following conditions. You can only be affected by the sameconditiononce at a time for
example, if two effects would daze you, the worst one affects you and you ignore the daze portion of the
lesser effect. Similarly, penalties from these conditions dont stack. If youre both weakened and stunned
youonlytakea4penaltytoyourdefenses(plusotherdifferenteffects).
Confused: You cantmakeopportunityattacks oruseyourlimited powers. Your next attackaction will bea
basic or atwill attack against at least one of your nearby allies, usually determined randomly. If you dont
have any nearbyallies, you eitherdo nothingmuch or,at the GMsoption,act in astrange confusedmanner
thatsuitsthestory.
Dazed:Youtakea4penaltytoattacks.
Fear:Feardazesyouandpreventsyoufromusingtheescalationdie.
Hampered: You can only make basic attacks, no frills. You can still move normally. (Fighters and bards,
that also means no flexible attacks. Monsters, that means no triggering special abilities forspecific attack
rolls.)
Helpless: If youre unconsciousor asleep, youre helpless anda loteasier to hit. While helpless, you takea
4penaltytoalldefensesandyoucanbethetargetofacoupdegrace.
Stuck: You cant move, disengage, pop free, change your position, or let anyone else move you without
teleporting.Yourenototherwisepenalized,necessarily.
Stunned:Youtakea4penaltytodefensesandcanttakeanyactions.
Vulnerable:Attacksagainstyouhavetheircritrangeexpandedby2(normally18+).
Weakened:Youtakea4penaltytoattacksandtodefenses.

SkillCheckDCs,Trap/ObstacleAttackBonuses&ImpromptuDamagefor2ndLevel
Characters
Degreeof
Challenge

Skill
CheckDC

Trapor
Obstacle
Attack
Rollvs.
AC/PD/MD

Impromptu
Damage
(SingleTarget)

Impromptu
Damage
(Multiple
Targets)

Normaltask

15

+5

2d6or3d6

1d10or1d12

Hardtask

20

+10

3d6

1d12

Ridiculously
hardtask

25

+15

4d6

1d12or2d8

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Appendix3:MagicItems.
Remembertomentionthatitemsarealiveandhavepersonalities,sothatcharactersusing
magicitemscanhavepersonalityquirksiftheywish.Ifyouhavemoreitemsthanyourlevel,
youritemstakeoverandyoubecomeavehiclefortheirpersonalities!
ChainArmorofIronWill

SuppleBootsofthe
SlipperyEel

ElvenCloak

The steel links of this heavy chain


armor have an opalescent quality that
reflects light around the wielder in a
splayofmutedcolors,whichsome
claim represent the gods dominions.
Whatever the case, the armor does
bolster the mental defenses of its
wearer.

These soft boots are made from the


skin of the giant black eels that live
among the Wake Islands in theMidland
Sea. The eelskinsoles are surprisingly
resilientandsurprisinglyslick.

Each elven cloak, often called a


forestfold cloak, is said to be sewn
by the handmaidens of the Elf Queen
and holds the memory of her forest
courtwithinitsthreads.

+1ACandMD.

+1todisengagechecks.
AddyourDexteritymodifiertoyour
disengagechecks.

+1toPD.
Add+10tocheckstoremainhiddenin
natural
surroundings.

Quirk:Pronetoabstractspeculation.

Quirk:Lovespuns.

Quirk:Prefersthefinestthingsinlife
ofcourse,theyareelven.

HelmoftheUndaunted
Hero

ShieldofProtection

SymbolofGatheredPower

Those who have the will to follow the


Crusader can do anything, many of
their helms become imbued with their
endless courage. Many of them also
donthaveownersanymore.

This stout kite shield bearing the


likeness of the Great Gold Wyrm once
belonged a paladin who fought beside
theGoldinapastage.

This odd symbol has a different


precious gemstone forming each of its
threeprongs.

+1toMD.
Recharge6+(aftersaveroll):Atthe
startofyourturn,youcanrollasave
againstoneongoingsaveendseffect
asafreeaction.Make
therechargerollimmediatelyafteryou
usethepowerinsteadofduringyour
nextshortrest.

Defaultbonus:Increaseyourmaximum
hitpoints:by+4(adventurer)by+10
(champion)by+25(epic).

Enemiesengagedwithyoutakea1
attackpenaltyagainstyourallies.

Rechargewithfullhealup:Duringa
shortrest,youcanregainan
expendeddailyadventurerlevelspell.

Quirk:Favorstraditionalbattlehymns.

Quirk:Tendstootherswithtoomuch
familiarity.

Quirk:Onetrackmind.

WeaponofVengeance

HaughtyWeapon

PotionsandOils

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Thisbrutallookingweaponoozes
emotionalviolenceandanger,andits
obviousthatitssoledesignistoharm
others.Thesimplebuteffectivestyling
isacommonelementamongthe
barbarianweaponsmithswhocreate
suchweaponstofightfororagainst
theOrcLord.

Twotypesoftheseweaponsare
knowntohavebeencreated:those
designedfortheimperialsoldiers
againstthecreaturesoftheWild,and
thosedesignedfortheservantsofthe
WildagainsttheagentsoftheEmpire.
Ineithercase,theseweaponsare
highlyeffectiveattakingdownenemy
leaders.

Not as permanent asatruemagicitem,


butalso lesslikely to posses youorget
you killed by others who seek your
precioustreasure.

[MeleeWeapon]
+1bonustoattacksanddamage.
Whileyouarestaggered,youdeal
+1d6damagewithattacksthathit
usingthisweapon.

[RangedWeapon]
+1bonustoattackanddamage.
Whenyouhitanenemywiththis
weapon,ifits
themostdangerousfoeinthebattle(or
tiedfor
mostdangerous,GMsassessment),
youdeal
+1d3pertierdamagetoit.

(standardactiontouse):
Healingpotions(2):Healusinga
recovery+1d8hp
PotionofFireResistance:Gainfire
resistanceforrestofbattle.Attacker
mustrollnatural16+orfireattackdeals
onlyhalfdamage.
MagicOil+1:Untilendofbattle,an
itemoilisappliedtogainsa+1bonus.
Forarmor:+1AC.Forweaponor
implement:+1toattackanddamage.

Quirk:Quicktotakeoffense.

Quirk:Challengesotherstoimprovised
contests.

Appendix4:Bonusmonstergroups.

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BANDITS
Use these monsters ifthePCsrunacrossbanditsoriftheyendupfightingsoldiers.Witha1to
hitanddamagetheyworkwellasrowdytavernpatrons.
BanditFightChart
Number of PCs

Human Bandit

10

12

Bandits
Fugitives from the imperial law, these humans are desperate and dangerous.
1st level troop [humanoid]
Initiative: +3
Spiked club +5 vs. AC4 damage
Natural even hit or miss: The thug deals +6 damage with its next attack this battle.
(GM, be sure to let the PCs know this is coming, its not a secret.)

AC 17
PD 14 HP 27
MD 12

SPIDERS
Use these monsters if the PCs need to fight a natural enemy, if they are enemies of the Elf
Queen,orjustbecausespiders.

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SpiderFightChart
Number of
PCs

Giant Web
Spider

Hunting
spider

Spider
Hatchling

10

10

10

Spider Hatchling
Urgh! They are coming out of the eggs!
0 level mook [beast]
Initiative: +0
Needle-like fangs +5 vs. AC3 damage
Wall-crawler: A spider hatchling can climb on ceilings and walls as easily as it moves on the
ground.

AC 14
PD 13 HP 5 (mook)
MD 11
Mook: Kill one spider hatchling mook for every 5 damage you deal to the mob.

Hunting Spider
Your face is reflected in the many eyes of this hairy scuttling horror. It is as big as a cat!
2nd level wrecker [beast]
Initiative: +6
Bite +6 vs. AC8 damage
Natural 16+: The target also takes 1d8 ongoing poison damage.
Scuttle: A hunting spider can turn its own failed disengage check into a success by taking
1d4 damage.
Wall-crawler: A hunting spider can climb on ceilings and walls as easily as it moves on the
ground.

AC 17
PD 14 HP 34
MD 11

Giant Web Spider


The vile thing stalks slowly across the web-covered cave towards you. You can see its
innards pulse through its transparent chitin.
Large 2nd level blocker [beast]
Initiative: +4

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Bite +7 vs. AC5 damage, and 5 ongoing poison damage
Natural even hit: The target also takes 2d6 ongoing poison damage if its dazed or
stuck.
C: Web +7 vs. PD (1 or 2 nearby enemies in a group)3 damage, and the target is dazed
until the end of the spiders next turn
Natural 18+: The target is also stuck until the end of the spiders next turn.
Wall-crawler: A giant spider can climb on ceilings and walls as easily as it moves on the
ground.

AC 17
PD 16 HP 68
MD 12

GNOLLSANDDEMONS
Use these monsters ifthe PCs seem to beenemies of the Diabolist, or if theyre on thesideof
the High Druid or even the Crusader, or ifyouwantthemfighting demoncultists.Thisisatough
little fight if you get the feeling that the PCs are gonna have trouble or you are short on time,
subtractagnollsavage.
GnollsandDemonsFightChart

page87/97


Number of
PCs

Gnoll
Savage

Gnoll Ranger Gnoll War


Chief

Imp

GnollSavage
3rdleveltroop[humanoid]
Initiative:+7

Spear+7vs.AC10damage

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target
dealshalfdamage.

R:Thrownspear+6vs.AC8damage

AC19
PD16HP42
MD13

GnollRanger
3rdlevelarcher[humanoid]
Initiative:+9

Handaxes+6vs.AC(2attacks)6damage

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target
dealshalfdamage.

R:Longbow+8vs.AC8damage

Naturalevenhitormiss:Thegnollcanmakeasecondlongbowattack(nomore)asafreeaction.

Quick shot: When the gnoll ranger is unengaged and an enemy moves to engage it, roll a d20. Onan 11+,the
gnollrangercanmakealongbowattackagainstthatenemyasafreeactionjustbeforebeingengaged.

NastierSpecials{{Usethisifthefightseemstooeasy!}}

Bloodfury:+1d10meleedamageifthegnolloritstargetisstaggered.

AC18
PD17HP46
MD14

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GnollWarChief
4thlevelleader[humanoid]
Initiative:+8

Heavyflail+9vs.AC14damage
Naturaleven hit ormiss:Thetargetismarkedfordeathuntiltheendofthebattle, all gnollattacksagainst
thetargetgainanattackbonusequaltotheescalationdie.

Pack ferocity: If more than one gnoll is engaged with the target, each gnoll melee attack that misses that target
dealshalfdamage.

AC20
PD17HP56
MD14

Imp
Abatwingedballofchaoswithatastefortorturewhereotherdemonswouldchoosetoslay.
3rdlevelspoiler[demon]
Initiative:+8

Festeringclaws+7vs.AC3damage,and5ongoingdamage

R:Blightjet+7vs.PD7damage,andthetargetisdazed(saveends)
First natural16+eachturn:Theimpcanchooseone:the targetisweakened insteadofdazedORtheimp
canmakeablightjetattackagainstadifferenttargetasafreeaction.

Curse aura: Whenever a creature attacks the imp and rolls a natural 15, that creature takes 1d10 psychic
damage.

Flight:Impsarehardtopindownbecausetheyfly.Notthatfastorwell,but youdonthavetoflywell to fly betterthan


humansandelves.

AC20
PD13HP40
MD16

LIZARDMENWORKINGFORTHETHREE
Use these lizardmen as the monsters if the PCs could be enemies of the Three,orenemiesof
theHighDruidinaplacethatcivilizationisviolentlyunwelcome.
LizardmenFightChart
Number of
PCs

Giant
Lizardman
Dragonman Savage

page89/97

GiantDragonman
Large3rdleveltroop[humanoid]
Initiative:+5

Bighonkinclub+7vs.AC18damage
Miss:Halfdamage.

Breathin fire: Instead of disengaging, the dragonman can breathe as a quick action +9 vs. PD (each
enemyengagedwiththedragonman)1d6firedamage,andthedragonmanpopsfreefromthetarget.

AC19
PD16HP90
MD12

page90/97

LizardmanSavage
You might think that they stickwiththetraditional stoneweapons oftheir ancestors as a form of conscious
ancestorworship.Butactuallytheyjustlikethewaystonesoundswhenitsgoingthroughbone.
2ndlevelwrecker[humanoid]
Initiative:+6

Stonetipspear(orclub)+7vs.AC7damage
Natural 16+: The lizardman savage can make a bite attack against the target or another creature
engagedwithitasafreeaction.

[Special trigger] Bite +7 vs. AC5 damage, and the lizardman savage can make a ripping frenzy attack
againstthetargetasastandardactionduringitsnextturnifitsengagedwiththattarget.

[Specialtrigger]Rippingfrenzy+9vs.AC(3attacks)5damage

R:Thrownspear+6vs.AC5damage

AC17
PD16HP32
MD12

page91/97

ORCS
Fight orcs if the PCs seem to be enemies of the Orc Lord or if the PCs are allied with the
EmperororDwarfLordorifyouwantmonsterswhocouldbetryingtowreckmostanything.
Thisisaneasyfightatthe4PCand5PCthresholdstomakeittoughliketheotherfights,add
anotherberserkerorthrowinalizardmanorwhatevermakesyouhappy.

OrcFightChart
Number
PCs

of Orc
Berserker

Orc Shaman Orc Warrior

OrcBerserker
2ndleveltroop[humanoid]
Initiative:+5

Greataxe+7vs.AC8damage

Dangerous:Thecritrangeofattacksbyorcsexpandsby3unlesstheyarestaggered.

Unstoppable: When an orc berserker drops to 0 hp, it does not immediately die. Ignore any damage in
excess of 0 hp, roll 2d6, and give the berserker that many temporaryhit points.No other healingcanaffect
theberserkerorgiveitmoretemporaryhitpoints:whenthetemporaryhparegone,theberserkerdies.

AC16
PD15HP40
MD13

OrcShaman

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2ndlevelleader[humanoid]
Initiative:+5

Spear+6vs.AC6damage

Dangerous:Thecritrangeofattacksbyorcsexpandsby3unlesstheyarestaggered.

R: Battle curse +7 vs. MD (1d3 nearby enemies)4 psychic damage, and for the rest of the battle,
meleeattacksbyorcsdeal+1d4damageagainstthetarget(noncumulative)

AC18
PD12HP36
MD16

OrcWarrior
1stleveltroop[humanoid]
Initiative:+3

Jaggedsword+6vs.AC6damage

Dangerous:Thecritrangeofattacksbyorcsexpandsby3unlesstheyarestaggered.

AC16
PD14HP30
MD10

UNDEAD
Use the Undead ifthe players seem like enemiesoftheLich Kingorifyoujustfeellikewatching

page93/97


themfightundead.AstheadventureinvolvestheLichKingtheseareperfectmonsters.
UndeadFightChart
Number of
PCs

Ghoul

Newly Risen Zombie


Ghoul

12

Ghoul
Theyhungeronlyforwhattheyusedtobe.
3rdlevelspoiler[undead]
Initiative:+8

Vulnerability:holy

Clawsandbite+8vs.AC8damage
Natural even hit: Thetarget is vulnerable (attacksvs. it have crit rangeexpandedby2) to attacks by
undeaduntiltheendoftheghoulsnextturn.

Poundofflesh:Theghoulsclawsandbiteattackdeals+4damageagainstvulnerabletargets.

Infectedbite:Anycreaturethatisslainbyaghoulandnotconsumedwillriseasaghoulthenextnight.

AC18
PD16HP36
MD12

NewlyrisenGhoul
Newlyslain,barelyconscious,terriblyhungry.
2ndlevelmook[undead]

page94/97


Initiative:+5
Vulnerability:holy

Scrabblingclaws+7vs.AC3damage
Natural 16+ The target is vulnerable (attacks vs. it have crit range expanded by 2) to attacks by
undeaduntiltheendoftheghoulsnextturn.

Pound of flesh: The newlyrisen ghouls scrabbling claws attack deals +2 damage against vulnerable
targets.

AC17
PD15HP9(mook)
MD11
Mook:Killonenewlyrisenghoulmookforevery9damageyoudealtothemob.

Zombie
Brains...
2ndleveltroop[undead]
Initiative:+1

Vulnerability:holy

Rottingfist+7vs.AC6damage
Natural16+:Boththezombieanditstargettake1d6damage!

Headshot:Acriticalhitagainstazombiedropsitto0hp.

AC15
PD13HP60
MD9

Credits
Authors:
RyvenCedrylle,EdKabara,ASHLAW,LaurenceMingoa,QuinnMurphy,TommyScott

LeadDesigner/Editor:

page95/97

ASHLAW
SpecialthankstoDanielSplitterandAaronRoudabushwhoaidedwithproofreading.

Artists:
LeeMoyerandAaronMcConnell
(AdditionalartbyASHLAW,basedontheworkofLeeMoyerandAaronMcConnell)

page96/97

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). AllRights Reserved. 1.
Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content (b)"Derivative Material" means copyrighted material includingderivative
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Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of theCoast, Inc Authors Jonathan Tweet, MonteCook, SkipWilliams,
basedonmaterial byE. GaryGygax andDave Arneson. 13thAge. Copyright 2012, Fire Opal Media Authors Rob Heinsoo,JonathanTweet,basedonmaterial byJonathanTweet,Monte Cook, and
Skip Williams. Pathfinder RPG CoreRulebook. Copyright 2009,Paizo Publishing, LLC Author:Jason Bulmahn, based onmaterialby Jonathan Tweet, Monte Cook,and Skip Williams. Castles &
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