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Page 1 A Tales of the 13th Age, in two parts, for characters of level 5 to 6 By ASH LAW

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A Tales of the 13th Age, in two parts, for characters of level 5 to 6 By ASH LAW

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The Feast of Gold

Ah – The Feast of Gold. Everywhere celebrated slightly differently, but everywhere celebrated. Most

celebrants remember the Great Gold Wyrm’s victory over darkness with feasting and drinking and song,

but even some monstrous races observe the festival with their own unique perspectives– especially

kobolds.

Here’s a short guide to the festival as it might be celebrated throughout the Dragon Empire in the

campaign you’re all sharing in Organized Play. As with most 13th Age traditions, there’s room for other

equally valid celebrations!

In Axis the highlight of the winter feast is a candlelit tour through the Archmages’ ice palace, where

magical surprises and gifts entertain the young and young at heart. In the streets adults set up tables and

offer hot mulled wine and mugs of soup to strangers, as illusions dance overhead.

In Santa Cora and the surrounding lands there are no magical ice palaces, but labyrinths are drawn on

the ground for children to walk instead. Priests and priestesses wait at the center to hand out wrapped

presents to those that walk the narrow winding paths.

The other important difference between Axis and Santa Cora is that in Axis, antlers are worn by

revelers, and they carry fiery whips to ‘chase out the darkness.’ In Santa Cora, children are encouraged to

drive out the darkness by shooing away dancers with antlers who represent the darkness. Quite what the

antler-bedecked High Druid makes of this is not known.

In the dark Wild Wood the celebrations are simpler and more primal – big fires in the night, dripping

fat from roasting meat, and heavy dark ale.

In the Elf Queen’s domain the elves of all three races gather around sacred trees that have their roots

in the dark caverns of the Silver Folk and reach branches towards the stars. When the holy stars of the

Carierrath constellation rise above the forest’s canopy the elves begin a song that lasts until the sun’s rays

change the colors of the night sky into day. The voices of the whole elven nation lifted into joyous chorus

to greet the rising of the mid-winter sun can bring a tear to the eyes of even the dwarves.

In Drakenhall the Feast of Gold is celebrated ironically. Children go from door to door acting out

plays mocking the Great Gold Wyrm, playing tricks and singing rude songs. For the adults of Drakenhall

the festival is a time for drinking and revenge. The enforcers of the law (such as it is) turn a blind eye to the

many murders that take place, the masked feast an excuse for doing dark deeds. Surprisingly this seems to

help keep Drakkenhall intact, acting as a release of pressure and allowing the city to stagger drunkenly into

the new year with the air cleared of lingering grudges. The dark narcotic wine made from the midnight-

blooming flowers kept by The Blue is given freely to all, the more drink that flows the less blood is spilled.

Many a potential victim of vendetta has found that a shared bottle of the Blue’s wine mends broken bridges

and prevents loss of life. Some years the Blue stands on a balcony and gives a speech to the gathered

crowds.

The dwarves celebrate the coming of Grandfather Time, a mystical figure who carries a pair of axes

and travels with nine beautiful horned maidens. Grandfather Time, the dwarves swear, is real— he can

walk through walls, crush rock into diamond with his powerful fists, and any weapon turned against him

turns to rust. According to the dwarves his horned maidens scourge oathbreakers and the lazy, but reward

those that obey tradition with gifts of strong gold-flecked drink and rich fruit cake. Every year the Dwarf

King chases, catches, and wrestles Grandfather Time to win yet another good year for the Dwarves, and

after Grandfather Time is pinned to the floor he and his maidens join the king in distributing gifts to the

needy. To point out that the whole celebration is accompanied by drinking and feasting goes without

saying – these are dwarves!

After missteps early in his career, the Crusader is wise enough to recognize that his celebration

belongs to the Great Gold Wyrm, for now. The Crusader’s forces hold great feasts. They don’t make a

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point of toasting the Great Gold Wyrm, but they might get around to it if there is enough to drink. By the

Crusader’s decree, followers of the Wyrm are welcome at his table this day.

The Orc Lord is of two minds. By default, orcs appear to have no idea that the rest of the world is

celebrating a festival. But when your campaign wants something weird to happen, the Orc Lord will

decide that anything the other icons can do he can do better. . . and with MORE POWER! The Feast of Gold

in the lands the Orc Lord controls would be a time of chaos, feasting, and confusion. Perhaps individual

orcs will display their gold during this time, giving it away to prove how wealthy and successful they are.

The point is not to bring joy by distributing your gold chains, but to be seen as so powerful that one can

afford to give away treasures. It probably won’t catch on. But the Orc Lord’s Feast of Gold, when it really

happens, won’t be something anyone will forget.

The paladins of the Great Gold Wyrm somberly celebrate their devotion to the icon, remembering in

deep-voiced song the sacrifices that the golden dragon has made to keep the world safe. While others may

play at chasing away the darkness they themselves keep the forces of evil at bay by strength of arms. For

those who march under the golden banner it is a time to reflect upon those that have sacrificed all, and to

give small gifts of appreciation to their comrades and loved ones.

In Shadowport the people celebrate with a festival of lanterns and crystals. They stroll around,

admiring the glass decorations on houses as the golden light from their lanterns illuminates their faces.

Groups of singers stand on corners competing to be the loudest and most tuneful, alliances of groups

shifting as smaller groups harmonize to drive larger groups away from their turf. The mock-war of songs

echoes running street battles of previous ages, and the groups of singers are named after long-dead rioters.

Dark fur cloaks and bright-painted half-masks adorn stilt-walkers, jugglers, and fire-eaters as they pass

through the crowds clowning and tumbling. (Alternatively, some suspect that most of the citizens of

Shadowport who ‘matter’ are somewhere else, because the only true way to celebrate the Festival of Gold

is with another city’s gold. . . .)

An adventure for levels 5-6 This adventure is pitched for characters of levels 5-6. In general 6th level characters will have the best time

of it, so I advise starting the group out there. However, the adventure is flexible and you can go a level

higher or lower, depending on how tough you like things.

Starting out at 5th level Groups that are 5th level should level-up to 6th by the end of the first session. The first session will be tough

for 5th level characters, but not unduly so.

Starting out at 6th level Groups that start at 6th might find the encounters in the first session a bit easy, so GMs should feel free to

give monsters +1 to +3 to hit during the 1st session.

Mixed groups It is the usual practice that groups of adventurers will all be the same level. If you are playing in a store

and have a group that is a mix of levels (5th to 6th) then do not give monsters any bonuses. Instead level up

any 5th level characters to 6th at the end of the first session.

Single session Part 1 and part 2 of this adventure are both about 2 hours long. If you want to run this as a single-session

seasonal adventure that’s cool too.

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The Feast of Gold part 1: It’s beginning to

look a lot like kobolds.

1.1 Prelude/Introduction.

The adventurers find themselves in Glitterhaegen in winter, at the start of the festival known as the Feast

of Gold. Start by discussing with the players why their characters are in town. Encourage players to link

together their reasons for being in town, and to say how their characters know other members of the party.

Look for character backgrounds that match up and suggest links between the party members.

Whatever the reason the characters have for being in town, their main business in town is now concluded

and has given the adventurers a reason to be together. If nothing else suggests itself, then the adventurers

have found lodgings together in one of the only inns in the city (at this time of year the rest of the inns are

full).

Here are some ideas that link to other adventures:

2nd level adventures Shadow Port Shuffle

You are in town to sell some ill-gotten gains, or heroically gained loot. Start the adventure with an extra

2d20x10 gp.

Wyrd of the Wild Wood

You were in town to meet with some druids, to discuss events related to the fall of Darkskye. The High

Druid has heard of a flying island called Vantage, and wants to know if you have information on its

location. Start play with a free ‘6’ positive result with the High Druid when you first roll relationship dice.

Quest in the Cathedral

You have just met with bishop Sidney from the Cathedral, who thanks you for your aid in locating the

missing Oracle. The bishop blesses you: gain a free reroll that you can use in the first session for any skill

check.

Crown of the Lich King

You heard rumors of the dead rising in Glitterhaegen. While the rumors proved to be false, you are still on

your guard against the supernatural. In session 2 you gain +1 to defences against the undead.

3rd level adventures Fungaloid Infection

You are in town to meet a twygzog emissary of the fungaloid ‘people’. The meeting itself left you confused,

nothing discussed made a lot of sense but the emissary gave you a champion-tier healing potion for your

trouble.

The Folding of Screamhaunt Castle

A rich merchant invited you to a party so you could tell your tale of being trapped in the haunted castle.

Telling the tale seems to have helped put your mind to rest, at least for now: gain +1 to MD for this

adventure.

Tower of the Ogre Mage

A coven of witches has purchased the tower, and wanted to interview you as to its condition when you left

it. You passed a pleasant evening in fine company, and were given 3 runes for your trouble.

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Omenquest

Kobolds have been seen near Glitterhaegen, and the merchant’s guild has hired you to set traps. You

haven’t caught any kobolds, but are aware that they are lurking somewhere. Start with an extra 1d20x10

gp, and your crit range against kobolds expands by 1 during session 1 of the adventure.

4th level adventures (the Orc War trilogy) Wrath of the Orc Lord

The Elf Queen’s Enchantment

Domain of the Dwarf King

You are in town to rest and recuperate. The merchants of Glitterhaegen hail you as a hero, and erect a statue

in your honor. It is a small statue, and not in a very prominent place, but it is a statue and it makes you

look quite heroic. Gain +2 to any skill checks during this adventure where being a publically known hero

might help the situation.

5th level adventures Three Hearts Over Glitterhaegen

You have returned to town after your recent adventures. Those that you have aided are grateful to you,

and have seen to it that you have comfortable lodgings while in the city. During one short rest in which

you could conceivably return to your lodgings you may maximize your recovery dice.

6th level adventures Escape from the Diabolist’s Dungeon

You have fled to Glitterhaegen to attempt to forget your recent trials and the terrible things that you have

seen. The Diabolist sends you a gift: a champion tier magic item. You pick the item.

The Crusader’s Fist

You have returned south to rest, after your adventure in the Chuulfen. The Crusader sends you a gift: a

champion tier magic item. You pick the item.

You can find links to these other adventures here

Don’t 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

story complication.

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A map of a section of Glitterhaegen, glistening in winter snow.

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1.2 The kobolds on the roof. The adventurers are sat in a tavern, the Bell and Noose, enjoying the start of the Feast of Gold. A light

dusting of snow is falling on the streets outside, but inside the tavern the fire is roaring, the mulled wine is

flowing freely, and a swamp-drake is roasting on the open fire, flames leaping in an occasional draft.

Go around the group and ask each player to describe how their adventurer is enjoying the festivities, and

what part they are taking in them. After each player in the group has described their character’s actions in

the tavern, have each player in turn roll a wisdom-based skill check (giving a -2 penalty to anybody who

has described their character as over-indulging). The highest-rolling character notices a kobold on a rope,

a kobold that has been lowered by its companions from a hole cut in the roof. Hey, that’s where the draft is

coming from! The kobolds are ‘fishing’ for purses, jewels, weapons, and so on. Each adventurer, with the

exception of the highest-rolling character, discovers that their pockets have been picked.

Seeing that their perfidy has been discovered, the kobolds yank their friend back onto the roof and set off

running in all directions. As the adventurers stare up through the hole or out into the street they can see

kobolds on a lot of nearby rooftops, this is a whole tribe out to rob the city! In the street, lurking in the

shadows, a kobold lookout gives an owl hoot and is hauled up with a pulley to the rooftop of the shop that

he was acting as lookout for. If the adventurers intend to catch the kobolds, they’ll need to climb out of

the hole and onto the roof.

Trouble-shooting the adventure

Supposing the adventurers refuse to give chase? Well, in that case the kobolds return later,

and go fishing again. Until the kobolds are dealt with they will continue to be a menace.

As the adventurers chase the kobolds onto the roof half the kobolds turn to face the adventurers and

fight, while the other half flee.

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Number of

PCs

Kobold

Bravescales

Kobold

Shadow-

Warriors

3 3 10

4 5 10

5 7 10

6 9 10

7 11 10

Kobold Bravescale These iron-clad woad-painted kobolds don’t run away from

danger!

5th level blocker [HUMANOID]

Initiative: +9

Spear +12 vs. AC—16 damage

Natural roll is above target’s Dexterity, and the

fight is on a rooftop: The target is shoved off of

the rooftop: 2d12 damage and the target pops

free and must save or spend its next move

action re-entering the fight far away from any

kobolds.

Disciplined maneuver: If the escalation die is 3+ and this

creature has at least two bravescale allies in the battle,

whenever an enemy moves to engage the bravescale, it

can make a spear porcupine attack against that enemy as a

free action.

Spear porcupine +11 vs. AC—10 damage

Lock shields: For each other kobold bravescale next to the

bravescale or engaged with a creature that this

bravescale is engaged with, the bravescale gains a +2

bonus to AC (maximum of +4), and each enemy engaged

with the bravescale takes a –2 penalty (maximum of –4)

to disengage checks.

AC 23

PD 18 HP 55

MD 14

Loot! Beating the kobolds not only gets the

adventurers their gear back, but also gets

them 1 champion tier oil per kobold

bravescale defeated. If the fight is going

poorly for them the kobolds might try to

bargain: their escape in exchange for the oils.

Kobold Shadow-

Warrior Stealthy kobolds with color-changing skin, they climb the

walls like lizards and strike from the shadows.

5th level mook [HUMANOID]

Initiative: +9

C: Throwing star +15 vs. AC (one nearby enemy)—7

damage

C: Stinging dust +12 vs. PD (up to 2 nearby enemies

in a group)—5 damage, and the target takes a –1

penalty to attacks until the end of its next turn

Elusive: If a shadow-warrior hasn’t been attacked since

the end of its last turn, it can spend all of its actions on

its turn to disappear from sight (remove it from play as

it gets into position). At the start of its next turn, it

reappears (dropping down from the ceiling or

springing out of cover and re-entering play) and can

make an elusive strike attack as a standard action.

C: Elusive strike +19 vs. AC (one nearby

creature)—18 damage

Evasive: Kobolds take no damage from missed attacks.

Wall-crawler: A kobold shadow-warrior can climb on

ceilings and walls as easily as it moves on the ground.

AC 20

PD 13 HP 14 (mook)

MD 17 Mook: Kill one kobold shadow-warrior mook for every

14 damage you deal to the mob. Apply damage to

shadow-warriors using the elusive ability last (or

ignore that damage)

Rooftop battle: Adventurers or kobolds who roll a 1 on an attack roll must save (11+) or make a skill check

(DC 20) to avoid slipping off the roof. Those who slip off the roof take 2d8 damage (it would be more but

piles of snow act to cushion the fall). Those who fall must use their full turn to climb back onto the roof,

unless they have some skill or ability that suggests rapid ascents from streets to rooftops, in which case it

is a move action to get back to the roof.

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The kobolds have picked the rooftop to make their stand.

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1.3 Hark! Silver bells. The adventurers are approached by Master Wilger Terrell, a representative of the Glitterhaegen Guild of

Merchants. Wilger tells the adventurers that Glitterhaegen has suffered from a spate of thefts, with daring

kobolds ‘fishing’ from rooftops among the Feast of Gold crowds. The city guards are unable to prevent the

thefts: the crowds hamper them getting to the kobolds before they are whisked off back to the rooftops,

and the guard are unable (and unwilling) to fight kobolds on the snowy rooftops of Glitterhaegen when

they do catch them.

Normally the guild would not trouble adventurers of such caliber as the heroes with mere kobolds, but

these kobolds have become bold and risk ruining the festivities for the city. The guild has set up bells on

rooftops to alert their guards to the kobold’s presence… all the adventurers have to do is chase the kobolds

off once they hear the bells.

Trouble-shooting the adventure

Supposing the adventurers refuse to help out? Well, in that case nobody is doing anything

about the kobolds and the adventurers will face the kobolds pick-pocketing them yet again.

Once the adventurers agree, describe the scenes in the streets of Glitterhaegen. Sellers of hot cakes call out

from their carts on street corners, revelers spill out of taverns, families gather around street performers and

musicians, and everybody is huddled up against the cold.

The adventurers are stymied in their kobold-hunting activities by the fact that they are in crowded streets

listening out for bells, with tiny bells also being part of many reveler’s celebratory winter outfit. This is

somewhat of a freeform skill challenge. Have each player describe what they are doing to detect the

kobolds, tell you the consequence to them if they fail, and have them then roll an appropriate skill check.

If the consequence given by the player involves risk of harm to them (falling off a roof, slipping on

ice, burning themselves while standing on a hot-chestnut seller’s cart) then the DC is 20 and if they

fail they take 4d6 damage of an appropriate damage type.

If the player states that there is no real negative consequence to failure the DC for the skill check is

25, and if it is failed then the next character faces a DC for their skill challenge that is 5 higher.

Once everybody has rolled and the party has accrued at least 3 successes the party spots the kobolds. If

the party has not yet accrued 3 successes then the kobolds have not yet been spotted and the party must

keep looking (and keep rolling). Encourage each player to come up with new ways to hunt the kobolds

down—if they just keep doing the same thing over and over increase the difficulty by 5.

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1.4 Kobolds we have heard on high. Once the party has spotted the kobolds, the chase is on! The kobolds race across the rooftops, trying to get

away from the adventurers, and the adventurers take to the rooftops and give chase.

This is now a more structured skill challenge. Each player in turn must narrate how they help to pursue

the kobolds, and make an appropriate skill check using an appropriate background, with a DC as

determined by the below chart. When a player succeeds move one place upwards on the chart, but a failure

moves the group one place down. Start where the chart says ‘Start...’

End! The kobolds have

been caught! You have the kobolds! Proceed to the fight in section 1.5

DC 30 You almost have the kobolds cornered!

Just a little further and you’ll have them!

DC 25 The kobolds use one of the attacks listed below this chart to try to throw off

pursuit. You are keeping pace with the little monsters!

Start DC 20 The kobolds use one of the attacks listed below this chart to try to throw off

pursuit. They really don’t want to give up their loot.

DC 20 The character making the skill check takes 3d4 damage from minor bumps

and scrapes that occur during the rooftop chase.

DC 25 The kobolds use one of the attacks listed below this chart to try to throw off

pursuit. They have almost escaped.

End! The kobolds have

escaped! Return to section 1.3 and try looking for the kobolds again.

At various points on the chart above the kobolds make attacks. Use one of the attacks listed below, as

seems appropriate to you based on the situation.

Caltrops Crossbow Stink-pot Thrown

blades

Caltrops +10 vs AC (1d3

adventurers)— 2d10

damage from punctured

feet and falling off roofs.

Crossbow +10 vs

AC— 4d6 damage Stink-pot +20 vs PD

(1d3 adventurers)—

2d12 poison damage

Thrown blades +15

vs AC (1d3

adventurers)— 3d6

damage

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What is it with Kobolds and rooftops?

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1.5 Oh come, all ye kobolds. At last the adventurers have caught up with the kobolds. However, the kobolds have called for re-

enforcements during the chase. The kobolds, backed into a corner and protecting their ill-gotten gains to

the last, make a last stand.

If the adventurers are so beat up from chasing the kobolds that it looks like they might lose the fight then

they PCs can always choose to flee. They will have scared away the kobolds and prevented further crime,

but will not recover the bulging sacks of loot that the kobolds are carrying around.

Number of

PCs

Kobold

Sewer-

Wizard

Kobold

Dragon-

Soul

3 2 1

4 2 3

5 3 2

6 3 4

7 4 3

Kobold Sewer-

Wizard Double-strength 6th level caster [HUMANOID]

Initiative: +9

Dagger of disease +9 vs. AC (2 attacks)—17 ongoing

poison damage

C: Filth spray +9 vs. PD (1d3 nearby or far away

enemies)—30 damage

Natural roll is above target’s Dexterity: The target

is blasted off of a rooftop, or into a wall, or

around a corner: 2d12 damage and the target

pops free and must save or spend its next

move action re-entering the fight far away

from any kobolds.

Miss: The target is hampered (save ends).

Evasive: Kobolds take no damage from missed attacks.

AC 19

PD 17 HP 110

MD 15

Kobold Dragon-

Soul These kobolds obtained dragon tears and drank them,

becoming more draconic. They have claws that drip with

acid, can fly using dragon-like wings, and can even spit out

globs of burning mucus.

5th level troop [HUMANOID]

Initiative: +10

Claws +10 vs. AC—17 damage

Natural even hit: The target also takes 8

ongoing acid damage.

R: Fire spit +10 vs. PD—18 fire damage

Natural even hit: If flying, the kobold can

remain in the air until the end of its next turn

if it would normally have to land at the end of

this turn.

Evasive: Kobolds take no damage from missed attacks.

Flight: A dragon-soul’s wings aren’t strong enough for

sustained flapping flight, but with a headwind and a

tall place to launch from it can glide for hours. During

battle, however, it must land at the end of its turn if the

escalation die is even (but see fire spit).

AC 22

PD 19 HP 70

MD 14

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The kobolds choose this building in a dead-end courtyard to fight in front of.

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1.6 The merriest time of the year. If the adventurers defeated the kobolds, then they get their pick of the contents of the kobold’s loot. Though

the city guard will come puffing through the streets soon, and will eventually find a ladder, there is plenty

of time to pocket valuables. Remind the players that their adventurers can purchase healing potions with

gold. The bulk of the loot is relatively worthless: purses full of low-denomination coins, hats and scarves,

freshly baked pies, citrus fruits, etc.

There is enough loot here for each party member to help themselves to 500 gp each, if they don’t feel like

handing it over to the city guard.

Regardless of who takes what, when the city guard arrive the adventurers are helped down from the roof-

top and a party is held at the guard-house for the adventurers.

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The Feast of Gold part 2: Let it snow.

2.1 Snowed in. It has begun to snow heavily, cutting off Glitterhaegen from the outside world. Travelers hurry into the

city, and those already behind its walls shelter from the snowfall. If new players or new characters are

joining the party this session, see section 1.1 for how to link them in to the ongoing story.

Regardless of how the adventurers know each other, those adventurers who were around for last session

have a common bond forged in rooftop fights and daring chases. Those adventurers who took part in last

session’s activities have had a chance for a full heal-up.

Don’t 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

story complication.

2.2 Dead of winter.

The party is weathering the snowfall in the Bell and Noose tavern, when they hear the sound of screaming

from the street outside. Three very large figures dressed all in white and wearing crowns are drifting down

the street, the snow churning under them as they hover above it. City folk who were out in the snow are

being dragged under it. Suddenly in through the windows of the tavern burst skeletal hands which drag

patrons from the tavern out into the snow and attempt to suffocate them under the white stuff!

All across the city the same scene is playing out, as supernatural snow-clouds block out the light and send

down thick obscuring snow. Screams echo from outside. (You can emphasize the fact that there are three

large white crowned figures moving in the blizzard, but the PCs will only end up having to fight one of the

kings this battle.)

If the adventurers debate what to do, they themselves are dragged out into the street by skeletal hands

made of ice.

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Number of

PCs

Ice

Skeleton

Winter

King

3 20 1

4 30 1

5 40 1

6 50 1

7 60 1

Realistically only 6 ice skeletons can

attack each adventurer at any one time…

but see their chill aura ability.

Ice Skeleton 5th level mook [UNDEAD]

Initiative: +9

Frost bite +10 vs. AC—9 damage

Chill aura: Add 1 cold damage to all ice skeleton attacks

for each unengaged ice skeleton, up to a maximum of

+10. Resolve all ice skeleton movements before rolling

their attacks.

Snow-burrowing: When you move to intercept an ice

skeleton roll a save (11+), if you fail you do not intercept

the skeleton and it may keep moving.

Fire burns: These creatures always take double damage

from fire attacks. If you would normally do double

damage, it becomes triple damage.

AC 21

PD 15 HP 18 (mook)

MD 15 Mook: Kill one ice skeleton mook for every 18 damage

you deal to the mob. Apply damage to shadow-warriors

using the elusive ability last (or ignore that damage).

Winter King Snow streams off its pale white form

8th level wrecker [UNDEAD]

Vulnerable: holy

Initiative: +10

Scepter of grave chill +13 vs. PD—5d10 cold damage,

and if any of the dice were 10s the target is stuck (save

ends).

C: Gaze of eternal winter +13 vs. MD (1 nearby or far

away enemy)—20 cold and psychic damage, and the

escalation die value is frozen at its current value for the

target (hard save ends).

Aura of cold: living creatures that do not resist cold

damage take 12 cold damage at the end of their turns if

they are engaged with the winter king.

Flight: More floating than flight, really.

Nastier specials

Cold snap: If you attack the winter king in melee and roll

below the escalation die value your weapon shatters

and is destroyed. Magical weapons get a save to avoid

shattering (adventurer tier item: 16+, champion tier: 11+,

epic tier: 6+).

AC 22

PD 18 HP 150*

MD 24 * When this monster ‘dies’ it just dissipates, unless an

exorcism has been performed at its tomb and the fight

takes place at the tomb.

Trouble-shooting the adventure: fleeing!

It is OK to flee from this fight. There is no downside to fleeing, except perhaps the

adventurers leaving some citizens of Glitterhaegen to die at the hands of the wintery undead.

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The streets are suddenly covered in deep snow, as the Winter Kings pass.

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2.3 Ghosts of feasts past. The adventurers, having defeated the skeletons (or fled from them), see the white figure disappear,

becoming snow and drifting away with the wind.

Back in the tavern the adventurers (and others from the tavern who were dragged outside by the skeletons)

are warmed by the fire, and the innkeeper and her wife set about boarding up the broken windows.

By the fire an old dwarf begins to tell his tale:

“Those thar be the Three Kings, or at leastwise one of ‘em. I’ve heard tell of ‘em when I was but a lad. They were lords

of this land, back afore the days of empire, an’ served tha one who is now confined to tha Necropolis. When tha wind

‘owls an’ tha snow falls an’ tha world becomes white they walk abroad, ghostly presences, but harmless...I’ve ne’er

heard of ‘em being this riled up. Sumpin’s got ‘em out o’ tha ground and walking abroad.”

The old man fixes the party with a hard stare…

“Sum’um needs to go up to Old Hill Cemetery an’ see to thar tomb. Maybe a group o’ adventurers, eh?”

The old dwarf’s name is Old Man Trollbeard, and he owns a cobbler’s shop a few doors down from the

tavern. He has a wealth of information about the city, as well as knowing many old tales involving ghosts,

fairies, hoards of dragons’ gold, and the like. He can draw the party a crude map to the ‘cemetery’ that he

believes holds the tomb of the Three Kings, but due to his age (and his desire to not be killed by skeletons)

he’ll opt to stay in the tavern if given the choice.

Trouble-shooting the adventure

Supposing the adventurers refuse to help out, or don’t go to Old Hill Cemetery? Well, in that

case nobody is doing anything about the ghostly kings and their skeletal minions, and they

will continue to molest the city. The snow will continue to fall, and Glitterhaegen will remain

cut off from the outside world. Eventually the kings will pass by the adventurers again, and

the adventurers will have to fight again (return to section 2.2). As the back of the 13th Age

rule book says: The World Won’t Save Itself.

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2.4 Let it snow. The adventurers find themselves out in the snow, trudging through the eerily silent streets towards Old

Hill Cemetery. The map that Old Man Trollbeard drew the party is a very good map, but the streets and

obscured by snow and familiar landmarks are hidden. Visibility in the snow is poor, and pretty soon the

party is lost.

This is a freeform skill challenge. The party must find their way through the city streets without freezing

to death or encountering stray skeletons. Have each player describe what they are doing to detect the

kobolds, tell you the consequence to them if they fail, and have them then roll an appropriate skill check.

If the consequence given by the player involves risk of harm to them (being dragged under the

snow by a skeleton, slipping on ice, frost-bite) then the DC is 20 and if they fail they take 4d6

damage of an appropriate damage type (probably cold damage).

If the player states that there is no real negative consequence to failure the DC for the skill check is

25, and if it is failed then the next character faces a DC for their skill challenge that is 5 higher.

Once everybody has rolled and the party has accrued at least 3 successes the party finds their bearings and

can reach the cemetery without further inconvenience. If the party has not yet accrued 3 successes then

they are still lost, and must keep going until they have found their way (and must keep rolling until they

have three successes). Encourage each player to come up with new ways to find their way through the

silent snow-covered city—if they just keep doing the same thing over and over increase the difficulty by 5.

2.5 Winter wonderland. The party has reached the cemetery, and discover it to be the center of the snow-storm that has enveloped

the city. The wind blows the snow clouds in a circle around Old Hill Cemetery.

A strange white glow emanates from a tomb of the Three Kings. The tomb has been recently desecrated,

and dead kobolds lie scattered around the tomb, together with the golden grave-goods that they attempted

to loot from the tomb. It seems that the kobolds broke the ancient seals keeping the angry winter ghosts

inside the tomb. It is obvious to the party that they must perform an exorcism, forcing the spirits of the

Three Kings back into their long-forgotten resting place.

This skill challenge involves getting 3 successes at a DC 30 skill check. Each failed skill check inflicts 3d10

psychic damage on the party; the one rolling the skill check can choose to take all 3d10 psychic damage OR

can choose to take 1d10 psychic damage and give 2d10 psychic damage to another party member. It is the

season for giving, after all.

Once 3 successes have been accrued by the party, move on to section 2.6

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2.6 Let nothing you dismay. The wintery ghosts of the Three Kings have been bought back to their tomb, but they are angry and will

not rest easily. It is up to the adventurers to pacify them… and by ‘pacify’ we of course mean fight.

Number of

PCs

Ice

Skeleton

Winter

King

3 0 3

4 5 3

5 15 3

6 25 3

7 35 3

Realistically only 6 ice skeletons can

attack each adventurer at any one time…

but see their chill aura ability.

Ice Skeleton 5th level mook [UNDEAD]

Initiative: +9

Frost bite +10 vs. AC—9 damage

Chill aura: Add 1 cold damage to all ice skeleton attacks

for each unengaged ice skeleton, up to a maximum of

+10. Resolve all ice skeleton movements before rolling

their attacks.

Snow-burrowing: When you move to intercept an ice

skeleton roll a save (11+), if you fail you do not intercept

the skeleton and it may keep moving.

Fire burns: These creatures always take double damage

from fire attacks. If you would normally do double

damage, it becomes triple damage.

AC 21

PD 15 HP 18 (mook)

MD 15 Mook: Kill one ice skeleton mook for every 18 damage

you deal to the mob. Apply damage to shadow-warriors

using the elusive ability last (or ignore that damage).

Winter King Snow streams off its pale white form

8th level wrecker [UNDEAD]

Vulnerable: holy

Initiative: +10

Scepter of grave chill +13 vs. PD—5d10 cold damage,

and if any of the dice were 10s the target is stuck (save

ends).

C: Gaze of eternal winter +13 vs. MD—20 cold and

psychic damage, and the escalation die value is frozen

at its current value for the target (hard save ends).

Welcome to the Tomb: Deal 2d10 negative energy damage

to any attacker whose attack roll against a winter king

fighting at the tomb is a natural 1-5.

Aura of cold: Living creatures that do not resist cold

damage take 12 cold damage at the end of their turns if

they are engaged with the winter king.

Flight: More floating than flight, really.

Nastier specials

Cold snap: If you attack the winter king in melee and roll

below the escalation die value your weapon shatters

and is destroyed. Magical weapons get a save to avoid

shattering (adventurer tier item: 16+, champion tier: 11+,

epic tier: 6+).

AC 22

PD 18 HP 150*

MD 24 * When this monster ‘dies’ it just dissipates, unless an

exorcism has been performed at its tomb and the fight

takes place at the tomb.

Trouble-shooting the adventure: fleeing!

If the adventurers flee from this fight head back to section 2.4 as they get lost in the city. It

will soon become apparent to them that the snow will not stop until something is done. The

citizens will prevail on them to defeat the undead, and will promise rewards (see section 2.7)

if the adventurers decide to take up the mantle of hero again.

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The kobolds did not survive opening the tomb; will the adventurers survive closing it?

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2.7 Glory to the adventurers! With a screech the Three Kings melt into ectoplasm, and seep back into their ancient tomb; the clouds part

and the snow-fall ends. Throughout the city the ice-skeletons collapse and shatter. Glitterhaegen is

blanketed in a thick shroud of snow, but the scene is one of peace, not terror. As the clouds part the sunlight

shines down upon Cemetery Hill. The people of Glitterhaegen venture outdoors, and it is obvious to all

that the adventurers are the heroes that have saved their city.

A huge party begins, celebrating the heroes. The guild of merchants shower the party with extravagant

gifts, and throughout the city people toast the names of the adventurers. A collection is taken up among

the people of the city to pay for a statue, and by sundown the adventurers find themselves sitting for a

sketch to be given to a sculptor to make a statue of them to stand next to the tomb of the Three Kings (whose

tomb is being repaired, and the grave goods respectfully placed back inside).

The adventurers have city-wide fame. Each adventurer must pick two of the following to receive as gifts

from the people of Glitterhaegen:

A champion-tier magic item, refitted by an enchanter so that it bears the likeness of the adventurer

upon it.

A charitable fund to be set up in their name, or an endowment for an orphanage or school or guild

training-house that will bear their name.

A large townhouse to live in, and a managed fund that will pay for its upkeep and a handful of

servants. The house and fund belong to the city, but the adventurer will never lack for comfort

while in Glitterhaegen again.

A yearly parade or feast in their individual honor (once the snow has cleared from the streets the

first such celebration will take place).

A street or a small park named after them, with their statue prominently placed.

A title: Sir, Lady, Baronetess (a female hereditary knight or “Dame”), etc. with an official epithet

“Slayer of Kings” or “Savior of the City”.

A triumphal archway or a city gate to be built honoring them.

One of the days of the week to be renamed after them. The people of Glitterhaegen can’t enforce

this right across the empire, but they can celebrate the heroics of the adventurer locally.

Ownership of a local tavern, whose previous owner died in the icy embrace of the Three King’s

undead minions. The adventurer gets free drinks, and a place to stay, and probably makes a small

profit (2d20 gp each month) from the running of the establishment.

The key to the city. Though a ceremonial honor in modern times, in medieval times this conferred

a host of freedoms and privileges including the right to go about armed, to pass without restriction

through city gates (hence the key), the right to vote in the elections of certain officials and to sit on

some city councils, the right to a silken rope (if executed by hanging) or sword (if executed by

beheading, instead of an axe), honorary citizenship (if the recipient was not already a citizen), the

right to enter certain guildhalls, the right to stand for some political offices, and other honors and

freedoms that are normally only available to a citizen of very high standing.

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2.8 Hail, smiling morn.

The day of the Feast of Gold dawns. All across the city the people of Glitterhaegen awake to

presents in their boots. Each of the adventurers find an epic-tier magic item stuffed into their

boots.

This concludes the adventure! The party are heroes of Glitterhaegen, with all the glory that entails.

Go around the table and ask each player what their adventurer celebrates the new day, and how they spend

the following new-year festival. Do a mini-montage to give closure to the adventure.

Thank the players for being great. If you enjoyed GMing for the group (and we hope you did) then let

them know.

Ask for feedback on the adventure, and on 13th Age in general. We want to hear what you think.

… and finally THANK YOU.

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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"). All Rights Reserved. 1.

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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors Jonathan Tweet,

Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 13th Age. Copyright 2012, Fire Opal Media; Authors Rob Heinsoo, Jonathan Tweet, based on material by

Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte

Cook, and Skip Williams. Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault, Mac Golden.

Kobold illustration by rich Longmore, adapted from the illustration in the 13th Age Bestiary by ASH LAW

Kneeling Cleric by Aaron McConnell and Lee Moyer, winterized by ASH LAW

Maps by ASH LAW

Adventure by ASH LAW, Edited by Rob Heinsoo

©2014 Fire Opal Media. All rights reserved. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and

are not Open Content: All trademarks, registered trademarks, proper names (characters, icons, place names, new deities, etc.), dialogue, banter and comments from Jonathan and Rob or ASH,

plots, story elements, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open

Content: Except for material designated as Product Identity (see above), the game mechanics of this Fire Opal Media game product are Open Game Content, as defined in the Open Gaming

License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. 13th Age is

published by Pelgrane Press under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast,Inc. 13th Age is a trademark of Fire Opal Media. ©2013 Fire Opal Media. All rights

reserved.