move 13th age pages from bss.zone to here
parent
a0e32b3523
commit
8547546a0a
|
@ -0,0 +1 @@
|
|||
.*.sw*
|
|
@ -0,0 +1,3 @@
|
|||
TITLE_SUFFIX = 'orb.moe'
|
||||
DEFAULT_PAGE_STYLE = 'dark'
|
||||
MARKDOWN_EXTENSIONS = ['extra', 'mdx_linkify', 'sane_lists', 'smarty', 'toc', 'tables']
|
|
@ -0,0 +1,30 @@
|
|||
Title: bss's Toughness
|
||||
|
||||
# bss's Toughness
|
||||
|
||||
The core Toughness feat seems to be a bit too weak, and I have yet to be at
|
||||
a table where anyone has taken it. I think this improves it.
|
||||
|
||||
> ### bss's Toughness
|
||||
|
||||
> ***Adventurer Tier:*** Increase your baseline hit points value by 1
|
||||
> (i.e., a wizard with bss's Toughness has the hit points of a cleric).
|
||||
> You cannot take both this feat and ordinary Toughness.
|
||||
|
||||
This feat makes the bonus hp increase linearly per level rather than non-linearly per tier, and
|
||||
grants more bonus hp overall. For example, assuming a barbarian with no
|
||||
CON mod (for simplicity):
|
||||
|
||||
*Toughness would grant 3 hp at level 1, for 14% (3/21) bonus hp, as would
|
||||
bss's Toughness. At level 4, the Tough barbarian would have 7% (3/42) bonus hp,
|
||||
but bss's Tough barbarian would still have 14% (6/42). At level 5, the
|
||||
Tough barbarian has 12% (7/56) bonus hp, and bss's Tough barbarian remains at
|
||||
14% (8/56) (and will throughout). At level 7, the vanilla Tough barbarian has
|
||||
only an 8% (7/84) bonus, at level 8 the bonus is 12% (14/112), and at level 10
|
||||
the bonus is back down to 8% (14/168).*
|
||||
|
||||
This also benefits lower-hp classes more than tanks. (Classes with 8 base hp
|
||||
very briefly get less hp from this feat, even.) Also, I think it's just easier to
|
||||
grok.
|
||||
|
||||
You are free to still take the core Toughness feat if you'd like.
|
|
@ -0,0 +1,89 @@
|
|||
Title: Clouds and Chimeras
|
||||
|
||||
# Clouds and Chimeras
|
||||
|
||||
## The Party
|
||||
|
||||
### Harve'i
|
||||
|
||||
### Sleznik
|
||||
|
||||
### Thorbert
|
||||
|
||||
## House Rules
|
||||
|
||||
* [bss's Toughness](../bss's-toughness)
|
||||
* [Influence Points](../influence-points)
|
||||
|
||||
## Play Notes
|
||||
|
||||
### Session 1
|
||||
|
||||
The party of Sleznik, Harve'i, Thorbert, Girael, and Tasha encounter goblins breaking into Rio's
|
||||
Curios, a shop of various magic trinkets and similar in the town of Highwind. Their particular
|
||||
target was a codex on the creation of dracoliches, which Rio was holding. A local necromancer
|
||||
desired the codex.
|
||||
|
||||
Killing the goblins and learning of the plot, the party decided to chase the goblins, while Rio fled
|
||||
(to the necromancer's) with the codex.
|
||||
|
||||
### Session... 11?
|
||||
|
||||
* They go back to the keep proper
|
||||
* Captain asks about the orb
|
||||
* Party plays dumb
|
||||
* Actually, Alex smuggled it in a centipede
|
||||
* They fail their bluffing to convince the captain they don't have it
|
||||
* **Noah uses Diabolist confilcted 6 to say that demons strike the outside
|
||||
of the keep as a distraction**
|
||||
* Demon stuff happening outside draws most of the attention out
|
||||
* ... but Noah is very obviously Diabolist-y now, and the guards attack!
|
||||
* Four guards and a captain and warmage attack, but the latter two flee
|
||||
* They kill (!) they guards.
|
||||
* They make it top side, see everyone fighting a big demon, and go the other
|
||||
way
|
||||
* If they're leaving the demon, they're making a grave mistake
|
||||
* They're kind of making an argument for the greater Crusader good which
|
||||
lets them avoid the demon
|
||||
* In an insane series of DM rolls, Thorbert can know any secret, and he
|
||||
thus suddenly learns the alchemical formula to the philosopher's stone.
|
||||
**I will provide this to Noah by next session.** (the life/immortality one)
|
||||
* **Noah Archmage conflicted 6** --- they pour flaming oil on the demon, and
|
||||
the wizard nullifies the fire resistance of the demon, so the demon is
|
||||
dead and the party helped. Yay!
|
||||
* Then they get the heck out of the keep.
|
||||
* Reminder: **Thorbert's orb is the one from Brandon's sidequest to give
|
||||
it to the PoS**
|
||||
* Harve'i figures out where they are now after they ride away --- **they
|
||||
are a bit north of of Foothold**
|
||||
* They started at Horizon, so they went some distance away. Magic!
|
||||
* They're thinking of making their way to Foothold and see if they can take
|
||||
a boat to the Midland Sea, and go from there to Shadow Port and/or
|
||||
Horizon.
|
||||
* They see an airship flying overhead after a couple days, the
|
||||
**[REDACTED]**'s airship, going back to the Crusader's keep to
|
||||
**[REDACTED]** (but they of course don't know that the
|
||||
keep is kinda in a bad shape right now).
|
||||
* Harve'i flies up there to see what's going on with them.
|
||||
* Harve'i says he's going to Horizon.
|
||||
* Guy says that there **has been weird sudden magical surges going on in
|
||||
Horizon, but they don't know why or didn't before they flew away.**
|
||||
* Harve'i takes his leave and flies away.
|
||||
* **Sleznik (The Three negative 6) somehow knows how to make airship
|
||||
engines.**
|
||||
|
||||
### Session 12
|
||||
|
||||
* They see weird animals as they go, Harve'i leads them further in
|
||||
* He was being pulled to the area by the forest, it felt like
|
||||
* They see the tree and go into it
|
||||
* marching order: Sleznik, Harve'i, Thorbert
|
||||
* Sleznik starts messing with one of the skeletons
|
||||
* Battle
|
||||
* Harve'i takes the fake gems, the ward is tripped
|
||||
* Sleznik loots the jars, 90 gp
|
||||
* Battle, with the ward
|
||||
* Harve'i's "nice" gems are laughing at him!
|
||||
* Harve'i/Thorbert feel the need to purge the place of its evil
|
||||
* Harve'i feels bad about the demon stuff... maybe that's why he wants
|
||||
to cleanse it.
|
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
|
@ -0,0 +1,76 @@
|
|||
Title: Crimson
|
||||
|
||||
# Crimson
|
||||
|
||||
I can't think of a better name so this one's just *Crimson*.
|
||||
|
||||
## Virtual Tabletop
|
||||
|
||||
The campaign's current battle map/whiteboard/etc. is in Foundry,
|
||||
and available at
|
||||
**[http://vtt.incorporeal.org:30001/](http://vtt.incorporeal.org:30001/)**.
|
||||
|
||||
## Characters
|
||||
|
||||
* Bug Zelig ([sheet](bug_zelig.pdf)) — human sorcerer,
|
||||
time traveler stuck in this age who befriended a hedgehog, conflicted
|
||||
w/Archmage, conflicted w/Diabolist
|
||||
* Ket Leto ([sheet](Ket-Leto.pdf)) — human rogue,
|
||||
sporadically says words or phrases in a long forgotten language, conflicted
|
||||
w/Emperor, conflicted w/Lich King
|
||||
* Khessir ([sheet](Khessir.pdf)) — dwarf fighter,
|
||||
famous captain who lost his memory, positive w/Dwarf King, conflicted
|
||||
w/Prince of Shadows
|
||||
* Orfo ([sheet](Orfo.pdf)) — human necromancer, failed
|
||||
clone backup of the Wizard King from before the First Age, conflicted
|
||||
w/Archmage, negative w/Emperor, negative w/Lich King
|
||||
* Toliver ([sheet](Toliver.pdf)) — pixie void caller,
|
||||
warrior from another dimension cursed by witch who lives on the moon,
|
||||
negative w/Archmage, conflicted w/Elf Queen, conflicted w/High Druid
|
||||
|
||||
## Character Generation
|
||||
|
||||
Character generation is by the book. See the resources below for classes and
|
||||
options and whatnot.
|
||||
|
||||
## Resources
|
||||
|
||||
Generally speaking, all the below sources are in with no/minimal review from me. If you find
|
||||
something you're interested in in another source, let me know, I don't mind using more
|
||||
content from third party books or homebrew or whatever.
|
||||
|
||||
* Classes
|
||||
* Core books are, naturally, 100% in:
|
||||
* **13th Age Core Rulebook** (*Barbarian, Bard, Cleric, Fighter, Paladin, Ranger, Rogue, Sorcerer, Wizard*)
|
||||
* **13 True Ways** (*Chaos Mage, Commander, Druid, Monk, Necromancer, Occultist*)
|
||||
* **Book of Demons** (*Demonologist*)
|
||||
* By the same authors, **13th Age Glorantha** has usable stuff that needs little/no porting:
|
||||
* Five new classes (*Berserker, Earth Priestess, Hell Mother, Humakti, Trickster*)
|
||||
* Five "transformation" classes, new takes on existing classes (*Orlanthi Warrior [Barbarian], Rebel [Rogue], Storm Voice [Sorcerer], Troll Warrior [Barbarian], Wind Lord [Fighter]*)
|
||||
* New options for the *Monk*.
|
||||
* **Dark Pacts & Ancient Secrets** is well-regarded, if you're interested (*Abomination, Fateweaver, Psion, Savage, Swordmage, Warlock*)
|
||||
* I haven't read **The Overworld and Beyond** yet, but it has a couple (*Realm-Walker, Void-Caller*)
|
||||
* Races
|
||||
* Core stuff's all in the **13th Age Core Rulebook** (*Humans, Dwarves, Half-Orcs, Elves, Gnomes, Half-Elves, Halflings, Dragonics, Holy Ones, Forgeborn, Demontouched*)
|
||||
* **13th Age Glorantha** has variant *Human* stuff, and especially weird *Ducks* and *Trolls*, which may make for templates for other monsters
|
||||
* **Dark Alleys & Twisted Paths** has more weird races that I haven't looked at yet, as does **The Overworld and Beyond**
|
||||
* Feats, Talents, etc.
|
||||
* Naturally, everything in the core books above is in
|
||||
* Likely, all the stuff in the other books above, too
|
||||
* **Dark Alleys & Twisted Paths** especially has various class options for all the non-Glorantha classes above
|
||||
* **Deep Magic** - a complex set of spellcasting talents for wizards and non-wizards alike, spell schools, and lots of spells
|
||||
|
||||
There are a couple more books and 'zines I've uploaded if people want to get
|
||||
really wild, but talk to me about those.
|
||||
|
||||
## House Rules
|
||||
|
||||
I haven't had much need to house-rule stuff yet, and we're going to try to
|
||||
do icon relationships by the book to start. If we have issues, we can try using
|
||||
either of my alternate rules to add some crunch to story-guide rolls, or to
|
||||
replace icons with something like Glorantha runes.
|
||||
|
||||
But, for now, icons and story-guide rolls as written in the core book. Here
|
||||
are the only things I have tweaked from the start:
|
||||
|
||||
* [bss's Toughness](../bss's-toughness)
|
|
@ -0,0 +1,66 @@
|
|||
Title: 13th Age
|
||||
Description: Organized content, campaign notes, and so on for the 13th Age roleplaying game.
|
||||
|
||||
# 13th Age
|
||||
|
||||
This page, and the pages under it, collect a variety of campaign notes, characters, other mechanical
|
||||
bits, and whatever else I end up dropping here for usage by me and my players, but if any of this is
|
||||
of interest to you as a random passerby, feel free to use it.
|
||||
|
||||
## Yacsra
|
||||
|
||||
The world of [Yacsra](yacsra/), bss's *yet another campaign setting, roughly assembled*, is a
|
||||
personalization and expansion of the Dragon Empire, 13th Age's deliberately open-ended
|
||||
meta-setting. The material that I've written or that my tables have come up with off the cuff
|
||||
should generally slot into published Dragon Empire source material, with few explicit overrides or
|
||||
replacements, and those things become part of Yacsra.
|
||||
|
||||
As much as it is just-in-time expansion of a campaign framework, Yacsra is inherently incomplete and
|
||||
subject to change. Nevertheless, current campaign setting information is organized in [Yacsra's main
|
||||
page](yacsra/).
|
||||
|
||||
### Campaigns in the World of Yacsra
|
||||
|
||||
These pages organize characters and other campaign notes for the groups themselves. Depending on my
|
||||
levels of organization and coordination, established truths generally move from these pages to the
|
||||
Yacsra campaign setting when they seem ready and appropriate for the "mainline".
|
||||
|
||||
The following campaigns are currently running, at my however-slow pace:
|
||||
|
||||
* [Clouds and Chimeras](clouds-and-chimeras/)
|
||||
* [Crimson](crimson/)
|
||||
|
||||
Currently-lost campaigns, before I started organizing things here under Yacsra, that nevertheless
|
||||
influenced it, or at least me:
|
||||
|
||||
* Sins of the Past, a time- and dimension-spanning Shadowrun-y 13th Age game that eventually became
|
||||
traditional fantasy anyway
|
||||
* Shards of Jade II, an especially off the rails adventurer mischief sandbox
|
||||
|
||||
## Other Characters
|
||||
|
||||
Other characters I've made for whatever reason:
|
||||
|
||||
* [Valon Amarathar](valon-amarathar) — for Alex's campaign, Seven Rings
|
||||
|
||||
## House Rules
|
||||
|
||||
I don't consider myself much of a game designer, but nonetheless I have added
|
||||
some house rules to the game. I will try to catalog them here, just in the
|
||||
event I reuse them or they are useful to someone else.
|
||||
|
||||
* [bss's Toughness](bss's-toughness)
|
||||
* [Influence Points](influence-points)
|
||||
|
||||
---
|
||||
|
||||
The following notice regarding the 13th Age Community Use Policy applies to this page and all pages
|
||||
under the <code>/13th-age/</code> directory:
|
||||
|
||||
*This website uses trademarks and/or copyrights owned by Fire
|
||||
Opal Media, which are used under the Fire Opal Media, 13th Age Community Use Policy. We are
|
||||
expressly prohibited from charging you to use or access this content. This website is not
|
||||
published, endorsed, or specifically approved by Fire Opal Media.
|
||||
For more information about Fire Opal Media’s 13th Age Community Use Policy, please visit
|
||||
www.fireopalmedia.com/communityuse. For more information about Fire Opal Media and 13th Age
|
||||
products, please visit www.fireopalmedia.com and www.pelgranepress.com.*
|
|
@ -0,0 +1,53 @@
|
|||
Title: Influence Points
|
||||
|
||||
# Influence Points
|
||||
|
||||
I am often faced with the problem of needing cues to improvise, and not
|
||||
always having the most creative uses of the core book's pre-session icon
|
||||
relationship rolls. Some players, to varying degrees, have the same dilemma,
|
||||
leading to story-guide icon relationship rolls going unused and
|
||||
forgotten.
|
||||
|
||||
This quasi-rule allows for some mechanical benefit to be tied to the
|
||||
rolls, useful in a pinch, and also more explicitly gives players some
|
||||
control over the story. (They already had this control, of course, but we
|
||||
might as well reassert it.) None of this is meant to replace or supercede
|
||||
the core book's suggestions on story-guide results.
|
||||
|
||||
> ## Influence Points
|
||||
|
||||
> Rolling 5s and/or 6s on the per-session story-guide icon relationship rolls grants
|
||||
> an advantage tied to the rolled relationship, to be treated as a resource
|
||||
> (perhaps even a physical resource, like a coin) granted
|
||||
> to the player for each 5 or 6 for them to spend as they see fit.
|
||||
> These results can be used very similarly to e.g. Savage Worlds bennies,
|
||||
> including but not limited to the suggestions below.
|
||||
>
|
||||
> These usages are for the players to cash in their points if the GM has
|
||||
> been slacking or if the player has a great idea of their own, but the GM
|
||||
> reserves the right to inform the player that they have other plans *this session* for a
|
||||
> particular roll that just haven't surfaced yet. Maybe both the GM's idea and
|
||||
> the player's idea both play out, or one cedes the floor to the other, or who
|
||||
> knows! Maybe different factions from the same icon start pulling the PC in
|
||||
> different directions with their now-public drama.
|
||||
>
|
||||
> **NOTE: you can also apply these effects to a willing ally.**
|
||||
>
|
||||
> * Obtaining a magic item or other favor, as per the core rules.
|
||||
> * Dramatic combat effect, e.g. +1‐+3 to attack, damage bonuses, and
|
||||
> the like. Auto-crit might be too much to ask, unless the drama *really*
|
||||
> calls for it.
|
||||
> * Grant yourself a reroll and take the better result on any d20 roll, or
|
||||
force an opponent to reroll and take the worse result.
|
||||
> * Redistribute the party's recoveries.
|
||||
> * Pass a death save as if you rolled a 20 — be sure to narrate
|
||||
> how personal and/or iconic energies let you shrug off death.
|
||||
> * Redirect the story — if you'd like the current events to be going
|
||||
> a different way, spend a point and narrate what happens instead. I'll
|
||||
> try to work with it.
|
||||
> * Establish a long-term truth — if you would like to, say, tie
|
||||
> your character to a quest for a powerful artifact, iconic goal, or
|
||||
> whatever, assert it as a fact of the world. Hopefully we won't leave
|
||||
> too many of these dangling.
|
||||
>
|
||||
> The normal uses of icon relationship rolls still apply.
|
|
@ -0,0 +1,60 @@
|
|||
Title: Spheres of Influence
|
||||
|
||||
# Spheres of Influence
|
||||
|
||||
As it turns out, every one of my games ends up reinterpreting icon relationship
|
||||
dice as instead relationships to the forces the icons represent, somewhat
|
||||
filing the icons themselves off of the mechanic and pushing them and their
|
||||
direct agents a bit further off-stage.
|
||||
|
||||
In light of this, I am attempting here to codify a replacement. It borrows
|
||||
heavily from **13th Age Glorantha**'s runes.
|
||||
|
||||
## Aether
|
||||
|
||||
The universe is a swirling aether of forces from which all reality has taken
|
||||
shape. Creation has been influenced by these forces — broken out into
|
||||
prominent spheres of influence — and their interplay as they ebb and
|
||||
flow. Whether the distant gods have created the spheres or are beholden to
|
||||
them is uncertain.
|
||||
|
||||
The vast majority of living things are not consciously aware of the one or
|
||||
more spheres that guide their being, and even the average sentient creature
|
||||
may only be able to generally observe the influence of the spheres on their
|
||||
life.
|
||||
|
||||
Prominent characters, including the PCs, are different, however. They are
|
||||
able to attune to the aethereal spheres, drawing on their power and using it
|
||||
to consciously and unconsciously shape the world. The most powerful of these
|
||||
beings may appear as avatars of the gods, or perfect champions of one sphere,
|
||||
or simply master manipulators of certain forces that make up the world.
|
||||
|
||||
## Spheres
|
||||
|
||||
Below is a list of the twenty primary spheres active in the game, and possible
|
||||
manifestations or examples of their influence on the world.
|
||||
|
||||
*Note:* use this table for rolling a random sphere, as per rune rules.
|
||||
|
||||
d20 | Sphere | Examples
|
||||
--- | --------- | --------
|
||||
1 | Air | Wind, the skies, disruption, rebellion, storms, wandering
|
||||
2 | Animal | Ferocity, instincts, might, speed
|
||||
3 | Chaos | Disorder, individual freedom, insanity, capriciousness
|
||||
4 | Darkness | Shadows, the underground, caves, concealment, mystery
|
||||
5 | Death | Death, separation, finality, loss
|
||||
6 | Earth | The terrestrial world, agriculture, solidity, strength, gems
|
||||
7 | Evil | Demons, devils, the abyssal planes
|
||||
8 | Fire | Flame, purgation, stars, passion
|
||||
9 | Good | Angels, archons, the celestial planes
|
||||
10 | Knowledge | Study, lore, secrets, seekers, writing
|
||||
11 | Law | Order, community, promises, oaths, punishment
|
||||
12 | Life | Growth, birth, plenty, love, food, spring
|
||||
13 | Luck | Randomness, fortune and misfortune, chance, omens
|
||||
14 | Magic | Magical effects, divinations, aberrations
|
||||
15 | Moon | Cycles, balance, winter, evening
|
||||
16 | Plant | Plant life, wild growth, forests, herbalists, autumn
|
||||
17 | Sun | Morning, light, summer, clarity
|
||||
18 | Trickery | Theft, subterfuge, deception, illusions
|
||||
19 | War | Battle, destruction, conquest, victory
|
||||
20 | Water | The sea, purity, healing, drowning, flooding
|
|
@ -0,0 +1,550 @@
|
|||
Title: Valon Amarathar
|
||||
|
||||
# Valon Amarathar (Wood Elf Ranger 3)
|
||||
|
||||
Valon Amarathar lives off the land, an adept ranger and hunter, and a believer in
|
||||
Leimikki, the Huntress, goddess of the Happy Hunting Grounds. His ethos focuses on a
|
||||
natural state of the world in the wild, but a state not completely at odds with
|
||||
civilization.
|
||||
|
||||
**Alignment, as a shortcut:** TN
|
||||
|
||||
## Build
|
||||
|
||||
### Ability Scores
|
||||
|
||||
| | Strength | Constitution | Dexterity | Intelligence | Wisdom | Charisma |
|
||||
|-----------------|----------------|--------------|------------------|--------------|--------|----------|
|
||||
| **Score** | 18 (Ranger +2) | 11 | 20 (Wood Elf +2) | 9 | 12 | 8 |
|
||||
| **Mod + Level** | +7 | +3 | +8 | +2 | +4 | +2 |
|
||||
|
||||
### One Unique Thing
|
||||
|
||||
The spirits of a previous age whisper in his subconscious. Sometimes, they're louder.
|
||||
|
||||
### Icon Relationships
|
||||
|
||||
* **Positive w/High Druid** (1) — the wild is the only true order, nature the only true
|
||||
law. All things in balance, and there's a lot that needs rebalancing by the sword.
|
||||
* **Conflicted w/Elf Queen** (1) — pleased to serve the Court of Stars, but by a permanent
|
||||
family seat, also knows where some of the bodies are buried.
|
||||
* **Negative w/The Three** (1) — that familial permanent seat in the court? Long line
|
||||
of *very* successful dragon-slayers.
|
||||
|
||||
### Backgrounds
|
||||
|
||||
* **World-walker** (4) — in his many years, Valon has traveled through countless areas and
|
||||
survived in all types of terrain, from the snowy wastes of the north to the
|
||||
hellholes that blight the land, finding ways to utilize any abundant or scarce environment.
|
||||
Even in the great cities of the Empire, Valon has learned to subsist and thrive on his own.
|
||||
* **Adept Jury-rigger** (2) — while not particularly bright or wise, *by the Golden Bow,
|
||||
he's got moxie*. Valon has a knack for creating makeshift contraptions and tools for the
|
||||
situation.
|
||||
* **Greenbark Holt Scout** (2) — before caught by wanderlust, Valon was a scout, lookout,
|
||||
and patrol in his home forest. The guard is renowned for their ability to bound from tree
|
||||
without making a sound, and it is rumored that the greatest of their ranks can make themselves
|
||||
unseen in any natural area.
|
||||
|
||||
### Health, Initiative
|
||||
|
||||
**Hit Points:** 35 hp; **Recoveries:** 8; **Recovery Dice:** 3d8+1; **Initiative:** +8
|
||||
|
||||
### Defenses
|
||||
|
||||
**Armor Class:** 18; **Physical Defense:** 18; **Mental Defense:** 12
|
||||
|
||||
### Attacks
|
||||
|
||||
* **Melee:** +8 vs. AC, 3d8+4+2 damage; 3 damage on a miss [d12s for damage if *harvest* was cast]
|
||||
* **Double Melee:** +8 vs. AC, 3d6+4+2 damage; 3 damage on a miss [d10s for damage if *harvest* was cast]
|
||||
* *Natural even hit or miss:* do it again
|
||||
* **Ranged:** +8 vs. AC, 3d8+5 damage; 3 damage on a miss
|
||||
|
||||
### Racial Power
|
||||
|
||||
* ***Elven Grace*** — start of each turn, roll a die (d6 to start), if equal to or lower
|
||||
than the escalation die, get an extra standard action that turn; each success bumps the
|
||||
die up a notch.
|
||||
|
||||
### Talents, Miscellaneous Feats
|
||||
|
||||
* **The Huntress's Blessing** [Ranger ex Cathedral] — choose a daily or recharge spell of
|
||||
level or lower from the cleric class, can change spell each full heal-up.
|
||||
* **Default: *harvest*** [*hammer of faith*] — daily, standard, close-quarters; until the end
|
||||
of battle, basic melee attacks use d12s as their base.
|
||||
* ***Adventurer Feat:*** can cast *heal* once per battle.
|
||||
* ***Will to Hunt*** [*heal*] — close-quarters, quick, 1/battle: myself or ally I'm next to can heal using
|
||||
a recovery.
|
||||
* **Double Melee Attack** — when using two one-handed weapons, can choose double attack
|
||||
before rolling the attack: weapon die drops a notch, if first attack is natural even, make
|
||||
a second attack as a free action.
|
||||
* **Lethal Hunter** — 1/battle, free action; choose an enemy (or mob of mooks), crit
|
||||
range on attacks against that enemy expand by 2 for the battle.
|
||||
* ***Adventurer Feat:*** crit range of Lethal Hunter attacks expands by 1 (to +3).
|
||||
* **Heritage of the Sword** — +2 damage to attacks with d6/d8 swords.
|
||||
|
||||
### Gear
|
||||
|
||||
* a *longsword of thunderbolts* — recharge 11+, roll d6 at the start of battle, when escalation
|
||||
die equals value, lightning from the sky deals 2d10 extra lightning damage on a hit
|
||||
* two longswords passed down from his father, not yet important enough to be named
|
||||
* a hand-crafted longbow, and enough arrows
|
||||
* some knives, because you always need knives
|
||||
* well-worn leather armor (light), occasionally repaired or reworked with the hides of beasts
|
||||
(monstrous or otherwise) he has killed
|
||||
* twine, some animal fat, extra hides worn as adornment, one bull's horn, various claws and nails,
|
||||
a bedroll, flint and steel, plants collected from his last time out on the trail, a pendant
|
||||
proving his Amarathar blood (it emits a high-pitched whine when worn by anyone else, which is
|
||||
annoying), a blindfold (not sure how he got it either), some candles, a couple torches, tanner's
|
||||
kit
|
||||
* 10 gp
|
||||
|
||||
## History/Notes
|
||||
|
||||
### Session 1
|
||||
|
||||
* Conflicted w/Elf Queen 6
|
||||
* Negative w/The Three 5
|
||||
|
||||
Kobolds led by Agamir (a powerful black dragon) attacks town where we are, learn afterwards
|
||||
he's after one of the Seven Rings - Spirit. Learn most of this from the priestess in town,
|
||||
Bridget Onderfield. She sends us to Valynn's tomb in order to retrieve the ring, with the goal
|
||||
of moving it out from where the dragon might be able to get to it. We can do whatever with the
|
||||
ring as long as the dragon doesn't get it.
|
||||
|
||||
Used the -Three 5 to buy us more time to get to the tomb under cover, but that's going to come
|
||||
with some serious ramifications later.
|
||||
|
||||
Used +Elf Queen 6 to talk our way past the guards in the tomb.
|
||||
|
||||
Killed some skeletons I think.
|
||||
|
||||
Used my incremental advance on next level's hp.
|
||||
|
||||
### Session 2
|
||||
|
||||
### Session 3
|
||||
|
||||
Vivian trying to find father, who is looking for demonroot to cure Vivian's possession.
|
||||
|
||||
Cultists moving in two weeks per Lich King relationships. Going to library to see if it's
|
||||
been taken over by Agamir's kobolds.
|
||||
|
||||
Used my incremental advance on Hertiage of the Sword feat.
|
||||
|
||||
### Session 4
|
||||
|
||||
To the library!
|
||||
|
||||
We get ambushed by kobolds, one is riding a bat!
|
||||
|
||||
We found a *sword of thunderbolts*! (Book of Loot p.36)
|
||||
|
||||
We are in the library trying to find the book to find info about the Seven Rings, we can't
|
||||
find the book immediately, I use ~Elf Queen 5 to say that the library has background with
|
||||
the court and I have a better idea of where the book is. We find six green books that
|
||||
could be *the* book, so we take them all.
|
||||
|
||||
Then, going to the other quest, to see if we can find Vivian's father, we get to a cave
|
||||
with an abandoned camp, and a demonic dire wolf attacks us
|
||||
|
||||
We decide to go to the Underdark thing later and go do the Kazamov's cult thing now.
|
||||
|
||||
### Session 5
|
||||
|
||||
**Conflicted w/Elf Queen 5**
|
||||
|
||||
We check in the quests, get our rewards, tell the guildmaster about the previous party
|
||||
going for the demonroot that seemed to have run off into the Underdark. Because we turned
|
||||
in the quests, we're guild members now! Yay!
|
||||
|
||||
*Also, the party has 1000 gp.*
|
||||
|
||||
Maybe the drow from the other adventuring party can help us, later, but for now we decide
|
||||
to stick with the plan to deal with Kazamov's cult whatever.
|
||||
|
||||
We go to the temple of Tyrn, going to set off a distraction in a town that lures the passing
|
||||
cultists out of their ransacked homes and come into an ambush set by Raynor's cavalry.
|
||||
|
||||
We get a wagon, some booze, fireworks, (including THE BIG ONE, as a signal to start the
|
||||
ambush), food, and we're ready!?
|
||||
|
||||
### Session 6
|
||||
|
||||
**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
|
||||
|
||||
Going into the Underdark to look for Gustov Eldt, father of Vivian
|
||||
|
||||
We decide to party up with the half elf (Blay), dwarf, drow (Idni), mushroom man party that we
|
||||
saw in the guild, and have them guide us through the Underdark to look for Gustov.
|
||||
|
||||
We start reading the green books from a while ago, we find a poem about the seven rings
|
||||
|
||||
General clues regarding with the location of the rings. A bookmark appeared, or something, maybe?
|
||||
|
||||
Blay Skycorn - half-elf with chakrams with the Priestess and the Diabolist on them
|
||||
|
||||
We enter the underdark caves, get split up and attacked by some sporriors and other mushroom guys,
|
||||
but we take care of them
|
||||
|
||||
More walking, small cavern with a pillar of stone, with a forgeborn very similar to Amalgam. it's A-1200!
|
||||
apparently Amalgam is A-001!? and A-1200 wants to destroy Amalgam!
|
||||
|
||||
After the battle, we learn of the fate of the other A-00X untis that the 1200 unit was hunting. Amalgam's
|
||||
got some interesting locations of other "defective" units that need to be destroyed/analyzed. Amalgam
|
||||
also has learned where the creators of A-1200 are.
|
||||
|
||||
locations:
|
||||
|
||||
* capital city
|
||||
* opposite direction
|
||||
* pirate city toward the coast to the east
|
||||
* kingdom near mountain rage away from the empire
|
||||
* went south, kept going
|
||||
|
||||
|
||||
Massive wide-open cavern with bioluminescence from mushroom stalks. they start worshipping Yakha
|
||||
as a deity or something, the head mushroom queen(?) indicates that the drow are working with
|
||||
Kazamov
|
||||
|
||||
Gustov and party were rescued from "plague bearers" and kept in a mushroom house
|
||||
|
||||
We check out the house, Vivian's real happy to see her dad
|
||||
|
||||
Oh shit though, it's very nearly a full moon
|
||||
|
||||
### Session 7
|
||||
|
||||
**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
|
||||
|
||||
**Incremental Advance for Level 3**, took Lethal Hunter Adventurer Feat.
|
||||
|
||||
We're helping the mushroom people with their migration, and then heading to the city of
|
||||
Corners. There's a cleric there that can maybe heal lycanthropy. closer to Corners
|
||||
than Kingsmouth
|
||||
|
||||
We get to Corners in late afternoon. it's the intersection of three nations, a hub town
|
||||
|
||||
We try to find a place to lock up Vivian for a bit while she does the whole lycanthropy
|
||||
thing. somewhere secure, etc. contacts bounce us around a bit, we find out about Grosh
|
||||
who is a monster collector or something, we'll maybe keep Vivian there? but also
|
||||
an arena.
|
||||
|
||||
Vivian's still on board but doesn't want to fight
|
||||
|
||||
Grosh offers to contain Vivian for a couple days if we get an escapee for him, Jackie.
|
||||
Can be found on the south side of town in a marsh!? Look for a lady with blackbird emblems
|
||||
in bars, is the most we have to work with
|
||||
|
||||
We find her, she was following us, she put the black feather in Yakha's book. so she knows
|
||||
about the rings, about the priestess, all that. seems like she wants to lead us to the
|
||||
Seven Rings
|
||||
|
||||
We pay someone... 200 gp? to go scout out what's going on in Grosh's place while we wait to
|
||||
meet up with Jackie.
|
||||
|
||||
Next time we'll try to find Bridget (from the first session) and see if she can help us with
|
||||
the demon curse
|
||||
|
||||
### Session 8
|
||||
|
||||
**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
|
||||
|
||||
We check out the place where Bridget has been staying, it's more like a refugee shelter
|
||||
|
||||
Cyrodin, the first town we came from, followed Cywin, god of cycles
|
||||
|
||||
1000 gp gold - 200 gp from the guy snooping around Grosh's = 800 gp
|
||||
|
||||
we are planning to spring Vivian by intercepting her after she is exited from the arena
|
||||
on the third day of her lycanthropy, and then take her and Bridget out of the town to
|
||||
perform an exorcism, and get the moon demon out of her
|
||||
|
||||
we spend 300 gp on five vials of quicksilver (for the party). Valon takes two right away
|
||||
in order to prepare for the exorcism
|
||||
|
||||
500 gp left
|
||||
|
||||
we break Vivian out, run into brass dragon Kaba, we free the various animals and we
|
||||
both go on our way.
|
||||
|
||||
we're going to fight the moon demon in the ritual next time, as it's a boss battle,
|
||||
so assuming that goes fine without anyone dying...
|
||||
|
||||
On to Blackanchor!
|
||||
|
||||
Jackie had a ship ready for us to go to Blackanchor, as she's going there as well. She's looking
|
||||
for the Ring of Water, but she thinks that she can also help Amalgam find what he's looking for
|
||||
|
||||
River!
|
||||
|
||||
we get 300 gp from the collar (to capture/escape Vivian) that we never needed, so Jackie sold it and
|
||||
gave us a cut.
|
||||
|
||||
### Session 9
|
||||
|
||||
**Positive w/High Druid 5**, **Conflicted w/Elf Queen 5**
|
||||
|
||||
we kill the moon demon! some blue gem flies out of it and flies to Vivian! and now we're
|
||||
level 3! we get a *ring of purity* from the loot!
|
||||
|
||||
We think Amalgam should take the ring, so he does
|
||||
|
||||
Last time, we learned about Ironbeard, and got flown out to his ship by Drake's wyverns, so now that the
|
||||
boss battle from last time has resolved, we're back to the present, on Ironbeard's ship.
|
||||
|
||||
Ironbeard is one of Amalgam's clones, but way more beat up and missing parts and junk
|
||||
|
||||
Using the conflicted Elf Queen 5 to learn more about what's going on with the Dwarf King and the
|
||||
amalgam forgeborn.
|
||||
|
||||
The forgeborn have something to do with the Emperor, maybe there's a collab going on there? Amalgam was
|
||||
in the imperial army, so why is the Dwarf King looking for all the others? Valen knows that the imperial army
|
||||
has been collaborating with the elven vassal state south of the empire, $NAME_HERE. Perhaps the Emperor and
|
||||
Dwarf King and this vassal state are amassing a giant army to expand his borders beyond Corners? Using the
|
||||
Forgeborn?
|
||||
|
||||
It's uncertain if the Emperor and Dwarf King are in cahoots, as it were
|
||||
|
||||
Large crabs on the beach where we land at Orc King's Eye. They are irongrasp crabs, they got their
|
||||
name from really good reflexes. They don't let go of swords, the jerks
|
||||
|
||||
As we make our way into the island, we fight some gnolls on a river
|
||||
|
||||
### Session 10
|
||||
|
||||
**Positive w/High Druid 5**
|
||||
|
||||
Ironbeard believes there's something on the island that others prefer him not to get, and he's
|
||||
thinking he (or some amalgam unit) needs to amalgamate with whatever the thing is that we find
|
||||
on the island. Not sure what it is, but we'll know it when we see it
|
||||
|
||||
Farley, our blink dog, says he doesn't like the island, there's some sort of weird dimensional feel
|
||||
to it. Yakha detects some sort of planar disturbance
|
||||
|
||||
There are gnolls guarding the entrance to a temple
|
||||
|
||||
We kill the gnolls, and start checking out the stairs into the temple
|
||||
|
||||
We start entering the temple, which turns out it's populated by somebody? Lit torches on the way in
|
||||
and everything. We get to the bottom, there's a large double door three statues --- one to the left,
|
||||
one above, one to the right. Each holding a bowl. Left = child, above = adult, right = old person.
|
||||
Sex and race of the statues shift as we look at them. Before the door is a fourth bowl with coins,
|
||||
pedestal reads "A fee must be paid to he who is most worthy". Under statues:
|
||||
|
||||
* child: give to me for I have the most potential
|
||||
* adult: give to me, I am the strongest of the three
|
||||
* elderly: give to me, I am the wisest
|
||||
|
||||
vivian puts a coin in the kid's bowl, nothing happens
|
||||
valon does the same for the adult bowl, nothing happens
|
||||
|
||||
**Positive w/Door Adult**
|
||||
|
||||
Door opens, we heard birds and stuff, step through to a different plane. Small garden
|
||||
with a giant pool. Amalgam starts entering the pool, finds a bunch of amalgam hands
|
||||
reaching out to him and stuff, while he grabs something, a disc, from the bottom. While
|
||||
that happens, the rest of the party gets attacked by a coatl, which we take care of
|
||||
after Valon opens up with 79 damage in a round
|
||||
|
||||
Amalgam plays the disc, gets vision of constructs worshipping a runic orb, then a cut
|
||||
to the room with the door and the statues, something where discs are inserted into the
|
||||
statues. Following that the orb gets brighter, in the vision, like an explosion or
|
||||
something? Amalgam and Ironbeard think it's some kind of weapon.
|
||||
|
||||
The tower in the vision looks like a wizard's tower from Xir'Katan, Ironbeard thinks.
|
||||
|
||||
Xir'Katan is a big desert country
|
||||
|
||||
### Session 11
|
||||
|
||||
**Positive w/High Druid 5**
|
||||
|
||||
Question of the day is how we sneak our way to out under the other pirate boat that is
|
||||
now near our boat. I can get a High Druid blessing in order to breathe underwater temporarily,
|
||||
the rest of the party doesn't need to breathe.
|
||||
|
||||
The High Druid water breathing ritual Valon does makes it so that he can hold his breath
|
||||
for a very long period of time... good enough
|
||||
|
||||
We all start going under the boat... Valon suddenly wants sushi
|
||||
|
||||
Sabotaging the rudder, Amalgam and Valon screw up the rudder enough that it won't work
|
||||
when they try to use it, and swim back to Ironbeard's ship, give the signal to our
|
||||
blink dog
|
||||
|
||||
The other pirates start shooting at us as we book it, and with the stealthy approach to the ship
|
||||
and our rudder sabotage, we make it out without any trouble, so we're on the open ocean again, but
|
||||
the giant forgeborn appears and is interested in how I got onto the ship. He recognizes my name,
|
||||
or at least my bloodline!? Something about killing two birds with one stone... He cares more about
|
||||
the amalgam units though.
|
||||
|
||||
He tries to get the amalgam units to "meet their maker", which doesn't sound great to anyone...
|
||||
seems to not like the idea of Amalgam having free will. Then combat starts
|
||||
|
||||
He seems strong, A1AN
|
||||
|
||||
Ironbeard dispatches A1AN with his ghost (!?) hook hand, so we're safe for now, we take a day and
|
||||
then decide to go to an island that Yakha's book wrote the coordinates of in the book. We make land
|
||||
fall, and find that it is a dinosaur island, and the wrecked *Phoenix*, which is a famous ship
|
||||
captained by a Salamander something or another. looks like he might have been transporting a
|
||||
dinosaur, or trying to catch one?
|
||||
|
||||
While we're checking out the ship, we notice there are other dinosaurs on the ship! a stegosaurus
|
||||
and some raptors or something
|
||||
|
||||
We take care of the ship, which was indeed carrying dinosaurs. nothing else in the hold, but we
|
||||
check out the captain's quarters, which has a journal!
|
||||
|
||||
* a journal
|
||||
* 50 "old looking" gp, don't recognized where they were minted
|
||||
* a lens, which makes the ship look like mint condition when Valon looks through it
|
||||
|
||||
people look normal through the spyglass, but if I look at the island, it does seem a bit different. Maybe
|
||||
trees are shorter, that kind of thing. I can look at places in the past?
|
||||
|
||||
if I look at where the fire on the island is, the smoke is gone, otherwise still jungle
|
||||
|
||||
Salamander's journal keeping habits are maybe not the best, but it looks like he looking to "return
|
||||
home" to place his misscelaneous notes in his actual journal. Dinosaurs were his scheme to make
|
||||
a bunch of money, was going to make money in Ivorenska, especially with the czar, who was
|
||||
trying to look for some kind of item. Salamander had a map to whatever this item is, the czar
|
||||
had a family relic key to get the key to the treasure in his map
|
||||
|
||||
We get to the source of the fire, clearing of burnt down trees, laying in it is a big, 20'-ish fire
|
||||
salamander or fire alligator or something? Sal Newton had a pet salamander, apparently, so it seems
|
||||
like maybe this is his pet?
|
||||
|
||||
We come across a caved-in cave, which we blast our way into with a bunch of Vivian's fireworks.
|
||||
there's not much in the cave, but we find a skeleton with a book. Another journal, this one with
|
||||
Sal's map in it. He writes that his ship crashed from a storm, he lost control of the dinosaurs, the
|
||||
t. rex chased him into the cave, and caused the cave in trying to reach Sal, and Sal just died there,
|
||||
starved to death. His salamander, small enough at the time, was able to crawl out of the rocks to
|
||||
freedom
|
||||
|
||||
The map's pretty good, pretty clearly lays out the Zirkatil treasure in Ivorenska
|
||||
|
||||
As we turn to leave the cave, we see a giant salamander, on its hind legs, towering over us, like
|
||||
it's thinking about us or something. Valon hides the map. the salamander is... kind of in the way
|
||||
of the exit.
|
||||
|
||||
It follows us, we try to get it onto the boat by making a makeshift raft, the raft kind of collapses,
|
||||
but Farley (the blink dog)'s teleport brought the salamander on board. So now we have Sal's Salamander
|
||||
for a ton of money
|
||||
|
||||
To Ivorenska, north around the bend of the continent!
|
||||
|
||||
### Session 11
|
||||
|
||||
**Incremental Advance (lvl 4): +1 to 3 ability scores**
|
||||
|
||||
**Positive w/High Druid 6**
|
||||
|
||||
We go to the czar's castle and decide to create the cover story that Yakha is a diplomat from
|
||||
the forest, in order to get in and try to get info regarding the key. We meet a forgeborn
|
||||
named Amy inside the castle, she seems... interested in us for some reason.
|
||||
|
||||
Anyway, the diplomacy... doesn't go all that well, but we're allowed in for now, and we start
|
||||
scoping things out and make our way to the archmange's tower. The archmage is a little girl,
|
||||
apparently, and eventually her and Amy tell us that this glowing headband is the key!?
|
||||
|
||||
Amy has seen some sort of door that is opened by the headband, a large stone slab that has
|
||||
glyphs on it with an orb in the middle, in her vision, the wearer approaches the door and
|
||||
it lifts.
|
||||
|
||||
There's a bunch of notes sharing and revelations, and in the end the czar thinks we can use
|
||||
our information and the map + key and subsequent treasure to kill a white dragon that's been
|
||||
a constant pain in her ass, I guess. We share resources!
|
||||
|
||||
Also the lens a *lens of discovery*, which we can use on a recharge to look back to a specific
|
||||
point in time as we look through the lens. We head out to the dungeon, with Valon wearing
|
||||
the headband which means (at a minimum) he is the light source. Lots of murals of forgeborn
|
||||
in the long hallway that we enter. We reach the door!
|
||||
|
||||
Katrina is the name of the little girl archmage.
|
||||
|
||||
### Session 12
|
||||
|
||||
**Positive w/High Druid 6, Positive w/The Adult 5**
|
||||
|
||||
Belief from last time is that the white dragon is amassing an army of forgeborn under his
|
||||
mountain, despite also protecting the czar, so her scheme is to use the map and key to
|
||||
bring down the white dragon.
|
||||
|
||||
We enter the first chamber and there are some ghouls and shades
|
||||
|
||||
Stone doors throughout the dungeon open when Valon, with the headband emitting light,
|
||||
gets close to them.
|
||||
|
||||
Puzzle with four faces in paintings, four bowls with tokens, one per each. Each bowl
|
||||
has two tokens, one black and one white:
|
||||
|
||||
* north = arrowhead
|
||||
* east = bookmarks
|
||||
* south = cloth
|
||||
* west = coins
|
||||
|
||||
North Painting: A man who holds a bronze arrow in one hand and a book of law in the other.
|
||||
The book has an ornate bookmark and his lips are stained black.
|
||||
|
||||
East Painting: A woman stands in front of an ornate silver bookcase. In her hand she holds
|
||||
a bright red tome. In her side there is a large stab wound.
|
||||
|
||||
South Painting: A woman in a black dress stands here. She has one hand behind her back and
|
||||
the other makes a quieting gesture. In her chest is a small but deep wound.
|
||||
|
||||
West Painting: Standing in front of a tidy lab station is a man in formal attire. Behind him
|
||||
is a scale of bronze weighing an arrowhead against a book of secrets. On the desk there are
|
||||
vials of red, green, and black liquids. His body from the shoulders down appears to be badly
|
||||
burned.
|
||||
|
||||
An engraving on the pillar says "some will be friends, some are foes, it is our duty to
|
||||
identify the former from the latter"
|
||||
|
||||
#### Whispers of a Previous Age
|
||||
|
||||
Spirits in a spooky ghost voice as we're returning to the main hall, Valon's echoes of the
|
||||
past:
|
||||
|
||||
* darkness
|
||||
* dragon
|
||||
* corrosion
|
||||
|
||||
#### Black Dragon Attack!
|
||||
|
||||
As we're returning into the main hall, a black dragon strikes at us
|
||||
|
||||
### Session 13
|
||||
|
||||
**Positive w/High Druid 6, Positive w/The Adult 5**
|
||||
|
||||
Pillar puzzle on the top right of the map, not yet deciphered
|
||||
|
||||
Fire: I am not a liar. Liars must be turned face down, while the truthful remain face up.
|
||||
|
||||
Wind: Earth and I speak the truth, it is the Water who lies.
|
||||
|
||||
Anyway, the black dragon!
|
||||
|
||||
we take care of the dragon, and search around. The hologram gets mad at us as we start
|
||||
going into uncompleted areas.
|
||||
|
||||
Come across a giant egg, 6/10 lights on the egg are lit when we discover it. Has designs
|
||||
on it, embossed onto the egg
|
||||
|
||||
We fight some shades, at the very end of the fight Amalgam gets critted and dies
|
||||
immediately! "Amalgam got smoked"
|
||||
|
||||
We finish the combat in a fit of rage, and Vivian uses shocking grasp shock paddles
|
||||
(and a 6 with the Priestess) to ress Amalgam, just once. Phew!
|
||||
|
||||
We get into another room with some oozes, and enough gold to put us at 3300 gp total
|
||||
for the party. (Amalgam's carrying it.)
|
||||
|
||||
We find more pillar puzzle pillars!
|
||||
|
||||
Earth: The Fire and Water statues both speak the truth
|
||||
|
||||
Water: I do not know about Wind, but Fire and Earth lie
|
||||
|
||||
We solve the puzzle and get a *girdle of resurgent justice* which we give to Amalgam
|
|
@ -0,0 +1,22 @@
|
|||
Title: Yacsra
|
||||
Description: The places, people, and etc. of Yacsra, bss's yet another campaign setting, roughly
|
||||
assembled, for the 13th Age roleplaying game.
|
||||
|
||||
# Yacsra
|
||||
|
||||
Yacsra is my *yet another campaign setting, roughly assembled*. Made to organize elements of my
|
||||
various 13th Age games, its exact theme and purpose is malleable and inspecific, subject to my and
|
||||
my players' whims, and no more exact than whatever interesting thing comes our way. That said, the
|
||||
goal is that certain established (for now...) truths are catalogued here for reference or usage in
|
||||
other campaigns.
|
||||
|
||||
## The Icons
|
||||
|
||||
13th Age's thirteen icons are the current icons of Yacsra. The following details have been given to
|
||||
certain icons; any omitted icons or details follow the base game.
|
||||
|
||||
* Elia, the Grey Witch (The Lich King)
|
||||
|
||||
## Other People
|
||||
|
||||
## Places
|
|
@ -0,0 +1,9 @@
|
|||
# orb.moe
|
||||
|
||||
The tabletop RPG repository of [bss](https://bss.zone/) and friends.
|
||||
|
||||
## Campaigns
|
||||
|
||||
## Systems
|
||||
|
||||
* [13th Age](13th-age)
|
Loading…
Reference in New Issue