move 13th age pages from bss.zone to here

master
Brian S. Stephan 2 years ago
parent a0e32b3523
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TITLE_SUFFIX = 'orb.moe'
DEFAULT_PAGE_STYLE = 'dark'
MARKDOWN_EXTENSIONS = ['extra', 'mdx_linkify', 'sane_lists', 'smarty', 'toc', 'tables']

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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.

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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.

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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)

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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 Medias 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.*

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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&dash;+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 &mdash; be sure to narrate
> how personal and/or iconic energies let you shrug off death.
> * Redirect the story &mdash; 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 &mdash; 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.

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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 &mdash; broken out into
prominent spheres of influence &mdash; 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

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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) &mdash; 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) &mdash; 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) &mdash; that familial permanent seat in the court? Long line
of *very* successful dragon-slayers.
### Backgrounds
* **World-walker** (4) &mdash; 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) &mdash; 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) &mdash; 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*** &mdash; 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] &mdash; 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*] &mdash; 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*] &mdash; close-quarters, quick, 1/battle: myself or ally I'm next to can heal using
a recovery.
* **Double Melee Attack** &mdash; 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** &mdash; 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** &mdash; +2 damage to attacks with d6/d8 swords.
### Gear
* a *longsword of thunderbolts* &mdash; 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

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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)
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