Shadows of Eldolan
Shadows of Eldolan
SHADOWS OF
ELDOLAN
a 13th age adventure for 1st-level heroes
by Cal Moore
©2014 Pelgrane Press Ltd. All rights reserved. Published by included in this declaration.) Open Content: Except for material designated as
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place names, new deities, etc.), dialogue, banter and comments from Jonathan Shadows of Eldolan is published by Pelgrane Press under the Open Game License
and Rob, plots, story elements, locations, characters, artwork, and trade dress. version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13th Age is a trademark of Fire
(Elements that have previously been designated as Open Game Content are not Opal Media, Inc. ©2014 Pelgrane Press Ltd. All rights reserved.
CREDITS
Publisher Art Direction Layout
Simon Rogers Cal Moore Chris Huth
Cathriona Tobin
Assistant Publisher Additional
Cathriona Tobin Artwork Development and
Joshua Calloway Design
Author Rob Heinsoo
Cal Moore Cartography
Pär Lindström Editing
Cal Moore
Playtesters
Kendall Jung, Derek Dokter, Tim Gray, Matt Riley, Leland Zavadil, Paul Venner, Chris Petty, Steve Holt, Neil Williams,
Matt Clarke, Nikodemus Siivola, Antti Kanner, Hanna Järvinen, Katri Lassila, Mika Koverola, Toni Sihvonen, Eran Aviram,
Aviv Or, Evyatar Amitay, Assaf Hershko, Hadas Elber-Aviram, Timothy Baker, Christopher Fransioli, Chelsea Johnson,
Rhiannon Pullin, Joe Stroup, Mitchell, Robby, Alex, Doug Jacobson, Joe Smith, Marc Weddle, Steve Robinson, Rich Williams
Special thanks to Rob Heinsoo for his insights in helping me turn the dial on this adventure to 13.
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2. The License: This License applies to any Open Game Content that contains a Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
notice indicating that the Open Game Content may only be Used under and in terms System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors
of this License. You must affix such a notice to any Open Game Content that you Use. Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
No terms may be added to or subtracted from this License except as described by the Dave Arneson.
License itself. No other terms or conditions may be applied to any Open Game Content 13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors Rob Heinsoo, Jonathan
distributed using this License. Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your 13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane Press Ltd;
acceptance of the terms of this License. Authors Ryven Cedrylle, Rob Heinsoo, Kenneth Hite, Kevin Kulp, ASH LAW, Cal
4. Grant and Consideration: In consideration for agreeing to use this License, the Moore, Steve Townshend, Rob Watkins, Rob Wieland.
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with 13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors Rob Heinsoo,
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5.Representation of Authority to Contribute: If You are contributing original Shadows of Eldolan. Copyright 2014, Pelgrane Press Ltd.; Author Cal Moore.
material as Open Game Content, You represent that Your Contributions are Your Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
original creation and/or You have sufficient rights to grant the rights conveyed by this Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
License. Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: Davis Chenault,
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2
table of contents
TABLE OF
CONTENTS
Introduction 4 Lead 1: Elsa Whiterose, The Lamplighter’s Guild 48
the Commons 18
Adventure Overview 4 The Lanternwerks 52
Lead 2: Aerto’s Dead
Adventuring Bodies, the Docks 28 The Seekers
in Eldolan 7 of the Lost 59
Lead 3: Rollo the Thin,
The Story Begins 12 Temple District 38 NPC Stats 66
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13 th age - shadows of eldolan
INTRODUCTION
Shadows of Eldolan is an introductory adventure for the 13th to the PCs’ uniques and backgrounds. Weirdness may be just
Age game system. The adventure’s objective is to provide a GM around the corner, but it can be the PCs who supply it, if that’s
with a fun and interesting plot with easy-to-run battles that will how they’re oriented. Therefore we’ve presented Eldolan as a
challenge the players, while providing strong story elements straightforward mix of business districts, NPCs just trying to
that fit with the design concepts and use of icons in the 13th keep their heads above water, and duelling wizards’ schools.
Age system. The adventure also gives the GM a town setting near There’s ample room for your campaign’s unique embroidery, if
the Archmage’s city of Horizon in the Dragon Empire to use as a that’s how you’re oriented.
source of adventure and intrigue for the PCs. Of course, the story elements and locale can easily fit into
Compared to some of the wilder 13th Age adventures, any d20 system game, and a GM can replace the statistical
Shadows of Eldolan plays it straight. Your campaign will elements with those that fit the system they’re running. Enjoy!
already be loaded with plot hooks and complications thanks
ADVENTURE
OVERVIEW
Here’s the story so far and the setup for the adventure. We’ll follow away in ancient sites by the Wizard King (the current Lich King)
this summary with notes on running adventures in Eldolan, then during his reign. It also included a ritual to summon a familiar
get into the full flow of the statted-out adventure on page 12. with a connection to the Lich King. Wanting the lost knowledge,
Garados performed the ritual and summoned his familiar Kos, a
FOLLOWING A homunculus that looks like a skeletal monkey, and thus began his
path down the road to darkness.
DARK PATH It has been over twenty-five years since Garados discovered
the diary, and he is now the head of his family and leader of the
Lamplighter’s Guild, an organization that owns the contract for
The story revolves around a servant of the Lich King, and the keeping the magical lamps of Eldolan lit after sunset. In addition
adventure mostly features enemies linked to that icon. As always, to those responsibilities, Garados runs a curiosity shop in the
you should weave each PC’s one unique thing and current icon Grounds with an old classmate, Laredes the Sage, who has no
relationships into the story where it feels right. Other icons could idea of Garados’ secret life. Over the years, Garados has been
be secretly aiding the Lich King’s servants, or perhaps acting acquiring power and learning the secrets the Lich King is willing
to thwart anyone trying to hinder his servant’s plans (and thus to share through Kos.
hinder the One-eyed Lord), because it suits that icon’s purposes
THE PRICE
for whatever reason.
For this story, the PCs’ links to the Lich King mostly come
OF LOYALTY
from their interaction with a wizard in his service, Garados
Kessmir, who has delved into dark secrets of undeath and magic
and seeks knowledge that only the Lich King can grant. Garados
is a wizard in Eldolan, a port town along Pocket Bay about 20 Most recently, Garados has been working on a special project
miles northeast of Horizon. Like many with magical talent in the through knowledge gained from his master via Kos and from a
region, Garados is also a noble. In addition, his family controls book of dark magic rituals that came into the store. He has nearly
the profitable Lamplighter’s Guild in Eldolan, and he holds both assembled a formula for animating once-dead flesh to create
wealth and power thanks to that association. powerful and difficult-to-harm constructs fueled by necrotic
When Garados was a young apprentice at the Mithril wizard energy. But the Lich King’s necromancers have refused to give
school, he discovered the diary of a wizard named Tarloc who had Garados the final part of the ritual unless he’s willing to show his
lived 200 years earlier. Tarloc had researched “dark topics” that loyalty to his master publicly (and also as a reminder to the wizard
were banned by the instructors at the school. Intrigued, Garados of the ties that bind him). To do so, the Lich King’s lieutenants have
learned how the Wizard King of old had been a more powerful ordered Garados to unleash the undead he and his people have
spellcaster than even the Archmage, and that much knowledge been creating upon the town “to remind them that death always
now called “dark arts” by the Archmage’s people had been hidden waits for them” and also to send a few more souls into the darkness.
4
adventure overview
Characters with a prepared to face such a threat, since their primary duties involve
maintaining order in the town and cleaning up messes made by
Positive relationship the wizards at the schools of magic.
with the Lich King Seeing that the Shields will be of little use, and realizing that
political intrigues and school rivalries among the ruling wizards
will hamper any investigation, the icon’s representative enlists
A character with a positive relationship with the Lich
the PCs (one way or another) to discover who was behind the
King won’t necessarily be inclined to help Garados
attack and why that icon’s power is being challenged, as well as to
achieve his goal (and won’t be aware of his activities
put an end to the threat if possible.
initially anyway). Competition among the One-eyed
Lord’s servants is fierce; perhaps the PC seeks to
gain the knowledge that Garados has acquired, the
Lich King’s people are unhappy that the execution
FOLLOWING
of the attack in the square was less than satisfactory
(the “pumpkin incident,”) or some other factor will
THE CLUES
motivate a player to want to put an end to the Seekers
As the heroes travel the districts of Eldolan seeking those
of the Lost (or to achieve another outcome). There
responsible for the attack, they will encounter NPCs with
could be factions among the Lich King’s followers that
information they need and have to battle the Seekers of the Lost
would pit the PCs against whoever is pulling Garados’
and their allies, as well as others who wish to see the heroes fail, or
strings. Talk to such players away from the group
those who are more bold now that the Shields aren’t around. One
once the truth of the Lich King’s involvement through
lead will take the PCs slightly off course, into the waiting arms
Garados and the Seekers becomes obvious and figure
of a group of Diabolist cultists near the Docks. Another will take
out a way to make it work for the story.
them to the city’s crypts, the Dead Vaults, in the Temple district
where they will face a Seeker priest who works for Garados . . . and
Garados was not fully prepared for this request since he was
the undead servants he has been secretly creating. Yet another
focused on obtaining a position on Eldolan’s Mage Council, but
lead takes the PCs to an old dwarven brewery in the Saddle where
wanting the final piece of the ritual (and not wanting to anger his
some Seeker agents are holed up. A different lead will take them
master), he has spent the last few weeks arranging a proper show
to the Commons, where a servant of the Priestess running a poor
for the Lich King with the help of the Seekers of the Lost—a cult
house sets them upon the path of the Dreammaster, a man who
of Lich King followers that he has assembled and installed within
has recently set up his new business and who has a connection
Eldolan and the Lamplighter’s Guild over the last ten years.
to the Seekers. Other leads not outlined in this adventure can be
To honor his master’s command, Garados has planned a very
fleshed out by the GM as needed.
public attack in one of Eldolan’s main squares against the town
The heroes’ investigation will lead them to Seekers of the
guard and a rival icon to show the populace that just because they
Lost agents, and eventually to the Lamplighter’s Guild’s main
live behind high walls with magic wards, death can still touch
office in the Saddle, a place called the Lanternwerks. Initial
them at any time. The attack also serves a secondary purpose,
investigations may provide little real information, since the
since it will provide Garados with more fresh bodies to put to
Seekers are well hidden within the guild. The PCs might also
good use on his project once he pleases the Lich King and gains
learn of the Lamplighter’s Guild’s leader, Garados, who has a
the last part of the ritual he seeks. And so, Garados has set in
curiosity shop in the Grounds. An initial encounter with Garados
motion a . . .
will put him on the defensive, but the PCs should have little
evidence of his involvement initially as he falsely promises to
ZOMBIE ATTACK! help root out any evil that could be in his organization. Knowing
that the heroes could delay or ruin the Seekers’ plans, Garados or
one of his servants will arrange an ambush, using both living and
The action starts when Garados and his people release a group of
undead servants to discourage the PCs’ investigation.
zombies upon the populace in Hawker’s Square, though Garados’s
Eventually the group will learn of a Seeker leader within
servants slightly spoil the “horrifying” spectacle he had hoped for
the Lanternwerks, Arlissa Thent. They will have to confront and
by placing one of their zombies in a cart full of pumpkins. The
defeat her and her Seeker allies. Once they do, a critical letter
undead attack the townsfolk in the square, targeting the Silver
reveals that Arlissa isn’t the Seeker’s leader—the attack was
Shields—Eldolan’s town watch—and also a representative of an
orchestrated by Garados.
icon that the PCs are meeting there, drawing the adventurers into
As evidence against Garados and the Seekers of the Lost
the conflict. After the heroes fight off the zombies, town officials
mounts, a return trip to the curiosity shop reveals that Garados
and mages swoop in to discover what happened.
is gone, but his business partner Laredes is there. If the PCs deal
The watchmen of the Silver Shields, realizing that their
well with the wizard, Laredes will reveal Garados’ hidden lair.
members were targeted and already dealing with other problems
in town, will be unwilling to provide any help as they pull back to
secure their defenses and watch for further attacks. They are not
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13 th age - shadows of eldolan
TIMELINE OF EVENTS As for the enemies the PCs will face, each scene
only uses one set of stat blocks rather than multiple
BEFORE THE ATTACK options based on icon relationships. But the GM should
feel free to reflavor (or change) those enemies to fit the
PCs and their relationships. In an effort to save space,
Here’s a timeline to help GMs have a better understanding of we’re letting each GM make that adjustment as needed
what events lead up to the attack, giving a big-picture view for rather than providing multiple options.
the larger story and how the Seekers are involved. As far as locations go, the adventure provides one
• Garados finds Tarloc’s diary, completes a summoning ritual view of what Eldolan is like. But it doesn’t have to be
for his familiar Kos, and becomes dedicated to the Lich King. that way. The GM should feel free to change things up,
• Garados creates the Seekers of the Lost and gains control of or to ask the players to describe locations/districts and
the Lamplighter’s Guild from his family. change the game to fit that view. Just remember to be
• Garados’ agents begin to instill themselves into organizations consistent with such descriptions on future visits.
and positions all over the city, especially the Lamplighter’s Guild.
• Garados finds a book of dark rituals that will allow him to • The night before the attack, Sigmund and Paulos walk the
create a flesh golem and begins collecting bodies. The Lich zombies at the lab to the edge of the square; the zombies are
King’s lieutenants require a display of obediance to gain the disguised with hooded robes. The Seekers stash the zombies
last piece of the ritual. Garados instructs Arlissa Thent on the inside the overflow chamber, helped by Seeker Lamplighters
plan, and she relays all of his orders. under Arlissa’s orders who keep the square dark until it’s done.
• Needing suitable bodies for the zombie attack, Garados • The day of the attack, Sigmund and Paulos bring five more
instructs Aerto to step up his efforts. He also tells Paulos zombies to the square’s northeast entrance, again disguised
and Sigmund to be more aggressive in taking street folk by robes. As a trigger to the attack, they release the zombies
from the Commons. as the Silver Shields in the square draw near.
• Garados tells Landon to prepare some zombies from the • The day of the attack, Grayson and Jalen drive the cart to
crypts for the attack. Landon sends them to the lab through a the square. It’s filled with pumpkins and holds an additional
secret tunnel from the Dead Vaults. zombie. To have some fun, Jalen puts a pumpkin head on
• Grayson and Jalen acquire a cart from Pazarias Rane two days it. They set the cart in place, and tip it back when the first
before the attack and stash it at the old brewery. screams start. Grayson casts the zombie targeting spell upon
the PCs’ contact as both men flee the square.
• The zombies attack!
6
adventuring in eldolan
ADVENTURING
IN ELDOLAN
As the PCs gain clues about the attack, they may visit and learn “the Saddle,” houses the higher-end merchant shops and other
about nearly every district of the town of Eldolan. Each area has industry.
a basic description that you can flesh out as much as you like. A small river called Uller’s Flow enters the town under the
Eldolan could even be a “home base” for the PCs as they become walls in the Commons, passes underground through the Saddle,
mighty heroes. and emerges again in the Docks, where it empties into the sea
Eldolan is close enough to the city of Horizon to have strong helping form the bay.
connections with the Archmage’s network of wizards and arcane Each district is outlined in a relevant section in the
institutions, so magic is a common element within the town. But adventure. The only one that doesn’t have a direct lead connected
the other icons also have a presence there, to a lesser or greater to it (unless you choose to send the PCs there) is the Governs, so
extent as fits the PCs. The town can have whatever feel you wish its description is presented here.
it to have, but magic should generally be a part of everyday life
for the townsfolk. The Governs
Here are a few options you can seed throughout the Sitting high on the western edge of Eldolan overlooking the sea
adventure to give the town a greater magical feel: to the west and the Saddle to the east, the Governs is where the
• Lamplighter’s Guild wizards lighting lanterns around town business of ruling Eldolan occurs. The district is smaller than
at dusk. the Grounds opposite it, but the single gate through the interior
• Warded buildings with strange architecture connected to the district wall is no less well-guarded. Only those who rule the city—
Archmage’s weather control system. nobles and wizards and bureaucrats—visit the district, or perhaps
• City gates, district walls, houses, and other areas guarded by the occasional important town merchant seeking some ruling or
magical wards. advantage. It’s also the site of the town courts, with high-profile
• Street magic performances (magic fireworks, shadow prisoners imprisoned in the small dungeon below the district
puppets, etc.). (lesser criminals go to Silver Shield jails in the Commons). The
• Occasional magical shadows cast by great lights blooming Archmage’s people are everywhere in the Governs, and there’s
among the airborne towers of Horizon. also an Imperial outpost there for the Empire-appointed mayor
• Magical sprites zipping through the air, delivering messages (Alanis Arvanette), though she has little power compared to
around the city. the Mage Council. There are many wards upon the government
buildings, and plenty of guards, both mundane and magical, to
GEOGRAPHY AND keep most mischief out. Unless a character’s unique suggests it,
or a PC uses an advantage from their connection with an icon (or
TOWN LAYOUT they’re willing to bribe heavily), the PCs will have a tough time
getting into the district (DC 20 skill checks).
RULERSHIP
Eldolan lies 20 miles northeast of Horizon and is built upon
the shores of Pocket Bay between two ridges that look like the
AND LAW
high edges of a saddle. The low, smooth ends open to the north
and to the south. The north end contains the port and is known
simply as “the Docks.” The south end holds two districts: the
small Temple district along the eastern edge of the town, where Like Horizon, magic and magical talent defines who you are in
people can consult the gods and their priests and attend the town Eldolan. Most nobles are also wizards, and quite a few of the
crypts—the Dead Vaults; and the much larger Commons to the town’s craftsfolk have some amount of arcane skill. The town
west, where simple craftsfolk and laborers work and live. is ruled by a Mage Council of five wizards who are politically
Built into the high ridge to the east a few hundred feet above connected (Garados is in the running for the next council seat
sea level are the buildings of the Schools of Magic (called the to open). They make all major decisions for the town and have
Grounds). The buildings in the district look down the slope upon strong connections to the Archmage. Unfortunately, they and the
the rest of the town, with a high wall separating it from the other bureaucracy that serves them rarely seem to get much done due
districts. On the back side of the Grounds, high cliffs fall to the to the petty bickering, provincial disputes, and school rivalries
sea and coastline. Upon the western ridge, and slightly lower in that pit them against each other more often than it has them
elevation than the Grounds to the east, are the buildings and solving town issues. The constant cronyism and playing favorites
structures of the Mage Council and other government buildings that goes on among the Council members and their servants
(the Governs). The middle part of the town, which locals call ensures that stagnation and the status quo is the common state
7
13 th age - shadows of eldolan
8
adventuring in eldolan
of things in town. Those who want action in Eldolan usually have The Eldritch Masters
to find ways of solving issues themselves. Consisting mostly of high elves and half elves but with a few
Imperial law is practiced in Eldolan (whatever that means human casters in the ranks too, the Eldritch Masters focus on
in your game), but less enforced outside the Saddle, Governs, perfecting big rituals and flashy spells that make a lot of noise and
Temples, and Grounds due to the limits of the Silver Shields. deal a lot of damage. They wear blue robes with silver stitching
Considerations are often made for magical mishaps and similar showing arcane runes, and their crest is a silver lightning bolt.
issues that would normally break the law in other places. Allied Sharissa Darkbolt, a high elf wizard, is the lead instructor of
or hired wizards may duel over issues that no one wants to go to the school.
the courts or to the Council. Some of those duels result in death,
and even occasionally the deaths of both duelists, when neither Mithril
party bothers with defense. This group’s ranks mostly contain human wizards, though a few
With the watchmen of the Silver Shields skittish, Eldolan half-elves and dwarves with some artificing talent are found
is more dangerous than normal. The Shields will have more among them. They focus on crafting magical implements,
and larger patrols in the markets and more affluent districts of potions, oils, runes, and other items that can hold magic, and
town during the day, but will have limited patrols in the poorer they rely on magical equipment more than the other groups.
districts and during the night (pulling them completely from the They wear robes of dark silver with golden stitching showing
Docks and Commons during the dark hours). runes and diagrams of machines. Their symbol is a mithril gear.
If the PCs find themselves in a situation that pits them Cornigar Ulson, a human wizard of ancient years, is the lead
against the Silver Shields for some reason, stats for a Silver Shield instructor of the school.
sergeant and watchers are at the back of the adventure in the
NPC Stats section (see page 66). Arcanists of the Hidden Veil
The members of this school are mixed, including gnomes,
THE SCHOOLS halflings, elves (mostly drow), humans, and a few others. They
practice the magic of stealth and misdirection, with illusion and
OF MAGIC trickery being the focus, as well as rituals that are powerful but
subtle. Some claim that they seek a different reality, one that is
hidden by a veil of magic that only a few know how to pierce.
One difficulty that the Eldolan populace has to deal with, and They wear gray robes the color of spidersilk, with black stitching.
something that may interfere with the PCs’ investigation, is the Their symbol is a closed eye. Jarlin the Sly, a gnome wizard and
fact that the town houses three distinct Schools of Magic in the illusionist, is the lead instructor of the school.
Grounds. Each school has a different take on magic and how it’s
best practiced, and they tend to view the others unfavorably. This
creates rivalries between the groups, which often manifest in the
Stepping into a
form of magical pranks or outright confrontations between the Magical Showdown
members of the different schools. The wizards usually resolve
these issues among themselves, but often the Silver Shields or If at any point you’re in need of a random event or
other town leaders need to be called in to adjudicate, especially battle to grab the players’ attention, consider dropping
when property damage occurs. them into the middle of a magical showdown between
Even though each School of Magic is a separate group, wizards of two (or three) Schools, aka Big-Trouble-in-
they all share the classrooms, study halls, libraries, and other Little-China style. The lack of a Silver Shield presence
structures of the Grounds, though each group provides its own might have brought out some old grudges.
instructors. The head instructor of each School reports to the The PCs emerge into an alley or walk into a
Headmaster, a wizard who is supposed to be objective in all square to see wizards of the rival Schools facing off.
rulings, but rarely is fully, since that wizard comes from one of It could be a situation where the PCs have a chance
the three schools (currently a human Eldritch Master named of convincing the wizards to go their separate ways if
Tobias Longshadow). that’s something the players would respond to. Or it
The wizards of each school are required to wear school could be that they enter the middleground just as the
robes while enrolled, though the colors and designs vary. first magic bolt is launched and they have to escape the
Instructors also wear the same style of robes, though with more area or fight off wizards from one school or another
ornamentation, and many of those who graduate continue the who think they are with their rivals. Stats for students
practice afterward, making “wizard robes” a very common item and an instructor from each school are in the NPC
of clothing in the town (and making it difficult to identify anyone Stats section on page 66.
wearing such robes without more details because stealing a rival Of course, if the PCs help one side over another,
group’s robes to impersonate them is a well-known tactic). they will instantly make friends and enemies of
The three Schools of Magic include: those groups, with consequences of your choosing
throughout the adventure.
9
13 th age - shadows of eldolan
GOODS AND the investigation too easily, these subplots can slow them down
to buy you time to figure out how you want to handle the main
SERVICES plot with the Seekers. See the NPC Stats section at the back of
the adventure (page 66) for stat blocks related to the three
possible subplots mentioned below.
Being a town of wizards, and not far from Horizon, all sort of • A recent poorly performed experiment by one of the Eldritch
strange goods come through Eldolan. The PCs can find magical Masters set an ochre jelly free in the town sewers. The school
components and simple magical crafts of all types in the Saddle and members are trying to fix the problem discreetly but haven’t
Grounds. As a port town, most types of normal goods also enter been able to find the creature so far. On the plus side the
the town from other ports on the Midland Sea. With the Schools sewers are empty of rats. On the minus side, the streets are
of Magic in the town, merchants and travelers are always arriving full of rats. (page 68)
with rare antiquities, items rare and wondrous, and artifacts of the • Diabolist cultists in the Docks district have recently
most powerful type—some of which might actually be as claimed. summoned an imp and let it free to cause trouble in the area.
The Prince’s folk also run a thriving black market for those goods It’s manipulating a ship captain and her crew into causing
that the Council of Mages might frown upon but don’t attempt to trouble. At your option, GM, the Shields could be too thin to
disrupt. If a PC can’t find something in Eldolan, it can surely be help because their efforts are being focused on capturing the
brought in from Horizon, for the right price. imp. (page 69)
If the PCs wish to purchase items while in town, the various • Rumors of a large camp of demonic gnoll raiders near
shops and craftsfolk carry all items listed in the core book rules. In Gorogan’s Maw to the east have brought many strike-groups
addition, they can also purchase the following special items with dedicated to the Crusader and paladins dedicated to the
minor enchantments (mostly from graduated Mithril artificers Great Gold Worm into the area. There’s been a lot of friction
in the Saddle). Feel free to expand on such items, though none between the groups. They might end up providing surprising
should provide the PCs with a large direct benefit. help to the PCs (via an icon relationship roll or two) or they
might get the PCs embroiled in a “Who’s the True Defender”
Item Price (gp) turf skirmish. (page 69)
10
adventuring in eldolan
the Prince, or maybe the gang’s leader is trying to retrieve an The adventure doesn’t specify full heal-up break points
item from the PCs that was stolen from the Prince’s people. Make since the PCs could follow any of the leads, or others you create
sure the stories are relevant to the PCs! if you’re using the core rules, that suggest one full heal-up every
The adventure includes suggestions where it makes sense to four battles. We would suggest, however, that you try not to give
let the players make icon rolls to their advantage, including rolls the PCs a full heal-up right before the final battle of each lead
to set the adventure in motion after the zombie attack. It also has unless the PCs are seriously underpowered going into it. Then
“Icon Involvements” sidebars that suggest storylines that the PCs reward them with a full heal-up after the big fight. They should
might encounter while in different districts. The GM should also definitely have a few daily powers/spells and recoveries left
feel free to use any of the strategies outlined in the core rules for before facing Garados at the end of the adventure.
icon interactions, especially rolling at the start of each session, If you’re using the incremental advance rules and allowing
and letting those rolls suggest interactions that might happen the PCs to increase their capabilities between sessions, you
during that leg of the adventure. also might want to increase the difficulty of battles later in the
adventure. Add a few extra mooks or perhaps an additional non-
DEFAULT named opponent to the fight. Each of the battles in the leads is
balanced toward a starting group of 1st level characters, whether
11
13 th age - shadows of eldolan
12
the story begins
Tactics: The undead creatures blocking the northeast exit the zombies. If the battle is going badly for the PCs, you could have a
(including the one that bit the guard) are a mob of five zombie zombie or two waste an attack on the contact, but the goal is for the
shufflers. Those five won’t attack the PCs unless they are attacked; zombies to face the PCs and for the contact to survive.
their purpose is to block the exit, though one begins to eat at the now This battle is tougher than average (but not quite double) to
dead town guard. Spreading out in a wedge shape from the stairwell set the tone for the adventure. If there are only 4 PCs, remove
is separate mob of ten zombie shufflers, as well as two putrefying one putrefying human zombie. If there are 6 PCs, add another
human zombies (at the back of the wedge). The PCs’ contact has putrefying human zombie and 2 zombie shufflers to the mob of
been targeted with a spell to draw the undead, but the zombies 10 at the center of the square.
will also attack anyone who moves near them or attacks them. The
figure by the cart is a zombie pumpkin hurler, whose appearance
would be humorous if it weren’t so deadly with its ammunition.
Zombie Shufflers
Have the heroes start the battle slightly spread out from each “Mwauurgh . . .”
other in the square as indicated on the map overleaf but still nearby
1st level mook [undead]
each other (if you’re using a game map/terrain, have each player
Initiative: +0
indicate their PC’s starting position in the center or southern end of
Vulnerability: holy
the square when their first turn starts). There is some minor cover in
the form of tents and tables in the area, and any dicey actions a PC Rotting fist +5 vs. AC—3 damage
wants to make to use the terrain to their advantage requires a DC 15 Natural 16+: Both the zombie and its target take 1d4 damage!
check to succeed. Make it clear to the PCs which zombies are mooks
Headshot: A critical hit against a zombie shuffler deals triple
(their removed organs have caused heavy damage to the body) and
damage instead of the normal double damage for a crit.
which are the more intact putrefying human zombies, unless you want
to make the battle more difficult for the PCs. The mooks will intercept AC 14
PCs trying to move toward the putrefying human zombies, however. PD 12 HP 10 (mook)
The NPC contact starts the battle far away from all of the zombies MD 8
at the southern end of the square and goes last in round. The contact
Mook: Kill one zombie shuffler mook for every 10 damage you
will use move actions to escape/avoid the zombies instead of fighting
deal to the mob.
(+5 to disengage) and will try to move behind a PC who can intercept
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13 th age - shadows of eldolan
Rotting fist +7 vs. AC—6 damage Two-handed pumpkin smash +7 vs. AC—6 damage
Natural 16+: Both the zombie and its target take 1d6 damage! Natural 16+: The target is weakened until the end of its next
turn from having a pumpkin smashed over its head or having
Headshot: A critical hit against a zombie drops it to 0 hp.
goopy pulp splatter its eyes.
Open putrefying wounds: When a living, non-construct creature
Hurled pumpkin +7 vs. AC—8 damage
starts its turn engaged with the zombie, it must roll an easy
Natural even hit: The target takes a –2 penalty to AC and PD
save (6+). On a failure, it takes a –2 penalty to attacks and
until the end of its next turn due to being covered in goopy
damage with melee attacks against the zombie that turn.
pulp. In addition, it takes a –2 penalty to Dexterity checks
AC 15 until the end of the battle (cumulative).
PD 13 HP 60 Headshot: A critical hit against a zombie drops it to 0 hp.
MD 9
AC 15
PD 14 HP 50
MD 9
14
a job for heroes
Loot: The zombies have no valuables on them. For PCs to the sight of the bloody scene and begin ordering people to tell
looking to take advantage of the fact that many of the square’s them what happened as they search the area for more undead.
merchants fled with only their coinpurses, they can grab small Eventually the unit’s human leader, Sergeant Parelles, will order
valuables worth 1d6 x 10 gp from the booths and stalls, but if his soldiers to take the wounded to healers as town wizards and
they fail a DC 15 check the Shields and/or remaining townsfolk other officials start rushing onto the scene, creating more chaos.
will see them and take issue. Don’t bring it up yourself: this is for While the attack succeeded in creating terror and new corpses,
larcenous PCs who just can’t help looting. a rash decision by a pair of Seeker agents (see lead 3) to stash
Aftermath: As the battle is ending (the main force of 13 a zombie in a pumpkin wagon with a carved pumpkin on its
zombies is down) and the crowd has mostly fled from the square, head added a bit of humor to the scene as well. Servants of the
the magical whirlwind around the contact will dissipate. Then Lich King who might have been watching the attack will not be
shouts will erupt from the northeastern exit. A unit of eight pleased with Garados’ agents bungling what should have been
Silver Shields will rush into the square, cutting down any zombie a grand spectacle of horror, giving them yet another reason to
mooks that are still guarding the exit. They will react in horror believe that Garados is incompetent.
15
13 th age - shadows of eldolan
• For each 5 that comes up, however, add a complication to the could it be walking around the square? (Emperor, Priestess,
benefits gained. See the list of complications that follow the Elf Queen, Lich King)
Lead and Magical Aid options, or create a complication that 4: One of the square vendors, a dwarven man named Rumney,
fits that PC’s icon relationships. says he saw two people in wizard robes actually overturn the
The following leads and magical aid options are loosely pumpkin cart right before the attack. They had the hoods
broken out by icon based on their areas of influence. Feel free, on their robes up, so he couldn’t see faces or tell race (other
however, to provide a PC with any lead or aid that fits their than not small). Then one of them pointed at somebody (the
unique and story, regardless of icon relationship. The first four contact) and that’s when the trouble started. He does know
leads will take the PCs to locations where they can interact who owned the pumpkin cart. (Archmage, Prince, Dwarf
with NPCs and gain information directly outlined in this King, Orc Lord)
adventure. The last four leads are open-ended and can be fleshed 5: The stairwell that the zombies emerged from leads to a small
out by a GM as desired, or re-routed back to the first four leads. sewer overflow chamber. The outer door to the square was
If you’re feeling adventurous, roll for each lead a PC gains. If not, unlocked and open. Inside, there’s only a pair of narrow stone
only choose from the first four. sewer grates. The Shields investigated the chamber and claim
Each of the first four leads will take the heroes to a different that the grates weren’t damaged and there is no way anyone could
part of Eldolan and, eventually, to those working for Garados have squeezed through them, but one of the two people who kept
or for the Seekers. Have the PCs visit at least three leads (those a key to the outer door, a Silver Shield guard named Martos,
outlined or others you create) before they get a major clue in who didn’t show up to work today. (Emperor, Archmage, the Three)
was behind the attack: the name of the primary Seekers agent 6: A wizard student named Caleb Rosefist was performing some
involved, Arlissa Thent, a favored subordinate of Garados. That magical research the previous night near Hawker’s Square. He
way the PCs are likely to get into some trouble (and battles) as reported that something disturbed his crow familiar and the
they learn more about what’s going on. square’s lanterns were out. When he looked through the crow’s
eyes, he saw a group of robed figures moving slowly across the
Foreshadowing square and into the stairwell. Then two figures returned from
the stairway, but not the others. He assumed they were up to
and Subtlety roguish business and didn’t say anything until he heard about
the attack. (High Druid, Archmage, the Prince)
One key to running this adventure is to not point 7: Observations of the now-dead zombies reveals that each
the PCs at Garados and the Lamplighter’s Guild too body is missing a number of different organs, and even with
soon. Too many mentions of the guild in a negative the damage they sustained in the fight, that those organs were
way could lead to the PCs directly assaulting the surgically removed. Not many people in town would have the
Lanternwerks, attacking first and asking questions knowledge to perform such surgery. (Archmage, Emperor,
after everyone is dead. Try to sprinkle in descriptions Priestess, Crusader)
of how many wizards wander around the town 8: People have been going missing in Eldolan for months, more
wearing robes of all types (both students and others) so than can be accounted for through normal murders,
and also how the Lanternwerks wizards wear a kidnappings, and such. Whatever is going on seems to be
variation of the school robes as they go about the escalating, especially in the Commons. (Crusader, Diabolist,
town lighting lamps at night, making “somebody Lich King, Orc Lord, Prince, the Three)
wearing wizard robes” the thinnest of clues.
MAGICAL AID
LEADS 1: Give out these items if the PC gets a second advantage with
1: A half-elven woman named Elsa Whiterose, a servant of their starting icon rolls, or as a boon for icon relationship
the Priestess who runs a mission in the Commons, reports advantages later in the adventure. True magic items are
that she recognized two of the zombies from the square. She described in chapter 9 of the 13th Age core book. The divine
claims they were poor folk who lived in the Commons and tears of Halatir below is a new item described here.
often sought food at her mission. (Priestess, GGW, Crusader) 2: 2 vials of divine tears of Halatir, patron saint of Eldolan. There
2: Some stories have been circulating lately in the Docks that are two ways to use this blessed water: apply it to a weapon or
someone named Aerto is interested in buying bodies of the use it as a weapon. (Priestess, GGW, Crusader, Diabolist)
recently deceased and paying well for them. Perhaps there’s a • Applying it to a weapon (a standard action) makes attacks
connection. (Dwarf King, Prince, Diabolist) with that weapon deal holy damage. The effect lasts until
3: A tent vendor at Hawker’s Square, a halfling named Rollo the end of the battle.
the Thin, recognized one of the zombies as a friend who had • Making an attack using the divine tears of Halatir is a
died a week earlier from a horse accident (broken neck). Rollo standard action. R: Dexterity or Wisdom + Level vs. PD (one
swears the man’s body was laid to rest in the Dead Vaults nearby undead or demon enemy)—1d6 holy damage per level.
(town crypts) in the Temple district. If that was true, how 3: 2 Potions of Healing, adventurer-tier. (any)
16
following the leads
4: A Potion of Negative Energy Resistance. (Priestess, GGW, • Members of the Seekers of the Lost are among those who
Crusader, Archmage, Lich King) arrived in the square, watching to see the town’s reaction, and
5: A +1 Rune, with the icon’s symbol on it. (any) they hear about the PCs involvement. They hire a freelance
6: A suit of +1 Armor of Iron Will, light or heavy. (Dwarf King, halfling cutpurse named Mabs to tail the PCs to learn about
Orc Lord, Emperor) their capabilities and to discover where they might be staying,
7: A +1 [Weapon] of Protection, of a type (melee weapon) that allowing Garados to use this information (+2 bonus to Seekers’
the PC can use. (GGW, High Druid, Crusader, Prince) damage rolls vs. PCs) or plan an ambush (see Seeker Ambush,
8: A +1 Implement/Wand of the Mage’s Invisible Aegis. add one skeleton warrior). Mabs is unaware of his contacts’
(Archmage, Elf Queen, Lich King, the Three) Seekers affiliation, but if caught he can describe them as two
9: Another item of your choice that fits the PC’s class and human men wearing wizard robes (with persuasion he might
story. (any) remember that they were Arcanists of the Hidden Veil robes).
• One of the items given as part of magical aid has an annoying
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13 th age - shadows of eldolan
LEAD 1:
ELSA WHITEROSE,
THE COMMONS
A servant of the Priestess named Elsa Whiterose recognized two
of the zombies as folk from the Commons. She runs a mission in Icon Involvements in
the district.
the Commons
THE COMMONS Most of the wizard students consider themselves the
“betters” of those who live in the Commons, and they
act like it. Wizards from all three Schools will pull
Named after the common folk who live there, the Commons is the
magical pranks on the folk of the district. Most are
largest district in Eldolan and holds the most people. It contains a
harmless, though some less so.
mix of tenement homes, small shops that cater to the poorer folk,
Lately, the students have been focusing their
and industry that is too loud, disruptive, or dangerous for the
pranks upon one group in the Commons: either the
Saddle. The main gate into the town is set into the southern wall
Alehouse dwarves who have connections with the
of the Commons, and the main road runs through the district,
Dwarf King, or a day-laborer group that is part of a
exiting through another wall into the Saddle not far from the
union affiliated with the Emperor (or possibly the
entrance to the Temple district. Gaining entrance to the Saddle
Prince). Most of the students or their families have
costs 2 cp, which keeps most of the poor folk out unless they have
connections to the Archmage. Some of the pranks have
a workorder.
caused serious loss of income, and now representatives
The Commons houses a handful of well-known (one way
from the affected icons for those groups are getting
or another) areas including: Hawker’s Square, the Warrens (a
involved. Perhaps they pull one of the PCs visiting the
maze-like area of alleys and abandoned buildings that is a known
district into the issue, asking them to smooth things
thieves’ den), the Alehouse Brewery (the primary dwarven
over or deal with the worst wizard offenders somehow.
brewery in town), and Tavern Row (as the name suggests, an area
filled with drinking establishments for the Commons laborers,
which gets very rowdy at the end of each work day).
Parts of the Commons are well lit, especially near the gates,
ELSA WHITEROSE
main road, and entrance to Temples. The Lamplighters don’t go
Elsa Whiterose is a cleric of the Gods of Light in service to the
into the Warrens (the lanterns are always stolen), and so the place
Priestess. She runs the Mission of Lost Hope, a small organization
stays in shadow. As a sign of bravery (or drunkenness), wizard
that helps feed the poor and gives them basic shelter at night off
students from all three schools often “slum it” at Tavern Row.
the streets. The mission is in the Commons, near Griffin square,
They also often end up in wizard duels that do more damage to
a small courtyard near the cliffs that separate the Commons from
those watching than to each other.
the Grounds above and close to the Temple district. Locals will
point out its location freely.
18
elsa whiterose, the commons
Elsa receives a small stipend from the Priestess’ organization, a day asking around on the streets the PCs will get the names of
as well as small donations from the town’s merchant class, to help one or more of the following NPCs who might know something
keep the doors open. She has two assistants, Goram (half-orc more: Jagger Dunn, Kalia, or Riley Threefingers.
man) and Ilsa (human female teen), who help her run the mission Jagger Dunn (male dwarf ): Jagger can be found easily
in exchange for small private rooms and steady meals. Between enough by asking the local street folk. He is a sometime dwarven
ten and twenty poor folk of various races stay at the mission at laborer and constant drunk. He smells of stale beer, and his general
any given time. While at the mission, Goram or Ilsa might try to appearance is grimy, with stained and threadbare clothing. When
pressure the heroes into donating to the cause. encountered, he’ll probably be hanging out on a street corner,
When questioned about the attack in Hawker’s Square, Elsa singing a tavern song and nursing a bottle of warm beer while
can relate the following information to those who act civilly taking a few coppers in his sweat-stained hat. Otherwise, he’ll be
toward her. She will not give her time to those who are rude, rolled up in a blanket in an alley (pointed out by locals). Play up
but may suggest a small donation to the mission as a means of his drunkenness, or his bad hangover.
making up for bad behavior: When questioned about those who are disappearing, Jagger
• She was in the square during the attack. She is not a fighter, can relate the following information (given the promise of a
but managed to hold a zombie at bay through her divine bottle or skin of something strong):
power, protecting a small group of folk trapped in one corner • Two weeks ago he was sleeping one off in a nearby alley during
of the square. the dark hours before sunrise. A ruckus woke him up and he
• During the initial attack, she was surprised to recognize two saw two men in robes, like those the wizard students wear,
of the attacking undead as recent poor folk who had stayed struggling with old Ralph, one of the street folk. Ralph was
at the mission: Tolvus Rhys, a middle-aged human man with putting up a fight, but he was old and weak from the “cough”
a bad leg from his years fighting with the legions who had and then one of the men hit him in the head and it was over.
a hard time finding work; and Korack Stoneson, a dwarven Jagger stayed real quiet, knowing he would join Ralph if they
drunk who often slept one off at the mission. noticed him. As the men were loading Ralph onto a hand
• She had last seen Tolvus about ten days ago at the mission. She cart and covering him with a blanket, one of them told the
thinks she remembers seeing Korack about a week ago on the other that “he wants living subjects for the experiments now,
streets. Both Tolvus and Korack lived in the Commons, and because things have progressed.” Jagger swears he wasn’t
both worked (when they could) or begged near the mission. that drunk when he saw this and it really happened, though
• The poor folk in the area have been talking about folks going most folks he told laughed at him. Further questioning (with
missing for the last month, and she had noted a few common promises of additional drink) reveals that the robed men were
faces at the mission were no longer around. Although the older, not the usual age of the wizard students who sometimes
mission has a transient population, she was worried enough slum in the Commons taverns. He thinks the robes were gray
to report it to the Silver Shields, but they made little effort or silver, but it was dark so he couldn’t be sure.
to find those missing (because Elsa couldn’t afford to make • Jagger knew Korack (one of the zombies); the two often drank
it worth their trouble). After a half day’s meager search, the and occasionally worked as laborers together. Three days
Shields concluded that the missing people had left town. after Ralph was taken, Korack was supposed to meet Jagger
• There was a rumor among the poor that a pair of (human) at a nearby site to carry bricks for a masonry job, but never
men had been seen carrying away one of the locals known as showed. Jagger cursed him for making them miss out on the
old Ralph, even as he yelled and cursed, four days ago from coins, but now wonders if he was taken. The night before
an abandoned building, and that he wasn’t the first. Elsa says the attack Korack had mentioned that he was afraid for his
that she only heard this second-hand, and that the PCs would life because two humans he didn’t know had brought him
have to ask around among the poor folk, and especially those free beer and plied him with questions about himself in an
on the streets, to learn more. unnatural way. One of them named himself Paulos or Paully,
and the other Sigmund. Jagger has never heard of Paulos/
Talking to Streetfolk Paully, but there is a man named Sigmund new to the district.
He works for some drug pusher by the old abandoned theatre.
If the PCs attempt to ask those staying at the mission about Kalia the Waif (female half-elf): Kalia is a 14-year-old street
missing folk, they will get a mix of dirty looks, warning signs urchin who keeps to herself instead of running with a gang. She
against evil, mad mutterings, and similar reactions, with people can be found running small errands for some of the shop owners
saying they don’t want to be involved with it. A PC can make a DC in the area, or keeping an eye on the proceeds for the various street
15 Charisma check (diplomacy) or Strength check (intimidation) musicians that perform in Hawker’s Square. She has short, dark hair
to get a name of a street local named Riley Threefingers (not at under a cap and dresses like a boy to throw off potential attackers,
the mission but on the streets) who might know something about carries a small blade for when that doesn’t work, and talks tough
Ralph. If the PC offers a small amount of money as extra incentive, when cornered. For the promise of a few coins, she’s willing to talk
they gain a +5 bonus to the check. PCs with a positive or conflicted about whatever the PCs want to hear about, even though she thinks
relationship with the Priestess or Great Gold Wyrm could also use it’s probably some sort of trap and will be very skittish.
that to gain Riley’s name with a successful icon relationship check When questioned about those who are disappearing, Kalia
(at your suggestion if they don’t ask). Otherwise, after wasting half can relate the following information:
19
13 th age - shadows of eldolan
THE RATSMASHER’S
• Kalia knew Tolvus Rhys. He was a friend who had helped her
one time when a couple of Ratsmasher gangers cornered her
TURF
and were smashing her up with bricks. He stepped in and
sent them running. Tolvus was a capable fighter, even with
his bum leg, but he had a weakness for dreamleaf, a drug that
produces stupors and hallucinations. Lately his shakes had At some point while the PCs are questioning street folk around the
been bad since he had no coin to buy the leaf. She had given mission (and definitely before they travel to the Dreammaster),
Tolvus a few coppers she could spare, and he had said that they will attract the attention of the Ratsmashers, a local gang
he had found a new dreamleaf pusher calling himself “the of street toughs who claim the area. The gangers think the PCs
Dreammaster” who was selling at half the usual rate. Kalia are being too nosy and look like they have a bit of coin, and so
hasn’t seen Tolvus since and it’s been a week. She fears the they will try to ambush the heroes. Their leader, a human teen
worst, especially after the rumors about him being one of the nicknamed Capper (real name Varlo), will confront them. While
zombies spread through the district. only a teen, Capper oozes charisma, speaks well, and seems to
• She knows that the Dreammaster runs his business out of an have a touch of the Prince’s charm. When he tells the heroes to
abandoned theatre a few blocks away. She says she’s seen him hand over their valuables, he does so in a tone that sounds like a
once, describing him as a middle-aged human man wearing knife cutting through butter—smooth.
the clothes of a storekeeper, but more rumpled and dingy. She
Read to the players: As you make your way down a
says he’s new to the Commons and has been pushing for only
narrow street filled with trash on your way to talk with a
a month or so. She also warns the PCs to be careful around
streetperson who might know something, you see a slim figure
him; word is that he and his thugs gutted a halfling cutpurse
ahead leaning against a wall cleaning his fingernails with
who tried to rob his stash.
a knife. The man . . . or rather a human youth of perhaps
Riley Threefingers: Riley is a scruffy, brown-haired halfling
sixteen or seventeen, turns to look at you with a smile. He
just out of youth who is a small-time local fence. He knows a few
says, “Greetings travelers. What a lovely band of misfits you
people and claims he knows more. He’s wily and evasive at best, but
are. I hate to trouble you, but off the beaten path as you are,
will trade information for hard coin without a problem, as long as
well, you look like you have more than enough coins in those
it won’t get him in trouble with the local gangs. He tries to use big
pouches to share. Throw me your purses now and we’ll stay
words, but doesn’t always understand what they mean. If the PCs
the best of friends.”
look like easy marks (no rogue types among them), he might try to
pickpocket a PC while talking to them (DC 20 Wisdom check for that As he speaks, a group of tough-looking youths emerges
PC to notice; takes a small, useful, non-magical item or 1d10 coins). from nearby alleyways and behind piles of trash and debris both
When questioned about those who are disappearing, Riley in front of and behind you, blocking escape. Each youth holds
can relate the following information if the PCs can make it worth a hand behind his or her back and is grinning wildly, revealing
his effort (a few coins or some useful info): blackened and rotting teeth.
• He knew both Korack (a drunk) and Tolvus (a loser who used Capper and the PCs are in the bottleneck of a narrow alley
to fight for the empire) as local street folk. that widens as you move away from the area in either direction.
• He heard about old Ralph getting taken, but he says word There’s a T intersection with another alley 40 feet behind the PCs,
was that Ralph had failed to pay coin owed to a man named and the alley in front of them goes 70 feet before intersecting
the Dreammaster (a drug pusher) and it was his people that with a cross street (see map opposite). The walls of the buildings
grabbed the old man. framing the street are made of mortared stone bricks, but there
• Others have gone missing (more than normal) over the last is one locked wooden door just ahead of the PCs on the left. The
month (he can name three more). Seems like most of them buildings are 25 feet high, and there is a small balcony with locked
were addicts (drugs or alcohol). shutters 15 feet up opposite the doorway that can hold two people.
• The Dreammaster is a new player in the Commons. Word is The gangers and PCs start off nearby eachother, with the street
that he pays the Ratsmashers a hefty fee to operate on their toughs coming from both directions (they came out of the alleys or
turf, and that his prices are the lowest. They call him the were hidden in the street ahead). In addition to Capper, there are
Dreammaster because he deals dreamleaf. The Dreammaster two Ratsmasher brickthrowers hiding on the balcony ready to
has two dangerous thugs watching his back, at least while he’s throw bricks, and twelve Ratsmasher street toughs (mooks) on
on the street: a human named Sigmund and another named the street level surrounding the PCs (one mob of six on each side).
Paully (or something like that). They are odd, because they Tactics: Assuming the PCs decline Capper’s offer, Capper will
often wear old wizard robes over their street clothes, but no throw his knife on the first round as the street toughs charge forward,
one’s ever seen them do magic. then he will engage a soft-looking target already engaged with his
• The Dreammaster is holed up in an abandoned building a few troops. As they fight, the gangers will encourage each other using
blocks away; it used to be a theatre years ago, before it was their gang names (Smasher, Brickhead, Slice, Dart, Smothers, etc.).
partially burned out. The upper floor of the place is a wreck Climbing the stone walls requires a DC 15 Strength check.
waiting to fall, and anyone inside risks their neck with every Picking the lock on the door or bashing it open also requires a
step, but the main level is okay. There are rumors that some DC 15 check (Dex or Str); the door opens into a grain warehouse.
people who go there don’t come back. The street toughs will intercept any PC trying to get past their
20
elsa whiterose, the commons
Making Friends?
While the rest of the gang members are uneducated, filthy,
and desperate, Capper seems to be different. Perhaps he is a
noble’s son who escaped to a life of freedom, an agent of an
icon working the streets, or touched by the Prince’s power in
some way. If the PCs are willing to hand over their pouches
(assume they lose 1/3 of their total money in this case) and
want to befriend the gang, there’s a chance they can do so.
Once he has their pouches, Capper will then ask for the
heroes’ weapons, since “they’re all such good friends now.” At
that point, the PCs can try to use social skills to redirect the
situation. It takes one successful DC 15 Charisma check to
convince the gang to not press the issue and let the PCs keep
their weapons; failure means a battle breaks out. A second
successful DC 20 Charisma check will make Capper decide
he likes the heroes and be willing to have his gang stand down
and disperse while he talks to them. He knows the area and
will be able to give them basic details about the Dreammaster
and the layout of the lobby and main level of the theater, plus
the fact that the upper story is unsafe. He could also be a
future NPC contact for further adventures in Eldolan.
Alternately, you can let each PC that has a relationship
with the Prince of Shadows make an icon relationship
check to be able to win over Capper and the gang. Treat
each 5 or 6 as one successful skill check, though with
possible complications.
Ratsmasher
Street Toughs
“What are you looking at? You want some trouble?”
AC 16
PD 15 HP 5 (mook)
MD 11
Mook: Kill one street tough mook for every 5 damage you deal to the mob.
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13 th age - shadows of eldolan
22
elsa whiterose, the commons
Approaching the Theater “Let’s see your coin, friends.” His words ooze seediness, and his
lips are curled in anticipation.
If anyone tries to climb to the upper floor from outside to get a
Tactics: If things go bad (like the PCs don’t want to buy and
look at the operation, the poor structural integrity of the second
won’t leave, or more than two of them try to enter and don’t leave),
level makes it a tougher check (DC 20). Failure results in a crash
the thugs and Jarsil will use violence to put an end to the problem.
landing back into the street for the PC attempting it and will alert
If there are PCs outside the main door, it takes one move action to
those inside (but describe how dangerous it looks to the PCs
open the heavy door. Jarsil will target enemy spellcasters or ranged
before they attempt it). Even with success, moving to a position
attackers with his light crossbow while the thugs work in pairs against
to see the main stage will require balance and stealth (DC 15 Dex
a single foe. The ticket cage increases Jarsil’s AC and PD by +4 while
check) since the boards creak and fracture. Failure results in a
he’s in it, so he doesn’t mind taking an opportunity attack for firing
crash to the floor inside for 2d6 damage.
the crossbow (AC 24 total). A PC can force or jimmy the cage door as
Torsar has hired a few street urchins to keep an eye out for
a move action with one DC 20 check or two DC 15 checks, allowing
anyone watching the theater, and they will report to him if they
one person to access Jarsil without the AC/PD penalty. Each thug
see the PCs taking an interest (either the PCs take no precautions
will try to flee (50/50 whether they go inside or outside) on their turn
or fail a DC 15 check to do so). If warned, Torsar will prepare his
once they go under 10 hp if at least half of them are already down.
defenses, and given time, he might even hire a few local street thugs
Drop each thug’s hp by 5 if there are 4 PCs. If there are 6 PCs,
to deal with the PCs (have a mob of 6 street toughs intimidate/
add two street thugs by the front door. If the PCs choose to take
attack them outside; see the Ratsmasher battle for stats).
the fight through the doors into the auditorium during battle,
If the PCs watch the place for a little while, they will see
then they will have a much harder fight on their hands including
customers coming and going.
both groups of enemies (consider having Torsar, Sigmund, and
The main level of the theater is divided into three sections:
Paulos show up a round or two later). If alerted, those at the main
the front entrance, which consists of a small lobby and a ticket
stage will prepare, but they won’t join the battle in the lobby.
cage; the main stage and auditorium seating; and the backstage
storerooms. There is also a cellar containing the holding cell and
Torsar’s stash. See map, page 24. Jarsil Ralss (halfling)
“You gotta pay to play, friend!”
Front Lobby 3rd level archer [humanoid]
A pair of double doors allow access into the small (30 by 20 foot) Initiative: +7
lobby from outside (but one of the doors has been nailed shut), and
Dagger +7 vs. AC—7 damage
two sets of double doors lead from there to the stage. Most buyers,
however, aren’t allowed beyond the lobby. Four street thugs (half- R: Light crossbow +9 vs. AC—9 damage, and the target is
orc, 3 humans) guard the lobby, two by each set of double doors. weakened (save ends)
The ticket cage is made from strong oak with iron bars on the top Limited use: 3/battle; Jarsil has coated three bolts with dreamleaf
half, and has a small wooden side door that is bolted from the inside. extract, and he will fire those bolts first. Afterward, his light
Within the cage, a halfling named Jarsil Ralss passes his time playing crossbow attack is at-will but will do normal damage only.
solitaire, insulting the thugs, and selling merchandise when a buyer
Small: Jarsil gains a +2 bonus to AC against opportunity attacks.
comes into the lobby. The guards closely watch anyone entering to
buy, and if more than two people come in, they will instruct the AC 18 (22)
others to “wait outside or they’ll get a beating.” Any trouble (such PD 16 (20) HP 36
as more than two people entering and not leaving) brings a quick MD 14
and violent response; this might not alert those beyond the doors
unless a thug flees to the main stage, there are abnormally loud
magical explosions, or the escalation die reaches 3, since deadbeats
Street Thugs
get beaten and thrown out of the lobby at least once a day. “Let’s see your coin!”
If a buyer seeks to make a large purchase, or wants to deal
1st level troop [humanoid]
with the Dreammaster personally, a show of coin and the right
Initiative: +3
words (DC 15 Charisma check) can get them inside to the main
stage to meet with Torsar and his people (but they still won’t Beat stick +5 vs. AC—7 damage
allow more than two people into the building this way). If the Natural even hit: The street thug can make a dazing blow
PCs go in to scout the place out and don’t make a purchase, Jarsil attack against the target as a free action.
might sniff them out and order the thugs to attack anyway (DC
[Special trigger] Dazing blow +6 vs. PD—The target is dazed
15 Charisma check for the PCs to convince him, if needed).
(save ends).
Read to the players: You enter through the outer doors
into a small lobby. There are two sets of double doors leading
AC 17
into the interior of the theater, each guarded by a pair of
PD 14 HP 29
thugs. A halfling in a wood and iron cage to your right says,
MD 11
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13 th age - shadows of eldolan
24
elsa whiterose, the commons
Loot: Each thug has 2d6 gp in mixed coins. Jarsil has a small
cashbox in the cage holding 200 cp, 100 sp, and 50 gp, and ten
Bards on Stage
small dreamleaf packages (worth 3 gp each in the black market;
If any of the PCs are bards, they might have an easier
half that to the Archmage’s folk).
time of it navigating the stage and its props since that’s
Aftermath: The doors to the main stage are closed but
terrain with which they are intimately familiar. Bard
unlocked. The sounds of battle may have alerted Torsar and his
PCs gain a +2 bonus to all defenses against Torsar’s
allies, however, if it was overly loud or if the battle lasted more
stage attack, and a bard can roll a save at the start of
than three rounds. Any thugs that fled will also be part of the
each of their turns. On a success, they can use a stage
main stage group.
attack that turn as a standard action. Also feel free to
give them a +2 bonus to any sort of dicey checks they
Main Stage make using the scenery.
and Auditorium
The stage is made from wood and forms a T at the back with a
Lackeys
few small raised wooden platforms on top of it and two different “We’ve got the best stuff in town!”
trapdoors in the floor to a low walkway underneath that the actors
1st level mook [humanoid]
once used for performances. The walkway leads backstage. There
Initiative: +3
are five close rows of stadium benches with aisles separating them
in a half circle facing the stage. Three open archways covered Knife or club +6 vs. AC—4 damage
with dusty black sheets parted in the middle separate the room Natural 18+: The next creature to attack the target this battle
from the backstage area. Many ropes and stage props are located gains a +2 bonus to attack and damage.
around the periphery of the stage (good for stunts).
AC 17
Tactics: Currently, six lackeys (3 humans, 2 half-elves,
PD 15 HP 7 (mook)
and a halfing) are lounging in the place, eating, drinking, and
MD 11
gambling. Sigmund and Paulos are meeting with Torsar in a
backstage storeroom they’ve converted to a living quarters and Mook: Kill one lackey mook for every 7 damage you deal to the mob.
larder. If alerted by the battle in the lobby, they will immediately
move to the stage area. Torsar will also move to the main stage
area, directing three lackeys to hide among the benches, while
Sigmund/Paulos
the other three move to the front of the stage. Paulos will hide “You stuck your nose where it don’t belong!”
in an archway behind a sheet with his crossbow ready. Torsar
2nd level spoiler [humanoid]
and Sigmund will move to the back of the stage with the lackeys
Initiative: +8
between them and any enemies. Otherwise, they will emerge
onto the stage as soon as they hear trouble in the auditorium. Sharpened shiv +7 vs. AC—7 damage
Torsar has adjusted the stage engineering in his favor and Natural 16+: The target takes 3 extra damage.
each round he can throw a lever or pull on a rope as a standard Miss: 3 damage.
action attack using the stage (a beam drops from the ceiling, a
R: Light crossbow +7 vs. AC—7 damage (Paulos only)
floor panel slams into a PC, etc.)—see stage attack in his stat block.
If things don’t go well and Torsar would drop to 0 hit Cheap shot: When Sigmund/Paulos hit a target that is engaged
points, his trapdoor escape ability will allow him to escape to the with at least one of their allies, the target takes +1d8 extra
basement (see stat block). A pressure switch makes the trapdoor damage from the attack.
shut and lock when someone hits bottom. When Torsar leaves,
each lackey has a 50% chance of fleeing each round during its
AC 18
turn. Sigmund and Paulos will fight to the death knowing that
PD 15 HP 34
their capture will force the Seekers to kill them anyway. Each
MD 13
uses the same stat block, though keep track of their hit points
separately. Only Paulos has a crossbow.
If there are only 4 PCs, remove three lackeys. If there are 6 PCs,
add four more lackeys, who rush in from a backstage archway.
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13 th age - shadows of eldolan
26
elsa whiterose, the commons
Torsar thinks the PCs are rivals out to claim his product
and will fight to the death, unless the PCs give him a way out
and he believes them. As the battle winds down, however, it
will suddenly get worse. In his service to Garados and the Lich
King, Paulos underwent a terrible ritual. Upon his death, he will
transform into a wight within a short time (but will seem dead
until then). At the start of the round after Torsar drops to 0 hp (or
surrenders), Paulos the wight will open the slide trapdoor from
above (or drop down through the opening if it was broken open
by the PCs) and leap into the room. If Torsar is surrendering,
the wight will use his first attack to tear out Torsar’s throat (no
attack roll needed). Otherwise, the wight will attack a cleric in
the group or the PC with the lowest hit points (with a +2 bonus to
his first attack due to surprise and ferocity). He will continue to
try to attack his initial target for the rest of the battle (but won’t
take opportunity attacks to do so).
Paulos the wight will taunt the PCs in its dry, undead voice
and tell them that they “interfere with powers beyond their
reckoning” as it attacks them. If a PC bears some signs of service
to the Lich King, Paulos won’t attack them, but will ask them to
help. If there are only 4 PCs, remove one of the drakes. If there
are 6 PCs, give Torsar full hit points.
Black Drakes
“Snap, snap!” Paulos the Wight
2 level troop [beast]
nd
“My master will control you soon enough!”
Initiative: +5
4th level spoiler [undead]
Snapping jaws +7 vs. AC—6 damage Initiative: Goes before anyone else at start of round after Torsar
Natural 16+: The target also takes 3 ongoing acid damage. dies/surrenders
Vulnerability: holy
Acidic blood: While the drake is staggered, when an enemy is engaged
with it at the start of its turn, that enemy takes 2 acid damage. Life-stealing claws +9 vs. AC (2 attacks)—5 damage
Natural even hit or miss: Unless the wight is staggered, the
AC 18 attack also deals 5 ongoing negative energy damage.
PD 16 HP 36
MD 11 Unnatural maneuver: Twice per battle (once per round) as a free
action, the wight can wretch its body in an unnatural way to
AC 20
“Who are you idiots, anyway?”
PD 16 HP 45
3rd level leader [humanoid] MD 13
Initiative: +6
Loot: Torsar has a pair of 30 gp silver rings, one on each
Light mace +8 vs. AC—9 damage thumb, and wears silver necklace with a small silver bear’s claw
Natural 16+: The target is dazed (save ends). on the end; it’s a magical Bearclaw Necklace (13th Age core book,
page 290). The rest of his wealth is in the dreamleaf storage room.
R: Heavy crossbow +8 vs. AC—11 damage
Brick Cell: The door to the brick cell is thick wood and has a
Natural even hit: Torsar whistles a command to one of the
heavy iron bar on the outside. Inside is a 4 by 7 foot mortared brick
drakes, which can make a snapping jaws attack as a free action.
room that smells of blood and feces. Scratch marks on the door and
Natural odd hit: The target takes 5 ongoing damage.
fresh stains show that the now empty cell held someone recently.
Boss’s tricks: Torsar’s allies gain a +2 attack bonus against enemies Dreamleaf Storage Room: This 20 by 15 foot chamber has a
affected by a condition Torsar created (dazed, ongoing damage). table and chair against one wall, two piles of debris in one corner
where the drakes nested, and six strands of dreamleaf hanging
AC 18
from the ceiling where they are drying. Once dried (another two
PD 15 HP 30
days), each strand of dreamleaf is worth 50 gp in the black market
MD 13
(half that if turned over).
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13 th age - shadows of eldolan
Aftermath: On the desk is ink, quills, a pouch of 30 gp, and a named Aerto in the Docks paying well for destitutes, no questions
small book of debts and other payment information from Torsar’s asked. Might be able to leverage another buyer against Paulos and his
customers. In one section listed “other profits” there are three different boss to increase profits. Unless they’re working together?”
dates entered over the last month that show payments made to Torsar If the group is ready for the next stage of their search, you could
for “cell fees and body delivery” paid by Paulos, with a note next to instead change the book debt note to show payment for the delivery
it in Torsar’s writing that says, “Follow up on rumor about someone by Arlissa Thent (from the Lamplighter’s Guild in the Saddle).
LEAD 2:
AERTO’S DEAD
BODIES, THE DOCKS
Someone named Aerto has been offering good coin for freshly
dead bodies in the Docks district. Icon Involvements
in the Docks
THE DOCKS Over the last few months, someone (possibly agents of
the Diabolist) has been slowly distributing strange gold
One of the more dangerous parts of Eldolan, the Docks includes
coins in the district. The coins feel oily to the touch
the port and main piers, numerous warehouses, fish processing
and have a shark’s head imprint upon them, but the
buildings, and fishing shacks, and an array of shady taverns and
gold in them is heavy. The coins were readily accepted
inns where sailors and travelers just arrived to the city often stay.
at first, but lately stories have been circulating among
Many dark stories come out of the district, and though sailors
the sailors patronizing the district that the coins are
tend to exaggerate, some are true. The transient nature of the
cursed—they’ve come from sahuagin hoards looted
population in the Docks makes it hard to prove or disprove the
from the Midland Sea. There has been a lot of bad
stories, and the Silver Shields have pulled back all night patrols
luck going around for those holding the coins, possibly
due to recent events, though they are still patrolling the main
supporting the sailors’ mutterings.
thoroughfares in force during the day.
Recently, the warehouse owners in the Docks
As a port town, Eldolan has three main piers where large
(Emperor) have been trying to unload all of their “shark
ships and trading vessels can dock. There are also many shorter
coins” as they call them onto the dwarven laborers who
piers for the smaller ships, and the protected bay allows the
work the docks (Dwarf King). After a rash of injuries
fishermen to simply leave their craft anchored offshore around
and accidents, the dwarves stopped accepting the
the bay’s edges a short swim away. There are many open stalls
coins, sparking pay disputes. Making matters worse,
selling fresh seafood near the harbor, interspersed with other
somebody had been making counterfeit shark coins
small tent vendors and similar folk selling all manner of goods to
while they were popular (the Prince), and no one in the
those arriving via ship.
Docks is accepting them anymore. Those who have the
In addition to the sailors of all races who spend time in the
coins are unloading them on newcomers to the area
Docks, a large contingent of dwarven laborers live and work in
(like the PCs) at bargain rates. Perhaps the PCs acquire
the district (carrying cargo off ships to the warehouses). They
some of the cursed coins, or try to unload them on a
tend to be rough and rowdy, at the least. A number of taverns
tavern owner in the district, and it brings trouble.
and inns line the harbor, serving sailors, travelers, and locals
alike. These establishments tend to be rowdy, though a few of
though his ability to lie with ease helps hide the trait. He speaks
the larger ones keep things civil enough to draw recently arrived
in a smooth but low voice that’s almost a whisper, and he’s always
travelers to them (at least on the first night).
looking for an angle to improve his standing.
Aerto was recruited into the Seekers two years ago, but
AERTO’S STORY only recently began acquiring “materials” (bodies) for Garados’
latest project. At first, it was the body of the occasional sailor or
traveler who made a bad choice and ended up dead in an alley.
Aerto is a half-elf who works in the shadows, acting as a middleman
Lately, Garados’ need has increased, and so Aerto’s activities
in shady deals and illegal commerce of all types. He’s also a member
have grown more bold. The bodies don’t need to be cold, just
of the Seekers of the Lost who procures whatever the group needs,
passed out or incapacitated, for him to take them.
though he keeps that affiliation well-hidden. Aerto’s elven heritage
is dark elf, and the cruelness of that culture runs in him as well,
28
aerto’s dead bodies, the docks
Recently, however, there has been a new development that will provide them with three or four locations in the district
has filled Aerto’s pouch with coin but forced him to be even less where he’s seen Aerto.
discreet. A group of Diabolist cultists approached him about • Malice Sureshot: Malice probably has another name, but no
providing them with fodder for their rites, the fodder being one knows what it might be. She is a thin, wiry halfing woman
humanoid corpses. Aerto saw no reason that he couldn’t serve with short-cropped jet black hair and a hard edge about her,
both himself and the Seekers, figuring the cult would provide perhaps due to her dragon tattoos. She looks to be about
him with an out in case the Shields came sniffing around. And thirty and wears a form-fitting green leather jerkin with black
so he put the word out that those willing to make some coin leather pants, and carries a number of sharp-looking blades
could let him know about the unfortunate recent dead instead of on a bandolier. She will not be intimidated by the PCs, but is
contacting the guard to haul the body to the town crypts. willing to tell the PCs a couple of locations where they can
find Aerto for a “mug of good stuff ” if they plan on giving
FINDING AERTO Aerto trouble because “she owes him.” The PCs can find her
at the Wild Wave Inn taproom.
• Travan Orcslayer: Travan is a crusty, older dwarf whose
Finding Aerto will take a bit of legwork by the heroes. He works in brown hair has gone mostly white. He bears a few nasty
the shadows and is relatively careful, but he also needs bodies, so scars, including one that took off his right ear, and has the
he’s open to meeting people he doesn’t necessarily know to that end. look of a long-time mercenary. He won’t talk to half-orcs, and
The PCs will need to visit the harbor taverns and inns, the piers full will be intentionally rude to elves, but he did some work for
of sailors and dockworkers, and perhaps some of the back alleys and Aerto a few weeks back and is willing to name a couple of
warehouses in the district (if you prefer) to track Aerto down. places where Aerto likes to drink for a few coins, or for free
While talking to different NPCs, the PCs can use Charisma to a dwarf who buys him a mug. He can be found singing
checks (diplomacy, bluff ), Strength checks (intimidation), or old battle songs at the Dwarves’ Home Alehouse, a dwarven
other checks that seem appropriate to find him. The DC is 15, drinking establishment.
and it takes three successful checks, each with a different NPC • Talina Brighteyes: Talina is a golden-haired half-elven woman
(and possibly by different PCs if you want to get more of the of indeterminable “middle-age” who tends bar at the Westwind
players involved), to discover Aerto’s current location. tavern. She has a smile in her voice as she welcomes people
Any PCs that have a relationship with the Prince of Shadows, into the tavern, but can also cuss with the best sailors and has a
Dwarf King, or Diabolist can roll their icon relationship dice, nasty temper that comes out if anyone is messing with her bar
since the Docks district is an area where the icons have some or her servers. Most of the clientele will back her if she has a
influence. Each advantage allows the PCs to reroll one failed problem with someone. She takes a particular liking to wood
skill check as a contact comes forward with information, or can elves, but won’t say more than three words to high elves.
count as one successful check (but still requires the PCs to talk to • Jiggs: Jiggs is a dirty, bedraggled, older gnome man with
additional NPCs). If any PC rolls a 5, however, the group will have crazy eyes. He was once an adventurer, but he saw something
to deal with some extra trouble during their search in the form of in the underworld that left him partially mad. Now he is a
a group of drunk dwarven laborers (or another complication of fetcher and mopper at the Sailor’s Respite tavern, one of the
your creation that fits the character based on their story). more rowdy establishments on the harbor. The clientele at
Depending on the rolls (and number of failures), the PCs the Respite treat Jiggs like a mascot who’s the butt of jokes,
search for Aerto can take anywhere from a few hours to a few days. receiver of shoves, and target of pranks, but he’s their mascot,
(Even with failures they will find him, but if they have three failed so any outsider trying to do the same will not be looked well
skill checks before three successes, he will hear that somebody upon. He also fetches drinks, cleans up messes, and runs
is looking for him and be prepared with his story, making any errands, all with a silly smile on his dirty face. But Jiggs sees
checks to see through his lies require a DC 25.) When the PCs and hears things, and if someone is nice to him, he will tell
get their third success, set the time of day as after sunset, and them (in a roundabout way with a lot of additional details)
have the NPC tell the heroes that they saw Aerto at the Squirming that he saw Aerto “a little while ago,” although for Jiggs that
Mermaid tavern fifteen minutes ago. Of course, feel free to have could be ten minutes or ten days.
the PCs talk to as many NPCs as you prefer to find Aerto instead
ALTERCATION
of rolling checks, if that suits your game.
Here are a few NPC options, in no particular order, to have
ON THE PIER
the PCs interact with (feel free to come up with some others).
They can be affiliated with any of the icons you wish, or none:
• Michale Orlevy: Michale is a human scoundrel and bard who
plies his trade at many of the taverns in the Docks. He is slim, During their search for Aerto, if the PCs fail a skill check (or get a
red-haired, and moves with a bit of limp. Originally from 5 on an icon relationship check), they will run into some trouble.
New Port, Eldolan has been his home for the last two years, The trouble comes in the form a band of drunk and rowdy dwarf
but it hasn’t been as profitable as he’d hoped and his well- dockworkers that cross the heroes’ path. (Alternately, if the PCs are
worn clothes and unpolished lute show it. The PCs encounter causing trouble, it can be from a group related to the NPC they’re
Michale at the Lusty Dolphin tavern, and for a few coins he currently talking to and set in the establishment that person is at.
29
13 th age - shadows of eldolan
For example, thugs at the Lusty Dolphin; halfling rogues at the The water off the end of the pier is deep enough that anyone
Wild Wave; dwarf dockworkers at the Alehouse; mixed patrons falling/jumping off won’t be harmed (assuming they can swim).
at the Westwind; or drunk sailors at the Respite. If some other There’s a wood ladder leading eight feet back up to the pier. The
type of group makes better sense for your story based on the PCs’ pier also holds barrels, coils of rope, and other items one might
icon connections and uniques, feel free to adjust the flavor of the expect in such a location.
altercation accordingly, though the laborer stats will still work. If there are only 4 PCs, remove one laborer. If there are 6
As the PCs are moving around the harbor seeking Aerto PCs, add two laborers.
(preferably in the early evening hours), they will be crossing a
section of pier with open water on one side and the long wall
of a wooden fish processing building on the other, making for a
Dwarf Laborers
relatively narrow passage about ten feet wide. Coming from the “Look at the grime and blood all over it!”
other direction is a group of six dwarf laborers who are off shift,
1st level troop [humanoid]
have been drinking, and are eager to get to their next drinking
Initiative: +3
establishment. As the PCs start to cross, one of the dwarves
notices a magic item a PC is carrying and sees how unkept it is. Makeshift weapon +6 vs. AC—6 damage
The dwarf stops in front of the hero, points a figner at him or her, Natural 16+: The dwarf shoves the target away and pops free
and says, “You don’t deserve to carry such a lovely [item] treating from it. If the target is next to the edge of the pier, it must roll
it that way. Have you no shame?” a normal save; on a failure, it falls into the bay, requiring two
Preferably, the dwarf will choose a PC with an item who move actions to climb back to the pier and enter the battle.
rolled a complication (a 5) with an icon check following this lead,
Drunken brawlers: When an attacker scores a crit against a dwarf
or who failed a skill check while trying to track down Aerto. If
laborer, the laborer can immediately roll a hard save (16+). On
the PCs don’t have a magic item, the dwarf will comment on a
a success, it only takes normal damage (too drunk to notice).
mundane weapon. The dwarf ’s friends then get into the action,
and things start to get ugly. If the heroes try to calm the dwarves Nastier Specials
and talk their way out of it, the PC with the item and one other If this battle happens after the PCs have a few incremental
character will need to make a DC 18 check to do so. A failure, or advances under their belts, you could give the laborers the
any insult (or perceived insult) directed toward the dwarves will following ability:
bring violence on their part (and perhaps a free roundhouse to
Lucky roundhouse: When the laborer rolls a natural odd hit with
start things off ).
a makeshift weapon attack, the target must immediately roll a
Of course, if you want to run a battle at this point, it could
normal save. On a failure, the target is knocked unconscious
be that an enemy of the heroes with icon connections paid the
(save ends).
dwarves to waylay the PCs and they used the “you’re not taking
good enough care of your magic items” line to instigate it. In that AC 17
case, it’s a fight no matter what. The dwarves might or might not PD 16 HP 30
be able to describe who paid them off, if questioned, depending MD 10
on how much you want them to know.
Loot: The dwarf laborers carry only their days’ wages; each
Tactics: Since there’s no law in the form of Silver Shields
has 2d10 sp in silver and copper coins.
currently around on the docks at night, the dwarves have no
Aftermath: If the PCs choose to fight to the death, victory
problem using more than fists. They fight with clubs, mugs, bricks,
might bring more trouble as word of it spreads. Dwarves in the
handy pieces of lumber, and whatever bashing weapon is at hand.
district will not be happy with them, justified or not, and all DCs
(If the PCs mention not wanting to deal killing blows, however, the
involving dwarves increase by 3. If the dwarves were paid to fight
dwarves also won’t attack anyone who’s unconscious.)
30
aerto’s dead bodies, the docks
the PCs, they only know that some man in blue-gray wizard robes her time. The tavern reflects her personality, hard but mysterious,
and a hood gave them each a gp to do so (and increase the loot by with many unique pieces of art from lands all around the Midland
6 gp). They didn’t see his face. Sea. The Squirming Mermaid is known for its overpriced but
effective liquors. They also serve a cheaper, weaker beer called
MEETING AERTO “the Swill” and usually have a simple yet surprisingly flavorful
fish stew in the pot.
QUESTIONING AERTO
After talking to people in the district (and making the third successful
check), the PCs will get a line on Aerto’s location at the Squirming
Mermaid tavern. When the PCs arrive, Aerto will be doing business
inside. Have the PCs locate him as evening is setting in. When the PCs enter the tavern, Aerto will be in a back corner
of the room talking business with a jowly, dog-faced looking
The Squirming Mermaid human man. If the PCs ask for him, Scarlet will nod toward
Aerto but say, “I don’t like trouble in my place, strangers. Keep it
The Mermaid is a shady tavern on the eastern edge of the civil or I’ll send you into the bay!” Impress upon the PCs that the
harbor frequented by black market dealers and those who like threat seems to be more than just words. If the PCs press her on
the shadows. It’s a two-story wooden structure with numerous the point or insult her or do harm to her tavern or her servers
additions that have extended the ground floor haphazardly, with (if patrons get into a dispute she’ll tell them to take it outside),
some sections hanging precariously over the edge of the pier it’s Scarlet is not without resources. She’ll give a whistle and offer a
built upon. This ramshackle architecture has created many cubby week’s worth of free drinks to those who help her teach the PCs
holes and side rooms where private business can happen without a lesson if they don’t back down, and a group of shady patrons
too much eavesdropping. There are also four different exits (at will step up (see sidebar).
least) from the place besides the front door. Aerto will take notice of anyone using his name, but since he’s
The tavern is owned and run by Scarlet Ylas, a high elf someone who deals with people (and is in need of more “product”),
woman with a hard frown and a dangerous stare that has sent he’s willing to talk to anyone who doesn’t look like a Silver Shield.
many a rowdy patron running for the street. Rumors say that she Depending on how the PCs broach the subject of the bodies,
was a ship captain in the past, and that she did a bit of pirating in Aerto will either clam up quick, or he will dance around the topic,
31
13 th age - shadows of eldolan
THE CULT
suggesting that if they were to know where the recently deceased
might be, there could be good money for them. Putting Aerto at
OF THE DIABOLIST
ease and/or getting him on the topic of the deceased might require
a DC 15 Charisma check (diplomacy or bluff ), or can fall fully
under roleplaying if the group is comfortable with banter.
If questions move in the direction of what Aerto is doing Aerto’s false lead brings a cult of the Diabolist to the heroes’ attention.
with the bodies, he will grow quiet and simply say that it’s his
business and the pay is good, but questions like that are not
good for business. If the PCs botch it, Aerto will quickly begin
Cultist Warehouse
to suspect that they aren’t looking to sell and might be trouble, The warehouse is a two-story brick structure built against the
at which point he will suggest that the bodies rumor is simply stone cliffs that extend upward to the Grounds district where the
a misunderstanding—he is someone who procures things for Schools of Magic are located. From the outside, it looks like a
people, and he may have made a mistake in the past dealing in simple storage facility for grains and other food items that come
the dead, but no more. He will then try to leave. through the port from destinations around the Midland Sea. If
If the PCs play up the fact that they have bodies to offer, the PCs decide to wait and come back to the warehouse during
Aerto will negotiate a deal with them, paying 10–15 gp per daylight hours, Jeskill and the other cultists will look like simple
corpse. Assuming the PCs make good on the deal, Aerto will laborers hauling goods in and out of the place, though their
deliver the bodies to the cultists’ warehouse (see below) if the workday starts and ends late.
PCs would think to follow him. The warehouse has two obvious exits: a pair of large wooden
If the PCs continue to press him about what the bodies are doors that open wide enough for a wagon, and a single smaller
for or look like they’re going to become violent if they don’t get door near the side of the building (see map opposite). There are
answers, Aerto will play his trump card, throwing the cultists to also a handful of high, narrow windows near the roofline facing
the wolves (so to speak) without saying anything about the Seekers. the street. Although it won’t be easily viewable from the outside,
He might ask for a few coins to sell the ruse as well. He will tell the the warehouse floor is open, with a 25-foot-high ceiling filled
PCs that a human man named Jeskill approached him a few weeks with rafters. Taking up only half of the building’s upper floor, the
ago about procuring the recently deceased, and he was willing to second story contains an office and a loft that opens to the main
pay well for bodies no questions asked. So Aerto put the word out. warehouse floor for additional storage (with ropes and some
He will (seemingly) reluctantly tell the PCs where Jeskill is located, swinging pulleys).
at an old brick warehouse at the eastern edge of the Docks district There is a wooden table in one corner of the ground floor
near the cliffs that lead up to the overlooking Grounds. He will where the cultists can eat, drink, and watch the entrances during
proclaim that he knows nothing more (and is such a good liar that the day. There’s also a narrow stair along the wall closest to the
those watching for such deceit need a DC 20 check to discern that cliff that leads down to a small storage room. The warehouse
he’s holding something back). If the PCs challenge Aerto’s claim, floor is filled with crates, barrels, and other containers fitting for
he will throw them off by saying that he thinks Jeskill might be a a grain repository.
Diabolist-worshiper (some things he overheard)! If they still don’t
32
aerto’s dead bodies, the docks
33
13 th age - shadows of eldolan
need a living blood sacrifice to complete their ritual, but the PCs’ If there are only 4 PCs, the guardian’s slavering double-bite
arrival may disrupt their plans. attack only deals 10 damage. If there are 6 PCs, add three cult
If any PCs have icon connections to the Diabolist, Crusader, initiates who were in one of the offices; they will investigate the
Priestess, or the Great Gold Wyrm, there should be more story sounds of battle and arrive in the second round.
opportunities you can plant with these cultists.
Abyssal Guardian
ENTERING THE “Snap, snap!”
The PCs arrive at the warehouse after darkness has fallen, Slavering double-bite +8 vs. AC (2 attacks)—13 damage
watching it from an alley a block or two away. Lantern light glows Natural odd hit: The target also takes 5 ongoing acid damage.
dimly from the inside out through the narrow windows, and a Miss: 7 damage.
torch burns in a sconce by the smaller door. Shortly after the PCs’
Invisibility: The first time the guardian is staggered during a
arrival, they will spot a group of five humans (3 men, 2 women)
battle, it becomes invisible until the end of its next turn or until
wearing common laborer clothes approach the door, knock, and
it attacks. It gains a +2 bonus to its slathering double bite attack
enter. As they wait, the PCs will hear one of the women giddily
when it attacks while invisible.
claim how excited she is that their wait is over and that the
carnage shall soon begin, only to be hushed by an older man. Demonic senses: The guardian doesn’t take a penalty to detect
The last cultist will take the torch from the front with him inside. invisible creatures, or creatures using illusion to hide
The group enters the building, bolts the door, descends themselves.
down the stairs, dons robes, lights candles, and heads to the
AC 18
caves quickly. At that point, all of the cultists will be within the
PD 18 HP 100
caverns, but the warehouse isn’t unguarded.
MD 14
Tactics: Assuming the PCs try to gain entrance to the place,
they will need to bypass the bolt on the door (DC 15 to break it down
or jimmy the bolt) or try to bypass the double wagon doors that have Cult Initiates
a large beam locking them from the inside (DC 20). If they fail the
check, the PCs gain entrance but the noise alerts the guardian inside
(6 PCs only)
(no chance of surprising it). Alternately, a gnome or halfling PC could “Flesh is weak!”
fit through one of the glassless high window openings if they climb
2nd level mook [humanoid]
to them (DC 15). No matter what method they use to get inside, the
Initiative: +5
place will be mostly dark (one lantern turned low hangs by the stairs)
and look empty. Hiding under the wagons on the warehouse floor Ritualistic blade +7 vs. AC—4 damage
is an Abyssal guardian that the cultists summoned. The guardian
Death is not the end: When a cult initiate drops to 0 hit points,
is the size of a donkey with an armored carapace and sports two
each remaining member of the mob gains a +1 bonus to its
horrific heads that are mostly jaws that emerge from the carapace
attack until the end of its next turn (cumulative, max +4).
to make attacks. It will stalk the PCs and attack, preferring to direct
both heads toward one enemy to tear it to pieces. AC 17
PD 12 HP 9 (mook)
Facing the Cultists MD 15
During the Day Mook: Kill one cult initiate mook for every 9 damage you deal to
the mob.
The best time to face the cultists from an atmospheric Loot: The guardian has nothing of value, though its body parts
perspective is during the night, but if the players won’t could be (demon ichor, etc.) There is a small iron strongbox
go for it, things are a bit different at the warehouse and kept in the second-floor office, however, which is used to make
caves during the day. After their evening rituals, ten of payments for deliveries. It holds 60 gp in silver and gold coins. If
the cultists return to their homes in the Commons until initiates are present, each has 1d4 gp.
their shift starts in the afternoon. Four initiates and one Aftermath: The warehouse holds little of interest. The small
elder in normal clothing will be working in the main basement storage room holds a few barrels of water with ladles
building doing warehouse work. The Abyssal hound and mugs, two boxes of candles on a large wood shelf, and pegs
will be sleeping in the first cavern chamber, and Jeskill for 15 robes, with three still holding robes (if there were initiates
and four elders will be in the second chamber preparing in the building, or for three cultists not present). They are simple
it. Whether they made the sacrifice the night before and blood-red cloth robes with hoods.
have the demon present or not is up to the GM.
34
aerto’s dead bodies, the docks
There’s a secret door in the room behind the wood shelf and The two cult elders in the first chamber stand at the back of the
finding and bypassing it requires a DC 25 Wisdom check. If they cavern, in front of the iron doors, while the eight cult initiates
search (the room setup should make it obvious there must be a stand around the raised outer edges of the room chanting. In this
passage), the PCs will find the secret door no matter what the place, the cult elders have more power than usual. In addition
check result is, but if the first PC to search fails the check, they to their normal attacks, they can use the Abyssal energy they’ve
will also activate a strong ward in the tunnel beyond when they use gathered to command the hooked chains in the ceiling to attack.
the obvious catch to open the door instead of a better-hidden one. Some of the cult initiates will move to the tunnel entrance to cut
off escape, or to separate those inside from their allies, while the
ENTERING THE CAVES rest lunge in heartily with their blades seeking to further desecrate
the chamber. They fight to the death with fanatical fervor.
The hooks descend from chains in the ceiling at different
If the PCs find and enter the caves during the day, adjust the heights, with some as low as 3 feet from the ground. Creatures
descriptions of the chambers to account for the revised number can climb them but they are slippery from gore and blood (a DC
of cultists outlined in the sidebar. Beyond the secret door, the 15 Strength or Dexterity check to climb one and hang on each
passage goes from brick to natural stone as it enters the side turn). It’s also possible to counteract the magic in the chamber to
of the cliff. A tunnel leads forty feet back to the first chamber make the hook attacks ineffective (see aftermath).
of a two-part cavern. The cultists are currently performing a If there are only 4 PCs, remove two cult initiates. If there are 6
summoning ritual, intoning the Abyssal words in unison, with PCs, add a cult elder.
most of them in the first chamber and Jeskill and a few elders
waiting in the second chamber to direct the summoning magic
when the ritual words are completed.
Cult Initiates
“Flesh is weak!”
Read to the players: You see flickering light ahead of you
accompanied by chanting and the smell of something foul. The 2nd level mook [humanoid]
tunnel ends at a long cavern whose outer edges angle upward Initiative: +5
slightly meeting the walls about 3 feet above the height of the
Ritualistic blade +7 vs. AC—4 damage
central floor. Hanging from hooks on chains throughout the
chamber are humanoid limbs, heads, and chunks of torsos; the Death is not the end: When a cult initiate drops to 0 hit points,
body parts seem to be rotting away but are also coated with fresh each remaining member of the mob gains a +1 bonus to its
blood. Designs drawn in blood and gore cover the floor in intricate attack until the end of its next turn (cumulative, max +4).
patterns, and candles in polished blackened skulls burn from
AC 17
niches in the walls. At the far end of the cavern, a pair of iron
PD 12 HP 9 (mook)
double doors connects the chamber to another cavern. Ten red-
MD 15
robed and hooded figures are spread about the cavern chanting,
and three more wait in the second cavern around a stone table Mook: Kill one cult initiate mook for every 9 damage you deal to
upon which a bound man struggles to free himself. The ritual the mob.
seems to be nearing completion as the cultists’ voices grow louder.
If the PCs failed the secret door check, as they approach Cult Elders
the end of the tunnel and see the cavern and its inhabitants, a
“Can you hear her song?”
magical ward will activate. Hard diabolic warding trap: DC 20
to detect using Intelligence (if a PC is searching); +10 vs. MD 2nd level spoiler [humanoid]
(each non-cultist in the tunnel)—the target takes 5 ongoing Initiative: +5
psychic damage and hurls itself to the floor in the middle of
Ritualistic scythe +7 vs. AC—6 damage
the cavern as it is overcome by a strong mental compulsion. In
Natural odd hit: The target also takes 5 ongoing damage.
addition, a deep, cold, unworldly voice intones, “Bow before the
Miss: 2 ongoing damage.
true, non-believers!” snapping the cultists out of their meditation.
If the trap is not active and the PCs are stealthy, they may be able C: Chains and hooks +7 vs. PD—5 damage, and the target is grabbed;
to surprise the cultists. when the target frees itself from the hook, it takes 3 damage
The first cavern is roughly 70 by 50 feet. There are eight cult Natural 16+: The target also takes 3 ongoing damage while
initiates and two cult elders spread around it, and two more cult grabbed by the hook.
elders and the cult leader, Jeskill, waiting in the second cavern
Dedicated to the Diabolist: When a cult elder drops to 0 hit points,
with their sacrificial victim. Roll initiative!
up to two cult initiates engaged with an enemy that was engaging
Tactics: Unless the PCs have used stealth or magic to sneak up
the elder can make a melee attack against it as a free action.
on the cultists, the two elders with Jeskill will slam shut the iron
doors at the end of the room and bar them before the first PC AC 17
acts. Then all three will continue chanting the summoning ritual PD 12 HP 32
while their comrades in the first cavern defend the doors. MD 16
35
13 th age - shadows of eldolan
Loot: There is little of value in the cavern or on the cultists, needed). If they were free to continue with the ritual, Jeskill and
though searching them will reveal that they have all ritually the elders will just be finishing their demon summoning as the
scarred their bodies (in places clothes will hide) with the PCs break the doors open.
Diabolist’s symbols. The rest of the cave’s furnishings have no
DEALING
real value (to sane folk).
Aftermath: Chaotic energy is flowing from the first chamber
WITH A DEMON
to the second along the designs carved in the floor, which arcane
or divine spellcasters who think to check might be able to detect
(DC 15). If a PC succeeds in detecting the magic, they will also
realize that it’s possible to magically counteract some of the energy Assuming the cultists have been able to continue the ritual while
flow as a standard action (a DC 20 check, or you could allow their comrades fight off the PCs, they will be uttering the final
a PC connected to the Diabolist, Crusader, or GGW the choice intonations as the PCs break through the doors, otherwise they
of making an icon relationship roll, with each 5 or 6 indicating will join the battle in the first chamber. The two cult elders will
some level of success). Doing so during the battle will negate the intercept the PCs in the doorway while Jeskill tries to complete
elders’ chains and hooks ability until the start of that PC’s next the ritual by sacrificing the sailor tied to a stone table in the
turn. Doing so after the battle will limit the effectiveness of the center of the chamber.
summoning ritual occurring in the second chamber. Whether
Read to the players: As you burst through the doors, the
before or after, each failure results in feedback damage, however,
chanting stops. Two cultists step forward to intercept you as
and the PC loses a recovery.
the third, a brown-bearded man in finer robes whose face is
Unless the PCs somehow managed to get inside the second
painted in blood says, “My lady, I call upon your power. Send
cavern (meaning a much harder battle including those inside as
us one of your children to slay these infidels!” You see the man,
well but excluding the demon), allow them to take a quick rest
Jeskill from the description Aerto gave you, lift his blade. The
after defeating the cultists in the first chamber without delaying
man on the table renews his struggles, but the bonds hold.
their assault on the second chamber (a matter of seconds).
Breaking through the iron doors requires three DC 20 Strength
checks during battle, or about half a minute outside it (no checks
36
aerto’s dead bodies, the docks
Tactics: The PCs have an opportunity to save the sailor (Jeffrys) Protected by chaos: The first time each round Jeskill would take
if they are quick and lucky. He is on a table about twenty feet away damage, chaotic energies reduce that damage by half.
from the doors. Roll initiative! Jeskill will go last in the round. On
each of his turns, Jeskill will try to kill the sailor as he calls out to
AC 19
“Fargtu” to hear his call. At the start of his turn, he needs to be next
PD 13 HP 40
to the sailor and will use all his actions to perform a coup de grace.
MD 17
If the sailor is helpless, Jeskill will kill the man without an attack roll.
If this happens, the ritual magic will open a gate through the sailor’s Fargtu, Lesser
body and the demon Fargtu will emerge from the man’s corpse,
bloodily. Roll initiative for Fargtu and he can act on the next round.
Frenzy Demon
If the PCs are thwarting Jeskill’s attempts to summon the “I accept your sacrifice and answer your call.”
demon, Fargtu is willing to accept a different sacrifice to complete
4th level wrecker [demon]
the ritual. When Jeskill is staggered, in a blaze of insanity he will
Initiative: +8
drive his dagger into his chest and call the demon’s name as a
free action. Fargtu will accept the sacrifice of blood and emerge Claw +8 vs. AC (2 attacks)—8 damage
through Jeskill’s now smoking corpse.
Raging frenzy: Whenever Fargtu misses with a melee attack, it
If the PCs have thwarted some of the chaotic energy of the
gains a +1 attack bonus and deals +1d4 damage until the end
ritual, Fargtu enters the battle weakened with 20% less hit points.
of the battle (maximum bonus +4, +4d4).
There are also no hooked chains in the second cavern for the
elders to use. If there are only 4 PCs, once Fargtu is summoned, AC 20
Jeskill will rave at the PCs without attacking, or if he sacrificed PD 16 HP 55 (or 44)
himself, Fargtu will have 1 hp above his staggered value (28 or MD 15
23). If there are 6 PCs, add another cult elder.
Loot: There is a box of black candles worth a few silvers, some
blood collection bowls and urns carved from obsidian worth 50 gp
Cult Elders if cleaned, and a small iron box covered with demonic designs. The
box holds 140 gp, a ritual blade with a silver-forged grip set with a
“Can you hear her song?”
blood red ruby worth 150 gp, a +1 Rune, and a +1 Holy Relic of
2nd level spoiler [humanoid] Destruction. Always: +1 attack and damage with a divine spell/
Initiative: +5 attack; Recharge 11+: When you hit an enemy with an attack that
deals holy damage, deal 1d10 extra holy damage with that attack.
Ritualistic scythe +7 vs. AC—6 damage
Quirk: Believes the world will come to a fiery end . . . soon.
Natural odd hit: The target also takes 5 ongoing damage.
Aftermath: In addition to the loot, there is also a bookshelf
Miss: 2 ongoing damage.
within a small alcove in the summoning chamber. It contains a
I will return: When a cult elder drops to 0 hit points, it can make handful of books on demon worship and summoning, as well as
a final ritualistic scythe attack as a free action. end-of-the-world stories about what will happen when the demon
hordes are free to leave the Abyss. In addition, one thin book is
AC 17 Jeskill’s journal. Besides his mad ravings about how the “true” will
PD 12 HP 32 be graced to rule the world, and how his enemies will be treated
MD 16 when he’s their lord, there is one relevant entry about Aerto.
Jeskill writes that one of his fellow cultists made contact with a
Jeskill, Cult Leader black market dealer named Aerto. They watched the man and used
divinations to determine he would suit their needs, even if his true
“Only the true will be rewarded.”
allegiance was to a group of Lich King followers calling themselves
3rd level leader [humanoid] “the Seekers of the Lost” who hide within the city in various
Initiative: Goes at end of round organizations, including one member at the Dead Vaults. Jeskill
believed Aerto could be trusted to provide for the cults’ needs since
Diabolic blade +8 vs. AC—8 damage
he had his own secrets to hide, and so let him continue his charade.
Natural 16+: The target also takes 5 damage of the following
This lead could send the PCs toward learning about Landon
type of your choice: fire, cold, lightning, thunder.
at the Dead Vaults, or to another lead if they’ve already pursued
Miss: Both Jeskill and the target take 1d4 damage.
Landon (Sigmund and Paulos perhaps). If the group is ready for
Fervent words: Once per turn as a quick action, Jeskill can utter the next stage of their search, Jeskill’s journal could mention the
words of encouragement to one ally. That creature can make a Lamplighters and Arlissa Thent specifically.
melee attack as a free action and gains a +5 bonus to damage
with that attack.
37
13 th age - shadows of eldolan
LEAD 3:
ROLLO THE THIN the crypts underneath it extend downward and outward far
further than most realize.
If the heroes are seeking any sort of divine help, the Temple
Rollo is easy enough to find; he’s in Hawker’s Square at his tent district (called Temples by the locals) is the place to go. Many of
selling pipes and tobacco from the Twisp region. Rollo’s naming is the priests and priestesses there are willing to perform rituals for
obvious when the PCs first meet him, because he’s exceptionally hefty donations to the Priestess’ coffers, and/or their particular
tall and lean for a halfling. He sports a pencil-thin mustache and church. There are also plenty of self-proclaimed oracles (some
sandy-blonde hair, and looks to have some gnome blood in his might even be so) who linger around the periphery of the district
line. Rollo talks quick and becomes easily distracted by potential selling religious trinkets and charms. Lamplighter lanterns shine
customers passing by who might want his wares, to the point that brightly throughout the small district at night, and each temple
he will ignore the PCs or forget their questions, unless of course has commissioned its own lanterns, crafted with the deity’s
they are also buying something from him! He will return to his motifs of course. The Silver Shields patrol the district regularly.
booth shortly after the attack to make sure no one runs off with
his goods, and is there each day during daylight hours.
When asked about the zombie attack, Rollo will be
Icon Involvements
forthcoming, saying that one of the zombies was definitely his in Temples
friend Koln, a human bricklayer he’d known for years. Poor Koln
was trampled by a runaway horse just a week ago. His family paid Recently, a group of the Crusader’s dark clerics arrived
for his burial at the town crypts, which are known as the Dead in town following rumors of groups of raiders dedicated
Vaults, and Rollo went to the service and everything. So imagine to the Orc Lord consorting with demons in the lands
his surprise when he saw big Koln rampaging through the square, east of town. These priests have been flaunting their
with his chest cut open revealing his missing heart and lungs. dark gods to the other clergy in the district and trying
Rollo will say, “How can someone laid to rest all proper-like to gain new followers from the faithful of the Gods
at the crypts get made into one of them undead zombie things? It of Light. The priests have come into conflict with an
just don’t make sense.” And he’s right, normally that can’t happen order of paladins dedicated to the Great Gold Wyrm
if the proper burial rituals are performed. But someone at the currently in town. They’re also beginning to annoy
Dead Vaults has been tampering with the recently deceased. This those who work for the Priestess in the district with
information should make the PCs want to visit the Dead Vaults their constant rebuttals of the weakness of that icon.
in the Temple district, since Rollo is right: the magical point of Any PC with ties to the Great Gold Wyrm,
proper burials is to prevent zombie rampages. Priestess, or Crusader might get pulled into the
religious infighting while in Temples. And any PC with
THE TEMPLE connections to the Orc Lord might run afoul of the
dark clerics and their accusations as well.
38
rollo the thin, temple district
in the chambers where the rituals of burial are performed. The that have a positive or conflicted relationship with the Priestess or
influential or wealthy without their own mausoleums often have negative relationship with the Lich King can roll their relationship
arrangements so they and their kin are buried in the same section dice for those icons. Any advantages gained can be used to get
of the crypts, and these folk can also gain direct access to those Odessa to talk (she hopes to one day be invited to work at the
crypts if the need arises. Odessa will swear that Rollo’s story is Cathedral and won’t pass on a chance to hobnob with someone
false, and believes it, but that’s not the truth. who’s “connected”). Any 5s will create complications with that
icon as normal; one possibility in exchange for her help is that
THE TRUE STORY Odessa will require a PC to promise to put their support behind
her and to take a letter of introduction to the Priestess’ people at
the Cathedral with suggestions that she be given a post there.
As far as Odessa knows, she is correct about the deceased Getting Odessa to actually agree to let the PCs enter the
receiving the proper burial rituals. The problem, of course, is crypts will require a second successful DC 15 Charisma skill
that one of Odessa’s acolytes, a human priest named Landon check or icon dice advantage. If the PCs fail the checks and are
Smithson, actually serves the Seekers of the Lost and has been unable to use their connections, they still have a means of getting
faking the rituals and desecrating the crypts. He is careful not to access. During the discussion one of Odessa’s acolytes (Thomas)
do it very often, and performs the subterfuge only on the more will interrupt at some point. He will relate how he found a few
common folk whose families can barely afford the donation (since of the crypt seals broken a few weeks ago in the commons wing
those who are too poor to pay have only one choice: cremation), (where the common folk are buried), and some odd stains on
so that none will come to pay respects and notice the broken the stone floor. Odessa will hush him, but the information will
seals on their loved-one’s crypt. So far his actions have remained be enough to make her change her mind so that the PCs will be
unnoticed, but the heroes’ arrival may change things. satisfied and leave (fail forward!). If it takes Thomas’ interjection
to get Odessa to let them see the crypts, however, the battle to
ENTERING
If the PCs show up wanting to learn more about the Dead Vaults,
asking questions about whether the bodies are correctly interned
THE CRYPTS
there, start snooping about, or are actually making claims about
how the zombies from Hawker’s Square were from the crypts,
the lesser priests will quickly summon Odessa. This lead is as
much about getting her to work with the heroes as it is dealing Once Odessa decides to allow the PCs to see the crypts (probably
with Landon. She will ask the PCs what they want, or if they to visit Koln’s crypt, the zombie who Rollo recognized), she will
have made accusations, ask them for proof of such “outrageous assign Thomas to escort them to the Dead Vaults, though she will
claims.” If the PCs have only Rollo’s word, she will be offended, warn them to show proper respect or they’ll have to answer to
stating that she and her people always perform the proper rituals the Mage Council. Thomas looks to be about twenty five, with a
to ensure that the dead are set to rest. She is adamant that the smooth-skinned face, shaved pate, and short brown hair around
crypts have not been disturbed and that such accusations are the sides. He bears the symbol of the Priestess on a silver disc
unwarranted (even if it’s not a direct accusation). hanging from a beaded chain around his neck. He also is starved
Odessa is a small, middle-aged woman with graying blonde for conversation, especially about any news from the world
hair pulled back into a tight ponytail. She wears formal robes and outside of Eldolan.
vestments of a cleric of the Gods of Light, adorned also with the Thomas will lead the PCs down a set of stairs, past various
symbol of the Priestess. She speaks in short, clipped sentences burial chambers, and into the crypts, following a charting system
and tends to sniff hard after ending each one. She smiles rarely, that lists the name of each person entombed there. There are
takes her duty very seriously, and is used to people obeying her. many passages leading to different sections, creating a bit of a
The acolytes scurry at her slightest glance. maze of tunnels. He carries a lantern and will lead them first to
Odessa will quickly try to put any concerns by the PCs to rest, the area for the common folk (like Koln), assuming that’s where
and will be insulted at the thought of her people failing their duty, the PCs want to go. That section of the vaults is larger than the
so she will ask the PCs to leave. At this point, the PCs can attempt rest, with many narrow parallel corridors filled floor to ceiling
to smooth things over with her to have an actual discussion. It with crypts just big enough to entomb a body and sealed with
will take at least one DC 15 Charisma check (using diplomacy brick and mortar. Each one also has warding symbols inscribed
or bluffing) to appease her, and perhaps more checks depending upon the outer bricks as an added precaution against the Lich
on how the heroes approach the interaction. If there is a PC with King’s call, though such wards are physically very faded on many
relationship points with the Priestess in the group, that PC gains of the oldest crypts.
a +2 bonus to any checks, or +4 if they are also a cleric. If a PC
wants to use their icon relationships in this situation, any PCs
39
13 th age - shadows of eldolan
When they arrive at Koln’s crypt, one thing will become Once he sets the undead skeletons upon the PCs, he will flee
obvious with minimal searching: the warding symbols have via a secret tunnel from the Dead Vaults to the Seeker’s hidden
been scraped off and the bricks are stacked but not mortared. sanctum to report.
Removing the bricks will reveal no body within. Thomas will be
SKELETON ATTACK
highly agitated by this, and when questioned about it, he will say
that he must find Landon, the acolyte in charge of this area, to
determine how it could have happened.
When Thomas gives Landon’s name to the PCs as the acolyte in
LANDON’S STORY charge of the area, Landon will call out in a high-pitched boy-like
voice from his hiding spot out of sight to taunt Thomas and the
PCs, saying: Fools! Always thinking you were so safe, and that your
Landon Smithson is a member of the Seekers. He will also be Priestess and her rituals would protect you. Well, the One-eyed
present (in a corner) along with a handful of other acolytes when Lord will have his day, and then you and your kind will bow before
the PCs arrive at the Dead Vaults to talk to Odessa. If they talk us. Well, not you. It’s your time to die! He will then yell out a few
Odessa into letting them enter the crypts, Landon realizes that words of power to activate his ritual and shout a command to the
a careful examination will reveal the truth of it, and the fact that undead to kill everyone. Then the PCs will hear receding footfalls.
he is the one in charge of the areas that have been desecrated. Thomas will curse Landon out loud, recognizing his voice.
Knowing this, he will enter the crypts ahead of them. Once the
Read to the players: As the man’s voice chants out the last
PCs reach Koln’s crypt (or are searching that general area) and the
syllable you hear what sounds like a deep, rasping exhalation
truth is revealed, Landon will decide that his time as an acolyte
come from all around you, followed by the disturbing sounds
is done and enact a ritual he has spent months putting into place.
of bricks hitting stone. At the edge of the lantern’s light, you
He has desecrated many of the older crypts in the area and
see a thin, skeletal figure with creaking sinews push its way
removed the wards, allowing the Lich King’s call to reach them.
out of a crypt. More of its kind quickly join it, some with a
Garados taught him a ritual to raise the bodies as undead, and
bluish-purple light emanating from their hollow eye slots. Two
he has been working on it for months. There were plans to raise
separate groups move toward you, one each toward the two
a much larger horde in the future, but now Landon only wishes
open archways into the chamber. Thomas screams!
to kill the heroes if possible, and escape to report to Garados.
40
rollo the thin, temple district
Speed of the dead: Due to the ritual magic used to create it, the
mob this skeleton belongs to can roll two d20 for initiative and
take the best result.
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13 th age - shadows of eldolan
LEAD 4:
RUMNEY’S FRIEND,
THE SADDLE
A Hawker’s Square vendor named Rumney knows who owns in the Saddle where he makes his works of art. The day of the
the pumpkin cart in the square that was blocking the road. The zombie attack, he set up a table facing the road entrance where
owner might be connected to the attack. the pumpkin cart was located. He was paying attention to the
cart because it was blocking traffic, and he was mad about the
42
rumney’s friend, the saddle
TALKING TO
it bit Rumney one time as he was passing by, though Rumney
is unsure about the pumpkins.
PAZARIUS
THE SADDLE Pazarius Rane is a half-elven merchant with a slick tongue who
The Saddle rests between the Grounds and the Governs on their deals in all types of goods, most of them legal. He has dark hair
hills to the east and west, and the Docks and Commons to the with bright blue eyes, but sports an old scar on his right cheek
north and south. It’s the home of craftsfolk and merchants of all that makes him look a little dangerous. He owns a general store
stripes, some who have a touch of magical talent they infuse into but does most of his business hiring out wagons and mules from
their work. The Saddle’s streets are wider and more organized, the his small stables for construction projects in town. Within a few
Silver Shields patrol the district regularly (though now less often hours of the attack at Hawker’s Square, Pazarius will have heard
during the evening hours), and it’s well-lit by the Lamplighter’s about the cart of pumpkins that was blocking the road; he knows
Guild lanterns at night. It’s the center of Eldolan. it was a cart and mule that he sold, and he’s scared that the fallout
There is also a lot of business that goes on after-hours among the will come back on him. That’s why he didn’t come forward or say
many merchants, minor nobles, and wizard students who regularly anything after the attack. Association with that type of event will
roam among the district’s many taverns, beer halls, and performance kill his business.
houses. Workshops range from single-dwelling structures to large, For four days after the attack, he keeps the shop doors
multi-story affairs teeming with masters and apprentices. Getting and windows locked to show that the business is closed and he
into the Saddle gates usually costs a few coppers, so poor folk won’t go outside. If the PCs knock persistently, or make threats
without the coin or a worknote from a business or crafthouse giving or bribes, he’ll eventually open an upstairs window and ask the
them passage rarely get past the guards. heroes what they want. Some basic surveillance will also reveal
The Saddle is the location of one of the primary Lamplighter’s that someone is in the shop and apartments above it (as will
Guild offices, a structure called the Lanternwerks near the questioning the local street urchins at the cost of a few coppers).
more sparse northeastern edge of the district. It also houses Getting Pazarius to reveal anything about the cart won’t be
the Waterworks, a large stone building with only two floors easy, requiring a successful DC 15 Charisma check (diplomacy,
aboveground but many stories below built around the river— bluff ), Strength check (intimidation), or similar check using
Uller’s Flow—that travels through the district underground. a different method. Mentioning that his cart and mule was
The Waterworks magically supplies fresh water to each district, identified by someone at the square might also be enough for
including high up to the Grounds and the Governs, and is run by him to try to do damage control. Even if the PCs fail their checks,
the Krielson dwarven clan (but not outlined in this adventure). to fail forward you should have the half-elf eventually open up
43
13 th age - shadows of eldolan
to the PCs, but the price of failure is that Grayson has spies Based on the info, the Old Brewery is probably the PCs’
watching the place who report the PCs’ interest, allowing him to next stop, though if the PCs managed to learn of the Lamplighter
be more prepared. connection, perhaps they will travel to the Lanternwerks. Of course,
One way or another, once the PCs get Pazarius talking, he Grayson is an alias and no one by that name works at the guild.
will relate the following information: Anyone in the Saddle can point out the location of the brewery.
• The cart and mule belonged to him. A farmer traded the
44
rumney’s friend, the saddle
moved into the building a few years back, clearing out the riffraff Examination will reveal that the padlock is oiled and has seen
and maintaining the place as a storage facility and sometimes recent use. Breaking the chain or picking the lock requires a DC
meeting location. The occasional faked spirit sighting, or well- 15 check. Failure means the PCs bypass the lock or door, but
placed knife in the back, has kept both citizens and vagabonds make a lot of noise doing so (if they were trying to be quiet) and
away from the Old Brewery ever since. Grayson and Jalen hear them, allowing them to surprise the PCs
Grayson (real named Abrose Fuller) and his people recently once they move inside.
used the place to store the cart used in the attack at Hawker’s Inside the doors is a small landing where two broken wagons
Square. They’ve also prepared the place against unwanted lie collapsed. To their right, a set of pulleys and winches attached
visitors. His helper, Jalen, was the one who thought it would be to thick ceiling beams fifteen feet overhead trail tattered ropes
fun to put a zombie in the pumpkin cart, with the last-minute down into a recessed pit that takes up most of the rest of the brew
addition of a carved pumpkin head on it for added impact (and room. At the bottom of the 30-foot pit are two huge wooden
laughs for him). vats set side by side (the vat walls are 15-feet high). A wooden
walkway without rails crosses directly over the top of the vats to
THE OLD another landing on the other side of the room 40 feet away. From
the landing, a door enters into the offices and drinking hall on
BREWERY LAYOUT the ground level, and a rickety set of stairs circles down to the
bottom of the pit by the vats. A window in one of the offices looks
out over the brew room.
Grayson is not alone at the Old Brewery. His assistant, a twenty- In addition to the vats on the bottom level of the brew room,
year-old human man named Jalen, works with him on most there are work tables, empty kegs, various copper pipes leading
endeavors. Jalen isn’t fully aware of Grayson’s connection with all over, and an archway leading to a small separate bunk area for
the Seekers of the Lost, but he knows Grayson deals with bad workers to sleep (or sleep one off ). In addition, there’s a narrow
people and he’s fine with it as long as Grayson keeps paying well. ramp (out of sight from above) that leads from the bunk room
Both are hiding out at the brewery after the attack, waiting for down to the storage chambers below the pit.
things to cool down. Given time, one or the other will emerge
to get supplies, but that won’t happen until at least three or four
days after the attack.
Offices and
The Old Brewery consists of three main areas: the brew Drinking Hall
room, the offices and drinking hall, and the storage chambers
On the ground floor, there is a normal-sized door from the
below the brew room. See map opposite for more details.
outside into the drinking hall (the old worker entrance), but it
has been boarded up inside and out and will require time (and
Brew Room make a lot of noise) to open. The small drinking hall has a large
wooden table with a few empty kegs set up around it as makeshift
The brew room takes up more than half the building and spans
chairs. There’s a short corridor to a door to the brewery, and three
two floors. A pair of heavy wooden doors meant for wagons
offices that open back onto the hall. One of the offices also has
allows access to the brew room from the street outside, but
a window overlooking the brew room. Grayson and Jalen have
they are locked on the inside with a heavy chain and padlock.
turned two of the offices into sleeping quarters, and the third
The doors slide open just enough to give access to the padlock.
into a storeroom for food and drink.
45
13 th age - shadows of eldolan
Storage Chambers Tactics: The two dwarf skeletons will move to guard the
walkway at Grayson’s order. Jalen, who has a crossbow, and
There are two rooms in a cellar directly below the brew room, Grayson (Ambrose), who is actually a wizard of some skill, will
connected by a narrow ramp that leads back to the brew room. remain on the landing behind them using ranged attacks. (Each
The chambers were used for overflow tanks, a small hand pump, will make a ranged attack before the first round if they surprise
and storage of yeast and other ale-making materials, as well as the PCs; and they will be on the opposite side of the brew room if
the spent mash. Although the mash pile rotted away long ago, the the PCs force their way through the boarded-up door.) Grayson
place still smells of it. There are two circular holes in the ceiling has two tricks up his sleeve, however. He has placed an explosive
directly below each vat with short copper pipes attached to them; rune upon the walkway near its center. As a free action, he can
obviously once part of a drainage system. A large grate covers a utter a word and ignite the rune, bringing the bridge down and
drain in the floor that connects to the town sewers. sending anyone on it plummeting into the pit below. He’ll wait to
Grayson has converted the second chamber into a cell, use the rune until at least one PC has safely crossed the walkway,
where he keeps his pets, a small pack of ghouls. targeting the second to come across (leaving the first PC—with
only a few feet of broken walkway behind them—to deal with
ENTERING the two skeletons). Note, if you have a dwarf skeleton move to
intercept the first PC crossing the walkway, you could choose to
THE BREWERY have both that PC and skeleton potentially fall into the pit when
the second PC tries to cross, letting each roll a normal save to
avoid falling.
Grayson and Jalen are currently laying low in the brewery, Any other PCs on the walkway farther than 5 feet from the
drinking and gambling in the hall to pass the time. Anyone trying edge might also fall into the pit/vat. Those near the edges who
to get in through the boarded-up door will give them plenty of succeed at a normal save will fall to the pit floor and not into a
warning, and they will move into the brew room on the opposite vat. In either case, anyone who falls will take 3d6 damage. The
side of the walkway to prepare an ambush from behind the cart problem, however, is that the bottoms of the vats have rotted
wreckage. Grayson also keeps a pair of dwarf skeletons in the out over the years. Those falling in will keep going through to
storage room as extra protection. the floor of the storage chamber another 15 feet down (no extra
If the PCs enter through the large brew room doors, picking damage thanks to the softened landing of rotten wood). The
the lock or breaking the chain, the noise might alert Grayson as walkway will have a 30-foot gap in the middle of it (a DC 20 check
well, but there is also a secondary alarm system. As soon as any to jump with a running start).
PC steps into the room, a small watch-sprite that looks like a That’s where Grayson’s second trick comes into play. He
skeletal goblin will suddenly pop into existence in front of them keeps a pack of five newly-risen ghouls trapped behind bars
and ask in a shrill voice, “What’s the word?” in the second storage chamber below. As a quick action, he can
The “word” is ghostface (Jalen’s joke), but the PCs are release the magical ward that holds the barred door to the ghouls’
unlikely to know it (though an icon advantage works great here). cell closed, allowing them to pour out and attack, and they are
If they fail to give the password immediately or give the wrong very hungry! Moving from the cellar up the ramp to the brewery
password, the sprite will begin to scream, alerting Grayson. If a room floor takes a full round, but any PCs on the edge of the pit
quick-thinking PC wants to either magically dismiss the sprite or looking down into the room below the vats can consider allies
confuse it somehow, you could allow it but it would be difficult, there nearby.
requiring the character to succeed at a DC 25 check. Adjust the If there are only 4 PCs, remove a ghoul and dwarf skeleton.
following text if the PCs find a way to appease the sprite, or if If there are 6 PCs, add three ghouls. If Grayson’s people were
they make too much noise getting inside (in which case Grayson watching Pazarius Rane, Grayson and his allies will automatically
dismisses the sprite while waiting in ambush), or if they enter surprise the heroes since they’ll be waiting for them. If the PCs
from the dining hall. Roll initiative! find a way to surprise Grayson, the walkway/vats might not
come into play, but Grayson will still release the ghouls to cause
Read to the players: As the small sprite screams, you
a distraction. In that case, they will emerge from the storage
get a better look at the inside of the brewery. You’re on a
chamber and enter the battle when the escalation die is at 2. If at
landing near a rectangular pit that drops some thirty feet. A
least two PCs fall through the vats into the cellar, this becomes a
pair of large, empty wooden vats stand side by side sit at the
double-strength battle.
bottom of the pit and their walls rise perhaps halfway up it.
A narrow wooden walkway crosses over the vats to another
landing about forty feet away on the far side of the room.
There’s a rickety set of circular stairs on that side going down,
and a door leading into the rest of the building on the main
floor. The door suddenly opens and two short, thick skeletons
enter and move to the walkway, followed by a pair of humans,
one wearing robes. The skeletons were surely dwarves at one
time. The robe wearer sneers at you and says, “You shouldn’t
have come here fools. You’ll die for it!”
46
rumney’s friend, the saddle
47
13 th age - shadows of eldolan
Aftermath: In Grayson’s robe pocket is a note that says, Garados placed on him will trigger. The spell is a curse that will
“Ambrose, you did well with the cart. The attack achieved what cut off his breath and cause his tongue to turn to ash, filling his
we desired, though the fools who intervened reduced our expected lungs and suffocating him before any countermeasures can be
output. Keep out of sight for now. When things calm down, come enacted. If he is tortured, he will trigger the curse on purpose.
to the dreammaster’s theater for the next delivery.” It’s signed The Lamplighter symbol on Grayson/Abrose might lead
by Paulos (or if the PCs have already faced him, then one of the the PCs to the Lamplighter’s Guild, since the symbol is common
other Seeker agents), or if the group is ready for the next stage of and known throughout the town. If the old brewery is the first
their search, use Arlissa’s name. If Grayson somehow escapes, the lead the PCs follow, feel free to exclude this clue if you think
PCs find the note in one of the offices. it might send the PCs to the Lanternwerks too soon. As far as
If Grayson is captured, he will only laugh maniacally at the the guild members are concerned, no one knows anyone named
PCs who try to interrogate him. This is because, as soon as he Grayson. Abrose, however, is a member who’s been on leave for
reveals any Seekers’ secret, including their existence, a spell a few weeks.
MISSED LEADS
If the PCs come to a dead end for some reason, it’s a good time to main leads that might bypass needing to talk to some NPCs, or by
have them roll icon relationship dice, or to use advantages from reducing enemies in a battle. Alternately, you could also have the
dice rolled at the start of the session. Successes indicate that new PCs talk to street folk, government officials, Silver Shields, and
information comes to the PCs that will push them toward one of the like, and roll skill checks as needed. Successes brings leads
the unexplored adventure leads. The information should come while failures mean that it takes more time or that enemies are
with complications for any PC who rolls a 5, as normal. Feel free more difficult but they learn what they need. Keep the action
to reward multiple advantages with direct information about the moving forward!
THE LAMPLIGHTER’S
GUILD
At some point the PCs may want to visit the Lamplighter’s Guild. Or light the town at night, and that the building is much more active
perhaps they’ve finally found information connecting Arlissa Thent to at night (especially around dusk) than in the day.
the Seekers of the Lost and learn that she works at the Lanternwerks, While Garados has installed some Seekers of the Lost within
the main office of the Lamplighter’s Guild in the Saddle. In either case, the Lamplighter’s Guild, many in the guild are unaware of the
they’ll probably want to learn more about the guild. darkness at its heart. They are only lesser wizards who have
Basic research into the Lamplighter’s Guild will bring to graduated from the Schools of Magic and found employment
light the guild’s role in keeping Eldolan’s streets and squares as Lamplighters (those who travel the town at night using their
lit at night (in most districts). The PCs will also learn that the magic to light the lanterns) and lantern artificers (those who
guild is run by the Kessmirs, an old and respected noble family of make the magic lanterns that hold a light spell all night). The
wizards, and specifically by the family’s patriarch, Garados, who Lamplighters wear their guild’s rust-colored wizard robes, with
also runs a curiosity shop in the Grounds. The guild is based out lanterns stitched on the cuffs, and each has a Lamplighter chain
of a place called the Lanternwerks in the Saddle. around their neck to indicate their position.
If they seek out the guild’s leader, their search will take them If possible, have the PCs learn of the Kessmirs and Garados
to the Relic Hunter’s Emporium, the curiosity shop that Garados first before they gain any damming evidence against the
and Laredes run in the Grounds. The first time the PCs show up, Lamplighters—a meeting with Garados at the shop will provide
Garados will be minding the store. dramatic foreshadowing to the later confrontation.
If the PCs’ path instead takes them to the Lanternwerks, the If the PCs are seeking to infiltrate the Lanternwerks, or if
guild wizards around the building will answer basic questions and they have found a connection between Arlissa Thent and the
generally be open and forthcoming (as much as any wizard is) if attack and plan on attacking her and the guild, all of the guild
the PCs show them respect. But their answers shouldn’t provide members will oppose them unless the PCs manage to convince
too much useful information beyond than the fact that Arlissa them of Arlissa’s treachery (see Facing Arlissa Thent).
Thent is the head of the Lanternwerks, the guild’s purpose is to
48
the lamplighter’s guild
MEETING GARADOS
silver, golden yellow)
The Relic Hunter’s Emporium sits near the wall that separates
the Grounds from the Saddle, butted up against the edge of the
lower cliffs overlooking Temples. Other shops with magical or Garados is a tall, thin human with an elongated face that ends
semi-magical goods are spread out along the inner wall and cliffs in a medium-length black beard showing some gray. His skin is
around the emporium, including two different potion shops. pale like most wizards who spend too much time indoors, and his
robes are less rumpled than most of the wizards in the Grounds
THE RELIC HUNTER’S and made better: dark silver and rust-colored mistweave with
gold stitching showing his family’s crest (a lantern) on one sleeve
EMPORIUM and the mithril gear of the Mithril wizard school on the other,
as well as the usual assortment of magical runes around the rest
of it. He isn’t one for hats and is balding in front but wears his
Anyone who lives in the Grounds can give directions to the stringy black hair long in back. His education and refinement
emporium. It has a wooden sign out front showing the Archmage’s show in his speech, which is slow and measured, though as he
symbol (very common in the district) and an open chest with talks his right eye tends to twitch.
light pouring out above the name. It also says, “We buy, sell, and Unless he has spies following the PCs (due to a complication
trade antiquities from the Ages.” from a relationship check) or the characters have made open
The shop isn’t large but it has a lot of shelves and nooks and accusations against the guild at the Lanternwerks, Garados will
crannies where “wonders” are waiting to be found. Most of the assume they have come to the shop to buy and will introduce
inventory will appeal to arcane spellcasters or those who like old himself and give them the usual spiel. As soon as they start asking
lore. There’s one entire bookshelf full of arcane tomes: histories questions about the guild, or mention the zombie attack, he will
(or stories) of the 13th Age as well as the last two previous ages, become guarded, though he is quite skilled at deceiving people
49
13 th age - shadows of eldolan
(he’s been doing it since Whether it’s in a small square, along the road, or on the
he was young) and any piers, a Seeker wizard named Samuel and an assassin he hired,
skill checks to determine Nightshade, will try to put an end to the heroes. The battle will
if he’s lying or holding take some free-form planning on the GM’s part to determine
something back, or to when and where the best time to hit the group will be, but it
gage his reactions, have should occur once the sun goes down someplace where there
a DC of 25. (Try not to aren’t a lot of people who could witness the attack.
play Garados as “hiding
Read to the players: As you make your way past dark
something” upon a first
buildings filled with the candlelight of townsfolk settling in
meeting; he should seem
for the night, the wizard-lantern lights easily guide your way
like just another strange
through the streets. That is until they suddenly start to go
old wizard.)
out, one-after-another, in both directions away from you.
If the PCs mention
As your eyes adjust to the ambient light, you see a robed
that they’ve found links
figure wearing a skeletal-faced mask striding toward you. It’s
between the Lamplighter’s
a man, a human, holding a handful of white sticks in each
Guild and the recent
hand. In a low voice he says, “We have grown tired of your
attack in Hawker’s Square,
incursions. And so, useless as you are, we shall make use of
Garados will ask what sort of information they have. If the link is
you anyway. Well, your dead bodies at least!” as he flings the
weak, he will dismiss it, saying that there have been a few guild
sticks—bones—upon the ground with a rattle and hisses out a
members who didn’t live up to its standards, and so were ousted,
word of power. The bones become skeletal warriors.
blaming malcontents for the trouble, or even racking it up to stolen
robes, a common occurrence. If they have a letter or confession, he Tactics: The bones have been ritually prepared, and as the
will mutter about how that’s bad news indeed, talk about how it will wizard, Samuel, throws them to the ground, the magic makes
be bad for business, and ask how he can help bring those who are them grow into four skeleton warriors holding ancient swords.
responsible to justice, offering his full support. He’ll say that he has They form a semi-circle in front of the wizard to intercept
a meeting with the Mage Council shortly about another matter but anyone that tries to reach him. On their first turn, three will
will offer the services of one of the guild officers, Arlissa Thent, at engage the PCs while one remains back to intercept any enemy
the Lanternwerks office to help them sort things out. attempting to reach the wizard. But Samuel also has an ace up his
It’s all lies of course. Once he gets the PCs out the door, he’ll sleeve; hidden on a nearby rooftop is Nightshade, a female drow
put plans in motion to have the Seekers get rid of them, possibly assassin whose preferred attack is an arrow through the eye. She
with Arlissa sending them into an ambush if they seek her “help.” begins the battle away from the edge of a roof and will use move
The key with this first meeting is to introduce Garados (as the actions to move into firing position or out of sight each turn (so
future villain) and to have him deflect the PCs’ suspicions away she’s only visible to those on ground level every other round).
from him and the Guild. If for some reason the PCs attack Garados, The ambush site can have whatever features you think
he will attempt to flee rather than attack, and will head toward the best for the PCs, but there shouldn’t be a lot of cover from
school grounds, where a group of eight Mithril students will come Nightshade’s attacks from above. Climbing to the roof of a
to his aid (use Lamplighter Wizard stats) as he tries to escape by nearby building requires a DC 15 Strength or Dexterity check,
entering the school gates. His stats are at the end of the adventure, though Nightshade will try to shoot anyone doing so. If things
if needed, and he’s more than a match for the PCs. don’t go well, Samuel will use his fog cloud spell to beat a hasty
retreat when he is under 10 hp, leaving the skeletons to finish the
SEEKER AMBUSH job. Any PC attempting to detect which way Samuel flees must
succeed on a DC 15 Wisdom check. If no enemies have engaged
Samuel by his next turn, he will escape thanks to the receding
If the PCs shake the hornets’ nest, so to speak, Garados or Arlissa fog. Roll initiative!
will arrange for the Seekers to put an end to the heroes in the If there are only 4 PCs, remove one skeleton warrior. If there
near future. Sometime over the next few hours or nights (don’t are 6 PCs, add one skeleton warrior. There is no map for this
stage it immediately after the meeting with Garados), the Seekers battle since the GM could place it anywhere.
will ambush the PCs as they travel about town, preferably in one
of the poorer, less guarded districts (it definitely won’t happen in
the Grounds or the Governs).
50
the lamplighter’s guild
AC 17 (19)
PD 15 (17) HP 36 Aftermath: If Samuel is captured, he won’t talk. Even if
MD 12 (14) threatened with death, he won’t say anything (seeing death as a
way to serve the Lich King). Torture might get some information
out of him, but it will take some time. Nightshade is less fervent
Loot: The skeletons revert to a few old bones when killed and more of a hired hand than a true Seeker, though she knows
and have nothing of value. Nightshade never takes more than a few things about the group. She’ll be willing to deal her
a few silvers with her on a job, but her stiletto has a cat’s eye information for her freedom if the PCs can convince her they’ll
gem in the pommel and is worth 25 gp. Samuel has 10 gp in a stick to the bargain (through roleplaying or with a successful
pouch, various spell components, and a 20 gp silver medallion DC 15 skill check).
showing a one-eyed skull, which he wears around his neck under Nightshade knows that some Seekers mainly work out of
his clothes. He also bears the Lich King’s symbol inked upon his the Lanternwerks in the Saddle, but they take orders from some
chest over his heart—the Archmage’s people will pay a standing wizard in the Grounds (she doesn’t know Garados’ name, but
30 gp bounty for any Lich King follower bearing the symbol upon does know that Arlissa Thent ordered Samuel to ambush the
their flesh, dead or alive, if divination rituals cast upon the body group if you’re ready to move to the next stage of the story). She
prove the connection. also knows that not all the Lamplighters are Seekers.
51
13 th age - shadows of eldolan
THE LANTERNWERKS
The Lanternwerks is a two-story, rectangular brick building with
an attached three-story round tower on one end in the Saddle Using the
district. The upper floors are offices and meeting chambers, and
it also has a sub-level below the street surface where the artificers
Authorities
work in a large, sub-divided shop that fills most of the floor. There
There is another way for the PCs to try to get to
are two obvious entrances: the main door (a large, strong-looking
Arlissa: they could try to involve the authorities,
iron door), and the side entrance in the tower (iron-reinforced
namely the Silver Shields or the Mage Council. It won’t
wood; always barred). There’s also a trapdoor through the tower
be subtle and might expose the icon they’re working
roof that isn’t obvious. At each of the building’s corners, a large
for to unwanted publicity, but it is an option. Unless
iron lantern in the style of those that dot the town glows with
they have damning evidence of Arlissa’s involvement
wizard light at night. In addition, a much larger lantern with
in the attack, however, that ploy is unlikely to work.
an eye-pleasing orange glow extends from the top of the tower,
Arlissa and guild are well-connected in the town, and
identifying the Lanternwerks to all.
she will call in favors and political allies. Plus the Silver
The main door is open to visitors during daylight hours. An
Shields have their hands full. The authorities, such as
older guild wizard keeps an eye out for people (or has magical
they are, will tell the PCs to drop it after a day or two
sprites inform him of arrivals). People go there to report lanterns
of discussions because their involvement is causing
whose magic is failing, or to purchase custom lanterns for homes
waves. Having a letter from one of the Seeker agents
or businesses (nobles, merchants, clergy).
that names Arlissa won’t count as strong enough
The building shows little activity during the day, especially
evidence in the eyes of the Mage Council, either,
in the morning since many of the wizards work from dusk to
since anyone’s name can be written down on a piece
midnight lighting lanterns. Wizards arrive for their shifts during
of parchment. In other words, the odds are stacked
the late afternoon, then head out into the town. The artificers work
against the heroes.
on new lamps and other lighting magic during the day and early
Of course, once the PCs have made accusations
evening in the bowels of the building. So depending on the time
and/or shown themselves to be a nuisance, Arlissa will
of day or night, the place can be full of wizards or nearly empty.
order the Seeker ambush against them lead by Samuel
(if she or Garados hasn’t already done so).
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the lanternwerks
53
13 th age - shadows of eldolan
be suspicious and it will be easier to gain access, requiring DC 15 down to confront her. Arlissa’s office is on the second floor,
skill checks. If they are threatening Cornelius or another guild opposite the tower. Before the PCs encounter Arlissa, however,
member, or making accusations, he gets crotchety and any checks they may have to deal with a mixed group of Lamplighter wizards
are now DC 20. It will take three successful checks, each from and Seeker imposters still in the building who will attack first
a different PC making a case, to gain entry. With each failure, and ask questions later (in addition to any Lamplighter wizards
Cornelius will become slightly more suspicious of the PCs (make they might have had to face getting inside). Preferably the PCs
it obvious to the players). Cornelius does have a weakness for encounter them on the ground floor or near the tower on the
good pranks, however, and especially magical pranks. If someone second level.
gets him talking about them, PCs making checks to talk him into Tactics: At some point as they roam the building, the PCs
letting them in gain a +4 bonus to the roll. will have to get past this group of six Lamplighter wizards
For each skill check failure, the battle against Arlissa will and two Seeker imposters. If the PCs aren’t using stealth or
be more difficult: add one Seeker imposter to the battle (to subterfuge, this group will definitely see them (or run into them)
a maximum of 3, see Facing Arlissa Thent). Cornelius will and order them to drop their weapons and surrender. Otherwise
eventually relent, saying that Arlissa should sort it out, and he a stealthy/tricky group might be able to bypass this battle. In
will summon a guide-sprite that looks like a small golden-green that case, have each PC roll a DC 15 check. If at least half of
owl to lead the PCs to Arlissa’s office; he has to keep manning the them succeed, they can bypass this battle. Reward cleverness
door and doesn’t suspect them of mischief. with bonuses to the check. If there is a battle, choose a location
Alternately, PCs with relationship dice with the Archmage that gives the PCs some options for fun movement rather than
could use previously rolled advantages or make a new roll rather a narrow corridor (perhaps it could occur within a handful of
than use skill checks: one advantage (a 5 or 6) will gain the rooms and a main corridor).
group entry into the building with Cornelius directing one of the If it comes to a fight, a battle against this group shouldn’t be
guild wizards inside to take them to Arlissa, and two or more that tough. If any player questions whether they should be killing
advantages means that Cornelius will summon the guide-sprite the wizards, remind them that the PCs can choose to deliver non-
owl to lead them to Arlissa. Of course, one obvious complication lethal blows when a foe drops, assuming that would make sense
would be for Cornelius to also use a message spell to tell Arlissa for the attack used. The imposters’ negative energy attacks and/
that the PCs are coming, letting her prepare by adding two or skeletal visages might cause concern among the Lamplighter
imposters to the battle. wizards who survive the battle and sway them to the PCs’ story
after the battle.
Meeting Arlissa If there are only 4 PCs, remove two Lamplighter wizards. If
there are 6 PCs, add another Seeker imposter. Once the imposters
Before the PCs have dropped and can no longer encourage their comrades, the
FOR ARLISSA Shocking discharge (group): Each enemy engaged with the wizard
takes 2 lightning damage and pops free from the wizard.
AC 17
If the PCs managed to convince Cornelius to allow them to talk
PD 11 HP 8 (mook)
to Arlissa, he will send them to her office following either an owl-
MD 15
sprite or one of the guild wizards. In this case, the PCs are taken
to her office directly and won’t have the following encounter (go Mook: Kill one Lamplighter wizard mook for every 8 damage you
to Facing Arlissa Thent). If the PCs have instead snuck or fought deal to the mob.
their way into the Lanternwerks, they will need to track Arlissa
54
the lanternwerks
55
13 th age - shadows of eldolan
Seeker Imposter with three bookshelves along one wall, a few display cases showing
preserved monster parts, and a heavy black oak writing desk
“Kill the thieves!” holding quills and inks, with a side cabinet for storing documents.
Depending on the method in which the PCs entered the
2nd level caster [humanoid]
Lanternwerks, Arlissa may be waiting for the PCs or not, and she
Initiative: +5
may have additional support.
Staff +7 vs. AC—5 damage • If the PCs talked their way in without failing any checks and
are following a messenger owl, she won’t have any Seeker
R: Draining ray +8 vs. PD—5 negative energy damage, and the
imposters with her.
target is hampered until the end of its next turn
• If the PCs talked their way in without failing any checks and
Natural even hit: The target is also vulnerable until the end of
are following a guild wizard or were warned by Cornelius that
its next turn.
she has visitors, she will have one Seeker imposter with her
Lich King’s tricks: Once per battle as a free action, when a weapon (the guide if there is one, or another waiting with her).
attack hits the imposter, it gains resist weapon damage 16+ • If the PCs talked their way in but failed some checks, there
(attacker using a weapon must roll natural 16+ on the attack will be one Seeker imposter for each failure (max 3), in
roll or the attack only deals half damage) against that attack as addition to any others.
it channels the undead power of skeletons. The imposter’s face • If the PCs snuck in and managed to bypass the wizards and
and hands will take on skeletal features for the rest of the battle imposters battle, she won’t have any Seeker imposters with her
when it does this. • If the PCs snuck in and ended up battling the wizards and
imposters, she will have two Seeker imposters with her, and
AC 18 potentially a third if they try to make the wizards reveal where
PD 12 HP 30 Arlissa is at but fail and take extra time.
MD 16 • If the PCs fought their way in, she will have two Seeker
Loot: Each wizard carries 1d4 gp, plus an assortment of spell imposters with her.
components, but little else of real value. The imposters each have • No matter which method the PCs use, she should not have
10 gp and bear a small Lich King tattoo somewhere on their body. more than four Seeker imposter allies with her. If there are
Aftermath: Any surviving Lamplighter’s Guild members four, it’ll be a very difficult fight. Consider having one with her
could be persuaded to direct the PCs to Arlissa’s office with a and bringing in each additional imposter during a new round.
successful DC 15 skill check. Give them a +5 bonus if the PC If Arlissa has been informed of the PCs approach via a
mentions the imposters’ unnatural spells/appearance. Failure messenger sprite, if they fought their way in, or if they didn’t
means the wizards will condemn the PCs as intruders and thieves bypass the battle while searching for her, she will be waiting
there to steal the guild’s secrets and they won’t help. The PCs in the meeting room with her allies. Otherwise, she’ll be at her
may have to spend a few minutes searching, but they will still office desk busy writing a report. If the PCs were escorted to the
eventually find Arlissa’s office, though you could add an extra office by a guild member, that member will be a Seeker imposter
imposter to the fight in that case. who will stay and attack from behind. Adjust the following text
as necessary if the PCs meet Arlissa in her office, if she has more
FACING allies, or if they are meeting her on friendly terms before knowing
of her involvement, in which case she’ll be alone.
ARLISSA THENT Read to the players: Beyond the archway of the small
office is a rectangular room with a large, thick oval table in
the center. Chairs are pushed in around it and four statues of
If the PCs successfully talked their way into the Lanternwerks,
gargoyles adorn each corner of the chamber. There’s also an
they will be lead directly to Arlissa’s offices. Otherwise, they will
open door at the far end of the room that leads to an office.
have to search the building or get her location from a captured
Standing in front of the door by the table is a tall human
guild member to find her. The upper floors will be conveniently
woman with pale skin and rich black hair. She has a narrow
empty of guild wizards, though if the PCs bypassed the wizards
face and small chin, with sparkling blue eyes, and a look of
and imposters, sounds of battle might bring the group to the fray
annoyance on her face. In a high-pitched, shrill voice she says,
after four rounds if you want to really challenge the PCs.
“Who are you? What do you want?”
Arlissa is in her suite of offices. The outer door from the hall
connects to her scribe’s office, a small 20 by 20 foot room with a Unless the PCs immediately attack, Arlissa will play it cool.
simple wooden desk holding inks and quills and two floor-to- She’ll ask what the heroes want with her. She will do her best to
ceiling bookshelves of ledgers and business documents. Her scribe portray herself as innocent, or a victim of slander based on what
is currently away on business. An open archway connects to a 40 the PCs accuse her of. If they have a letter from one of the Seekers
by 30 foot meeting room with a heavy, wooden oval table and eight with her name on it and/or seem intent on fighting or “getting
chairs. Four gargoyle statues reside in each corner of the room in some answers,” Arlissa will sigh, then say: “Your persistence in
different poses. At the far end, a closed door separates the meeting this is annoying. It’s high time you were introduced to our lord . . .
room from Arlissa’s office. It’s a spacious 30 by 20 foot room adorned permanently.” Roll initiative!
56
the lanternwerks
AC 17
PD 13 HP 75
MD 18
Lesser Gargoyle
The gargoyle stands and unfurls itself, cocking its head in your
direction.
Stone hide: When an attacker hits the gargoyle with a natural odd
melee attack roll, the attack only deals half damage.
AC 20
PD 18 HP 36
MD 12
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13 th age - shadows of eldolan
Seeker Imposter entry chamber and stage them the night before. If my projections
are correct, more than 30 dead will be sent to the Vaults.
“Long live the one-eyed lord!” Landon should be able to send at least five to my lab from there
immediately without anyone missing them. The One-eyed Lord
2nd level caster [humanoid]
shall be pleased with the carnage and it shall serve my purposes
Initiative: +5
also. Please coordinate the final details for me and send one of our
Staff +7 vs. AC—5 damage people to the emporium for the wording key to trigger the zombies.”
Hopefully the PCs have already met Garados, so that they
R: Draining ray +8 vs. PD—5 negative energy damage, and the
will know of the emporium. If they haven’t met Garados but did
target is hampered until the end of its next turn
research the Lamplighter’s Guild, they will be aware that the
Natural even hit: The target is also vulnerable until the end of
patriarch of the Kessmir family who runs the guild is named
its next turn.
Garados and that he owns a shop called the Relic Hunter’s
Lich King’s tricks: Once per battle as a free action, when a weapon Emporium. They can also learn that information from any
attack hits the imposter, it gains resist weapon damage 16+ surviving Lamplighter wizards. No matter how they learn of
(attacker must roll natural 16+ on the attack roll or the attack it, their next step will most likely be to go to the Relic Hunter’s
only deals half damage) against that attack as it channels the Emporium in the Grounds to confront Garados.
undead power of skeletons. The imposter’s face and hands will This would be a good time for the characters to get a full
take on a skeletal outlook when it does this. heal-up, before entering the Seeker’s lair. If the action has fallen
so that the PCs took a full heal-up right before this battle, then
AC 18 they’ll have a tougher time of it against Garados.
PD 12 HP 31
MD 16
Loot: The gargoyles have no obvious valuables, although BACK TO THE
EMPORIUM
each of their eyes is a 50 gp onyx gem (4 or 6 total) if someone
thinks to dig them out. If there are imposters, each carries 1d4
gp. Arlissa has some valuables, although any Lamplighter’s Guild
wizards present might not be happy with people looting her body Once the PCs have defeated Arlissa Thent, the next time they go
(if they witness it) until all the facts about her involvement in to the Relic Hunter’s Emporium (presumably to confront Garados
the attack come out; once they learn the truth, they’ll probably about the attacks), they will meet his business partner, Laredes
be more than willing to give away her things to help with the the Sage.
damage control of the guild being tied to the Lich King. There Laredes is tall and thin with dirty blond hair and a goatee.
are 20 gp in a pouch in her desk, as well as a gold quill holder He has pale skin, though it has a touch of color, and his robes
worth another 25 gp. She also has a few nice pieces of jewelry are well-pressed and made from mithril-gray silk. His family’s
she wears, including a pair of jade thumb rings worth 40 gp each, crest, a falcon, shows from his right breast in gold thread and
a gold hair band of a bat worth 20 gp, and a simple, thin gold he bears the mithril gear of the Mithril School upon one sleeve.
bracelet worth 60 gp. In a pouch at her side she carries a Potion He wears a cotton karakul hat and speaks with a refined voice in
of Fire Resistance, and she wears a pair of black leather Gloves quick bursts. Laredes has been “friends” with Garados since their
of Mind Rot. days at the School of Magic, but he is not a Seeker. Garados sees
Arlissa bears the Lich King’s symbol over her heart, and the value in him for his legitimacy with the Archmage.
Archmage’s people will pay a bounty of 30 gp for her, dead or How the encounter with Laredes goes depends on what the
alive, when divinations prove she’s tied to the Lich King. PCs do once they get to the shop. Accusations about Garados
Aftermath: If Arlissa is somehow captured alive, she’s been being a Seeker and his orchestration of the attack in the square
enspelled against revealing anything about the Seekers of the will be met with confusion by Laredes, and perhaps anger.
Lost with a spell that causes her lungs to fill with gravedirt if Remember, he’s never met the PCs before, and if any of them
she tries to reveal any of their secrets or mentions the spell upon are aggressive toward him he will become defensive. It’s best to
her. A search through her personal belongings and her desk will play Laredes as wanting to figure out what the PCs are talking
reveal a number of items that, when seen as a group, make it about, and he will be patient if provided both a logical story and
obvious that she served the Lich King and not the Archmage (in a semblance of proof (like the note at Arlissa’s). If the players are
addition to the tattoo over her heart). If the PCs fought their way less confident in their verbal skills, you could leave it up to their
into the Lanternwerks, this evidence could be important if more characters and the dice, though roleplaying the situation should
guild wizards show up looking for a fight. be more fun. Make it DC 25 to start with to convince Laredes,
One piece of evidence about the attacks is more damning but add +5 if they show him Arlissa’s note, and another +5 if they
than the rest, however, and it will also reveal to the PCs that recap the events that lead them to Garados.
Arlissa is not the Seekers’ leader. There is a letter in the desk Alternately, you could allow PCs who have a positive
drawer to her from Garados. It says: “Arlissa, all is prepared for or conflicted relationship with the Archmage to roll their
the attack in the square. Abrose has the cart ready and will target relationship dice or use previous advantages. One or more such
the mark. Sigmund and Paulos will take our castoffs to the sewer- advantages will put some weight upon the PCs’ story and get
58
the seekers of the lost
Laredes’ attention, making him compliant. He is, in the end, a a lab connected to the Dead Vaults. What other way could that
servant of the Archmage and against dark magic. And though he Landon person move five bodies without raising questions? It’s
sees Garados as a business partner, he knows the wizard would the only obvious answer.
be a powerful servant for the Lich King if there’s truth to what the There is a secret tunnel from the Dead Vaults to Garados’
heroes claim, and his duty would be to stop Garados. laboratory, and given time (a day or two of searching), the PCs
Failed checks or relationship dice shouldn’t stop the action, will find it if they can convince Odessa to allow them to look, but
but they will limit Laredes’ involvement. If the PCs convince that will give Garados time to prepare (add two human zombies to
him of Garados’ part in the attack, he will help them fully and the battle with Garados). The best option for the PCs is learning
tell them about the secret passage Garados has in the shop that about Garados’ secret tunnel out of the shop from Laredes.
he doesn’t think Laredes knows about. Otherwise, he will plan In the worst case scenario, the PCs annoy Laredes to the
on confronting Garados on his own and in his own way, but he point that he won’t help them. At that point, the PCs will have to
will suggest to the PCs that while he thinks they are mistaken find some other way to track down Garados (who will be keeping
about Garados’ involvement, whoever wrote the note must have a low profile) and the adventure becomes totally free-form.
THE SEEKERS
OF THE LOST
Garados created the Seekers of the Lost after his initial forays
into learning dark magic that only the Lich King could teach him. Wrong Turns
With the help of his familiar, Kos, a servant the Lich King sent
to Garados after he completed a special ritual of summoning, If the PCs fail to convince Laredes to help them,
Garados learned many dark secrets and grew in power. Over the and also fail to discover any of the entrances to the
years, he found others who had similar interests and imparted Seekers’ lair, rather than have the action suddenly end,
some of his knowledge upon them for their obedience. Some either allow the PCs to use existing icon story-guide
were wizards, who he incorporated into his family’s business, advantages or have the PCs roll new icon relationship
the Lamplighter’s Guild. Others he has installed elsewhere in the dice for that purpose specifically.
town as independent agents of the Seekers working toward the If a player suggests using one or more of their
group’s ends. story-guide advantages to gain the information, have
In the time he had, Garados created a lair for the Seekers that PC get the information about Garados’ secret
in which they could secretly meet. He discovered forgotten lair and how to access it from a fitting representative
chambers among the ruins below the Grounds from the town’s of that icon, such as directly from a sprite or other
ancient days and had passages excavated from them to a few magical messenger or as a flashback dream that didn’t
locations in Eldolan, including his curiosity shop in the Grounds, make sense to the PC until that moment.
the Dead Vaults in the Temple district, the hidden passage If the PCs roll new icon dice, give the information
connecting the Lanternwerks to an alley in the Saddle, and Griffin to the character who rolls the most successes, in a
square, a small courtyard in the Commons that butts up against manner that fits their icon relationship.
the cliff wall leading up to the Grounds (behind a griffin statue). If the PCs are still at a dead end because of failed
After meeting the heroes the first time, or after word of rolls, consider having an agent of the Priestess provide
Arlissa Thent’s defeat reaches him, Garados will realize that the information during a divination, but in exchange
the PCs are getting close to discovering his involvement in the for a quest-type favor on the group’s part.
zombie attack at Hawker’s Square, as well as the fact that he leads
the Seekers. So he will work diligently to complete his latest
project using a ritual that the One-eyed Lord’s necromancers
gave him in exchange for orchestrating the zombie attack—how
to combine and animate the dead flesh of humanoids into a
magical construct that will serve its master. The experiment is
almost complete, and he is sequestered in his laboratory to finish
the work. That’s where he’ll be when the PCs come for him.
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13 th age - shadows of eldolan
GHOUL PIT
As the PCs move down the tunnel toward the Seekers’ lair they
will detect the foul stench of carrion from ahead even before
coming to the 30 by 20 foot rectangular chamber the smell is
coming from. The chamber is constructed from mortared gray
brick with a flagstone floor. There is one exit out the other end
of the room, but at the center of the left wall, there’s an 8 by 8
foot square shaft in the floor (see map at left). The stench fills the
area, and the room holds nothing else of interest.
Tactics: While it’s true that the carrion stench is partially
coming from the shaft, which drops 15 feet down to a small
chamber below the room, it’s not the only source. This room
holds three human zombie guardians standing along the wall
to the right who are hidden by an illusion of a false wall. When
anyone enters the chamber without uttering the correct phrase
(“I serve to discover the lost secrets.”), the zombies will attack. But
instead of simply slamming intruders into a bloody pulp, they’ve
been instructed to grab their target and shuffle both themselves
and their victim into the shaft. Unless the PCs are very careful
or observant (DC 25 for those searching to note some telltale
sign), the zombies should be able to surprise the heroes due to
the magical concealment (using the standard surprise rules). As
with the zombies in the square, these bodies have also been cut
open and are missing organs.
ENTERING THE Any creature (including the zombies) that falls into the shaft
takes 2d6 damage. If a zombie hurls itself and an enemy into the
SEEKERS’ LAIR pit, the zombie will begin to make rotting fist attacks against the
target at that point. There is another problem, however, because
Garados keeps a ghoul trapped in the pit, and it’s hungry! It will
If the PCs enter the Seekers’ lair through the curiosity shop,
lunge out of the shadows to feast. It will start attacking a zombie
the door is behind a bookshelf in a back room. Beyond, a short
if that is the only meat that comes down into the pit, but it prefers
wooden stairway leads to a set of stone steps carved through
fresher food if a PC comes down. The shaft is in the middle of the
the rock floor circling downward. After perhaps 200 steps, the
pit’s ceiling with the bottom of the shaft 10 feet up, and attempts
stairway ends at a tunnel leading into darkness. The tunnel
to climb the smooth, mold-covered walls to escape it are difficult
eventually enters into a medium-sized octagonal chamber. If the
(DC 25 Strength check) without help.
PCs come through another entrance, they will end up in the same
If there are only 4 PCs, remove one human zombie guardian.
chamber but coming from one of the other exits.
If there are 6 PCs, add one human zombie guardian.
There are four other exits from the chamber, each a tunnel
leading to the other parts of town. There are three exits on the
left: one to the tunnel connecting the Lanternwerks to an alley in
the Saddle; one to the Dead Vaults in Temples; and one to Griffin
Square in the Commons. The last exit is on the right and leads
to Garados’ laboratory. (As a nexus point, there could be other
tunnels here leading to more areas you’ve chosen to add, such as
the Schools of Magic or the Docks.)
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the seekers of the lost
Human Zombie Aftermath: Getting out of the pit out of combat is easy using
a rope or standing on someone’s shoulders. The residual energy
Guardians from the magical ritual that was used to create the illusionary
wall will be obvious to an arcane spellcaster who succeeds on
“Mmmmmm”
a DC 15 check to look for it once they realize the zombies were
2nd level troop [undead] magically hidden. (It’s also a DC 15 check to notice it ahead of
Initiative: +1 time for a spellcaster PC who looks for magic in the room before
Vulnerability: holy entering; those who succeed will notice that an illusion is in
place, but not see the zombies unless their check is 20 or higher.)
Grab and drag +8 vs. PD—The zombie grabs the target and
drags/pushes it toward the pit
Drag and drop: As part of the attack, the zombie will try to Using Icon
hurl itself and the target into the pit. The target can resist
by making a DC 15 Strength or Dexterity check, but still
Advantages
remains grabbed if it succeeds. The zombie will continue
This fight with the ghoul, the battle with Garados and
making this attack or trying to drag a grabbed target into the
the flesh golem that follows, and even the fight against
pit (standard action that forces the check) until it succeeds,
Arlissa to a lesser extent could each be very deadly if
and then it will attack normally with rotting fist.
things go badly for the heroes. These are great times
Natural 16+: The zombie manages to hurl itself and the target
for the PCs to pull out those icon advantages they have
into the pit without the target getting to make a skill check.
to swing things in their favor.
Rotting fist +7 vs. AC—6 damage For example, in this battle, if one PC is trapped
Natural 16+: Both the zombie and its target take 1d6 damage! in the pit and paralyzed by the ghoul, it could be a
short career for that PC. Somebody with advantageous
Headshot: A critical hit against a zombie drops it to 0 hp.
relationship dice with the Priestess or Lich King, or
AC 15 even one of the other icons with a good story, should
PD 13 HP 52 be able to find a way to help the heroes overcome the
MD 10 situation. It may come at a price, but that only makes
the save more interesting.
Ghoul
Sniff. Sniff. Scrabble. Crunch! ENTERING
3 level spoiler [undead]
rd
Initiative: +8
GARADOS’
Vulnerability: holy
LABORATORY
Claws and bite +8 vs. AC—8 damage
Natural even hit: The target is vulnerable (attacks vs. it have Beyond the ghoul pit chamber, the tunnel continues for another
crit range expanded by 2) to attacks by undead until the end hundred feet before it ends at a large, ironbound wooden door
of the ghoul’s next turn. that’s closed. Inscribed upon the door is the Seeker’s symbol,
a skull with one eye searching. Beyond lies Garados’ main
Paralyzing bite: When the ghoul hits a vulnerable target with a
laboratory and study, but before the PCs can enter, they have to
natural even attack roll, the target is also stunned (save ends).
deal with two zombie guards who stand out of view in a pair of
Pound of flesh: The ghoul’s claws and bite attack deals +4 damage alcoves flanking the door. When anyone who hasn’t been ritually
against vulnerable targets. marked as a Seeker nears the door, the zombies will emerge and
attack. It shouldn’t be hard for the PCs to defeat them—their
Infected bite: Any creature that is slain by a ghoul and not
purpose is to give Garados a moment of warning to prepare
consumed will rise as a ghoul the next night.
since he cast an alarm spell upon the zombies that will trigger
AC 18 when they move. A magical raven will suddenly appear and rush
PD 16 HP 36 through the crack beneath the door in a burst of magic to warn
MD 12 him. Even though it might take more than one round to dispatch
the zombie guards, the escalation die should reset when the PCs
Loot: The zombies have nothing of value. The ghoul only
enter into the lab. The zombies have nothing of value.
has a dwindling pile of gnawed-on bones in one corner from
which it has sucked the marrow.
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the seekers of the lost
Zombie Guard Tactics: The four skeletal warriors are arrayed across the width
of the room and will hold their ground to intercept anyone trying to
“Mwauurgh . . .” reach Garados/Kos (only one will move to intercept a PC doing so); on
their first turn, they will then engage the PCs but use mobile blocker
0 level troop [undead]
to defend Garados. The incomplete flesh golem will lumber toward
Initiative: +0
the nearest PC and attack. It has limited intelligence and will attack
Vulnerability: holy
whoever Garados/Kos commands it to attack, or whoever last made
Rotting fistslam +5 vs. AC—4 damage a melee attack against it or is nearest to it otherwise. If the PCs were
Natural 16+: The target is dazed, and the zombie takes 1d4 damage. forced to find the Seekers’ Lair without Laredes help, Garados will
also have two zombie guards, like those outside the door, standing
Headshot: A critical hit against a zombie guard drops it to 0 hp.
on either side of the entrance in the laboratory.
AC 14 Garados also has another surprise up his sleeve. Although
PD 12 HP 16 he is a powerful wizard (see stats at the end of the adventure), he
MD 9 is overcautious in battle rather than arrogant in assuming victory.
On his first turn before anyone else acts, he will use his familiar’s
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(Familiar) Energy magnet: Whenever a spell that causes cold, fire, force, or
lightning targets one of the flesh golem’s nearby allies, the flesh
“Heh, heh, heh.”
golem has a 50% chance of becoming the main target instead.
3rd level caster [construct] Therefore, spells that affect groups would spread out from
Initiative: Kos and Garados go first each round the flesh golem. Each time the golem takes negative energy
damage, it heals 10 hp.
R: Magic missile (one enemy, no attack roll)—8 force damage
Weakness of the flesh: Unlike other golems, flesh golems are not
C: Chilling vapors +8 vs. PD (1d2 nearby enemies)—6 negative
immune to effects. Being constructed from the flesh of many,
energy damage
sometimes bloodily stitched together in the heat of battle, allows
Natural 16+: The target is dazed (save ends).
the golems to be affected by the fears and madness of mortals.
Limited use: 2/battle.
AC 18
Doppelganger: Once per battle as a standard action, Kos’s master
PD 16 HP 80
can become invisible as Kos takes on its master’s illusionary
MD 14
form. Kos can maintain the illusion each round at the start of
its turn with a quick action. The illusion lasts until the end Loot: Searching the area reveals two more humanoid bodies
of the battle. Seeing through the illusion (if someone suggests with surgically removed organs and muscles lying in tubs along
there is one) requires a DC 20 Intelligence check (with magical the back wall. Some of the magical equipment in the lab is rare
backgrounds helping). and valuable, and would bring in 500 gp to the right buyer (like a
wizard). The bookshelves contain tomes on anatomy, rituals for
Illusory opponent: Because Kos as Garados is projecting an
creating undead and constructs, and other dark topics. They are
illusion of Garados and is actually quite small, each attack
the sort of books the Archmage’s people would want to confiscate
against AC or PD that hits him has a 25% chance of missing
and lock away, but on the black market they could be worth another
instead (miss damage applies) as it seems to pass through
200 gp (100 gp reward from the Archmage’s people).
the wizard. Perceptive enemies who miss with an attack this
There are also a handful of magic items on one of the
way can try to detect the illusion for what it is with a DC 20
workbenches that Garados was using to build the construct,
Wisdom check.
including two Potions of Healing (adv), a +1 Rune, and a Potion
Tiny, quick construct: Kos gains a +5 bonus to disengage checks of Negative Energy Resistance. In addition, there’s a Manual of
and a +5 bonus to all defenses against opportunity attacks. It Enlightened Flesh that Garados was using to help him with the
also moves in leaping bounds that quickly outdistance normal golem; it has a lot of notes in the margins about how the ideas in
humanoid movement once on the run (but can’t maintain the the book might apply to reanimated flesh.
illusion while doing so). The study holds a large table for the Seekers to meet, and
various mundane items including a store of water, wine, and
AC 18 food. The secret door will be easy to find with a basic search.
PD 14 HP 40
MD 16
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the seekers of the lost
AFTERMATH
Although Garados most likely escaped, and possibly his familiar such as the imp causing trouble in the Docks district, or they
Kos as well, there’s enough evidence in the laboratory and study might now be trying to corral the ochre jelly after the Eldritch
to implicate him as servant of the Lich King, as well as to identify Masters lost some students to the thing while trying to track it.
another handful of Seekers of the Lost in town (though not all Or if it fits your story better to take the PCs to a new location,
of them). By the time the PCs try to pick up Garados’ trail, he’ll perhaps the contact who put them on this job asks them to track
be long gone, having immediately left town (most likely by ship) down Garados and make him answer for his crimes. The PCs get
once he realized his secrets would be revealed. If the PCs go to sidetracked while following the trail, but eventually (around 3rd
the Silver Shields or Mage Council, they will be thanked and level) catch up with him as he is setting up a new network and
possibly rewarded (if you want to hand out another magic item will have a chance to make him answer for his crimes.
and/or 500 gp, especially if the PCs didn’t think to gather the Another option would be to have new servants of the Lich
lab equipment). The Silver Shields will round up the implicated King arise in Eldolan. The One-eyed Lord is unhappy with
Seekers and consider the matter closed. Garados, however, will Garados botching the display of terror (pumpkinhead indeed)
continue his dark work for the Lich King in another location now and someone truly terrifying, perhaps an intelligent undead
that Eldolan is difficult for him. monster, shows the town what fear really is.
With the job of discovering who was behind the zombie Whatever the PCs decide to do next, they’ll be better at it.
attack completed, the group is free to pursue other opportunities Reward them with 2nd level if you haven’t already!
in Eldolan. The Silver Shields are still dealing with problems
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NPC STATS
Here are stats for Garados and other NPCs the heroes might face
at some point during the adventure.
Silver Shield Sergeant
“What’s going on here? Hands off those weapons!”
Although it’s unlikely the heroes will face Garados directly since Short sword +8 vs. AC—8 damage
he’ll use his trick with Kos, here are stats for the wizard in case Natural even hit: The sergeant can make a shield bash attack
the PCs start something. Garados will generally try to flee if this as a free action.
happens, however, unless alone, he’s probably more than a match
[Special trigger] Shield bash (one engaged enemy)—4 damage,
for the PCs.
and the target is dazed (easy save ends, 6+).
Garados, Unit tactics: Roll a normal save at the start of each of the Silver
Shield sergeant’s turns. On a success, 1d2 of the sergeant’s
Seeker of the Lost nearby allies can move or make a basic melee attack as a free
action that turn as the sergeant yells out orders to them.
“I’ll be able to put your parts to many uses.”
AC 20
5th level caster [humanoid]
PD 17 HP 45
Initiative: +9
MD 14
Darkness-infused dagger +9 vs. AC—10 damage, and 3 negative
energy damage
Silver Shield Watcher
R: Magic missile (up to two enemies, no attack roll)
“What’s your business here?”
—8 force damage
2nd level mook [humanoid]
R: Draining forcebolt +10 vs. PD (up to 2 nearby enemies in a
Initiative: +5
group)—10 force and negative energy damage, and the target
takes a –2 penalty to its next attack roll this battle Spear +7 vs. AC—5 damage
Natural 18+: The target is weakened until the end of its next
R: Light crossbow—4 damage
turn, and Garados heals 2d8 hit points.
Pile on: When one or more watcher allies are engaged with its
C: Grave mist +10 vs. PD (each nearby enemy)—8 negative
target, the watcher’s melee attacks against that that target also
energy damage
daze it (save ends) with natural attack rolls of 18+.
Natural even hit: The target is weakened (save ends).
Limited use: 1/battle. Knows how to deal with wizards: The watcher gains a +2 bonus to
all defenses against spell attacks or effects.
Wizard’s escape: Twice per battle as a move action, Garados can
teleport anywhere nearby that he can see. AC 18
PD 15 HP 8 (mook)
Lich King’s loyal servant: The first time Garados would drop to
MD 11
0 hp, each nearby enemy takes 5 negative energy damage and
Garados heals an equal amount. (Add the healing to 0 hp; this Mook: Kill one silver shield watcher mook for every 8 damage you
is a free action that occurs before he would be slain.) deal to the mob.
AC 20
PD 15
MD 21
HP 65 WIZARD SCHOOLS
All School wizards have the following ability, which they can use
SILVER SHIELDS up three times each day as a standard action. The students use
these tricks on rival school members and the general public.
Use these stats for the town guards if the PCs get caught Dirty cantrip trick: The wizard creates some minor magical
performing an illegal activity, get framed by the Seekers for effect that does not cause direct harm, but can cause trouble.
something, or as needed based on the story. For example, creating a bad stench somewhere nearby, making
bodily noises or muffled sounds seem to come from a nearby
creature, knocking over a stack of apples or causing a bucket of
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npc stats
slops to spill over across someone’s feet from a distance, making R: Freezing bolt +6 vs. PD—4 cold damage
someone or their clothing appear strangely colored, etc.
C: Elemental spray +5 vs. PD (1d3 nearby enemies)—2 damage
of the following type of the GM’s choice: cold, fire, acid, poison
Eldritch Masters Pupil Natural 16+: The pupil draws upon an arcane component or
slightly enchanted item in its possession (ring, pin, smooth
“You’re not smart enough to even understand how powerful I truly am!”
stone, charcoal bit, iron bar, etc.) and transfers more energy
1st level mook [humanoid] to the spell. The target takes 3 extra damage of that type.
Initiative: +4
AC 16
Short dagger +5 vs. AC—3 damage PD 13 HP 6 (mook)
MD 14
R: Charging jolt +6 vs. PD—4 lightning damage
Natural 16+: The pupil can make a second (but not a third) Mook: Kill one mithril pupil mook for every 6 damage you deal
charging jolt attack against a different target as a free action. to the mob.
C: Forceful blowback +6 vs. PD (each enemy engaged with the Arcanists of the
instructor)—3 force damage, and the target pops free from
the instructor
Hidden Veil Pupil
Quick use: This power only requires a quick action (once per round) “You know nothing of TRUE power.”
instead of a standard action when the escalation die is even.
1st level mook [humanoid]
Enhanced energy aura: As a standard action, the instructor can Initiative: +4
intone a spell of energy enhancement as it comments on proper
Razor-knuckle gloves +5 vs. AC—3 damage
form and casting. Each nearby eldritch master ally gains a +2
bonus to damage with spells until the start of its next turn. R: Invisible stinging bites +6 vs. MD—3 damage, and 1 ongoing damage
AC 16
“We are Mithril.”
PD 10 HP 7 (mook)
1st level mook [humanoid] MD 16
Initiative: +4
Mook: Kill one hidden veil pupil mook for every 7 damage you
Weighted extendable rod +6 vs. AC—4 damage deal to the mob.
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IN ELDOLAN Initiative: +4
Ochre Jelly and enemies can’t make opportunity attacks against it.
AC 18
PD 17 HP 90
MD 16
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npc stats
Cozortl the Imp Haze of greed and lust: Thanks to the imp’s foul whisperings,
Blackjack feels and acts invulnerable to the threats of enemies.
A few whispered words in the right ears can turn greed and lust to At the start of each of his turns, he gains temporary hit points
something worse. equal to twice the escalation die. If he is snapped out of this
mindset somehow (DC 20 check), this effect is canceled and
3rd level spoiler [demon]
decrease his MD by 2.
Initiative: +8
AC 18
Festering claws +7 vs. AC—3 damage, and 5 ongoing damage
PD 15 HP 65
R: Blight jet +7 vs. PD—7 damage, and the target is dazed (save ends) MD 14
First natural 16+ each turn: The imp can choose one: the target
is weakened instead of dazed; OR the imp can make a blight
jet attack against a different target as a free action.
Sword of the
Curse aura: Whenever a creature attacks the imp and rolls a
Great Gold Wyrm
natural 1–5, that creature takes 1d10 psychic damage. “Demons must be slain, not controlled!”
Flight: Imps are hard to pin down because they fly. Not that fast 2nd level troop [humanoid]
or well, but you don’t have to fly well to fly better than humans Initiative: +4
and elves.
Longsword +7 vs. AC—6 damage
AC 20 Natural 16+: The sword can make a shield bash attack as a
PD 13 HP 40 free action.
MD 16 [Special trigger] Shield bash +6 vs. AC—3 damage, and the
target must roll an easy save (6+) or it’s dazed until the end of
Imp-influenced its next turn
Double-strength 2nd level wrecker [humanoid] Devoted to the Crusader: A character with a positive or conflicted
Initiative: +5 relationship with the Crusader gains a +4 bonus to checks
when dealing with the strike-team soldier. A character with
Cutlass and stiletto +7 vs. AC (2 attacks)—8 damage
a negative relationship with the Crusader, or a positive or
Natural odd hit: The target is dazed (–4 attack) until the end
conflicted relationship with the Great Gold Wyrm takes a –4
of its next turn as Blackjack pulls off a tricky or dirty attack.
penalty to checks when dealing with the strike-team soldier.
Miss: 2 damage.
AC 15
R: Throwing knife +6 vs. AC—9 damage
PD 13 HP 24
MD 13
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key npcs/locations
KEY NPCS/LOCATIONS
General NPCs Lead 2 NPCs/Docks
Arlissa Thent: human Lamplighter wizard; Lanternwerks Aerto: half-elven (drow) fixer in Docks; Seeker agent; found at
administrator; Seeker agent Squirming Mermaid
Cornelius: gnome Lamplighter wizard at Lanternwerks Jeskill: human Diabolist cultist
Cornigar Ulson: ancient human wizard; lead instructor of the Jiggs: dirty, bedraggled, older gnome man; found at Sailor’s Respite
Mithril school Malice Sureshot: wiry halfing woman; found at Wild Wave
Garados Kessmir: head of Lamplighter’s Guild; leads the Seekers Inn taproom
of the Lost Michale Orlevy: male human scoundrel and bard; found at
Jarlin the Sly: gnome wizard and illusionist; lead instructor of Lusty Dolphin
the Arcanists of the Hidden Veil Scarlet Ylas: high elven woman; former pirate; owner of
Laredes the Sage: human wizard and sage; business partner to Squirming Mermaid
Garados at the Emporium Talina Brighteyes: half-elven woman; found at Westwind Tavern
Mabs: halfling cutpurse who might be tailing the PCs Travan Orcslayer: crusty, older male dwarf; found at Dwarves
Nightshade: drow female assassin working for Samuel Home Alehouse
Samuel: male human Seeker wizard/hit man
Sergeant Parelles: human Silver Shield guardsman responding Lead 3 NPCs/Commons/Temples
to zombie attack Brother Thomas: cleric acolyte at Dead Vaults; escort to crypts
Sharissa Darkbolt: high elf wizard; lead instructor of the Koln: human friend of Rollo who died; turned into a zombie
Eldritch Masters Landon Smithson: Dead Vaults acolyte; Seeker agent
Odessa Rilantes: human woman, head cleric at Dead Vaults
Lead 1 NPCs/Commons Rollo the Thin: male halfling merchant in Hawker’s Square
Capper: human teenage Ratsmasher gangmember; well-spoken
Elsa Whiterose: runs the Mission of Lost Hope Lead 4 NPCs/Saddle
Jagger Dunn: dwarf drunk/laborer; street contact Grayson, aka Abrose Fuller: Seeker agent at Old Brewery;
Jarsil Ralss: halfling cage dealer at Dreammaster’s theater cart buyer
Kalia the Waif: female half-elf street urchin (girl); street contact Jalen: assistant to Grayson, the brains behind “pumpkinhead”
Korack Stoneson: missing dwarf drunk turned into a zombie Pazarius Rane: half-elf merchant/wagoner; sold cart to Grayson
Riley Threefinger: male halfling fence; street contact Rumney Twosilvers: dwarf craftsman; witness of the attack
Sigmund & Paulos: Seeker thugs working for Dreammaster
Tolvus Rhys: missing human street person turned into a zombie
Torsar Blacktooth, aka the Dreammaster: drug dealer
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