Let’s Play The 13th Age: 21-29
“13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming.”
- Pelgrane Press
Created by some of the designers behind D&D4e, 13th Age combines strategic turn-based combat with a new focus on roleplay and character development.
This is one of the longest-running actual play campaigns out there: it began back when 13th Age was still in development! This campaign stars the Rogue Elements, a bizarre band of troublemakers that have been tasked with saving the Dragon Empire.
The Rogue Elements have fallen into a hellhole, smack dab into the most diabolical casino in the multiverse.
21: The Casino
The brand-new hellhole, having assimilated a portion of Small Rigby, is now a mobile countryside-consuming vortex. The party surfs down into the depths, where they discover a sinister casino and the demonic administrators in charge: Paimon, Botis, Corson, and the big (big) boss, Mammon.
22: Those Swindling Scamps
Having fast-talked their way into the casino, the party takes their seats at the most crooked poker table in history to claim the next relic, the Core of the Hellhole, from the greed demon Mammon.
23: Escaping The Hellhole
With the thralls and soldiers of the brutish Botis in hot pursuit, Mint Gelato has a new plan. A plundered staff is all he needs to ramp the Hellhole directly into the Midland Sea.
This'll go fine!
Monsters homebrewed by PublicOpinion
24: Meanwhile… Marriage
With guest DM PublicOpinion's help, a handful of stray adventurers are recruited to ensure a vital political marriage goes off without a hitch. The mysterious cleric Priene Mandorle (Ikks), serious enforcer Bocca Chiusa (A Wooden Palisade), boisterous guide Gerald of the Mountain (medibot), and lil jerk “Slamby” Gastronotte (Ambisagrus) thwart plots around, about, and beneath town.
The biggest city on the planet that isn’t part of the Dragon Empire, Drakkenhall is ruled by the iron claws of The Three.
25: Shoring Up
Washing up near Drakkenhall, Margaret’s secret mission catches up with her: guiding the charming Regivol and the aggravating Larette Stone of the secret Archmage cell CREAM to the party, to control these so-called “rogue elements”.
Bella recognizes them as those who kept her as prisoner and guinea pig as a child! The party categorically refuses to join CREAM, and escapes into the forest where they face their most geometrically gooey foe yet– with the sound of leathery wings descending.
26: Flooding Into Drakkenhall
Rip's rage is revealed as an infestation by the vengeful spirit, Mercury, after a particularly intense battle. The Koru Behemoths have reached the sea, and as they leap in the party handily avoids the resulting wave. Scarlett patches up the ley lines fractured by the Hellhole’s passing, and the party makes it to the secret entrance into Drakkenhall– only to be halted by a foe that may not exist at all.
27: Welcome To Drakkenhall, Have Some Fish Skin
The crew meets a party of spies beneath Drakkenhall and a team of thieves in the city above, recruiting the latter to their plot to break into the great vault of the Three. In other words, they-- for once-- make friends rather than enemies!
28: Gladiatorial Glitz
Nav and Rip, having had a bit too much to drink the previous night, sign the party up for more gladiator games. This time, the Elements face a variety of challengers in a shapeshifting arena.
29: How To Steal The Scales
In what we all agree to be our best session yet, the Elements pile into bad disguises and successfully sneak into the vaults beneath the palace of Drakkenhall in search of the next relic, the Scales of the Three.
Facing off against undead guards, Nav has a crisis of conscience; his actions may come back to haunt him. Just as the Elements plot their successful escape, the Three’s trusted brutes corner them. With no way out, the Rogue Elements have to improvise their own path…