Let’s Play The 13th Age: 40-50
“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 largest dwarven city in the Dragon Empire, Forge is home to the dwarf king, strict customs agents, a slum full of monsters, and Ma and Pa Smoulderboulder.
40: Forge Ahead
The party is split up by customs, and therefore has the chance to get into six times as much trouble. This is gonna get complicated, so grab a pen.
Nav befriends the mutants forced into the sewers beneath Forge. Manuél and Scarlett are sent to the monster's slum of Beaston. They are soon embroiled in the plot of Manuél’s former employers and Grand Handsome’s rivals, Wylde Nyghtmäre, to free the political Dark Elf prisoners who have been held in Forge for literal ages. Bella is pulled into the political intrigue surrounding the Elf Queen and the Wilestar family. Rip finds his family arrested and their possessions to be auctioned— including the instruments he needs for the big Battle of the Bands, which, er, is also happening. Whew!
41: Hammerin’ Anvil
We take you now across the Undermarch to the once-great city of Anvil, where a group bands together to survive the… locals. Slamby Gastronotte (Ambisagrus) is here to find the evidence to save the Smoulderboulder clan. Cactus (Ikks) and Tran (AWoodenPalisade) are here to save Slamby from himself. Gerald of the Mountain (Medibot) accompanied Slamby in hopes of finding what he needs to settle a dispute between two clans. Finally, Beowulf de Flor (Drakkel) is here to kill Slamby for accidentally destroying a wizard’s private floating island (long story)... but takes one look at him and decides there must be a mistake.
42: The Elements’ Signature
The party sets out to resolve their monstrous list of errands. Bella begins tugging at a conspiracy as the whole crew prepares for the big Smoulderboulder defense fund auction.
Then, the Anvil and Forge parties reunite and set about turning the town upside-down.
43: Demon Queen Corson
The party's machinations for the Soul of Stone are interrupted by the return of Corson, former lieutenant of the Casino Hellhole.
44: Here You Leave Yesterday And Fantasy World Today Future And Tomorrow
The Red Fang has taken Audriel captive in the defunct world of yestermorrow.
45: The Red Fang
The party ends the rivalry that began in Drakkenhall.
After the whole situation with Red Fang, Nav decides to leave the party. Our heros must find a way onto the floating island of Regulus, where they will meet the chaos wizard, Slots.
46: Homeward Bound
Nav has left the party to pursue his own nefarious ends! The remaining Elements escape Dieseny’s Land with the help of a friendly band of fishermen gnomes. After some spooky adventures on the Inland Sea, the party arrives at their new home, Equinox Manor.
Heartwarming reunions ensue as the party plans their next move— to build a state-of-the-art airship and locate a certain mysterious floating isle in hopes of retrieving the next key, the Cog of Regulus.
47: (No) River Runs Through Regulus
The party arrives on Regulus and are half-blackmailed into teaming up with a mysterious construct, Slots (Ikks). Their research into the Cog of Regulus, the power source of this great city, is aided by the local Zorigami DU-4.
The sad truth is, neither the party nor the island can survive without it. When the party tries to appease them with a duplicate of the Cog, DU-4 and his brethren are forced by protocol to attack. Heavyhearted, the party makes good their escape with the Cog.
48: The Wretched Ritual
Ever since realizing his true identity as the living host of the Original Scroll of Resurrection, Claude Luminor has been a bit down. He and his allies travel to the wizarding world of Ha-- Horizon in hope of finding a magical cure.
There, they are joined by Mako Longfin (Drakkel), princess of an undersea kingdom here on... reconnaissance. A shady back-alley wizard has a plan to remove the scroll. A shady back-alley wizard fails. A shady back-alley wizard not only summons demons, but mutates them into something far, far worse: devils.
50: The Spawn
The Elements land in the soft, spongy marshlands of the northwest Empire, where their journey began.
Good thing we didn't leave behind any enemies!
49: The Three-Headed Threat
The Elements manage to make a new enemy in the time it takes to fall off a floating island.