Pelgrane Press's 13th Age: Eyes of the Stone Thief PDF

By Pelgrane Press

ISBN-10: 1908983698

ISBN-13: 9781908983695

Are you able to kill the dungeon prior to it kills you?

In thirteenth Age, residing dungeons slither up throughout the underworld and invade the outside lands. The Stone Thief is the main old and crafty of its style; an enormous monster that preys at the towns and constructions you like, swallows them, and remakes them into extra deathtrap-filled degrees inside of itself. Now, it’s searching YOU.

For players:
• Embark on a saga of insanity, revenge and substantial monsters
• reduction or thwart the schemes of the Icons as they conflict for regulate of the dungeon
• Slay, loot and continue to exist deep within the bowels of the earth
• damage this age-old possibility forever

For GMs:
• A giant crusade overlaying the full Champion tier (4th to eighth level)
• 13 degrees of peril from the dungeon’s starting Maw to the orc hordes of the Deep hold, the terrors of the • Pit of Undigested a long time, and the nightmare urban past the Onyx Catacombs
• New monsters, new treasures, new traps, and new factions to your thirteenth Age crusade

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Additional info for 13th Age: Eyes of the Stone Thief

Sample text

He’s also powerful enough to completely cow the Ossuary Custodian. Outside the dungeon, the Flesh Tailor’s thoughts turn— unsurprisingly—toward the Lich King. From his bone throne on Necropolis, the Lich King’s whispers are relayed by corpses and ghosts to the Flesh Tailor, offering the necromantic artist a place in the undead aristocracy—if he can deliver the living dungeon into the Lich King’s claws. Enemies Fangrot and the Provost of Dungeon Town would both like to see the Flesh Tailor destroyed, as his undead prey on their followers when the dungeon fails to provide corpses for his work.

It also notes any influential factions or NPCs that the adventurers might encounter and parley with, as opposed to murdering on sight. Descriptors gives notes and concepts for describing this region of the dungeon. As the Stone Thief steals from the surface world, it consumes many different styles of architecture, giving each level a distinct appearance. Over the course of the campaign, the players will learn to associate descriptors with the appropriate region, letting them navigate the subterranean maze (“arrow-slits and a tapestry?

Usual Location The Witch does not leave Marblehall. Common Knowledge in the Dungeon The Witch found a way to keep the Stone Thief from consuming Marblehall—and that is a secret many powers wish to possess. Adventurers & the Witch Marblehall can be a sanctuary in the deeper dungeon, or a hellish deathtrap for adventurers, depending on whether or not their goals align with those of the Witch. Her goal is to bind the Stone Thief for her patron, and she may employ adventurers to aid her in this purpose.

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13th Age: Eyes of the Stone Thief by Pelgrane Press

by Michael

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