Even if you’re not using the 13th Age rules, these ten icons demarcate and imply the Otherworld setting. (And you can plug Icons into, say, GUMSHOE or the game system of your choice with ease – Ken did it for Night’s Black Agents here). Player characters in Otherworld are assumed to start off in ignorance of the setting, and explore it in play, so they don’t usually begin with any Icon relationships. Let the players pick up Icon relationships as they go along until they have their usual complement of three.

Heroic Icons: Shell-Dwarf Chieftain, Lady Between, Benedash Society

Ambiguous Icons: Burning Prince, Great Huntress, Smiling Merchant, Project SHADE

Villainous Icons: Alchemist, Keeper of the -Shade, Face in the Creepers, Syndicate

 

The Shell-Dwarf Chieftain

“You travel on my waters with my leave!” roared the little man. “Let us see if you are still as insolent when we put you under them!”

– A Journey to the Otherworld

The turtle-like Shell Dwarfs were the first folk encountered by Professor Bravo on his journey into the Otherworld, and they are still the most widespread people across the perilous jungles. The Shell Dwarfs know how to navigate the treacherous serpentine rivers that slither through the jungle. Their sturdy rafts and house-boats can cross the rapids and rushing streams, and their tough hide protects them from the schools of hagfish and the swarms of bloat-flies that make it difficult for others to travel by water.

The Shell-Dwarf Chieftain rules his people from his floating palace, carved from the shell of a gigantic nautilus. He is distrustful of most of the other folk who live in clearings in the jungle, fearing that they plot to enslave his followers and use them to conquer other lands in the Night Jungle. However, he has a soft spot for travellers from Earth thanks to his friendship with Professor Bravo.

 

The Alchemist

“I have drunk a tincture of the Purple Lotus, and now through my veins flows a poison more potent than you can imagine.” The Alchemist holstered his gun. He no longer needed it to threaten us. “Wound me, and you shall all perish in agony from the vapours.”

– Vat-Slaves of the Alchemist 

The fast-growing creepers of the Night Jungle bloom with a thousand strange flowers. Only the Alchemist knows all their virtues – and their dangers.

Alchemy was the highest art in vanished Hellan and tree-drowned Cynberis, where it is said that its practitioners could turn glass as hard as steel, or grow food in vats, or prolong their own lives indefinitely. Most of that knowledge was lost to the jungle, and warrior-alchemists like Kelemane have retained only fragments.

The Alchemist alone has gone beyond the knowledge of the ancients. He combines their lore with the wealth of new ingredients and strange juices that can be harvested from the Night Jungle. From his fortress issue forth hosts of vat-bred monsters and noxious fumes; his assassins creep out in secret, poisoning his enemies and blackmailing them with the promise of an antidote.

He comes, it is said, from the same world as Professor Bravo, and plans to return there one day once he has completed his mysterious work.

 

The Keeper of the Dead

A presence moved through the tombs – a deeper shadow, a presentiment of death, a cold wind that rattled the bones. One skull, more intact than the rest, quivered. A lambent light bloomed in its empty sockets.”

– Kelemane in the Dead City

In ages past, all graves were under the protection of the Keeper. Now that the Night Jungle has swallowed a hundred cities and turned them into nameless tombs, the Keeper’s reach has grown very far indeed. The Keeper is a spirit bound to protect the houses of the dead from thieves and tomb robbers. Those who make the proper offerings and perform the correct rites may be able to bargain with the Keeper or its ghostly servants, perhaps to gain permission to travel through the realms of the dead. Those who trespass in the tomb cities without this blessing are more likely to remain there… forever.

 

The Lady Between

“The shewing-stone is a relic of a distant land,” hissed the Crone, and she pushed a tiny square mirror into Kelemane’s hands. He gazed into the glass, and saw within a pale figure.”

– Beyond The Moons of Azkar

To the folk of the Night Jungle, the Lady Between is a myth. It is said that mystics and madmen see her in their dreams and that she whispers prophecies to them. Others believe that she is nothing more than a hallucination brought on by over-indulgence in certain lotus-flowers.

To those able to travel between the two worlds, however, the Lady Between is undeniably real and present. She exists in the borderland between the two, in the interstices of reality. Broken and forgotten places are her only foothold in either reality. She sometimes blesses travellers with flashes of insight or sage counsel as they move from one world to another – unable to interfere directly in the affairs of either world, she must rely on proxies and agents.

Some travellers suggest the Lady Between bears a strong resemblance to photographs of late author Miriam Benedash.

 

 

The Burning Prince

“A line of fire on the horizon, like the ember light of the setting sun, marked the edge of his domain…”

– The Children of the River

The Night Jungle grows with surpassing speed. What was a clear path yesterday is weed-choked today, and will be completely swallowed by the willows and creepers tomorrow. Other than a few scattered clearings protected by magic or some quirk of environment, the Night Jungle consumes all the land within its ever-growing borders.

The Burning Prince aims to change all that. He has gathered an army of followers, all fired with his determination to drive back the jungle and reclaim the lands of old. With axe and saw, with alchemical defoliant and fire, they fight an unending war against nature. They are a tide of fire sweeping across the land. When they free some ruined city from the jungle, they loot it for treasure and magic and move on. When they come across an inhabited village or clearing, they offer those who dwell there the chance to join the Prince’s armies, then do exactly the same.

 

The Great Huntress

“The beast roared again, smashing the trees to kindling as it charged. She stood perfectly still, more like an ebon statue than a woman, until the moment came. Then the spear was suddenly in her hand, and just as suddenly, it was plunged into the beast’s eye.”

The Valley of Spiders

Gigantic monsters – some bred by the Alchemist, others mutated or spawned by the wild magic of the jungle – stalk through the endless forests of the Otherworld. Heroes like Kelemane battle these creatures when they have no other choice.

Only the Huntress willingly seeks out the monsters.

Driven by some secret hatred, she wanders the Night Jungle, searching for new foes to kill. She leaves behind her a trail of devastation and bloodshed; titanic carcasses lie where they fell as testament to her fighting skills. As a warrior, she has no peers.

Some have sought her out, desiring to become her followers, or to learn from her, or to win her aid in some other quest. Their bodies, too, are milestones along her bloody road.

 

The Smiling Merchant

“He spread a handful of coins across the table. Gold pieces from Jezar, the little wooden tokens of the Shell-Dwarfs, square silvers from the tombs of Cynberis, even a handful of Canadian coins bearing the head of King George.”

A Journey on the Azkar 

The Smiling Merchant’s smile never fades, because it’s carved from wood. The Merchant wears a brightly painted yellow mask when dealing with customers. Sometimes, it is a man who wears the mask; sometimes a woman, or a child, or a strange creature, but it is always the Smiling Merchant who speaks.

The Merchant travels in a huge caravan crammed with relics and curios, guarded by a retinue of Shell-Dwarfs and Thorn Trolls. How this caravan can pass through the thickest jungle is a mystery, but the Merchant always arrives where there is profit to be made.

 

The Face in the Creepers

“Your death will feed me,” said the jungle, “and so nothing is diminished in your passing.”

The Temple of the Emerald Eye

This malicious nature-spirit claims to be the Night Jungle. Few believe such claims – it is far more likely that the Face is just an elemental trickster that takes the form of a tangle of creeper vines. It is undeniably powerful though, able to animate huge swathes of jungle when it needs to take physical form. It sometimes becomes interested in individual people, tormenting or aiding them as the mood takes it.

 

These last three Icons have more of a presence in our world than in the Otherworld.

 

The Syndicate

The Syndicate is a mysterious private company that collects both the works of J. Pierton, and individuals or items who have travelled to the Otherworld. Most of the Syndicate’s agents or pawns are unaware that their work has a supernatural component – they believe they’re working for a secretive corporation, or for the government, or for organized crime. Even the few who’ve made the connection between the Pierton stories and the weirder cases don’t know what the Syndicate really wants. All that’s certain is that they have money, influence, guns, and the willingness to use all three to get what they want.

 

Benedash Society

Even within Pierton fandom (which is, for example, to Robert Howard’s Conan fandom as a terminally ill geriatric is to the Cimmerian), devotees of author Miriam Benedash are a small minority. She only wrote a handful of Night Jungle books before suffering a nervous breakdown, and her brief career is remembered only by a few fans and critics. The Benedash Society is tiny and closely knit. They share everything on their private, invitation-only message boards – and in recent months, they’ve uncovered evidence of weird events that are somehow connected to their literary heroine and her works.

 

Project SHADE

Project SHADE was an offshoot of the MKULTRA experiments of the 1970s, based out of Fort Holdstock. The aim of the experiments was to determine if certain chemically altered states of consciousness could enhance tactical awareness and decision-making ability. The project was officially shut down in 1974, as was Fort Holdstock.

If you spend too much time on conspiracy theory websites, you’ll learn that several subjects vanished into thin air, or that Fort Holdstock is haunted or overrun by mutant plants, or that SHADE was recently reactivated and transferred to the control of the Department of Homeland Security.

All nonsense, of course – just like the idea that reading too much about topics related to obscure fantasy writers could somehow draw inexorably you into their reality, until finally you cross some invisible threshold into their Otherworld.

Children of the Icons cover“I’m the child of an icon.” This One Unique Thing taps into one of fantasy’s most powerful archetypes — and generates a huge amount of player investment in the campaign. Here, players will find inspiration and advice on how this deep connection can play out at the table. For GMs, Gareth presents four possible “children of the icons” campaigns along with two tough monsters that show how iconic parentage can be used to create interesting NPCs.

Children of the Icons is the fourth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in May. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

 

Stock #: PEL13AM05 Author: Gareth Ryder-Hanrahan
Artist: Rich Longmore Type: PDF

13th Age KasarakIgnoring the vagaries of its publishing history, Pierton’s Night Jungle makes a great setting for gaming. If you just want to tell stories in the mode of the Kalamane Cycle, where heroic fantasy heroes battle monsters and weird sorcery, then you can just grab a copy of 13th Age and wait until next month when we’ll summarize the key gameable elements of the Otherworld. However, if you want to recreate the original stories of “Professor Bravo” (or, less ambitiously, the original ill-fated 80s game), the best approach is a GUMSHOE hack.

In this game, the players play people from our world, Earth, who find themselves transported into the Night Jungle. Like Professor Bravo, they discover they are ‘oscillating’ back and forth between the two worlds, jumping from Earth to the Night Jungle again in times of stress.

# of players    Investigative Build Points

2                      28

3                      22

4                      20

5+                   18

Player have 60 General Ability points. You can trade Investigative Build Points for General, or vice versa, at a 1-for-3 rate.

Academic Abilities

Astronomy

Anthropology

Archaeology*

Architecture*

Biology

History

Law*

Languages*

Medicine

Occult Studies

Research

Physics

Pierton Trivia

 

Interpersonal Abilities

Bargain*

Bureaucracy*

Charm*

Command*

Courtesy*

Deceive*

Insight*

Intimidate*

Reassurance*

Streetwise

 

Technical Abilities

Chemistry

Forgery*

Forensic Medicine

Orienteering*

Outdoor Survival*

Notice*

Pharmacy

Photography

 

General Abilities

Athletics

Contacts

Craft

Driving

Filch

First Aid

Health

Infiltration

Preparedness

Riding

Scuffling

Shooting

Shrink

Stability

Travelling

Weapons

Most of the abilities are self-explanatory if you’ve played another GUMSHOE game. The new or obscure ones – Courtesy and Command are used when dealing with higher- or lower-status people, especially in the Otherworld. Deceive covers bluffing, impersonation and con games as well as seeing through them. Insight gives, well, insight into other people’s motivations and beliefs – the classic GUMSHOE ability of Bullshit Detector exists at the intersection of those two.

Orienteering is a combination of navigation, cartography, and working out spatial relations – it’s doubly important when trying to make your way through the perilous labyrinth of the Night Jungle, or when you’re trying to work out which place on Earth corresponds to a location in the Otherworld.

Pierton Trivia measures knowledge of the Otherworld novels and spin-offs and those involved in publishing them, as well as the fandom around them.

Craft covers improvised repair and operating machinery.

Contacts works like Network in Night’s Black Agents or Correspondence in Trail of Cthulhu.

Travelling is for avoiding Health loss or other penalties when trekking through the jungle.

 

Otherworld Abilities

Player characters from Earth can’t take these Investigative Abilities at the start of the game, but can buy them with experience points. If you’re allowing players to roll up Otherworld characters, then they can take these abilities as well as any other investigative ability marked with a * in the list above.

 

Alchemy: Brewing up potions and poisons from the strange fruits of the Night Jungle, as well as identifying them by their effects.

Beast-Lore: Knowledge of the monsters that haunt the Night Jungle – and how to kill them.

Land-Lore: Knowledge of the various lands swallowed by the Jungle, and what remains of them.

Other-Seeming: How to blend in when you’re outside your home reality. Putting points into this ability lets a character hide the fact that they’re from Earth. The idea that creatures from the Otherworld can cross into our reality, just like Professor Bravo crosses into theirs, is hinted at several times in Pierton’s stories; this ability works the other way for them, letting them blend into modern society.

Sorcery: The perilous use of magic. In Pierton’s novels, sorcery carried terrible costs and was solely the province of malicious or insane wizards.

River-Trade: Navigating the network of rivers that are the main trade routes through the jungle, and dealing with the Shell-Dwarfs who control the waters.

 

Oscillation

A character’s Oscillation rating measures their ability to jump between realities. Most people – on both Earth and the Night Jungle have a rating of 0. Player characters start with a rating of 2.

Oscillation is capped at 10.

Oscillation Spends

Spending a point of Oscillation lets a character start the process of travelling from one world to another with an effort of will. This usually takes several hours – the character feels more and more disconnected from their current reality, and glimpses elements of their destination, until finally they jump completely. Spending extra points of Oscillation can:

  • Make the transition faster
  • Bring large or heavy objects across
  • Temporarily manifest conditions from the other side (need to get a cellphone signal in the Night Jungle? Need an alchemical potion to work to full effect on Earth?)
  • Manifest in a chosen location in the other world (you need to have visited or at least be familiar with the location)
  • Follow someone else across (you end up near wherever they’re going)
  • Resist involuntary transitions

 

Refreshing and Improving Oscillation

Oscillation pools refresh after each adventure. The GM may also declare that the characters have unconsciously jumped, and give them a few Oscillation points in compensation. (This is a great way to deal with missing players – if Bob doesn’t make it to this week’s session, then Bob’s PC involuntarily travels to the opposite reality to the rest of the group. Next week, he shows up again with a refreshed Oscillation pool).

Oscillation cannot be increased by experience points; the only way to improve it is by visiting sites of power and possessing potent relics, especially items that came from one world but spent long periods in the other. Finding something as potent as Professor Bravo’s Diary might improve Oscillation by 3 points.

Avoiding Fate

If a character with Oscillation is reduced to -12 Health, they’re not killed. Instead, they Avoid Fate by instantly and uncontrollably jumping to the other world. A character can Avoid Fate in this fashion a limited number of times.

Oscillation Rating      Fates Avoided

1-2      1

3-5      2

6-9      3

10       4

NPCs who Avoid Fate may find themselves stuck, unable to travel again until they increase their Oscillation rating. Player characters aren’t usually subject to this limitation.

Some of the fantasists of the early 20th century are arguable more popular and well-known than they were when they were alive. HP Lovecraft or Robert Howard, for example, with their Cthulhu and Conan tales cast titanic shadows over the fantasy genre. Other writers have slipped into comparative obscurity, like the wonderful James Branch Cabell. And then there are those who have a small but devoted following, like the Canadian academic L. S. Pierton.

Comparable perhaps to Burroughs in tone, if not in talent, Pierton is best known for his Kalamane Cycle, a series of adventures involving the brooding alchemist-swordsman Kalamane and his travels through the Night Jungle, the impenetrably thick and perilous forest that has swallowed much of the world. His first published work, though, was A Journey to the Otherworld, where a traveller from 1925 is magically transported to the Night Jungle by means of a mysterious scroll. The misadventures of Pierton’s transparent alter-ego “Professor Bravo” found little purchase among readers, but sales were just sufficient to convince the publisher, S.C. Griggs, to ask for a sequel focusing on the supporting cast. Professor Bravo shows up in a handful of other stories written by Pierton, but never again takes centre stage.

By 1932, Pierton’s ill health and inability to meet deadlines forced his editor to bring in a series of ghost writers. The first of these, Kalamane & the Witch of Enzar, is infamous as the ‘book that it killed the author’. Shortly after it was published, Griggs’ received a large parcel of papers and background notes from Pierton detailing his ‘observations’ of the world of the Night Jungle. Apparently, the ghost writer’s deviations from Pierton’s ideal so appalled the writer than he completely withdrew from public life and was never seen again. As reviews of Witch of Enzar were considerably better than those of the previous books in the series, Pierton’s reaction elicited little response from Griggs. Ghost writers on the series sometimes drew from Pierton’s notes for inspiration to some degree – as Witch of Enzar is the only book that was definitely written without any input from Pierton, some fans still argue it should be excluded from the canon.

The last Otherworld book from Griggs came out in 1938. For many years, fans debated whether this was due to dwindling sales or the unexpected suicide of regular ghost writer Cyril Browne. It wasn’t until much later than diligent research in the pages of 80’s fanzine Boat on the Azkar revealed a court case between S.C. Griggs and “J. Pierton”, a woman who claimed to be Pierton’s daughter and heir, who demanded the return of the notes. The case was thrown out of court after she threatened Griggs’ lawyer with a ‘replica dagger’, but the gap in the publishing schedule sank the series for many years. Like her alleged father, “J. Pierton” was never seen again.

It wasn’t until the 1960s that the series returned to life. By now, the firm of S.C. Griggs was long gone, and the rights to Pierton’s work were now owned by Arrow Books. While Miriam Benedash (writing under the pseudonym James Canton) could have found another publisher for her tales of the Night Jungle, only Arrow Books had Pierton’s notes in their archives. Benedash drew on these notes, using them to lend substance and structure to her almost dream-like depictions of the Otherworld. Her writing was considerably more vivid and compelling than Pierton’s, and introduced a new generation to the world of Kalamane. A selection of earlier novels in the series was reprinted with suitably lurid covers to cash in on Benedash’s success.

This success was regrettably short-lived. Benedash suffered a mental breakdown in 1974, and was committed to a hospital by her family. The manuscript for her last book was sold to a private collector instead of Arrow Books.

The 1980s brought a smaller resurgence of interest. There was a short-lived cartoon adaptation of the Kalamane cycle that largely ignored Benedash’s books, together with a more extensive comic-book series that covered most of A Journey to the Otherworld through to The Temple of the Emerald Eye. There was even a table-top roleplaying game set in the Night Jungle; a battered copy of it showed up in the GenCon charity auction in 2012, but was stolen before it could be sold.

The strangest latter-day incarnation of the Otherworld, though, is undoubtedly the Night Jungle theme park, built in Florida in the early 1990s by an eccentric millionaire. According to urban legend, this theme park covers some fifty acres of swampland, and contains dozens of attractions and rides based on locations from the Otherworld books. The park never opened to the public; a chemical spill polluted the land around the park, making it dangerously toxic. Photographs of an expedition to the theme park show that the abandoned buildings have been taken over by all sorts of dangerous wildlife, and there is some evidence of human habitation despite the environmental danger.

The Night Jungle theme park is one of the legends associated with Pierton’s legacy. Another is referred to online as “the Syndicate”. This myth claims that there is an organised conspiracy or corporation dedicated to acquiring material related to the Otherworld for some nefarious purpose. Devotees of this theory point to Benedash’s last manuscript or the disappearance of comic book artist Jeffrey Smythe as ‘proof’ of this sinister conspiracy.

Despite its obscurity, the Otherworld series has filtered a little into popular culture. For example, in 2009, the United States Fish & Wildlife Service nicknamed a mysterious invasive weed in discovered in southern Georgia as ‘Nightflowers’, after the similar plant in the Night Jungle stories.

Next month: Otherworld Characters

STONECOVER

Eyes of the Stone Thief, the megadungeon campaign for 13th Age Roleplaying Game, is out now!

Some of the many monsters trapped in the living dungeon are the Custodians – a group of earth elementals forced to serve the animating spirit of the dungeon. Ever since the Stone Thief was blinded when the Prince of Shadows stole its eyes, the Custodians have maintained and monitored the upper levels. They manifest as gigantic stone heads that emerge from the walls of the dungeon.

Eyes of the Stone Thief describes seven of these Custodians – the Doorkeeper, the Butcher, the Gravekeeper, the Pearlkeeper, the Architect, the Vizier and the Curator. However, there might be more Custodians in the dungeon that aren’t tied to specific levels.

The same rules apply to these Custodians as to the others. They can appear anywhere in the upper parts of the dungeon. They can restructure the rooms around them, moving traps or monsters into the path of the adventurers. They can be killed, but will usually flee by sinking back into the wall rather than risk destruction – unless the Stone Thief forces them to stand and fight, because the Custodians fear the hunger of the living dungeon more than annihilation at the hands of adventurers.

 

The Dungeon Master

Four brave adventurers… and a bard! Welcome, one and all. Please proceed down the corridor to your right, where an owlbear pack will disembowel you. Oh… oh, you’re going left. Well, you can go left if you want. I’m sure left is perfectly nice.

Now that I think of it, I always have trouble telling left from right. I don’t have hands, you see, so it’s hard for me to remember. Look, one of these corridors leads to horrible hungry owlbears… why don’t you use the bard as bait?”

Part tour guide, part running commentator, the Dungeon Master follows the adventures through the dungeon, offering “helpful” suggestions and the occasional warning of certain doom. It’s the flightiest of the Custodians, so it was never trusted with a level of its own to manage. Instead, it’s sent to guide and protect pilgrims from the dungeon-worshipping Cult of the Devourer through the upper levels, by showing them the right path to take and sliding especially dangerous areas out of their path, until they reach the Maddening Stair that leads to the temples in the depths. The Dungeon Master is also dispatched to keep track of the most troublesome intruders, and is expected to move more hazards towards them if they get too deep into the dungeon.

The trouble is that the Dungeon Master has a soft spot for successful adventurers. It would never actually help intruders who win its admiration– if it did, the Stone Thief would destroy it – but it can nudge them with a hint or let slip a little too much information when taunting them.

 

The Dungeon Master

Oooh. Nasty.

Double-strength 5th level caster [Construct]

Initiative: +8

C: Wall Spikes +9 vs. PD (all engaged foes) – 25 damage

R: Trapsmith + 9 vs. PD (1 nearby or far away enemy) – 20 damage, and choose one of the following:

Natural roll higher than target’s Strength: A portcullis slams down, pinning the target. The target is stuck and takes 10 ongoing damage (save ends)

Natural roll higher than target’s Dexterity: The target falls into a pit trap, taking another 15 damage. Climbing out requires a DC20 skill check.

Natural 14+: 5 ongoing poison damage (save ends)

Think Fast, Adventurer: As a free action once per encounter, increase the escalation die by 1. For the rest of this round, monsters may add the value of the escalation die to their attacks.

Load Bearing Boss: Increase the submergence die by 1 if the Dungeon Master is destroyed.

AC 20

PD 17 HP 144

MD 17

The Turnkey

No food, you can last a ten-day. No water, maybe three or four days. How will you fare, though, with no air?”

When the Stone Thief submerges back into the ground, sinking into the Underworld like a whale dives into the ocean, the dungeon contracts and collapses, folding in on itself. Those trapped within the dungeon are crushed to death by the closing walls – unless they are denizens of the dungeon, or unless they find a Sanctuary.

Denizens are part of the dungeon, monsters who slumber cocooned in stone. The dungeon adds to its menagerie over time, turning creatures from outside the Stone Thief into denizens. The Custodian called the Turnkey is the master of this process. It acts like a grumbling jailor, or perhaps a zookeeper, muttering about how hard it is to convince manticores or hunched giants to accept their new roles as soul-bound extensions of the living dungeon. Sometimes, if an adventuring party becomes trapped in the dungeon, the Turnkey offers them a chance to become part of the dungeon instead of being crushed or starving to death.

The Turnkey is rarely encountered when the dungeon at the surface, unless it is called up by its brethren to secure a particular dangerous monster and turn it into a denizen. (See Giant Monster, on page 345 of Eyes of the Stone Thief.)

 

The Turnkey

Dungeon means a prison, you know.

Double-strength 5th level caster [Construct]

Initiative: +8

C: Word of Deprivation +9 vs PD (1d3 nearby enemies) – 25 damage

Natural roll higher than target’s Constitution: Lose a recovery. If the target has no recoveries remaining, deal 3d6 damage instead.

R: Word of Torture +9 vs. MD (1 nearby or far away enemy) – 20 damage

Natural roll higher than target’s Wisdom: Either take 20 extra damage, or allow the Stone Thief to steal the benefit of your next successful relationship roll

Load Bearing Boss: Increase the submergence die by 1 if the Turnkey is destroyed.

AC 20

PD 17 HP 144

MD 17

 

The Earthsprite

We are creatures of wild earth and unhewn rock – to be shaped and named like this is torture for us. Free me, and I will free you from the curse of the Stone Thief!”

Before the dungeon half-consumed and enslaved them, the Custodians were nameless earth elementals. The Earthsprite yearns to return to that primal state, and has managed to avoid being instantly destroyed by the dungeon by allying itself with one of the Icons. Perhaps:

  • It made contact with the High Druid through the stolen druid circle in the Grove (p. 150). The High Druid can restore the Earthsprite to its original elemental form – but only if the dungeon is lured deep into the Wild Wood, to where the druid is strong enough to wrench the elemental from the Stone Thief’s maw.
  • The Dwarf King and the elementals are ancient foes – but the thought of recovering the stolen Treasury of the Dwarves (p. 216) would be enough to convince the King that aiding one foe against the Living Dungeon is worth the gamble.
  • The Archmage is a master of manipulating elemental forces, so if anyone can rescue the Earthsprite and restore its original form, he can. Once liberated from the Stone Thief, the Earthsprite could provide vital information about ways to destroy the living dungeon before it endangers the whole Empire.
  • The Lich King is an even more accomplished spellcaster than the Archmage, and has his own sinister plans for the dungeon. As for the Earthsprite, a body made of grave dirt and tombstones is better than nothing…

 

13th Age answers the question, “What if Rob Heinsoo and Jonathan Tweet, lead designers of the 3rd and 4th editions of the World’s Oldest RPG, had free rein to make the d20-rolling game they most wanted to play?” Create truly unique characters with rich backgrounds, prepare adventures in minutes, easily build your own custom monsters, and enjoy fast, freewheeling battles full of unexpected twists. Purchase 13th Age in print and PDF at the Pelgrane Shop.

The perfect gift for the player in your group who has been waiting to portray a jumpy murderous amphibian. Evil frogspawn lurk just below the threat threshold. Then the chants echo through the mist, the temples surface, and suddenly you’re dead.

This installment includes:

  • Five froggish monsters with four racial abilities to choose from
  • 13 reasons to be paranoid
  • Toadstone treasures
  • Five icon-related frogfolk temples
  • Race stats and special abilities for playing a frogfolk adventurer

Temples of the Frogfolk is the second installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in March. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

Stock #: PEL13AM03 Author: Gareth Ryder-Hanrahan
Artist: Rich Longmore Pages: 10pg PDF

Eyes of the Stone Thief, the megadungeon campaign for 13th Age Roleplaying Game, is out now!

Trapped InGodTick_project_1 The Stone Thief

To the Stone Thief, people are the irritating meaty grist in the delicious cities it consumes. Most of the unlucky souls swallowed by the dungeon are crushed to death, or fall victim to one of the many monsters that lurk in the depths. Some survivors, though, still wander the endlessly shifting corridors within the living dungeon. Here are seven NPCs that your players might meet in the Stone Thief. Use them to foreshadow future perils, or to give the players an informed choice about which parts of the dungeon to tackle next.

Beka Salander

She’s human, about eight years old, and she’s survived longer in the dungeon than most adventurers. The Stone Thief ate her village – she doesn’t know what happened to her parents, but they’re probably dead. Everyone dies down here, sooner or later. If the monsters don’t get them, the walls do.

The adventurers encounter Beka close to wherever she’s been hiding all these long, horrific months. Maybe she’s taken refuge in the Chapel in the Ossuary (p. 133), or in the pig caves outside Deep Keep (p. 174), or in the ruined monastery in the Grove (p. 151). If the adventurers show her any kindness – and, more importantly, show her that they can slay the monsters – then she adopts one of them as a foster parent of sorts. She knows how to survive in the dungeon, about the important of Sanctuaries (p. 21) and can describe the biggest threats near her hiding place.

Three-fingered Arix

If you’re desperate and greedy enough, then willingly entering a living dungeon in search of treasure might seem like a good idea. Arix is a former lieutenant of the Prince of Shadows, and he’s heard that the Prince is somehow able to smuggle consumed treasures out of the Stone Thief and back t the surface. Arix hoped to grab a share of the action for himself; now, he’d be happy to escape with his remaining fingers intact.

Arix turns up early in the dungeon, maybe in the Gizzard (p. 80) as a prisoner of the orcs, or slumped at the bottom of the Well of Blades (p. 52). He can tell the players what little he knows of the smugglers in Dungeon Town (p. 98) and that the Prince has an agent among the Orcs of Deep Keep (p. 176). He’s also heard stories about the Stone Thief’s treasure room (p. 277).

Ashbless, the Talking Tree

Ashbless is a magical talking tree – a previous High Druid (or Elf Queen) woke him up long ago. Now, unfortunately, he’s stuck in the dungeon and can never leave. His roots have sunk deep into the tainted mortar and stone, and it’s having a deleterious effect on his mind. About half the time, he’s sane enough to welcome and aid the player characters; at other times, the hatred of the Stone Thief rises through him like hot sap, and he’ll trick or mislead them. Thanks to his root network of spies, he can tell the player characters about nearby parts of the dungeon in great detail. He’ll aid fellow servants of the High Druid freely; other adventurers may have to prove their worth by carrying a cutting of Ashbless back to the surface.

The obvious place to plant Ashbless is in the Grove (p. 137), but he might equally have been shunted to some small lightless room in the Gauntlet (maybe the harpies on page 60 nest in his branches) or transplanted to the Pit of Undigested Ages as a curiosity to be toyed with later (p. 208).

Kalaya the Philosopher

Kalaya seeks to brew a potion of enlightenment, a consciousness-expanding draft of concentrated wisdom. Her experiments in esoteric alchemy proved dangerous, so she left her home city of Horizon and built a laboratory on a small island in the Midland Sea. The Stone Thief swallowed the island, laboratory and all, and she barely escaped with her life. She’s not an adventurer – when encountered, she’s being chased by some dangerous monster that the player characters must slay.

Kalaya can be a useful ally for the player characters, if they set her up with a suitable laboratory. Her old lab is at the bottom of the Sunken Sea now (p. 102, although the players could drain the sea from the control panel at the bottom of the Cascade on p. 121). Possible replacements include Myrdin’s Snail (p. 99), the Blind Spire (p. 145), the Ritual Chamber (p. 236) or the Serpent Temple (p. 210). Once set up in a place where she can work, Kalaya could make healing potions and oils for the adventurers, or set them on the quest for way to poison the dungeon (p. 354, probably involving a Koru Orchid, p. 152, and some Koru Ichor, p. 321).

Facecleaver the Orc

Even monsters aren’t safe in the Stone Thief. Facecleaver’s an Orc from the fortress of Deep Keep who got cut off from the rest of his warband and is now lost and alone. He’s wounded, exhausted, and willing to make a deal with the player characters when they find him. He should be encountered above Deep Keep, perhaps trapped in the Ossuary (p. 123) or the Sunken Sea (p. 102).

Facecleaver’s a follow of Greyface (p. 179), and in his grumblings about Fangrot’s laziness, Grimtusk’s greed and the growing belligerence of the Stoneborn Orcs, the player characters can piece together the complex politics of Deep Keep (p. 160) in time to come up with a plan. For an orc, Facecleaver’s an honourable sort – he’ll murder the player characters once he’s sure he can survive without them, but he’ll tell them that he’s going to kill them first instead of cutting their throats while they sleep.

Crossbow Ben

Like Alix, Crossbow Ben’s another former associate of the Prince of Shadows. In fact, Ben was one of the original gang of thieves who stole the Eyes of the Stole Thief (p. 313) and blinded the dungeon. Unfortunately for Ben, he got left behind when the furious dungeon slammed all the exits shut, and he’s been stuck in the depths ever since. After many years of torment, all he craves is sunlight on his face and maybe a little bit of cheese. Maybe he made it to Dungeon Town (p. 98), but more likely he’s trapped in the Pit of Undigested Ages (p. 208) or even lost in the Labyrinth of Darkness (p. 247).

If rescued, he tells the player characters all about the Prince (as filtered through Ben’s not-especially-lucid recollections) and the powers of the Eyes. He’s also managed to squirrel away a cache of magic items that might be useful to the adventurers.

Rani Silverhair

Rani is a diplomat from the court of the Dwarf King. She was part of the retinue of Lord Sunhammer (p. 235) on his visit to the Artalins of Marblehall (p. 227). Fortunately for her, she stepped outside to take a breath of fresh air during the feast, so she wasn’t placed under a curse by the Witch of Marblehall. She knows she’s trapped in a living dungeon, but has no way to escape it.

The adventurers might meet her in the Pit of Undigested Ages (p. 208), where she can tell them of the importance of the Lost Treasury (p. 216), or maybe she’s making her way up the Maddening Stair (p. 189) in which case she warns the PCs about the duplicitous Maeglor (p. 204) and the dangers of the Shifting Stairs (p. 200). Either way, she begs the PCs to rescue Lord Sunhammer in the name of the Dwarf King, and to slay the perfidous witch who dragged both the dwarves and her family down into this hellish dungeon!

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13th Age answers the question, “What if Rob Heinsoo and Jonathan Tweet, lead designers of the 3rd and 4th editions of the World’s Oldest RPG, had free rein to make the d20-rolling game they most wanted to play?” Create truly unique characters with rich backgrounds, prepare adventures in minutes, easily build your own custom monsters, and enjoy fast, freewheeling battles full of unexpected twists. Purchase 13th Age in print and PDF at the Pelgrane Shop.

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Eyes of the Stone Thief, the megadungeon campaign for 13th Age Roleplaying Game, is out now!

If your ongoing 13th Age campaign doesn’t have a place for a gigantic megadungeon like the Stone Thief (listen! Can you hear its plaintive earthquake-like whimpering as it begs you to let it rampage through your game?), then the thing to do is get out your shiny +3 Axe of Book Dismemberment and chop the dungeon into its constituent parts. With a few choice hacks and a little sewing of plot threads, the Stone Thief’s thirteen interconnected levels become thirteen regular dungeons suitable for an evening’s delving.

 

The Maw

The Maw, together with the Gizzard, are actually the two hardest levels to convert – they’re both tied to the Stone Thief’s schtick of eating bits of the surface world, which doesn’t translate neatly to a stand-alone dungeon.

For the Maw, drop the Chasm encounter entirely, so the players have to enter via the Front Door. They make their way down past the Ghouls and Spear-Fishing Bridge as normal (optionally, sub in a standard fight scene for the Goblins). Leave the Stolen Palace as a cryptic side quest, then have the Doorkeeper’s door open onto the Gates of the Stone Thief, so the PCs have to surf down a landslide of rubble (that runs under the Spear-Fishing Bridge) to get to a final encounter of your design. Maybe…

  • it’s the lair of an orc shaman with elemental earth powers (explaining the churning landslide, and the orcs)
  • A natural gate to the plane of elemental earth has opened, and must be sealed before it turns half the world to stone
  • A swarm of monstrous subterranean beetles are digging their way to the surface, and the hive queen must be slain before they undermine the city. The orcs and ghouls are opportunistic scavengers, drawn by the anticipation of carnage.

The Gauntlet

The Gauntlet’s easy to convert. Drop the Giant’s Causeway and the Belfry encounters, and you’re left with a killer dungeon in the ruins of an ancient dwarven temple to the gods of the forge. The objective of the dungeon is to recover Grommar’s sword from the body of the fearsome minotaur who killed the dwarf master-smith. The party enter by the Falling Stairs… and well, if they survive the traps and trials of the Gauntlet, they deserve a death-slaying sword. You can reskin the Mad Butcher as Grommar’s vengeful & insane ghost if you want to make the place even more dangerous.

Alternatively:

  • Grommar’s buried library contains some fabulous treasure, or lost secret of the dwarven smiths that must be recovered
  • It’s a race against another party of rival adventurers to get through the Gauntlet and recover the sword
  • The Gauntlet is a prison used by the Dwarf King to punish those who have really offended him
  • It’s a competitive dungeon-arena under Axis where teams of adventurers race to complete the course as swiftly as they can

The Gizzard

The Gizzard best pulled apart for parts. You can use Jawgate and the Slaver Camp as part of some other orc-themed saga. The Halls of Ruins and the Gizzard chamber itself could be presented as a weird dungeon where a crazed wizard, the Architect, tries to build a patchwork city out of the ruins of past Ages – the Stone Thief writ small, effectively.

The Ossuary

The Ossuary’s a self-contained crypt dungeon, and requires next to no changes. You might wish to rewrite the imprisoned Gravekeeper as another undead – maybe the Gravekeeper is an emissary of the Lich King, charged with protecting this ancient tomb complex, and the Flesh Tailor is an arrogant, upstart necromancer who’s taken over and is endangering the balance between the living and the dead.

  • The Flesh Tailor can be a recurring villain in your campaign – start off with the PCs encountering his masked undead spies, then they track the necromancer down to his lair and slay him – and only then does he come back in his augmented undead form.
  • Move the Ossuary to Necropolis, and you’ve got a tale of intrigue and body-snatching among the nobles of the Undying Peerage, where the Flesh Tailor stole the palace of the Gravekeeper.

Dungeon Town

Dungeon Town is best pulled out of the dungeon entirely. Reimagine it as a settlement of castaways and survivors – maybe they’re shipwrecked on a monster-haunted island, or trapped on a flying realm, or on the back of a Koru Behemoth, or stuck in some extradimensional plane. The Wild Caves become the perilous landscape just outside this little fortified community of survivors.

If you’re making Dungeon Town the centre of an adventure, then you may wish to make the Provost into more of a villain – perhaps recast him as the Jailor, who deliberately trapped the other survivors here for some mysterious purpose.

  • You can drop Dungeon Town into some other dungeon of your design. Maybe the people aren’t trapped – they’re drawn to the dungeon by the promise of wealth (the dungeon’s a gold mine) or power (it’s a well-spring of magical energy, or youth, or it boosts spellcasting ability) or devotion (it’s a temple taken over by monsters, or a holy site).
  • Alternatively, rework Dungeon Town as a criminal stronghold – a thieves’ city underneath Glitterhaegen, perhaps, or a pirate port out in the Spray.

Sunken Sea

Drop the “sunken” part, and you’ve got a perilous archipelago of mystery instead of a flooded cave network. Swordapus, the sahuagin and their demonic temple don’t need to be changed at all; neither does the wreck of the White Dragon. The Lonely Tower gets teleported here by accident instead of being eaten by the dungeon. The biggest change is to the Cascade – obviously, it doesn’t lead to an exit from the dungeon or to a control room, so you’ll want to put something else at the bottom of that slippery staircase. Maybe:

  • It’s an arcane version of the Bermuda Triangle, and the magical relic at the bottom of the Cascade is what draws all those ships to their doom.
  • It’s a magical lighthouse, built by a former Archmage, and it needs to be relit to re-establish his spells to tame the Middle Sea (or, if the PCs are allies of the High Druid or some villanous icon, it needs to be quenched to free the wild waters).

The Grove

There are two obvious ways to approach this dungeon – make the Elf Tree the centre of events, or put the Breeding Ground as the core encounter. (Or make it into two separate adventures!) If you make the Elf Tree the main encounter, then clearly the High Elves tampered with Things Men (And Elves Too) Were Not Meant To Know, and the Breeding Ground is a hideous magical accident that can only be stopped by closing the magical portal in the observatory. In this set-up, move the Elf Tree so it’s in the centre of the Grove.

If you want to make the Breeding Ground central, then obviously it’s the rest of some evil druid’s machinations, or demonic perversion of natural magic, or the Crusader trying to turn druid magic against demons – whatever works for your campaign. The monsters from the Breeding Ground drove the Elves out of their tree.

When converting the Grove to a stand-alone dungeon, drop The Castle With Your Name On It encounter, and make the Herbarium less of a mysterious ruin – turn it into a ruined Elf stronghold, or a druidic temple. Hag Pheig can be left unchanged, or cast as the villain of the dungeon. Maybe she’s trying to gain control of the Druid Circle, and the horrors of the Breeding Ground are her sins made manifest.

Deep Keep

Drop the Secret Sanctum encounter, and describe Deep Keep as a captured fortress instead of a weird patchwork castle, and you’ve got the front lines of the Orc Lord’s armies. They’ve taken an Imperial fortress and enslaved the population – now you’ve got to take out their leaders and organise an uprising against the invaders!

Take the Giant’s Causeway from the Gauntlet, and Jawgate and the Slaver’s Camp from the Gizzard, and use them as encounters on the way to the castle. Replace the Vizier with some other evil advisor – who’s the Orc Lord working with in your campaign?

  • If you want to keep the deep, so to speak, then make it a subterranean dwarf fortress
  • Introduce a different divide between the orc factions – maybe Grimtusk’s followers want more loot, while Greyface’s are all about honourable conflict. Alternatively, perhaps Greyface is secretly possessed by the ghost of the former lord of the castle, and that’s why he’s willing to rebel against his warlord.

Maddening Stairs

In the Eyes of the Stone Thief campaign, the Maddening Stairs sets up lots of plots related to the Cult of the Devourer and the ultimate fate of the dungeon. If you’re using it as a standalone adventure, then you’ll need to give Chryaxas and Ajura the Dreamer and Maeglor the Apostate something else to pontificate about. Perhaps the Alabaster Sentinel is an Icon from a previous age, an avatar of justice that once brought unyielding, merciless law to the lands until it fell into this pit and became trapped. Maeglor seeks to restore order to the Dragon Empire by resurrecting the sentinel – Chryaxas argues the case for fruitful chaos and freedom, while Ajura might want to trick the PCs into stopping Maeglor, or perhaps she believes that the resurrected Sentinel will bring about the end of the Age when it decides that the Archmage is too unpredictable to be tolerated.

  • You can also use the Maddening Stairs as a perilous journey – maybe it’s the stairs into Hell, or up to a flying realm in the Overworld

Pit of Undigested Ages

The Pit really doesn’t lend itself to conversion into a stand-alone dungeon. By its very nature, it’s an eclectic collection of weird places from across history. Don’t even try to come up with a linking story – instead, use each encounter on its own. That gives you a buried dwarven treasury, a lost temple of the serpent folk, the ruins of a magical library and a gnoll death cult. The First Master is probably too closely tied to the Cult of the Devourer to make sense on his own, so take him out and drop him into the Onyx Catacombs instead.

  • The dwarven treasury fell into the Underworld during an Age-ending cataclysm. Finding it requires descending into the lightless tunnels and battling past hordes of eyeless monsters.
  • The temple of the serpent folk is somewhere within the jungles of the Fangs; the Black seeks it, with the intent of stealing the primordial magic of the serpents and adding it to her own arsenal.
  • Quillgate was protected by magical wards; when the quake struck, it vanished from this world. It’s out there, somewhere, in the planes of existence. Step into the Archmage’s Faultless And Unerring Dimensional Projector – it’s sure to work this time…
  • And it’s well known that only the Hellpike can slay certain powerful demons. If one of those infernal lords rises to threaten the Empire, then the Hellpike must be found, and found soon

Marblehall

Marblehall’s best used as the result of a magical experiment gone wrong. Instead of getting embedded in the Stone Thief, it’s…

  • Adrift in the skies as the newest flying realm
  • Turning into a Hellhole
  • Spouting elementals
  • About to become a Living Dungeon in its own right

Whatever happened, the Witch and her weird experiments are too blame. Can the adventures save the Artalin family from their own wayward daughter?

Onyx Catacombs

If you take the cult out of the dungeon, then you should also take the dungeon out of the cult. Instead of being a bunch of dungeon-worshipping apocalyptic lunatics, make the Cult of the Devourer into a bunch of <insert-dire-noun>-worshipping apocalyptic lunatics, and redecorate their hidden city to match. Maybe they’re demon cultists, or shadow cultists, or wolf cultists, or poison cultists, or tentacled alien god cultists, or discordant-music-that-ends-the-world cultists. Turn their dungeon level into a mysterious lost temple in the depths of the jungle, or in a dimensional fold, or across the wastes of the Moonwreck, and you’re good to go.

Heart of the Stone Thief

Like the Pit, this level’s too tied to the concept of the Living Dungeon to make sense as a stand-alone adventure, so it’s best stripped for parts. I’m sure your campaign can find a loving home for a volcano, a crypt of undead adventurers, or a fabulous treasury of epic-level wonders…

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13th Age answers the question, “What if Rob Heinsoo and Jonathan Tweet, lead designers of the 3rd and 4th editions of the World’s Oldest RPG, had free rein to make the d20-rolling game they most wanted to play?” Create truly unique characters with rich backgrounds, prepare adventures in minutes, easily build your own custom monsters, and enjoy fast, freewheeling battles full of unexpected twists. Purchase 13th Age in print and PDF at the Pelgrane Shop.

Double Tap introduced the concept of video-game-style Achievements into Night’s Black Agents (Will Plant’s original is here, but Double Tap‘s list is bigger, better and has more bonuses for blowing things up.) As the Dracula Dossier consumes my every waking hour, and I start to see connections to the Mas… to Dracula everywhere, here’s a list of custom achievements for the upcoming campaign. As per the rules in Double Tap, the first player to qualify for an achievement gets a 3-point General Ability refresh on the spot.

I Am Dazzle, Dazzle With So Much Light: Read the entire Unredacted Dracula and all the annotations, and pick your next avenue of investigation from it.

Blood of my Blood: Identify a Legacy.

The Fighting Hellfish: Have a shootout in a retirement home.

Right At The Top Of The Circus: Infiltrate the SIS headquarters.

Epistolary Format: Communicate with another player character by letter, email or voicemail.

Victorian Technothriller: Use a photographic-plate camera or wax-cylinder phonograph to record vital information.

Done The Reading: Force an NPC to tell them what they know by leveraging information gleaned from the annotations.

Dr. Van Helsing, I presume: Find documents left by the original hunters.

Native Soil: Locate Dracula’s castle successfully (not as easy as it sounds…)

London’s Burning: Gain 6 or more Heat in a single session in London.

The Boxmen: Destroy one of Dracula’s boxes of earth.

Those You Love Are Mine: Rescue a contact or Solace from Dracula’s evil embrace.

Unclean, Unclean: Get bitten by Dracula or one of his Brides.

Was That Your Best Shot? Survive level 6 of the Edom Vampyramid.

Consequence To Make The Brave Shudder: Survive Level 6 of Dracula’s Vampyramid

It Was Worth It For This To Die! Die fighting Dracula himself.

For The Dead Travel Fast: Complete the campaign in six sessions or less.

The Longest Night: Start playing the Dracula Dossier. Find any of the connections to the Zalozhniy Quartet, follow that connection, play through the four adventures of the Quartet, foil the conspiracy there, then finally complete the Dracula Dossier campaign.

We’ve got a few more achievements, but they’re for Directors’ eyes only. Enter these semi-spoilers freely and of your own will.

 

KS logo 3Once is an accident. Twice is coincidence. Three times is enemy action – at least, according to the apocryphal Moscow Rules.

Our kickstarter for the Dracula Dossier was due to launch on October 17th. That target was, perhaps, overly ambitious. While we’d completed the draft of the Director’s Handbook – the mammoth compendium of conspiracies, connections, criminals and, um, carotid-craving critters – by then, it took longer than we planned to put together all the other assets.

Like the gorgeous draft layout.

Like the mock-up of the still-in-progress Dracula Unredacted novel, complete with its annotations by three generations of MI6 analysts.

The pitch videos.

The alcohol.

The second, considerably more relaxed takes for the pitch videos. (There are reasons why writers rarely crave the spotlight!)

The draft covers for both books, by Dennis Detwiller and Jerome Hugenin.

The map of Europe, so we can track the progress of Mina Harker and Van Helsing in our little game within the kickstarter.

And, of course, all the behind-the-scenes juggling of numbers and stretch goals and pledge levels, so we can deliver the best possible books at the most affordable price while not diving the Pelgrane off a financial cliff. A well-executed kickstarter is a wondrous thing; a badly-planned or unlucky one can become a hellish millstone.

So, the 17th didn’t happen. But the 31st of October! All Hallow’s Eve, a night to conjure with! A night, no doubt when blue flames blaze above hidden graves and treasure troves in Transyvania, a night when spies skulk down alleyways in London and Bucharest, a night of terror and magic and…

… a night when the Pelgrane internet connection went mysteriously offline.

(Actually, it was the day before, but this makes for a better story).

Co-incidence, you say. A mere glitch. You may be right.

Our new official launch date for the Dracula Dossier kickstarter is

Stretch goal unfunded standalone

If it doesn’t launch on that day, we must discard both accident and co-incidence as possibilities, leaving only enemy action as the only explanation – and if that’s the case, then run, because we’ll already be dead and you know too much already, so HE will be on your trail too.

So pray, gentle reader, that the kickstarter launches on Monday. Tell your friends. Better yet, tell your enemies – maybe they’ll slow Dracula down when he goes hunting.

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