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