Game Masters Needed for Gen Con
It’s time to submit events for Gen Con Indy 2016, and once again we plan to run tons of organized play sessions! If you want to join our crew as a volunteer GM, email firstname.lastname@example.org with your name, contact info, and days/hours you’re available at the show. Hope to see you there!
Download Into The Underworld 2: Lost In The Dark
The third adventure in Season 2 is available for 13th Age Alliance GMs! Into The Underworld is a 2nd level 13th Age adventure in four two-hour sessions, continuing the PCs’ adventure in the realms below the Dragon Empire. They’ll explore the City of Silver Webs, and sail the Demon-Queen’s ship across a sunless sea to a pale shore that might be the land of the dead….
Into The Underworld 2 includes a random encounter table for the underworld with a haunted skull, cave orcs, Dredge-tribe kobolds, and azer pirates.
Not a 13th Age Alliance GM yet? Sign up here.
If you’re a 13th Age Monthly subscriber, you can download Into The Underworld from your order page. (RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly will include the new organized play adventures.)
Like what you’ve seen so far? Well, if you want the rest of Season Two, just subscribe to 13th Age Monthly and you’ll get ALL of Season Two as a free add-on. Plus you’ll get new 13th Age stuff every month, such as the Crusader’s dreaded elite strike force, a race of waking stones, rules for player characters’ home bases, and much more.
Into The Underworld 2 Monster Preview: Cave Croaker
Looking like rock-skinned toads, these ambush predators use their long sticky tongues to snatch travelers of paths through caverns and pull them up to their ceiling roosts.
Whichever adventurer is walking in the front must make a wisdom-based skill check:
Noticing the piles of bones before the cave croakers strike: DC 20. If the lead adventurer fails the skill check two cave croakers get a free attack against the party before initiative is rolled
3rd level spoiler [BEAST]
Kick +8 vs. AC—8 damage
Natural even hit or miss: the cave croaker pops free and bounces away.
C: Sticky tongue +8 vs. AC (one nearby or far away enemy)—10 damage OR the target loses their headgear
Target took damage and the natural roll was above their Strength: The target is pulled into engagement with the cave-croaker. If the cave croaker is on the ceiling then the target and cave croaker fall after moving, the target taking 2d6 damage.
Echolo-croak-ation: Cave croakers can see in the dark by croaking, though doing so gives away their position too.
Wall-crawler: A cave croaker can climb on ceilings and walls as easily as it moves on the ground.
Stickier tongue: If the cave croaker’s natural roll was above the target’s Constitution then the target takes an extra 1d6 damage as a patch of their face or scalp is ripped clean off!
Rocky skin: The cave croaker takes only half damage from attacks that are natural 1-5s.
PD 17 HP 45