13th Age: Fort Hope

In the same vein as Fort Strange and Watchtower Balleron, here we present for your enjoyment in your game a new location designed especially for 13th Age, Fort Hope.

Established as a joint venture of the Emperor and the Dwarf King as a way of blunting the influence of the Orc Warlord and the Diabloist in the region, these two powers have established a number of towers and fortresses to meet these forces with their own. Against small raiding bands and minor military incursions, Fort Hope is well equipped to handle themselves. Even a medium-sized army can be turned away by the facility’s jointly-trained dwarven fighters and imperial troops albeit costly. Should a demonic army and a full orc horde together march upon the region, however, Fort Hope will slow them down while messengers ride off to warn the larger army some distance away.

Nondrul Runemaker, the dwarven commander in charge of Fort Hope, knows his mission unofficially expends beyond the forces of the Orc Warlord and the Diabloist, but he keeps the troops out of the “little issues” the local people have. However, he does keep a board up in the courtyard area for the people to put up help wanted ads for those looking to hire adventurers. When sheep are torn to shreds or a person goes missing, Commander Runemaker will direct the petitioners to the adventurers’ board. While such adventures may not be requested by the Emperor or other icons, their agents will definitely hear about them and report the adventurers’ actions to those higher up. Current adventurer board postings include a request to help find missing sheep, someone asking for help locating their missing sibling’s corpse, and a reward to stop whatever is leaving dragon-sized filth every night in a massive pile on top of town’s crops.

Hardly a hotbed of magical items, the quartermaster at Fort Hope, Lieutenant Tinia Windflayer is willing to trade magic items of similar power. She believes that magic items in the hands of adventurers loyal to the Emperor will be put to better use than being in a warehouse waiting to be used. Her only requirement is that whatever item being gained by the joint forces must be, in her opinion, of a more obvious benefit to the military than the one she is relinquishing. She is certainly not about to give up a demon-wounding sword for a wand that causes laughter, for example. When she gets a lead on a powerful magic item, she will use her limited budget to hire adventurers to retrieve it for her.

The newest recruit at Fort Hope is Private Chester Tibbins. Chess, as everyone calls him, left the village he grew up in for the first time only last week when he left to serve at Fort Hope. With seven brothers and sisters, he knows he stands no chance to inherit the family farm. Dreaming of becoming a brave adventurer, his parents agreed to let him join the Empire’s forces as a way for him to get some training before striking out on his own. With less than a week’s worth of training, he is constantly pestering those going in and out of the fort’s gate with questions about the outside world. When not on duty, he will follow any adventurers around he can find with almost puppy-like admiration. His mother worries that something dreadful will happen to the youngest Tibbins family member and brings him food twice a week just to make sure he is still in one piece.

If you enjoyed this location and you want to see more like this for 13th Age, leave us a comment below. If you want to see places like this expanded upon greatly with more NPCs described, new magic items detailed, unique class options and spells that the people here know, and much more, definitely say so below. Your feedback helps us make more. While you are at it, check out our current 13th Age offerings in the JBE Shop.

13th Age: The Fleshcrafter, An Alternate Icon

All year long we are releasing alternate icons for 13th Age. We started this series off with the Usurper and continued it with the Deposed Heir. This month we continue the series with the Fleshcrafter, the equal and opposite of the Archmage.

In some ways the Fleshcrafter is just like the Archmage: they both seek knowledge and arcane power and want their followers to learn and educate themselves. That is where the similarities end, however. Where the Archmage wants lift many up with magic, the Fleshcrafter wants to suppress the masses with magic. The Archmage’s power comes from the living mastering eldritch power, while the Fleshcrafter’s power comes from a few crafting an unthinking army of the dead and various constructs. Where the Archmage thinks of the good of the many, the Fleshcrafter thinks only of the desires of the few.

Quote

“You displease me. Run fast or my hoard will devour you.”

Frequent Location

Bone Hill, a city that built around the Fleshcrafter’s tower.

Common Knowledge

The Fleshcrafter’s source of power centers around his mounds of dead bodies that he turns into his undead hoard. Such creations unerringly and unquestionably follow his orders.

The Icon and Adventurers

New adventurers seeking missions from the Fleshcrafter receive missions frequently involving disruptions in the flow of dead bodies to Bone Hill. He has also been known to hire adventurers to retrieve some new type of undead creature so he can study it. He may disguise these for those with a conflicting relationship as helping the people bringing corpses to the tower or by helping the local population by ridding them of some uncontrolled undead and bring it back to study.

Adventurers that the Fleshcrafter knows better and has more experience with are sent to find unique and exotic components to craft new golems and undead.

Allies

The Usurper supports the Fleshcrafter’s experiments like no other. In return, his undead armies keep the masses from rising up against the unlawful successor to the throne.

Enemies

The Lich Queen sees the Fleshcrafter as competition, stealing bodies that she can use to create for her undead army.

While the Dwarf King respects the Fleshcrafter’s skill in golem crafting, he finds the use of dead bodies, especially dwarven bodies, to form his creations as utterly repugnant.

History

Few considered the Fleshcrafter a person of consequence until his army of undead and golems marched upon the land. Before then, he was an overlooked wizard that the Archmage ignored. He was chased from town to town when the locals discovered what his creations involved. Now he is looking for payback for perceived wrongs.

The Reason to Fear

The Fleshcrafter believes that anyone not subservient to him is against him. He sends his creations after them.

The icon that opposed the Fleshcrafter more than anyone is the Herald, the one that knows how to call upon the power of Heaven and even bring angels into a fight in desperate times. Read all about this alternate icon next month.

Support the series by sharing it on social media and by downloading 13 Wizard Cantrips and Spells at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

Pathfinder 1e: What Kinds of Products Do You Want For Your Game?

We’re hard at work here at JBE on the upcoming Book of Beasts: Character Codex. While we have a number of our own ideas, we want to hear from you: what kinds of products do you want in your game? Vote in the poll below. If you have something specific in mind or if you can’t see the poll, leave a comment below.

Before we talk more about the poll, check out our existing Pathfinder 1e products at the JBE Shop, DriveThruRPG, and the Open Gaming Store while they are up to 40% off their regular price. This sale won’t last much longer, so grab these titles now.

Options include:

  • Low-level adventures (levels 1-5)
  • Mid-level adventures (levels 6-10)
  • High-level adventures (levels 11-15)
  • Game-ender adventures (levels 16-20)
  • Long adventures (cover 10+ levels, able to make a full campaign out of them)
  • Options for existing Paizo classes (includes archetypes, classes produced by Paizo only)
  • Options for existing Pathfinder Compatible classes (share which ones below, there’s quite a few)
  • New classes (something totally new, yes, we do have ideas)
  • New monster / NPC books
  • New feats or spells
  • New / expanded races
  • Small settings (cities, towns, etc that can be incorporated into any setting)
  • Large campaign setting (able to play several campaigns here)
  • Other (describe in the comments below)

EDIT: Because we can’t seem to allow multiple option voting (to many options, I guess), I allowed repeat voting. So you can vote in the poll as many times as you want. I ask that you don’t vote for the same option more than once; it will make the results less accurate. So let us know all the options you want.

Vote in the poll now:

13th Age: The Deposed Heir, An Alternate Icon

All year long we are releasing alternate icons for 13th Age. Last month we started this series off with the Usurper. This time we bring you the rightful heir to the throne. The Deposed Heir is a true force in the world and a worthy part of your game.

The Deposed Heir is the equal and opposite of the Crusadress. Where she is highly organized and fights for herself when she is not battling the Diabloist and their demonic forces, the Deposed Heir fights to for the good of all people. While his ultimate goal is to retake the throne, he worked in the interim to prevent the good people of his empire to not fall at the hands of monsters and those willing to inflict harm for their own personal gain.

Quote

“For the good of one. For the good of all. We stand together, or we fall together.”

Frequent Location

Hurstshire, a small village hidden in the Fangtree Forest. This location serves as a hideout and base of operations to conduct hit and fade operations in the Usurper’s forces.

Common Knowledge

The Deposed Heir is a symbol of hope throughout the Empire. When monsters and the Usurper’s thugs attack, the people hope the Deposed Heir’s band of heroes will rescue them from their grim fate.

The Icon and Adventurers

The Deposed Heir has little ability to pay adventurers. As such few that rally to his cause stay when their bellies grow hungry. Those that do believe in justice and honor. His rewards tend to be in things unrelated to material wealth.

Allies

The Deposed Heir has no official allies. Those that would side with him protect their own. Unofficially, the Archmage and High Priestess send those loyal to them on missions that will help the Deposed Heir, under the guise that they are helping the people and unaware of how their actions thwarted the Usurper’s plans. Trade missions from the Dwarf King and the High Elf get raided with mysterious frequency and en up in the Deposed Heir’s hands.

Enemies

Unfortunately, the list of the Deposed Heir’s enemies is not so short. While the Usurper is the icon that pursues this icon with the most gusto, the Orc Warlord is not far behind in being well motivated. The forces of the Deposed Heir’s now deceased parent gave chase to the Warlord’s troops and now the Orc and those forces are eager to return the favor.

Less of an enemy and more of opportunists attempting to seize some power are the Diabloist and the Lich Queen. Should the Deposed Heir fall, these two will have one less symbol of good being a perpetual thorn in their figurative sides.

History

The heir to the Empire’s throne was taught both statesmanship and military tactics. Instead of taking an easy assignment with the military, he served as a battlefield officer, fighting, eating, and sleeping alongside those he commanded. That was where he was when the capital was attacked. The assassin sent to kill him did not count on the loyalty of his comrads choosing to die in his stead. Now he uses that same training to survive and strike at those that would do the people harm.

The Reason to Fear

Attack the weak and powerless and the Deposed Heir will hunt you down and make you regret your cruelty, at least for a short while.

All this leads us to the equal and opposite of the Archmage, the Fleshcrafter.

Support the series by sharing it on social media and by downloading our 13th Age titles at the JBE Shop, DriveThruRPG, and the Open Gaming Store.

13th Age: The Usurper, An Alternate Icon

Something I’ve thought about for years is a number of alternate icons for 13th Age games. Some are radical changes from the standard icons. Others are an equal and opposites from the norm. For too long I have kept them to myself. Today I am sharing the first of them with you.

The Usurper is the equal and opposite of the Emperor. Where the Emperor tries to be a unifying force for the good of all, the Usurper cares only for himself. He may have ousted the Emperor from power, but he does not have complete control over the land. He has the support of orcs, hobgoblins, and many other monstrous races that helped him attain power. The nobility are not entirely convinced supporting the Usurper is a great idea, but those that want to live pay lip service and taxes required of them.

The Usurper does not care for those that do not support him and is more than willing to let them succumb to the ravening hungers of his supporters. He wants to prove to everyone, especially himself and his long since dead and unloving parents, that he is just as important than those that came before him.

Quote

“Those disloyal to me shall not live to see the dawn.”

Frequent Location

Farenia, his makeshift capital and the center of his support.

Common Knowledge

The Usurper is the symbol of uncertainty throughout the Empire. No one knows which of his whims will win the day, law and order or pettiness and revenge.

The Icon and Adventurers

The Usurper frequently hires adventurers to keep peace throughout the Empire, but the best paying jobs go to those with a positive relationship towards him. Those higher paying jobs range from disposing of guards still loyal to the former monarch to rounding up villagers that spit at mention of the new ruler and bring them to the Usurper for reeducation.

Allies

The Usurper is supposed by the Orc Warlord. Without his armies, the Usurper would not have had the strength to sieze control. The Orc Warlord is allowed to terrorize a part of the Empire he has wanted for some time. The Three Dragons also supported the Usurper as they provided air support during the fight for control for the Empire. They were paid a considerable amount of gold from the Empire’s coffers for their assistance. Rumor has it they send a messenger with “requests” that the Usurper dare not refuse.

Enemies

Where the Emperor and the Great Druid held an uneasy truce, the Usurper blatently ignores That long held truce in an effort to prop up his government. The Great Druid sees the clear-cutting of forests and wholesale slaughter of animals as a declaration of war and is responding in kind. Both the Dwarf King and the High Elf have met with Usurper and have found him wanting; both have told their people to not support him. The Usurper takes such a stance as proof of hostility from these icons.

History

A former well-funded noble, the Usurper rose to power through a mix of cult of personality and paying others to support him. Few thought him truly dangerous until after he seized control and began executing detractors.

The Reason to Fear

All will be fine with the Usurper in charge until he decides that you are the enemy.

All of this leads us to the next in the series of Alternate Icons, The Deposed Heir, as a replacement for the Crusadress. But that is for next time.

Download all of JBE’s 13th Age products at JonBrazer.com, DriveThruRPG, and the Open Gaming Store.

Unleash 13 New Barbarian Talents and Feats Upon Your 13th Age Game

Crush Your Enemies, See Them Driven Before You, Hear Their Lamentations

Cut down wounded foes with prejudice! Scream in fury as you cross the rubicon in the blink of an eye! Teach the teeming hordes the true meaning of fear and rage! Barbarians strike relentlessly and decisively, cutting through enemy lines before their compatriots can so much as nock an arrow or utter a cantrip. Now you can go beyond the core book and unleash your character’s berserk power in ways you’ve never done before.

13 Barbarian Talents and Feats is the latest in our 13 Class Options series for the 13th Age Roleplaying Game. Inside this 10-page PDF, you will find:

  • 9 New Feats spanning 6 of the existing barbarian talents in the core rules which offer players fresh spins on classic character choices
  • 3 New Adventurer-Tier Talents that will strike terror in your foes’ hearts, help you take severe punishment even when you’re unarmored, or let you swap targets on the fly to aid an ally in need
  • 2 New Champion-Tier Talents for enhancing your mobility on the battlefield and continually bolstering your defenses
  • 2 New Epic-Tier Talents to shake your opponents’ resolve or merge the power of the Icons with your own

Enter the Fray with a Blood-Curdling Howl in the 13th Age.

Download 13 Barbarian Talents and Feats for your 13th Age barbarian today at Jon Brazer Enterprises’ Shop, DriveThruRPG, and the Open Gaming Store.

13th Age: A Barbarian Charging into Battle

Few things are as iconic with barbarians as them charging headlong into battle with no fear of the consequences. Everything from the infamous Leeroy Jenkins charge to Conan running into battle and beyond, you point a barbarian at an enemy and they will charge straight at it and attack until it is D.E.A.D. Here we are giving you a talent to do exactly that. The new Champion Tier talent Bellowing Charge sees you going after a far away enemy while the feats make it more difficult for enemies to stop you. Is there a caster on the far side of the battle? Charge straight threw them and take it out. That is what barbarians do and with 13 Barbarian Talents and Feats you can too.

Bellowing Charge

One battle per day, you can move to engage a far away enemy and make a melee attack against them. Enemies between you and your target may still attempt to intercept you, however.
Champion Feat: Add the escalation die to your AC and PD until the start of your next turn. This bonus takes effect after you declare you are using Bellowing Charge, immediately before you move.
Epic Feat: You can now use Bellowing Charge once per battle. Enemies must succeed on a normal save (11+) to intercept you when you charge.

Download 13 Barbarian Talents and Feats for your 13th Age barbarian today at Jon Brazer Enterprises’ Shop, DriveThruRPG, and the Open Gaming Store. Be sure to check out last week’s preview with the Adventurer Tier talent Brutal Blow.

13th Age: Barbarian’s Brutal Blow

The barbarian class in the 13th Age Roleplaying Game was designed from the ground up to be “straightforward and easy to play.” Not only that, the designers come right out and say that the barbarian is “a good class for a new player.” While this is a great starting point, more experienced players may find the barbarian class to be a bit dull after a while.

That is where our new supplement 13 Barbarian Talents and Feats comes in. We are breathing new life into your barbarian character with a number of brand new talents. There is no better place to start than the Adventurer Tier Talent you can choose at character creation than Brutal Blow. This new talent starts off by letting one of your allies hit harder after you stagger an enemy. However, it really shines when you start taking the feats. The Adventurer Feat gives you a fear aura after staggering a non-mook. By the time you hit epic tier, you are a freaking aspect of terror for all enemies to behold and cower.

Brutal Blow

Whenever one of your attacks staggers a non-mook enemy, a nearby ally of your choice may add your Charisma modifier to their next attack roll.
Adventurer Feat: One battle per day, when you stagger a non-mook enemy, you gain a fear aura for the remainder of that battle. Your base fear threshold is the same as a normal monster of your character level, as shown in the Baseline Stats for Normal Monsters table under DIY Monsters (see the 13th Age Roleplaying Game Core Rulebook, Chapter 7: Monsters)—add your Charisma modifier to the number given there.
Champion Feat: The threshold of your fear aura from Brutal Blow is now increased by the escalation die value. Additionally, your chosen nearby ally now adds double your Charisma modifier to their next attack roll when Brutal Blow is triggered.
Epic Feat: You can now gain a fear aura from Brutal Blow in every battle you fight. Additionally, you now double your Charisma modifier before adding it to your fear threshold.

Download 13 Barbarian Talents and Feats for your 13th Age barbarian today at Jon Brazer Enterprises’ Shop, DriveThruRPG, and the Open Gaming Store.

Powered by WordPress.com.

Up ↑