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

By Pelgrane Press

Are you able to kill the dungeon earlier than it kills you?

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

For players:
• Embark on a saga of insanity, revenge and immense 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
• break this age-old possibility forever

For GMs:
• A large crusade overlaying the whole Champion tier (4th to eighth level)
• 13 degrees of peril from the dungeon’s commencing 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 in your thirteenth Age crusade

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

Sample text

The cult has had truck with the Diabolist in the past, and lately, agents of the Three have made overtures to them. Enemies The cultists loathe the Witch of Marblehall. The heretic must be destroyed for profaning the sacred dungeon of the Devourer! She must be annihilated, body and mind and soul! ) The cult and Fangrot’s orcs hate each other, but neither side is yet ready to risk a confrontation. The cult grudgingly pays the orcs a toll for the use of the Great Gate through Deep Keep. On the surface, the Emperor and the Archmage are agreed that the cult is a threat to their interests.

Adventurers with a positive relationship with the Orc Lord or who are kind and considerate toward her (or zap her with good old charm person) get warned about the dangers of the Gauntlet, and Glorta might even talk the characters past the Spear Fishing encounter. Variations • The dwarven machinery has magically repaired itself, and is now busy sucking water out of the ruins being processed in the Gizzard. The characters can follow the clanking pipes down through the Gauntlet. • The sturdy doors at either side of this room slam shut, and the room starts to fill with boiling water.

They scarper as soon as they spot the characters, leaving only the bugbears and hobgoblins to face the PCs. Variations • The bridge collapses under the adventurers, dumping them into the chasm below. Fortunately, they land on a semi-intact tower; if they can scramble in through a window, they can ride the tower into the dungeon below. See Gates of the Stone Thief, page 38. AC 19 PD 17 MD 12 HP 55 Hobgoblin Warmage Hobgoblins with magical talent who manage to survive long in their warrior culture are even more vile, vicious, and deadly than the rest.

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