Spotlight Maintenance and the Three-Skill Trick: A One-Shot Prep Technique

After several cons in the last few weeks, I’ve come to realise how important spotlight sharing is in One-Shot games. In some games, a structured turn helps to make this happen naturally, especially in combat; in D&D, for instance, everyone has a role to play in combat, so generally a fight has the spotlight shared reasonably equally. But in games that are less combat-centric, such as investigative games, it can be easy to neglect some characters and favour others. And even in D&D, outside of combat it can be easy to make the game focus more on some PCs and not others.

So, in thinking about this, I present…

The Three-Skill Trick

You do this at some point in your prep after you have your pregens ready. You might only have the bare bones of your plot – in which case this might take you in unexpected directions – or you might have the game basically prepped – in which case this will add detail and options that will check that everyone has plenty to do.

Start by looking at your pregens and working out what they are really good at – this will include their “Apex skill,” whatever they are best at, but also anything that they have a Talent/Stunt/whatever your system calls them that can boost it. Sometimes talents can have specific instances – for instance in FFG Star Wars Talents sometimes just remove penalty dice – so consider if those instances can occur in the game.

Then list three places in the scenario for each pregen where these skills can shine. Make sure these are skill uses that hinge on success – passing them adds significant value and plot leverage to the game.

Why three? Well, not all of them may come up, no matter how obvious you think they might be. By having three, you’re guaranteeing as close as you can that it’ll come up at least once. This is easier to illustrate with an example, so let’s look at a classic/boring adventure structure, and let’s stick to D&D, the “Bandits on the Road” adventure.

Imagine this is as far as our prep goes for this 1st level D&D adventure: the PCs are hired to escort a caravan through the dangerous woods; part way through they are ambushed by bandits, who run off with a vital item. The PCs are offered double their fee to track the bandits and recover the item, from which they can then return to civilisation.

Just to stick to the cliche, let’s assume a bog-standard D&D party of Fighter, Magic-User, Thief, and Cleric, and let’s make them good at standard 1st Edition AD&D things – the Cleric can heal and speak to people, the Fighter can, er, Bend Bars and Lift Gates, and hit things with his sword; you get the idea.

Let’s look at each PC in turn and look at what we can add to give them a proper spotlight.

Fighter

  • during the ambush, the caravan is forced into a rut and loses a wheel – it needs lifting up and repairing
  • during the ambush, one of the bandits is carrying a shield bearing the heraldic crest of the Duke’s bastard son – foreshadowing that…
  • the bandits have a champion, the Duke’s disgraced bastard son, who seeks to duel the fighter in single combat

Thief

  • The camp is nestled up a cliffside – by climbing the (fairly easy) cliffs it can be scouted and alarms cut off
  • The bandits around the camp (or even during the ambush) carry obvious keys that can be pickpocketed from them
  • The camp has tripwire traps all around the approach to the forest

Cleric

  • At the start of the ambush, the merchant’s wife is shot and dangerously wounded – she needs healing
  • During the night – during which the PCs must travel to get to the bandit camp – restless spirits and ghosts stalk the forest
  • There are druids in the forest who are none too happy about the caravans coming through, but a friendly approach leads to their help against the bandits, who they are equally displeased with

Magic-User

  • the stolen item is an arcane box that can be magically tracked
  • during the camp ambush, there are lots of braziers and pots of oil (that can easily be mage hand-ed to cause distraction)
  • from the ambush, they find a map to the bandit camp – but it is in code

Obviously, this isn’t quite game-ready, but I’d argue it’s a significant improvement on the standard adventure already. All it needs is a re-arranging into order and a few stats and names, and it’s a pretty serviceable one-shot. Watch this space and I might even do that – after all, I did try and chisel a decent one-shot out of another classic/corny adventure plot, “The Orc And The Pie.”

What are your tricks for managing spotlight in one-shots? Have you tried a similar technique? And watch out for Part 2, where I’ll apply it to a more complex base adventure.

Ravnica Airship Heist – a 3rd level D&D One-Shot

In my review of the Guildmaster’s Guide to Ravnica, I talked about it’s amazing steampunky setting – and it made me think immediately of an airship heist. Well, I went ahead and designed one, and have run it twice now – once at Go Play Leeds and once at the excellent Airecon convention in Harrogate.

airship pic

Airship by Jonny Gray

It’s presented in fairly loose note form below (and here as a .pdf) – and in this post I’ve got links to the pregens that I used for it. You can probably get an idea about how I tend to run D&D5e from it – there’s no maps, for instance, and in particular the part of the one-shot where the PCs have to source flying mounts is left intentionally vague. In both occasions of running it, the Goblin player has decided instead to have his own experimental flying machine.

Let me know any feedback – particularly if you run it, or part of it.

Ravnica Airship Heist

(An Azorius Senate Ravnica One-Shot for five 3rd level PCs)

Background

There’s one airship out of the Tenth District that you need to get to; it’s got Lady Saves on it, a wanted Simic Combine ‘disappearer’ who is wanted for multiple Guildpact violations. She’s gone into deep hiding, but you know she’s still in the Tenth District, and you’re going to capture her.

She knows the Azorius are on to her, though, and has made plans. After exhausting a number of avenues, she has kidnapped Izzet league goblin inventor Grizmalgun and forced him to steal and pilot an airship for her. With this, she will flee to the faraway Sixth District and start her experiments again!

Setup

This one-shot assumes that the PCs are working with, or allied to, the Azorius Senate, and begins at the finale of their investigations into her practices. The adventure begins at the finale of their investigations into her – they have tracked her down to her laboratory on the edge of Zonot Seven, in Precinct Five of the Tenth District. Her crimes – kidnapping, experimentation without consent – are so foul that even the Simic Combine has stopped defending her, and so the Azorius have a warrant for her arrest.

With each PC, ask why they are dedicated to finding Lady Saves – what has she done to them, their Guild or their family. Let them know the terms of the warrant – it applies within the Tenth District, and so it is imperative that they don’t let her escape.

Then ask them which PC they have worked with before – what case they worked on, and what they thought of them.

Cast

Lady Saves is a cruel, heartless Simic biomancer who seeks only to further her own glory by a series of increasingly dangerous experiments. She appears as a beautiful, if otherworldly, woman, and has a thin pair of butterfly wings that are usually kept folded and hidden behind her back. Likewise, if she needs it, a pair of concealed tentacles can emerge from her body.

Grizmalgun is a scatterbrained and disorganised goblin inventor who usually works in the harnessing of elemental powers. He has worked many times on maintaining the Tenth District’s airships, and so is in a prime position to steal one. While he has no time for Lady Saves, the chance to actually fly one of his creations has made him relatively sympathetic to her cause – and the chance to start again in the Sixth District also appeals, as he has a long list of debts from previous experiments.

Scene 1 – Dawn Raid on Growth Chamber Alpha-3

The PCs enter the Growth Chamber to find it apparently deserted – there are two greenish pools in front of them, beyond which a desk of apparatus and notes lies in disarray. Another doorway leads to some abandoned living quarters All through the room is the thick smell of acid which stings the eyes. Within the pools, two Category 1 Krasis (p210 GGR) (both with the Acidic Skin power) lie ready to attacl the PCs. They will try to wait until the PCs have started to investigate the desk, trapping them in the chamber, but if anyone tries to explore the pools they will attack.

A thorough search of the chamber reveals –

  • A detailed plan for airship piloting, which has had several notes left in it
  • A list of Izzet league contacts – with notes next to them, each crossed out. Only one, Grizmalgun, a goblin airship inventor, remains
  • A guide book to the Sixth District, far across Ravnica

If Lady Saves makes it to the Sixth District, she will be well away from her crimes here – even the Guildpact takes a long time to enforce, and she belongs in your jurisdiction! They can follow up the leads

Airships

Research about airships shows that they are likely to be from the Airpship Station at the centre of Tenth District. They are slow but easily obtained with the right contacts, and asking around will reveal that there are unscrupulous Izzet Leaguers who are prepared to bypass security and wards and help people get them.

Scene Two – Grizmalgun’s Workshop

Grizmalgun is long gone, but Lady Saves’ Simic allies have left traps just in case somebody tries to come after him. A Hybrid Shocker and two Hybrid Spies (GGR p218) are hidden in the alleyways around the workshop – test the Spys’ stealth of +5 against the PC’s Passive Perception to see if they are detected, unless they search the outside thoroughly.

Upon entry, the Workshop is a two-story affair – you can use the map on p145 of GGR for it – but much of the walkways around the ground level above the generator have been removed or destroyed. A tripwire near entry triggers the first (mechanical) trap – the lower level begins to flood with water. Whoever enters first must make a DC15 Perception to spot the tripwire, followed by a DC15 Acrobatics to avoid being tipped into the lower level for 1d6 damage and to be within the water. The lower level will fill up within two rounds, and then begin to flood the ground floor. There is a cut-off switch on the far side of the basement floor – from which the water floods – which can be reached and turned off with a DC10 Athletics check.

When the trap is triggered, or when the PCs enter the workshop without it triggering, the Simic will attack. The Shocker can target everyone in the water with their Shocking Touch attack or Electrified Body reaction.

Upon questioning the Simic, they can reveal that Lady Saves is long gone – she is already on board the airship. Similarly, a thorough search of the workshop finds evidence of a fight – and calculations for a flight path and route. Checking the wind speeds and timings, the airship is already airborne – there is no time to lose to catch it!

Scene Three – Airborne Steeds

They need to use their contacts to get hold of either Griffins or Skyjek Rocs to ride onto the Airship, if they want to try and attack aerially. If any of the group have Izzet league contacts, they may be able to find their own Airships. Allow the players to make whatever plans they have for this – a skill check is only needed if you want to determine who has the best-maintained Griffin and who has a grimy beakless nag!

(optional) Scene Four – Aerial Battle

If you have time (allow about an hour for the final confrontation), have the PCs encounter some interference on their way to the fight. Three Harpies (MM p181)have been bribed by Lady Saves to run interference in case they are followed.

An appropriate Animal Handling check can make their Rocs or Griffins sing, which will counteract the Luring Song of the Harpies. As all combatants are mounted, feel free to use – or not use – the Mounted Combat rules, depending on your table preferences.

Scene Five – Airship Heist

On board the airship, there are Lady Saves – stats as a Cult Fanatic (MM p345 – but with a Flight speed of 40ft if she needs it), a Krasis Stage 1 (with Flight – p210 GGR), and Four Simic Thugs (MM p350). There’s also a very frightened-looking Grizmalgun (stats as Counterflux Blastseeker, p242 GGR) who is chained to a cage at the front of the Airship. He can be persuaded to help with an appropriate social skill, and joins in on the PCs side. This can be a difficult battle – particularly if anyone falls off their mounts – but the PCs have access to Grizmalgun, and also their Rocs / Griffons to help that they should be able to make use of.

Scene Six – Airship Crash!

As the battle rages, the Airship begins to pitch and toss, and if the fight is going against her, Lady Saves is likely to pull the bomb mechanism that Grizmalgun has installed and cut the cables. The mechanisms within the airship begin to whirr and the airship begins to lose altitude.

To level it out and crash-land the airship will take a series of skill checks. They need to get to 4 (same as no. of PCs) successes before they reach 3 failures, using a range of skills (generally DC is 10)

  • Use Dexterity (Thieve’s Tools) to repair the rigging
  • Use Intelligence (Arcana) to repair the air elemental holding wards
  • Use Strength (Athletics) to climb onto the rigging and hold it in place
  • Use Charisma (Persuasion) to get Grizmalgun to help – once the bomb goes off he is very keen on observing the carnage instead of helping
  • …and so on

With success, the ship crashes gently into a Rubble Pit – and with it come a group of Gruul. Judicious use of social skills, and explaining Lady Saves’ crimes, should enable them to get out successfully, and they can bring her to justice.

CSI: Tenth District – Ravnica Pregens

(update: I’ve added the link to the final pregen, a Goblin Fighter more geared towards magic than fighting, to use with the adventure itself here)

Following my post about Ravnica, I’ve been doing some prep for a game I’m going to run at Airecon in March (and probably a few other places, if it goes well). It’s for 3rd level characters loosely serving the Azorius Senate (the law-keeping guild in the game) and involves them chasing clues to try and recover a rogue biomancer. It’s heavily grounded in the pulp/action tradition, and includes an airship heist – because if there are airships in a setting, you’ve got to let the PCs heist one. The prep is still in development, but I’ve got a few tweaks that I’m excited about that I’ll share here including:

  • randomly-distributed NPC contacts that are key to the mission
  • establishing questions to determine the prior investigation and bring the PCs together as a team, and
  • ways to determine PC histories with key NPCs in the plot

I’m excited about it! Part of the joy of Ravnica is that by giving random tables instead of reams and reams of history, as DM you have the freedom to create interesting situations without worrying about canon (on the Smart Party Podcast, Baz and Gaz asked Kate Welch, Wizards Game Designer about this, and it certainly looks to be a part of their plans going forwards for new settings).

In the meantime, I’ve done a set of pregens for the adventure, and tried something a bit different in the character sheet design. I’ve tried to put the minimum of information on, and to make it as clear and easy as possible to use.

Some things have had to be sacrificed (not really any room for actual spells – I’ll be using the excellent spellbook cards at the table) – like non-proficient skills – but I’m curious to see how they run in play. I think that often pregen sheets have too much information on, and just look too complicated, which leads to things being missed if people aren’t familiar with the system; compare the Minotaur sheet above against the WFRP sheet I used for my Night of Blood game at Go Play Manchester.

 

So, anyway, here are the pregens – all 3rd level, and probably not as optimised as they would be if I’d played more D&D5e – but all ready to investigate crime in the Tenth District.

Vedalkan Wizard

Human Paladin

Minotaur Barbarian

Human Rogue

Goblin Fighter

Please let me know if you use them, or have any feedback with them – I’m working on making my pregens more functional, and I’ve usually got a bit of a tin eye for visual design. And I’ll share the rest of the prep on here soon.

Review: Guildmaster’s Guide to Ravnica (D&D5)

Let me begin with a disclaimer. I do not play, follow, or even really understand Magic: The Gathering. I understand that Ravnica is a setting in Magic, where some of their cards are set (?),  and that Wizards of the Coast own both properties, so it makes logical sense to bring a D&D supplement covering it as a game world. I had written this off as a game supplement I did not have to get into – that it would be much more useful to players in the intersect of the Venn diagram of RPG/Card gamers. And I’m not a massive fan of high-magic kitchen-sink setttings, so Ravnica probably wasn’t for me. (M:TG has got to be high-magic, yeah? It’s in the name).

GGRThen I browsed the book, and saw it had steampunk mad scientist goblins and anthro elephant men and centaurs and mushroom druids, and shrugged my shoulders and bought it. I’m glad I did. It’s a funky and original setting that shakes up some D&D expectations, and it’s also ideal for one-shot play.

The Fluff

Ravnica is a world-sized city; an entirely urban game world. What areas of ‘wilderness’ there are are rubble pits, ruined parts of the city, or ancient catacombs. It’s steampunky; there’s underground trains, bio-engineered human hybrids, and a scientific approach to magic from many of the guilds that bicker and fuel much of the conflict in the setting. There are ten guilds, each ostensibly running a part of the city’s functions, but also at each other’s throats. A tenuous Guildpact keeps them from open warfare, but it is currently manifested as an actual person, who keeps wandering off onto other plains, so it’s policed unreliably.

The guilds themselves are at the centre of play in Ravnica, and they range from the fairly vanilla (the Azorius Senate are the city watch, the Boros Legion are the army/mercenaries) to the interesting (the Cult of Radkos, led by an actual demon, provide performance and entertainment like bloodthirsty court jesters), to the brilliantly gonzo (the Simic Combine use bioengineering to augment evolution, the Orzhov Syndicate are a combination church/bank/thieves-guild led by a cabal of ghosts).

There’s a chapter covering in just the right amount of detail (for me at least) the Tenth District of the city, with lots of stuff for players to do and trouble for them to get into, and each guild gets a set of random mission tables, an iconic location mapped out, and a bunch of monsters and NPCs. The NPCs are great – the Izzet League, mad scientists and experimenters, have several NPCs who are basically flamethrower-wielding guards. D&D5 could use more NPC stat blocks, and this chapter is full of interesting ones, and they are easily adaptable to other settings.

The Crunch

You get six new races – Centaurs, Goblins, Loxodon (elephant-men), Minotaurs, Simic Hybrids (bioengineered humanoids), and Vedalkin (blue-skinned semi-aquatic humans). There’s an extra Cleric Domain (“Order,” yawn) and the Circle of Spores for druids, as well as detailed guidance for which classes and races would fit for each guild. Each guild also comes with a default Background option that links the PC into the Guild they serve.

There’s lots and lots of random tables. D&D5 has really embraced these and I think it’s a good thing. Where previous D&D settings sometimes left me feeling stifled at the weight of background needed to navigate it consistently (Forgotten Realms in particular), distilling implied setting into random tables is a much clearer way to set your imagination running. If you’re not convinced, you can listen the The Smart Party here use the DMG to create a random adventure, and see what I mean.

The One Shot

While there’s some discussion of how PCs from different guilds could work together, I can see lots of great one-shot play emerging with the PCs working for just one guild. The structure of the guild interactions, and the resources provided for each of them, mean it’s easy to think up some exciting scenarios – pick a Guild for the PCs, pick the Guild they are up against and a villain’s nefarious plan, and then throw in another Guild with perpendicular interests to get in the way and complicate matters.

There’s enough variety within each guild to make a sufficiently distinct group of PCs, and the mission-based structure works really well for a tight opening to your one-shot and an obvious climax. Conversely, the urban environment and the option to move around the city quickly make it easy to have multiple resolution options in the middle of your one-shot (the swell, which I talk about here). It even comes with a sample adventure, which is good (but not Great – I’d have preferred a more exciting enemy than a Goblin gang-lord, and you could fairly easily set most of the adventure in Waterdeep or Sharn), but it gives a good framework as an introduction to the setting. Of course, it’s written more as an intro to the setting than a one-shot, and so provides leads at the end for the PCs to follow up, but having an adventure as a matter of course in a setting book is a good thing generally.

In general, I’m really pleased with Ravnica as an addition to the D&D stable, and I think it’ll make for some excellent one-shot play. Now, how’s about Spelljammer and Dark Sun?

Gringle’s Pawnshop – a 13th Age Glorantha One-Shot adventure

Like all of our community, I was very saddened to hear of Greg Stafford’s sad passing. As just the week before I’d been running a ‘tribute one-shot’ to one of his classic adventures, it felt only right tidy it up a bit to share it here. Greg was the creator of Glorantha, which I’ve talked about here, and also (by all accounts – I never got to meet him myself) a thoroughly nice bloke – so many of the tributes to him have talked as much about how friendly and welcoming he was as well as his innovations in game design and worldbuilding.

Last weekend, at Furnace convention in Sheffield, UK, I ran three games of 13th Age Glorantha. I had planned to run two, but a few GMs had to pull out so I offered up another game in one of the slots. The first was Beard of Lhankor Mhy, for 2nd level PCs and published in Hearts in Glorantha 7 from D101 Games (along with the pregens). The second was a 3rd level one-shot, Into The Wasps’ Nest, where the PCs had to petition both the trolls of Troll Wood and the Wasp Riders of Wasp Nest to aid the Sartarite tribes.

This was the third – an update of the classic Apple Lane scenario by Greg Stafford for 1st level 13G characters. I set it a month after the original adventure, when the PCs have to clear up after the last adventurers, and tried to make it a lighthearted pastiche of the elements of the first adventure. I trust Greg would see the funny side – I mean, he did invent Ducks, after all, so he can’t blame me for putting one in a tuxedo, surely? The adventure is also here as a .pdf if you want to print it out.

Gringle’s Pawnshop

A 13th Age in Glorantha Adventure for 1st-level PCs

Introduction

As your band of heroes wanders out in search of adventure, you seek out the Runelord Gringle, proprietor of his Pawnshop in Apple Lane. But upon arrival at the hamlet, you find it overrun by trollkin, with Gringle and his faithful Duckservant Quackjohn trapped in the Pawnshop. After rescuing them, they tell you of their problem – Apple Lane has fallen into ruin since the temple of Uleria was ransacked by a tribe of baboons. The priestesses have been kidnapped and taken into the hills – the players must rescue them!

Dramatis Personae

Gringle is a white-bearded man obsessed with his stock and the hoarding of magic items. A Runelord of Issaries, he enjoys nothing more than the hustle and bustle of trade, but this has all but dried up since the baboons ransacked the town. His collectors nature has, in fact, proven to be his undoing. A tribe of baboons returned last month to claim their stolen necklace of Toothsharp from the shop, easily dispatching the rookie adventurers Gringle had employed to guard it. So easy was the recovery that they also saw fit to set fire to the Tin Inn and kidnap the three priestesses of Uleria while they were at it, leading to his present predicament. Gringle is a pleasant fellow who speaks kindly to adventurers – but he dislikes getting his hands dirty, hence his propensity for hiring adventurers to do his dirty work.

Quackjohn is Gringle’s longsuffering duckservant. He speaks rarely, and when it is it is often to remind Gringle in weary tones of something obvious he has forgotten. He is usually clad in a worn and battered tuxedo. He has pulled Gringle’s neck out of more than a few scrapes, and grows weary of his time serving his eccentric master.

The three kidnapped priestesses are the true power keeping Apple Lane going. They have manged to ensure that the regular visitors to the pawnshop spent their money freely with the local businesses, and kept the bickering farmhands in line. It is no surprise that without them Apple Lane has fallen to ruin.

  • Avareen Bosom is a hard-nosed and fearsome woman, and the true leader of the town – a stern yet kindly woman in late middle age.
  • Pretty Aileena is indeed pretty, but also the shrewdest of the three. Gringle in particular has learned several times not to trifle with her quick wit.
  • Bingoood is the youngest, barely out of her teens but already possessed of powerful magic and a temper to match

Khochaz the baboon cannot believe his luck. A minor tribal leader, he has managed to not only reclaim his prized Toothsharp necklace but also capture three human females who he hopes he can ransom to the strange shopkeeper from the village. He’s good at leadership and keeping his crew in line, but less good on details like keeping close eyes on the hostages or making sure his baboons guard the camp properly.

Biglaugh Bigclub is the mercenary Khochaz employed to help him loot the pawnshop. He has stayed with the Baboons (along with Pinfeather, a duck thief) in order to try and double-cross them, and steal both the humans and the Toothclaw pendant. Both him and Pinfeather are neither bright nor brave, however, and are prevaricating over the best moment to escape with the prize – maybe when some heroes attack the Baboon camp?

Scene One – Apple Lane

As the heroes approach Apple Lane, they find it very different to what they expected. The Tin Inn lies in ruins, and the Temple of Uleria has been trashed. Print out and place one of the many available maps of Apple Lane into the middle of the table (there’s a good one in the RQG GM’s pack) and draw the destruction on with a sharpie. As they explore the town, they hear skittering and screeching – before a group of Trollkin ambush them!

There is one Dark Troll Warrior, Shuffle, and 9 Starving Trollkin Wretches. If the Dark Troll is killed, make a Save for the remaining Wretches – they will attempt to flee. If you have fewer or more than 5 players, add or subtract 3 trollkin per player. Their statistics are in 13G p295.

Scene Two – Meeting Gringle

As the scene clears and the trolls and/or trollkin flee, a white-bearded man emerges from his ruined Pawnshop, followed by an elderly duck in a tuxedo. He introduces himself as Gringle, and states that he was just about to deal with the trolls himself using his “powerful Issaries rune magic.” Quackjohn rolls his eyes and coughs politely.

He explains the situation – Apple Lane is in a sorry state, and he is forced to admit it is since the priestesses were captured. He had acquired a necklace of Toothsharp through perfectly legal means, but the tribe of baboons who claimed it decided to raid his shop. Thinking it prudent to employ some protection, he employed a group of adventurers, who failed so poorly at defending his shop that the baboons (and their allies, who were led by a centaur) then set about looting the town and carried off the priestesses.

If questioned about where he was with his powerful magic while this was going on, he was involved in an important Issaries ritual in the basement of his shop, which also required Quackjohn’s attendance. When he emerged in the morning he was dismayed to find that the adventurers had fled, leaving him with a disunited village, many of whom started to flee to neighbouring towns since their protectors had so abandoned them. The troll raids started shortly afterwards.

He implores them to rescue the priestesses – he knows that the baboons tribe will be in the hills to the southeast, towards Highwyrm.

Scene Three – The Journey

As the heroes set off on their journey, and they have the directions from the adventurers who sold Gringle the Toothsharp necklace. Play this scene as a 13th Age montage – each player in turn narrates an event on the journey. Begin by narrating their first obstacle as they set off – the bridge across the river to the foothills has been cut by the trollkin as they ransacked the village, and they now stand at one bank of a mighty rushing river. Pass to a player who narrates how the party manage to overcome the obstacle – add a twist yourself if you wish to, to remind them that they are entering the wilderness and that chaos is afoot – and they then narrate the next obstacle. Proceed until every player has taken a turn – further examples of this are in the 13th Age GM Screen pack.

In your twists as GM, play up how dangerous the terrain is and add in any additional monsters just to add to the peril – they are venturing into dangerous mountains. The hills should gradually turn into mountains as they approach, until they come across the Baboon’s camp, nestled in a rocky valley and well defended.

Scene Four – Baboon Camp

The Baboons have taken up their camp in an old abandoned Dragonewt temple. The Baboon camp is as well-defended as it can be by a tribe of semi-sapient monkeys. Bigclub has attempted to organise some sort of watch system, but he knows he might need to sneak out one night so hasn’t bothered too much when the Baboons keep wandering off and losing interest.

As the players approach, they can see the chaotic attempts at guarding, and there are many opportunities to formulate a plan; judicious use of runes may work here. The baboons guard in pairs before they inevitably begin to wind one another up and fall about fighting or arguing, before Khoshaz jumps on them with his big stick to whip them into line.

If you like, sketch a map of the area and allow the players to think about their approach; any reasonable plan should be able to give them the advantage of surprise, or of not having to fight all the Baboons at once, particularly if the players make judicious use of runes.

If they vacillate, have matters come to a head for them. As they watch, a patrol of Baboons spots them, and a round later, they see Bigclub and Pinfeather attempting to carry the priestesses off.

There are a total of 10 Baboon Troopers from 13G p244, plus the NPCs detailed below.

This is a double-strength fight, so could be dangerous for the PCs if they don’t have their wits about them. There are a few ways to manage this

  • If the players are finding it too easy, more Baboons rush to their fellow’s aid – add an extra three Baboon Tribesmen
  • If they look to be finding it hard, allow Avareen breaks out of his bonds and runs across to them. A glow of love suffuses the battlefield, and all involved can heal using a recovery; this may also cause Bigclub and/or Pinfeather to be occupied for the next round chasing after her and re-capturing her

 

Khochaz, Baboon Leader

2nd level leader

Initiative: +8

Long spear: +8 vs AC – 5 damage

Natural 16+: Other baboons gain a +2 damage bonus against the target until the end of the battle

R: Sling +8 vs AC (one nearby or far away enemy) – 5 damage

Surviving: When an attack hits Khochaz and he’s staggered, roll a normal save. If it succeeds, it hits the other baboon instead.

AC 18                     PD 17                     MD 14                   HP 40

Bigclub, Centaur Raider

3rd level troop

Initiative: +9

Charging Lance: +9 vs AC – 12 damage, and the target pops free from the centaur

Hit ‘em hard: The crit range expands by 2 (18-20) and instead deals 16 damage on a hit if Bigclub first moves before attacking a new enemy

Natural 18+: The target is also dazed (-4 to attack) until the start of its next turn

Big Club: +8 vs AC – 10 damage

Natural even hit: Bigclub can Kick as a free action

Kick: +7 vs PD (1d2 enemies engaged with Bigclub) – target takes 4 damage and      pops free from Bigclub

Harnessed speed: +4 AC bonus vs opportunity attacks

AC 19                     PD 16                     MD 13                   HP 48

Pinfeather, duck thief

3rd level archer

Initiative: +9

Daggers: +9 vs AC (two attacks) – 6 damage

R: Shortbow +11 vs AC – 8 damage

Natural even hit or miss: Pinfeather can make a second shortbow attack as a free action

Quick shot: When Pinfeather is unengaged and an enemy moves to engage it, roll a normal save. If successful, Pinfeather can make a Shortbow attack as a free action just before he is engaged

AC 15                     PD 14                     MD 11                   HP 46

 

 

Scene Five – Victorious Return

The heores can now escort the three priestesses back to Apple Lane. Once their equipment is recovered, they cast a ritual that returns them to their temple; and as they harness the power of the Toothclaw necklace to do so, it crumbles into dust while the walls of the temple are rebuilt.

The find Gringle in good spirit as they return – he had found a few charms in his store, and has set about rebuilding the Tin Inn – riding into town is Bulster Brewer, the landlord, who says that now the baboons have been defeated he plans to reopen. He reckons there are still a few barrels in the cellar that should be good, and opens them while the players, Gringle, Quackjohn, Avareen, Aileena, and Bingoood drink to celebrate Apple Lane’s return to prosperity!

 

 

13th Age One-Shots

13th Age coverI run a lot of 13th Age One-Shots; I like the balance of narrative player-led stuff and tactical combat. But it is a pretty crunchy system that can take some getting used to – especially if your point of reference is D&D – so here are my top tips for running it at conventions

By the way, if it’s 13th Age in Glorantha (13AG) you’re planning on running, you might want to check here for my advice on running Glorantha one-shots. 13AG is slightly crunchier even than regular 13th Age, so you might want to start by running a one-shot in the Dragon Empire before you encounter the brain-melting exceptions of Storm Bull Berserkers and Tricksters.

It all starts with the pregens

With any crunchy game, how you set up the PCs can make your job much easier. I tend to use this array for attributes, and pre-calculate the bonus+level for my players – and explain in my quick tour of the character sheet that the bonus+level is what you’ll be rolling.

I fill out One Unique Things, but give players license to change them at the start of the game. I know that there are lots of one-shot GMs who ask their players to pick them, but I’ve found that this can leave players confused by the wide range of options. So I pre-populate them, and tell them they can change them, and usually one or two players will.

For Backgrounds, I half-bake them; I give each PC 3 points of Background in a broad, narrative skill (like “Dragon Pass Wanderer,” or “Smartest Elf in the Room”) and let them assign the remaining points however they want, at the start or even during the game. Again, Backgrounds can be picked completely by the players at the table, but they often just aren’t that big a deal in 13th Age One-Shots, so it’s often not worth players worrying too much about them.

I add on any descriptions of powers on the character sheets, either paraphrasing them in as simple language as I can manage or cutting and pasting from the SRD. Most of my prep is spent getting these pregen sheets ready, but that’s no problem because 13th Age is very player-facing in its complexity; most of the tactical heft and rules exceptions are carried by the players.

…and carries on with the pregens

I tend to go low-level with my 13th Age games – level 1-3 is a good level for standard heroics, and even 1st level characters have plenty of tactical options. For higher levels (and I have run as high as level 5) I’ve combined a few optional rules for damage – I let players choose to either inflict average damage with their weapons or flip a coin for max/min damage with each hit. I make Crits work exactly the same – they can choose when they roll a crit whether to double average, or flip a coin to risk it. I add a “Damage Track” under any attacks on the sheets that looks like this:

Damage Track: Average 26, Coin Flip 48/13, Miss 5

It’s worth taking care at the start of the game when you hand out the pregens. Some classes are significantly more complex than others, and it’s a good idea to be open with your players about this. I never say that they need to have played the game before, but if they are playing a Bard or Sorcerer they’ll need to be up for engaging with some rules to make the most of their characters in ways they won’t have to if they are playing a Barbarian or Ranger. I also try to remind them the Fighter is towards the more complex end of the scale, because it can sometimes still be seen as the easy option – which in 13th Age it definitely isn’t.

Get your kit out

escalation die

my escalation die – normal-sized d6 for scale

Central to 13th Age is the escalation die, a d6 that goes up every round and gives the PCs bonuses to attacks. It’s a great device for pacing battles, and it’s such a simple idea that it can be easy to forget to update it at the start of the round. My solution is to get a BIG d6. Mine is pictured here – it’s 7cm on a side and weighs about a pound, and it’s not easy to ignore. It wasn’t cheap, but you can get big foam dice cheaply, or just a whiteboard to write the bonus on – bear in mind that if you have a Trickster PC in 13th Age in Glorantha they sometimes get to roll the escalation die so you might want it to be an actual die.

I avoid maps for 13th Age – it’s loose range band system doesn’t use them, and they can actually discourage the kind of freeform swashbuckling action that works so well in the game. Non-gridded maps, like those that come with the Battle Scenes, can be useful, but even with these I’d be reluctant to let my players put figures on them – they are much more about a feel for the location rather than precise locations.

For Icon Relationships, I like to write them out onto cards and give them to my players after rolling – either plain index cards or these dry-wipe ones from All Rolled Up. Giving the relationship rolls on cards encourages the players to “spend” them during the one-shot, and that they won’t forget them. I usually give my players the option of spending at the start of the session for magic items or boosts (and prep a few ideas about what these might be) but also keep them for interventions in the game. I’m super loose in what they can get with them, trying generally to say “yes” to anything that sounds cool – this is a cinematic action game after all. (For Glorantha, the same applied to Runes, although they can’t spend them at the start of course).

Use a Montage

13th Age GMs screenThe montage technique is absolutely brilliant in a 13th Age one-shot, adding a sense of the epic and letting you fit much more ‘plot’ into your one-shot, so it makes it a satisfying game. There’s a brief summary of it from Pelgrane’s Wade Rockett here, but there are more details in the GM’s Kit – which is probably the most useful resource you can get if you plan on running 13th Age one-shots a lot, even more so than the Bestiary.

Even a basic dungeoneering adventure can be improved with a montage – and I’ve used it exactly for that, the party battling the initial guardians of a ruin and the montage-ing their way through the twisted tunnels and subsidiary monsters until they run up against the big bad at the end. In my module The Beard of Lhankor Mhy for 13AG the entire journey across Snake Pipe Hollow is run as a montage – and for me as a writer, it was a good workaround for covering an iconic part of Gloranthan adventuring lore without stepping on canon. In play, the Glorantha experts can go to town introducing whatever chaos monsters they like, and coming up with inventive runic ways around obstacles.

There’s Loads of Stuff

There really is. All the organised play adventures are excellent either to use or steal, and unusually for published adventures are actually easy to use in play. Oh, and they’re all free. There are lots of published adventures, including the Battle Scenes which contain short adventures based around the icons. All of these are very easy to steal or borrow set-pieces from, and literally a couple of these and a montage (and maybe a couple of interesting NPCs to interact with) and your one-shot is prepped). You might spend a while planning the pregens, but the rest of your prep should be fairly straightforward.

Enjoy! I think 13th Age is a great game for one-shots, and a game I keep coming back to again and again. Because the players come up with so much narrative, different games can give surprising developments which is always a nice feeling as a GM.

The Score – a one-shot plot structure

After a couple of games where I realised I might be stuck in a rut a bit when plotting out (trad) one-shots, and a pleasant day playing Scum & Villainy at North Star convention in Sheffield, I came up with this. It’s pretty formulaic – but does manage to teach the rules of a system concentrically, assuming that your order of complexity almost-matches the order here. I think it’s more suited to sci-fi or modern settings, as the final scene implies a chase or vehicle/starship combat, but I can see it working in fantasy setting too.

I’m a little bit obsessed with game/plot structure, especially in one-shots, as you can tell from this post about the basic one-shot plot, and this about location-based one-shots. Also, if you want to stretch it out to 3-sessions, there’s part 1 and part 2 of a post discussing that.

Scene 1: Get the Score

Start the game with the PCs having agreed the job and just negotiating their terms. They must negotiate with an unreliable patron – characterised by your best hammy acting as GM

Challenge: They must make some sort of social skill – success will give them extra resources for the mission and additional payment (which is irrelevant in a one-shot), failure will lead them to nothing. It’s a basic way to introduce the core mechanic that only offers additional benefits on success, with no real penalties for failure.

Scene 2: Case the Joint

The PCs then research the job using their own investigative skills. They might ask around, sneak around looking for secret entrances after dark, or rustle up contacts to help.

Challenge: Each player should get a chance at a skill check, with success getting them info from a list of relevant information, or additional benefits on the next roll.

Scene 3: Getting in

Give the PCs an obvious route in to avoid the turtling over-planning that you might get otherwise. This will not be straightforward – will their disguise hold, will they scale the walls of the tower, will they evade the magical traps?

Challenge: They will need to make an “engagement roll” – to borrow a term from Blades in the Dark – to see how their approach goes. This may be one roll, or there may be a sequence of them. Either way, the consequences are likely to tell in the next scene – the obvious way is whether they get the jump on their opponents

Scene 4: Fight!

At some point, they will encounter proper opposition – guards, droids, or whatever guards what they seek. Who has the upper hand initially can be determined by the previous scene – or whatever ambush rules your game favours

Challenge: The opposition – given that this is the only “straight” combat encounter in the game, and that the PCs stand a fair chance of gaining the initiative – can be a little tougher than the game normally recommends – and play hard, don’t be afraid to offer a genuine threat of injury or death to the players.

Scene 5: Getting out

The PCs get what they want – the bounty, the steal, whatever – and now need to get away. This will be a follow-up conflict, either using chase rules (all games should have chase rules, IMHO, don’t get me started on this – it’s why Call of Cthulhu 7th edition is the best edition), starship/vehicle combat, or just a plain old fight.

Challenge: This conflict should be balanced as per the regular rules – so that the players get to end the game on a high and bearing in mind some might be injured from your kick-ass fight earlier.

The End

You can then end the game with a denouement, in which they meet their patron again, to either back-slapping or criticism. There’s of course nothing to stop them betraying them and keeping the score for themselves, which they may well choose to do.

I’ll be posting some examples of this structure here for specific systems, but I’d be curious to hear how you’ve used, adapted, changed it for your own one-shots too.