Into the Wasps Nest – a 13th Age Glorantha One-Shot

I’ve just got back from The Kraken, the best 5 days in gaming, in Germany. I ran two 13th Age Glorantha games, and this is one I didn’t run but took along with me. I ran it first five years ago at the Furnace convention, and it’s a great way to use one of 13th Age’s ‘signature monsters,’ the Goblin Bat Cavalry, in a Glorantha game. So here it is!

It’s balanced for 5 2nd level adventurers; Patrons have access to a set of pregens for this, which makes it truly ‘ready-to-run’.

Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

Into the Wasps’ Nest

A 13th Age in Glorantha Adventure for 5 2nd-level PCs

first played at Furnace 2018

Introduction

Deep into the siege of Whitewall, your Sartarite comrades hold strong against the coming hordes outside. But rumours of the Crimson Bat awakening mean they are in dire need of air support, and so the heroes are dispatched to find out what happened to the Wasp Riders, pygmy riders of giant wasps. The last person to deal with them, you realise, is the hero Crontas – but he was last seen heading towards Troll Woods to broker a peace with the trolls there. Can you rescue Crontas and escort him to negotiate with the Wasp Riders?

Dramatis Personae

Orana is the current leader of the Sartarites in Whitewall. A tall, stout woman, she smokes a pipe filled with pungent tobacco and, while determined to never surrender to the Lunars, is a pragmatist – which is why she favours sending the heroes to negotiate instead of her soldiers

Crontas is a ‘legendary’ duck hero. He talks a bit like Peter Falk in Columbo, and is incredibly cowardly until he is persuaded or flattered into action. He’s a lovable goof, but a little older and calmer (if not wiser) than he has been in other adventures.

Gruk is the leader of a band of Kitori trolls in the Troll Woods. He has adopted Crontas as a jester, and doesn’t want him to leave.

Essa and Iva are the rightful leaders of the wasp riders. They are currently under the sway of their older, and angrier, brother Yani. They are friendly with Crontas, but have been captured by their brother

Yani is an exceptionally short, even for a pygmy, wasp rider who was insulted by Crontas when he last visited Wasp Nest. He has taken over leadership of the tribe and wants nothing to do with the Sartarites.

Scene One – In Whitewall, The Heroes

Whitewall is a near-impregnable fortress that is currently surrounded by a half-hearted Lunar army legion. The Lunars are just about able to maintain the siege, but it is certain that Whitewall has enough defences and supplies to hold out for years if needed. Orana summons the heroes to her war chambers, filled with tobacco smoke, and explains the circumstances. 

She needs to be able to call on the wasp riders for aerial support, and they are currently refusing and contact. The last ‘diplomat’ she sent was most recently sent into Troll Woods, so she wants them to make contact with him, persuade him to accompany them to Wasp Nest, and negotiate with the wasp riders.

She begins by asking the heroes of their previous heroics – each player should recount a tale of their band, in which they made a heroic act, finishing off each others tales. With this, they are sent on their way.

Scene Two – Lunar breakout

If needed, and if time allows, the heroes encounter Lunar resistance as they exit Whitewall through the tunnels. At 2nd level, this is six Dara Happan Legionaires and a Dara Happan Veteran (p310-311 of the 13G book)

Scene Three – Into Troll Woods

The heroes must now venture into the Troll Woods. These woods are full of Kitori trolls, humans that transform into trolls. Ask for a relevant DC 15 background check – success means they are able to creep up on Crontas, failure means they are ambushed and taken by the trolls to their leader, Gruk.

At Gruk’s cave, they see Crontas – an energetic Duck armed with a wooden broadsword – demonstrating his heroics to a group of onlooking Trolls, who chortle and applaud every time they hear a good bit. A DC 15 background check will reveal that they are much more laughing at him than with him.

Crontas is keen that his roll as ambassador to the Kitori trolls is vital – he is educating him in the ways of the world, just like Lhankor Mhy would. He even shows them a ridiculous beard he has fashioned for himself. He must be persuaded to accompany them – the trolls are much more fun than the serious wasp riders – even though he has been there before and will speak of Essa and Iva, and his great friend Yan, from his time with them.

It’s possible that they will have to break Crontas out if they manage to offend the trolls; if that’s the case, here’s a troll squad ready to fight. It’s 3 dark troll warriors and a troll spirit priestess (13G p295-296). These could also be an encounter on the way out of the forest, if time allows or the players look like they need it.

Scene Four – The Approach to Wasps Nest

Crontas tells them that a frontal approach to Wasp Nest is suicide – the wasp riders defend their borders forcefully, and he isn’t sure that they’ll recognise him even though the are of course great friends. He instead suggests skirting round the foothills near Dragonrise; there have been increased chaos incursions there, which mean both the Kitori and the Wasp Riders are probably steering clear.

Run this scene as a montage as in the GM’s kit. They start in the midst of thick forest with warring troll tribes all around them; they will hit the foothills soon. Any and all chaos beasts – even dragonewts – are fair game, but there will be no skill checks made.

Scene Five – Ziggurat of the Wasp Riders

As the players approach Wasp Nest, they are greeted and warned by a pygmy who approaches them – she is Essa, living out in exile. She tells them that Yan has taken control of the throne and has forbidden the wasp riders from having any contact with humans – or especially Ducks. Crontas is confident that him and Yan were great friends, but he does admit that he was sometimes the butt of his jokes. Essa pleads with them to defeat Yan and free her sister Iva, who is being held captive after she stood up to him.

They can confront Yan at the throne room. As they challenge him, Wasps Swarm around and they must face his elite guard.

The fight is with 5 wasp-riders and 1 wasp rider shaman – this could be a tough battle, so be prepared to adjust on the fly if needed. Wasp-rider stats are from the 13th Age Bestiary – p235-6 have the monster list with references for them.

Scene Six – Return to Whitewall

With Essa and Iva restored as the leaders of Wasp Nest, they are happy to lend their aid to Whitewall – the heroes can return atop the giant wasps as they see another huge red bat appear in the distance!

Wyrm’s Teeth: 13th Age Glorantha – A Retrospective on a Short Campaign

I’ve just spent a sunny afternoon prepping the final session of a short 13th Age Glorantha campaign, and it’s been great to get through a short season entirely home-written. I’ll have run 6 sessions by the time the finale is over, and we’ve taken 3 PCs from 1st level to the cusp of 4th level – we might come back to them at 4th level for a sequel, when we can rotate it back into the schedule.

While you’re reading this, I should tell you about my Patreon. Patrons get access to content 7 days before they hit this site, the chance to request articles or content, and the chance to play in one-shot games, for a very reasonable backer level of £2 per month. If you like what you read, want to support the blog, and have the funds for it, please consider supporting here. Telling people about the blog, and sharing links/retweeting is much appreciated also – thanks!

And it’s been great. I thought I’d review and share some of the prep techniques that worked for me. In fact, I’m going to look at adapting it and getting it up on the Jonstown Compendium, Chaosium’s fan-made storefront. In advance of this, Patrons are going to get sent my unedited, raw prep notes – they can let me know if they think this is a good idea.

Run What You Know

I’ve never actually run an ongoing 13th Age game before, although I’m fairly sure I’ve run more 13th Age Glorantha at conventions than anyone else over the past few years. I’ve a real love for the crunchy narrative combat / freewheeling player agency interlude bit of 13th Age, and this was a great chance to see it fly with players that were involved with it. 

So, if it isn’t too obvious, pick a game you like and ideally one you know the rules to pretty well. This gave me a good feel for making combat balanced and exciting (pretty important in a game like this) and how to handle the narrative techniques like montages.

Have A Campaign Plan

By “Campaign Plan,” I literally mean just a bullet point for each session. I didn’t follow it exactly, but it helped make prep easier as I wasn’t starting from an empty page each time – I’ll be doing this again with every season going forwards.

In fact, this was what it looked like:

  • S1 – Defeat cattle raiders, learn of encroaching chaos L1
  • S2 – Investigate chaos, learn of lunar magics upsetting balance L1
  • S3 – Secrets in the Cackling Caves – dungeoning L2
  • S4 – Consult with corrupted Silver Wolf tribe
  • S5 – Travel to Jonstown to find who could have learned of this – citycrawl beset by lunar spies L2
  • S6 – Fight the lunar spies in the Compendium / somewhere else exciting L3

We ended up going to six sessions, partly because session 1 was a sort of combined session 1 / session zero with character generation folded into it – so the first session took a couple of sessions really. Jonstown, too, ended up a bit different, because I thought it’d be a good idea to have the city burned down and besieged by Lunars. Session 6 is also completely different – they’ve dealt with a Lunar ghost and now have to find how to finally lift the curse on the lands.

Starting the campaign with a cattle raid, classic Glorantha. The presence of two rhino riders is a result of Roll20 teething problems.

Then Prep A Session At A Time

After that sketch was done, I stuck to only going one session ahead at a time. Why? Well, this allowed me to reincorporate player ideas. 13th Age has montages, hazards, and other opportunities for players to add elements to the story, and this let me re-use them in following sessions. I’ve written before about how effective reincorporation is, and this let me respond to it without having to feel like I was improvising too much.

This led to an entire session changing – I’d thought of the Cackling Caves as being a Broo encampment, but this became a corrupted Brown Elf shrine when elves were introduced in a montage the session before. I did a fair bit of checking in with the players for what they wanted more of through Stars & Wishes, too – which meant I had plenty of material to work with each session. Adding parameters, like with anything creative, usually makes things easier rather than harder, and this is a campaign I’ve genuinely enjoyed prepping.

Use Random Generators

Speaking of the Brown Elf Shrine, I actually used a random dungeon generator (well, sort of) for it – and similarly for the Silver Wolf tribe. In fact, I used the same generators each time – the tools in Kevin Crawford’s excellent Worlds Without Number. There are many more available, and although I’d recommend these, use whatever you want to spike inspiration within the parameters set.

Make Up Monsters

While 13th Age Glorantha has a great bestiary in the game, it’s also been fun to lean into 13th Age’s recommended way to freeform monsters. Most of the time I’ve either reskinned existing monsters, but I’ve also used the standard stats in 13th Age core – flavour counts for more than statistics in a game like 13th Age, and so picking up a few of these has been great.

So, a run down of how I’ve prepped a full campaign for a (relatively) trad game. I’ve learned a lot from these processes, and a lot of them I’ll use again. Are there any go-to prep techniques that you use for campaign planning? Let me know in the comments.

Sting of the Scorpion Men – a 13th Age Glorantha One-Shot

13th Age GloranthaI’ve run this one-shot, for 4th level PCs, twice now, at UK Games Expo and at BurritoCon, and it’s been a lot of fun both times. I’m not going to claim it’s the most original plot structure going, but the combination of two of Glorantha’s iconic (but less-known than Broo) Chaos beasts, Gorps and Scorpion Men, make it a lot of fun.

One note – these aren’t the same stats for Gagix Two-Barb as are included from p422 of the 13G book – she’s not got 1000 hp. If this bothers your Gloranthan versimilitude, maybe this is a Chaos body-double for Gagix, or rule that she’s weakened by the Stone Chair Man’s enchantments.

Pregenerated characters are here, if you want. The Praxian Bison Rider uses the optional Mounted Combat rules from 13th Age Monthly that you can find here. All of them have 3 of their Background points spent, with the others to be allocated as they please.

Want a 1st level 13G one-shot? My re-imagining of Gringle’s Pawnshop is here.

Sting of the Scorpion Men

A 4th level 13G adventure

Introduction

An unprovoked attack on an isolated village tells you that the poisoned Earth around Larnste’s Footprint is rising up. You will have to travel through the Fossil Woods, and evade the Chaos beasts therein, to steal Gagix Two-Barb’s sting!

The PCs begin as established adventurers – they may be Rune Lords of their cult by 4th level, and are travelling through the wilderness near the village of Stone Chair after a successful adventure. Once their, an attack by corrupted Earthbeasts leads them to investigate the Stone Chair Man, a guardian spirit, who sends them in Larnste’s Footprint to steal the sting.

If you are inserting this into an ongoing campaign, maybe the characters have been asked to travel to Stone Chair because Venkor and/or Sarooth have forseen that the enchantments that protect the village are fading, or they have dreamed of strange chaos-touched Earthbeasts attacking villagers in the area.

Characters

Sarooth the Wise is the Elder of Stone Chair. He half-expects trouble when welcoming Rune Lords to his village. Every time they come, Chaos seems to follow, and he is weary of the disturbance even as he knows he will need their help.

Venkor the Fair is Sarooth’s daughter, an Ernaldan Earth Priestess who sees to the medical needs of Stone Chair. She hates the village and that she has to stay in it, since the wards that protect it make the population healthy and well, and dreams of a more interesting assignment in Backford or Whitewall.

The Stone Chair Man is a Guardian Spirit of the Woods around Stone Chair – their influence allows the village to continue to prosper. He lives within a huge ancient stone chair in the depths of the Fossil Woods, where his Earth Beasts normally protect him. Since it was overwhelmed by chaos, he his Earth Beasts will not follow his commands, and his altar is overrun with Gorps. He appears as a ten foot tall, stick-thin man made out of stone, and his altar is a large stone chair.

Gagix Two-Barb is a vicious scorpion woman with two stingers at the end of her tail. Ensorcelled by the Stone Chair Man in this adventure, she is less of a threat than on p426 of the core book, but she is still a formidable enemy.

Scene 1 – Earth Shark Attack

The Village of Stone Chair is between Backford and Larnste’s Footprint, and is nestled precariously around the hills above Backford. A tight set of steps leads up to a small square, where preparations are underway for the heroes’ arrival.

  • The trickle of a brook and the smell of cows roasting – “More Cows!” if there is a Troll in the party – and the chatter of villagers
  • They notice Venkor the Fair looking glum, sitting outside the circle, despite Sarooth trying to introduce them
  • They ascend stairs to the flat area of Stone Chair, and can see a winding path leading into the Fossil Forest – “This way lies doom!”

The village square is laid out, a feast is upon them, and everyone is dancing and relaxing, when an earth shark attacks! They notice the earth around Venkor raises up to surround her, and she is carried away on a wave of earth.

An Earth Shark has stats as a bulette from regular 13th Age (stats available on the SRD), a L 5th-lvl wrecker. For 3 players, it is alone. Add one earthbeast (13G p301) per additional player as well.

No. of PCs Opposition
3 1 Earth Shark
4 1 Earth Shark, 1 Earthbeast
5 1 Earth Shark, 2 Earthbeasts
6 1 Earth Shark, 3 Earthbeasts

 

The Earth Shark and Earthbeasts burst out of the very ground beneath them, and damage the foundations of the village – describe the rumbling ground beneath their feet as they fight.

When they recover, Sarooth is beside himself. Not only is village under threat, but Venkor, his daughter, has been carried away. He pleads with the PCs to travel to the Stone Chair Man to see what can be done – he is sure that something must be up with the protective wards that keep the village safe.

Scene 2 – Journey to the Stone Chair Man

They need to travel through the Fossil Woods to speak to the Stone Chair Man, an ancient shaman.

  • The path is well-trodden at first, but gets more loose and overgrown
  • Soon wood and trees begin to show signs of stone, and soon it is like walking down the corridor of a cathedral of stone – the noises quieten, and they can hear nothing but an eerie silence – and the occasional odd squelch
  • Soon a brash, acid scent – not unlike fresh vomit – hits their senses – and an appropriate Background check will reveal that this is a sign of Gorps in the area.
  • The Stone Chair man is in a vast Stone Chair in the centre of a circular clearing – but they can see a huge mass of ooze atop it, tentacles going into and out of the ground as they watch.

They must defeat a Gorp to rescue the Stone Chair Man – for 3-4 players, this is a single Earth-Killer Gorp (13G p265) ; for more PCs, add additional Gorps (13G p264). Use the toxic terrain special feature – when a non-Chaos creature rolls a 1 or 2 they take damage equal to their level.

No. of PCs Opposition
3 1 Earth-Killer Gorp
4 1 Earth-Killer Gorp, plus on the 2nd round an additional 2 Gorp spawn and attack
5 1 Earth-Killer Gorp plus 2 Gorp (from each Arm)
6 1 Earth-Killer Gorp plus 2 Gorp (from each Arm)

 

Scene 3 – Speaking to the Stone Chair Man

Once the Gorp are defeated and the Stone Chair Man awakens, he tells them of a curse on the Fossil Woods, that the natural order of things has broken down and the Foulblood Forest has infested them. He tells them that the source of the infection is deep within Larnste’s footprint, and the Scorpionmen leader Gagix must be behind this. He tells them that the only way he can lift the curse is by hitting Gagix where it hurts – and asks that they bring him the sting from the end of one of her scorpion tails. With this in his possession, he can cure the poison that is infecting the Fossil Woods and the village. He can help them, too – he can use his magics to send the scorpion men into a deep sleep, which should allow the PCs to creep up on them.

He pleads with them to go, and if they agree, they feel a shifting in their perceptions as they enter the Hero Lands. They can see Larnste’s huge foot in the clouds above – and he bids them set off straight away!

Scene 4 – Into Foulblood Forest

This is a montage scene (explained here, or in the 13th Age GM’s kit), accompanied by the spirit of the Stone Chair man. They emerge eventually into the Scorpion Man ruins, and can find Gagix and her inner circle of guards at the top of a ziggurat in the centre of the scorpion men city. Stealing the sting will be easy – but it will wake up her and her guards, if not the entire city!

The initial scene (for the GM to narrate) is that the Fossil Woods end abruptly, at the edge of Larnste’s footprint – with a sheer cliff leading into fogged grasslands below. You think you can just make off the towers of the Scorpion Man towns in the distance, but there are no ways down the cliff as far as you can see – what little goat tracks you can see disappear into the distance.

As the final scene, have the players sneak into the city, which is crawling with scorpion men. Resolve the final obstacle by seeing the Stone Chair Man’s face above them, and Larnste’s foot falling, sending all the inhabitants into a deep sleep. They can ascend the steps to the palace and find Gagix softly sleeping.

Scene 5 – Steal the Sting

Within the Scorpion Man Palace:

  • There is a thick aroma of spices and strange meats, and smoke and dust are everywhere. Pools of poison dot the bare sandstone grouns.
  • There is a light snoring all around. Gagix is fast asleep, on either side of her rest her champions.
  • Tied up in cane cages around the scorpionmen are a group of villagers, including Venkar. If the fight is going badly for the PCs, allow Venkar to help – maybe she casts some healing magic on an injured PC, or she summons an Earthbeast to distract one of the Scorpionmen.
  • Assuming the PCs attempt to either kill her or cut off her stinger, she will still awaken, along with her immediate bodyguards. Who else will fight them depends on the opposition table
No. of PCs Opposition
3 Gagix and a ScorpionMan Bruiser
4 Gagix, a Bruiser, and a Warrior
5 Gagix, a Bruiser, and a Shaman
6 Gagix, a Bruiser, a Warrior and a Shaman

 

Gagix is a Scorpion Man Bruiser for the purposes of this fight – except that her ranged attack is the Shaman power. All scorpion men have the nastier specials

The Bruiser is Mesh, and old, aged Scorpionman whith countless scars across his bare torso. The Warrior is Flex, a youth not older than his teens who wears bright red armour. The shaman is a female Scorpionman, who carries a strange glowing staff.

Scene 6 – Return

They can effect their escape and return to Stone Chair with the help of the Stone Chair Man – as the rest of the city awakens and tries to avenge their leader. They return as heroes, the village saved.

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!

 

 

Gloranthan One-Shots – Ducks, Broo, and Basket-Weaving

I’m a relatively new convert to Glorantha, Greg Stafford’s legendary mythic fantasy setting, having come at it from 13th Age in Glorantha (and an extremely fun Heroquest campaign run by Newt Newport of D101 Games). It’s a big setting, and quite distinctive, and it carries with it challenges for the one-shot GM. To explore the history, the culture, the excitement, without the game turning into a mythology seminar, is a challenge.

Choose Your (Bronze) Weapons Wisely

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Crontas the Duck, true spirit of Glorantha, by John Ossoway

There are now a wide range of systems available for your Glorantha game. If you want a high-falutin action game of mythic heroes, I’d suggest Heroquest Glorantha (HQ) or 13th Age in Glorantha (13AIG). The former is rules-light narrative – of the sort that can turn off a particular kind of trad gamer; the latter is D&D-esque rules-crunchy narrative. In either case, you can expect to put some players off with your system if you’re running at a convention – but you always run this risk. I have run 13AIG for at least one dyed-in-the-wool D&D-hater and they loved it, so you never know.

If you prefer proper trad, you want to turn to either RuneQuest Classic (RQC) (which is an old-school game in the truest sense, a reprint of an old edition from back when Hit Locations were the new shiny thing) or Runequest Glorantha (RQG) (the latest Chaosium release, which walks a tightrope – largely successfully, although I am working my way up to a review here – between old-school hit location simulationism and mythic rune-channelling excitement). RQG feels a lot like an old-school game redesigned to work in this day and age, and it’s no bad thing for that.

My own one-shot preferences veer toward 13AIG or HQ, but that’s because I like high-action, resilient heroes, and am not very good at running games where combat can end quickly with a lucky roll and a severed limb. Whatever you’re running, be sure to use the rules to inform the one-shot – 13AIG works best with set-piece battles like any other 13th Age game, whereas RQG and RQC work best where combat is possible but avoidable, and the players have ways to use clever play to mitigate the awful risks of adventuring through using their cunning.

Stick a Myth on It – the Backstory is the Story

I have a tried-and-tested method for Glorantha adventure / one-shot design. Design a normal fantasy one-shot, then write a myth from the old times of the Gods that relates to it. Add in references and throwbacks to that myth with a heavy hand, so that towards the climax of the adventure the PCs could almost be following that very myth, and proceed as usual.

Think of it in comparison to a ‘standard’ D&D adventure – you might explore an old ruin full of goblins, to discover the evil sorcerer who has gathered them around him. In your D&D adventure, you might have that the ruin was built by an ancient civilisation, and throw in weird frescoes on the walls of the ruins, living quarters, suggestions of the previous occupants.

In Glorantha, the previous occupants, and the history of the ruins, should be up front and personal in every room. It won’t be goblins, of course (broo?), and the sorcerer might well be possessed by the spirit of one of these ancient builders when they meet him. As they venture deeper into the ruins, they will almost come alive again for them, as if the civilisation lives again and they are exploring it anew.

Use the Cool Stuff

There’s a lot of  very cool ‘stuff’ in Glorantha. Disease-ridden chaos broo, Jack O’Bears with maddening gazes, gorps, those weird humanoid tapir things – even ducks! If you’re running a one-shot, try and add a few of these in to your game to make it feel more ‘Glorantha.’

And a note on the Lunars – the Roman/Persian-ish civilised invaders who are often the default human enemy. Try to make them simultaneously sympathetic (as fellow humans just like the PCs) and disturbingly alien (with their strange sorceries and cities). In all those other fantasy RPGs, the PCs are the lunars, fighting the strange barbarians with their shamans and weird rune rituals.

Source Some Resources

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HiG 7 cover by Stewart Stansfield

When I first started getting into I joined a G+ forum about it, and the first query that hit me from it was a question about dentistry in Orlanthi culture. I kid you not. My innocent query about a good introduction to general Gloranthan culture was met with a recommendation to read a long-out-of-print supplement. Glorantha used to be, relatively speaking, inaccessible.

This is not the case now. Chaosium’s website has links to not only all the games above, but a wealth of supplements, some of which focus more on playable adventures and less on dentistry practices. Chaosium also have a great presence now on forums and social media – questions on their Facebook group often get answers from the game designers, for instance, so it’s easy to engage with them.

The single publication that made me ‘get’ Glorantha was Gloranthan Adventures 1, from D101 Games. It is a selection of short one-shot adventures for HQG, and an in-depth article on writing Gloranthan adventures, all of which serve to demystify the setting and put it in terms that a novice can understand. My other formula for prepping Gloranthan one-shots is just to run or adapt one of these adventures, if I’m honest.

And finally, you’ll forgive me for plugging the writing that inspired this post. Available for pre-order, and highly likely to be in print before the game it’s written for, my own adventure The Beard of Lhankor Mhy is published in Hearts in Glorantha 7, a fanzine from D101 Games. It’s a straight-up 13AIG adventure for 2nd-level heroes that tries to bridge the standard fantasy one-shot with the mythic, and it even comes with a set of pregenerated Orlanthi characters. So snap it up!

Where I’m At – Seven Hills, Liminal, Go Play Leeds and other stuff

Burn After Running is nearly a year old! I thought I’d share what I’ve been up to recently, and what is coming in the immediate future.

Seven Hills

At the end of March I attended Seven Hills, a games convention in Sheffield. Paul Mitchener has organised it for the past 5 years, and announced prior to the convention that he’s stepping back from this – and I’m pleased to announce that I’ll be taking over from him! I’ve got a team of people who actually know what they’re doing behind me, of course, and Paul has left a very successful format that I don’t intend to mess with, but it’s exciting and daunting in equal measure. We’ve tried to revitalise the “themed” format of the convention by making an executive decision about next year’s theme – so Seven Hills 2019 will be Historical.

I ran two games at Seven Hills 2018, and both went well, from what I can tell. Unusually for me, I didn’t follow the name of this blog, and ran games that I’d previously run – which made my prep significantly easier. I ran the Emerald of the Ice Queen for 7th Sea 2nd edition, which I’ve blogged about here, and it went sufficiently smoothly for me to start writing up my notes to share on here. 7th Sea really is a loosey-goosey system, which holds together more from shared enthusiasm and keeping the plot moving, and my players were very helpful in making sure this happened. I’m going to be running much more 7th Sea, and I’m happy that I managed to get a ‘starter set’ adventure written that was a lot of fun. I’m going to write up the adventure into a playable form and stick in on here in due course – the pregens are already available to download here.

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Crontas the Duck – as featured in The Beard of Lhankhor Mhy, in 13th Age in Glorantha (art by John Ossoway, one of my players the first time round)

I also ran 13th Age Glorantha, which was a blast, and similarly an ‘introduction to the system’ sort of game. I’m tidying this up to send off to be published in Newt Newport’s Hearts in Glorantha fanzine, so watch out for that, but I’m pleased that I managed to combine explaining the system with blagging my limited knowledge of the basket-weaving mythic nonsense that is Glorantha.

I got to play as well of course, although I had to leave early so dropped out of a chance to play Mutant Year Zero Mechatron, which I hear went really well. I’ve been meaning to run Blades in the Dark for ages, and so jumped at the chance to play it with Pete Atkinson at the helm, and it confirmed my suspicions that it is a game right up my street. I didn’t expect the setting to ooze through quite as much as it did – but we couldn’t help but feel the steampunk desperation vibe as our created-at-the-table crew staged an ill-fated raid on a rival gangs coffers. I got to play the Face of the group and I got to spam my character’s disguise skills.

And I got to play Earthdawn, the styled “greatest RPG ever made,” with Gaz from the Smart Party in the GM’s chair. It was a lot of fun, although also a great reminder of what 90s games were like, as we all remembered what Perception checks – and not making them – meant. Earthdawn has a slightly funky – and almost certainly uneven – dice ranking system, meaning that any bonuses or penalties result in you rolling a completely different set of dice for every ability, but it didn’t seem to slow us down too much, even if I did pick a Nethermancer (wizard) with 4 pages of character sheet. The plot was an interesting investigation into betrayal and familial guilt that surprised me in its complexity, and we had much more roleplaying than rolling dice – probably for the best given the shonky system.

Other gaming

I’ve started playing some online D&D (5e) over Roll20 – one session in, and it’s great. I have loads of tactical options every round, and this is even playing a cleric! By picking the War domain I’ve managed to be a fairly capable front-line fighter, although I don’t think I can dole out as much healing as the rest of the party was hoping for. I’m still iffy about the square-countiness of the grid, but I’m getting there with it.

Go Play Leeds has had a minor hiatus while we source a new venue, but we have a great one lined up which will be revealed in good time. The start of this year has seen a big rise in people coming who are returning to RPGing or have never played before, and so many new faces makes me feel positive about the hobby.

It’s not tabletop RPGing, but I’ve just started getting my head down in Assassin’s Creed Origins; I’ve just got to Alexandria and hit the open-world segment proper of the game. Can’t help but get a hankering to run some Hunters of Alexandria now!

Liminal

And I’ve just sent off my first piece of writing for the Liminal RPG, which I’m involved in with a team of great UK RPG designers (and me). The team is already overflowing with ideas for our British Urban Fantasy setting, and as we bounce folk tales off each other and build on one another’s ideas it feels like we’ll have a really great RPG at the end of it.

I’m involved in editing, writing some Case Files (adventures), and a sourcebook on Vampires. What started as a kickstarter for a new RPG has turned into an entire game line, with books on Mages, Fae, Werewolves, and specific location books for London and Newcastle as well as  big gazetteer of the setting, and it should keep us all busy for a while!