TEXT:  
   
   
   
  13th Age: The Two-Hour Demo 
  By	
    Rob	
    Heinsoo	
    
  Edited	
    by	
    Cal	
    Moore	
    and	
    Wade	
    Rockett	
    
  ©	
    2012	
    Fire	
    Opal	
    Media.	
    All	
    rights	
    reserved	
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
  Product  Identity:  The  following  items  are  hereby  identified  as  Product  Identity,  as  defined  in  the  Open  Game  License  version  1.0a,  
  Section  1(e),  and  are  not  Open  Content:  All  trademarks,  registered  trademarks,  proper  names  (characters,  icons,  place  names,  new  
  deities,  etc.),  dialogue,  banter  and  comments  from  Jonathan  and  Rob,  plots,  story  elements,  locations,  characters,  artwork,  and  trade  
  dress.  (Elements  that  have  previously  been  designated  as  Open  Game  Content  are  not  included  in  this  declaration.)  
    
  Open  Content:  Except  for  material  designated  as  Product  Identity  (see  above),  the  game  mechanics  of  this  Fire  Opal  Media  game  
  product  are  Open  Game  Content,  as  defined  in  the  Open  Gaming  License  version  1.0a  Section  1(d).  No  portion  of  this  work  other  
  than  the  material  designated  as  Open  Game  Content  may  be  reproduced  in  any  form  without  written  permission.  
    
  13th  Age  is  published  by  Pelgrane  Press  under  the  Open  Game  License  version  1.0a  Copyright  2000  Wizards  of  the  Coast,  Inc.  13th  
  Age  is  a  trademark  of  Fire  Opal  Media.  ©2012  Fire  Opal  Media.  All  rights  reserved.  
  www.fireopalmedia.com  and  www.pelgranepress.com.  
  	
    
  
  The  Free-­‐‑form  Plan  
  When  I  first  created  this  13th  Age  demo  for  PAX  
  Prime  2012,  I  wanted  it  follow  a  different  pattern  
  than  the  rigid  convention  demos  I’ve  run  for  
  other  games.  The  results  were  a  success,  so  I  
  wanted  to  share  this  (somewhat  more  polished)  
  version  with  the  world  at  large.  GMs  whose  
  groups  want  to  try  the  13th  Age  before  making  it  
  a  regular  thing  will  find  that  it  showcases  the  
  story-­‐‑driving  elements  that  make  the  game  cool  
  and  unique:  
  • 
  Backgrounds  
  • 
  Icon  relationships  
  • 
  One  Unique  Thing  
    
  Instead  of  starting  with  the  standard  RPG  demo  
  notion  that  there  is  a  single  fixed  adventure  that  
  everyone  will  experience,  this  one  requires  a  bit  
  of  improvisation  and  invention  by  the  GM  as  
  well  as  by  the  players.  
    
  Getting  Started  
  Provide  your  players  with  a  large  number  of  
  pre-­‐‑generated  2nd  level  characters  to  choose  
  from,  and  minis  to  use  with  them.  (We’ll  be  
  sharing  some  pre-­‐‑gens  on  the  Pelgrane  Press  
  website  soon.)  Ability  scores,  powers,  and  feats  
  will  all  be  selected,  and  have  their  math  worked  
  out  for  easy  play.  But  don’t  fill  out  the  One  
  Unique  Thing,  backgrounds,  or  icon  
  relationships.  
    
  If  you  are  an  experienced  13th  Age  GM,  you  can  
  tweak  any  of  what  follows  to  suit  yourself.  
    
  At  the  start  you’ll  want  to  get  a  feel  for  how  
  many  people  already  know  the  13th  Age  rules.  
  Odds  are  they  won’t.  So  the  follow  up  question  
  is  whether  they  have  played  d20  games.  If  you  
  have  people  who  never  played  d20  fantasy  
  games,  you’re  in  for  a  slightly  tougher  demo  but  
  hopefully  you  can  get  other  players  to  help  the  
  newcomers.  (I  didn’t  have  any  pure  newbies  at  
  GenCon.)  
    
  Character  Generation  
  The  first  hour  or  so  (faster  if  players  turn  out  be  
  experienced  with  13th  Age)  should  be  spent  
  introducing  13th  Age  by  helping  players  generate  
  uniques,  backgrounds,  and  icon  relationships.  
  Use  the  illustrations  of  the  icons  found  on  the  
  13th  Age  Google+  and  Facebook  pages,  and  the  
  Icon  Relationships  Master  Chart  from  the  13th  
  Age  core  rulebook,  to  help  players  figure  out  
  how  their  characters  should  relate  to  the  icons.  
    
  Players  may  start  a  bit  leery.  They’ll  get  more  
  and  more  into  the  process  as  they  understand  
  just  how  cool  it  is  to  be  able  to  make  up  their  
  own  One  Unique  Thing.  
    
  When  you  explain  how  backgrounds  are  used  in  
  place  of  allocating  skill  points,  and  that  the  
  player  gets  to  add  story  elements  to  the  world  if  
  that’s  what  they  want,  players  get  fully  into  it.  
  Take  moments  now  and  then  to  explain  how  
  their  choices  might  play  out  in  a  full  campaign  
  instead  of  in  the  single  hour  session  you’re  
  going  to  be  able  to  play.  
    
  The  Encounter  
  The  last  hour  of  the  demo  is  spent  playing  
  through  a  single  combat  encounter.  We’ll  get  to  
  how  you’re  going  to  set  up  the  story  of  that  
  encounter  in  a  moment,  but  first  I  want  to  fill  
  you  in  on  how  to  handle  the  nuts  and  bolts.  
    
  This  demo  includes  four  different  monster  
  groups  that  are  appropriate  and  fun  for  fighting  
  a  2nd  level  party.  (FYI,  I’m  skipping  a  couple  
  low-­‐‑level  monsters  that  have  feel-­‐‑bad  
  mechanics,  like  kobolds,  which  take  no  damage  
  on  a  miss.)  If  possible,  have  minis  for  these  
  monster  groups  available.  If  the  story  you  come  
  up  with  puts  some  of  these  monsters  together,  
  more  power  to  you.  
    
  	
    
    
  
  The  monster  groups  follow  these  starting  notes:  
  • 
  Orcs  
  • 
  Gnolls  +  imp  
  • 
  Zombies  +  ghoul  
  • 
  Lizardmen  +  ogre  reskinned  as  a  giant  
  lizardman.  
    
  You’ll  be  choosing  which  monster  group  you  
  want  to  weave  into  the  group’s  story,  based  in  
  part  on  icon  relationships  and  enemies  and  
  backgrounds.  
    
  Weaving  the  Encounter  into  the  Group’s  Story  
  Here’s  where  each  demo  session  gets  to  be  
  exciting  and  different  for  the  GM.  You’ll  be  
  listening  to  the  player’s  stories  about  their  
  characters,  their  One  Unique  Thing.  You’ll  be  
  helping  them  sort  through  their  icon  
  relationships  and  making  up  fun-­‐‑sounding  
  backgrounds.  
    
  What  you  need  is  some  common  element  to  start  
  telling  the  story  of  how  the  characters  know  
  each  other.  Obviously  you’re  not  likely  to  be  
  able  to  make  up  one  simple  story  to  bring  
  everyone  together,  but  if  you  can  get  a  few  
  characters  linked,  the  rest  come  along.  
    
  In  one  demo  at  GenCon  I  noticed  that  three  PCs  
  felt  like  bandit/outlaw/former  cultist  types  and  
  two  PCs  felt  like  agents  of  the  Emperor  or  
  lawmen.  So  when  the  PCs  were  introduced  to  
  the  action,  I  said  that  the  session  was  starting  
  out  as  a  classic  spaghetti  Western  face-­‐‑off,  
  bandit  vs.  pursuers.  Then  I  let  each  player  vote  
  on  which  side  they  saw  themselves  as  one  of  the  
  bandits  turned  out  to  be  faking  as  a  bounty  
  hunter.  Of  course,  the  PCs  didn’t  end  up  
  fighting  each  other:  the  real  bandits  turned  up  
  before  the  first  initiative  roll  was  made,  but  this  
  was  a  way  to  get  very  disparate  PCs  onto  the  
  same  table.  
    
  Using  Icon  Relationship  Rolls…for  Treasure!  
  Each  time  I’ve  run  the  free-­‐‑form  demo,  I’ve  told  
  the  PCs  about  the  crazy  battle  they’re  about  to  
  be  part  of,  or  set  their  minis  down,  and  then  
  given  them  each  an  icon  relationship  roll.  
  Characters  that  succeed  get  a  flashback  where  
  someone  related  to  the  icon  gives  them  
  information  or  a  magic  item  or  some  other  
  advantage  that  will  play  out  in  the  encounter  
  that’s  about  to  happen.  With  five  or  six  players  
  at  the  table,  someone  is  going  to  succeed.  The  
  players  who  don’t  succeed  in  their  rolls  still  get  
  to  see  how  the  mechanics  play  out  in  ways  that  
  affect  the  upcoming  battle.  
    
  So  yes,  this  is  giving  out  treasure  before  the  
  fight!  There  are  two  pages  of  Demo  Treasures  
  attached  at  the  end  of  this  file  with  bonus  
  descriptions  added  by  Cal  Moore.  Select  
  worthwhile  treasures  from  this  list  unless  you’re  
  experienced  enough  with  the  game  to  give  out  
  others  you  already  know.  
    
  If  you  do  give  out  any  treasure,  this  is  the  
  moment  to  mention  that  13th  Age  magic  items  are  
  alive,  provide  roleplaying  personality  quirks  for  
  players  who  enjoy  that  type  of  thing,  and  will  
  take  over  your  character  if  you  have  more  magic  
  items  than  your  level.  
    
  Using  Icon  Relationship  Rolls…  for  Information!  
  You  may  want  to  give  a  character  interesting  
  information  that  will  help  them  in  the  upcoming  
  encounter.  The  simplest  thing  is  to  tie  story  
  information  to  a  bonus  to  initiative.  Or  a  bonus  
  against  a  particular  monster.  Or  you  may  have  a  
  better  possibility  suggest  itself  because  of  the  
  story  you  set  up.  
    
  Running  the  Battle  
  There  probably  won’t  be  enough  time  to  use  
  icon  relationship  rolls  during  the  fight.  
  (Although  in  one  PAX  Prime  demo,  a  player  
  remembered  that  his  successful  icon  roll  for  the  
  Lich  King  hadn’t  come  into  play  yet,  and  used  it  
  to  define  an  unspecified  item  he  was  carrying  
  and  alter  the  course  of  the  battle.)  
    
  Get  a  player  to  track  initiative  for  you.  
    
  Remember  to  bump  the  escalation  die  up  by  1  at  
  the  end  of  each  round  after  the  first.  
    
  
  Tell  people  that  creatures  are  either  near  each  
  other  (one  move  and  attack),  or  far  away  (two  
  moves),  or  sometimes  engaged!  
    
  Things  Not  to  Worry  About  
  Play  terrain  any  way  you  like,  but  don’t  worry  
  about  it.  There  isn’t  really  time  to  get  deeply  into  
  terrain  action  when  people  are  playing  for  the  
  first  time.  The  ease  of  simply  moving  your  
  characters  around  and  attacking  should  be  the  
  priority.  
    
  If  you  don’t  know  13th  Age  already,  grab  any  
  style  of  fantasy  terrain/setting  as  the  location  of  
  the  battle.  Miserable  swamps,  ruined  temples,  
  ghost  towns,  haunted  orchards,  regenerating  
  graveyards,  living  dungeons,  spiral  towers,  
  woodlands,  grumbling  volcanoes—they  all  exist  
  somewhere  in  13th  Age.  
    
  Oh,  yeah:  and  most  importantly,  have  fun!  
  
  GNOLLS	
    &	
    DEMONS  
  Use  these  monsters  if  the  PCs  seem  to  be  
  enemies  of  the  Diabolist,  or  if  they’re  on  the  side  
  of  the  High  Druid  or  even  the  Crusader,  or  if  
  you  want  them  fighting  demon  cultists.  
    
  This  is  a  tough  little  fight;  if  you  get  the  feeling  
  that  the  PCs  are  gonna  have  trouble  or  you  are  
  short  on  time,  subtract  a  gnoll  savage.  
    
  Vs.  4  PCs  
  2  x  gnoll  savage  
  2  x  gnoll  ranger  
    
  Vs.  5  PCs  
  2  x  gnoll  savage  
  2  x  gnoll  ranger  
  1  x  gnoll  war  chief  
    
  Vs.  6  PCs  
  1  x  gnoll  savage  
  2  x  gnoll  ranger  
  1  x  imp  
  1  x  gnoll  war  leader  
    
  Gnoll	
    Savage	
    
  3rd	
    level	
    troop	
    [humanoid]	
    
  Initiative:	
    +7	
    
  	
    
  Spear	
    +7	
    vs.	
    AC—10	
    damage	
    
  Pack	
     ferocity:	
     If	
     more	
     than	
     one	
     gnoll	
     is	
    
  engaged	
     with	
     the	
     target,	
     each	
     gnoll	
     melee	
    
  attack	
     that	
     misses	
     that	
     target	
     deals	
     half	
    
  damage.	
    
  	
    
  R:	
    Thrown	
    spear	
    +6	
    vs.	
    AC—8	
    damage	
    
  	
    
  AC	
    19	
    
  PD	
    16	
    
  	
    
  HP	
    42	
    
  MD  13  
    
    
    
    
  Gnoll	
    Ranger	
    
  	
    
  3rd	
    level	
    archer	
    [humanoid]	
    
  Initiative:	
    +9	
    
  	
    
  Hand	
    axes	
    +6	
    vs.	
    AC	
    (2	
    attacks)—6	
    damage	
    
  Pack	
     ferocity:	
     If	
     more	
     than	
     one	
     gnoll	
     is	
    
  engaged	
     with	
     the	
     target,	
     each	
     gnoll	
     melee	
    
  attack	
     that	
     misses	
     that	
     target	
     deals	
     half	
    
  damage.	
    
  	
    
  R:	
    Longbow	
    +8	
    vs.	
    AC—8	
    damage	
    
  Natural	
    even	
    hit	
    or	
    miss:	
    The	
    gnoll	
    can	
    make	
    a	
    
  second	
    longbow	
    attack	
    (no	
    more)	
    as	
    a	
    free	
    
  action.	
    
  	
    
  Quick	
    shot:	
    When	
    the	
    gnoll	
    ranger	
    is	
    unengaged	
    
  and	
    an	
    enemy	
    moves	
    to	
    engage	
    it,	
    roll	
    a	
    d20.	
    
  On	
     a	
     11+,	
     the	
     gnoll	
     ranger	
     can	
     make	
     a	
    
  longbow	
    attack	
    against	
    that	
    enemy	
    as	
    a	
    free	
    
  action	
    just	
    before	
    being	
    engaged.	
    
  	
    
  AC	
    18	
    
  PD	
    17	
    
  	
    
  HP	
    46	
    
  MD	
    14	
    
  	
    
  	
    
  Nastier	
    Specials	
    {{Use	
    this	
    if	
    the	
    fight	
    seems	
    too	
    
  easy!}}	
    
  Blood	
    fury:	
    +1d10	
    melee	
    damage	
    if	
    the	
    gnoll	
    or	
    
  its	
    target	
    is	
    staggered.	
    
  	
    
  	
    
  	
    
  
  Gnoll	
    War	
    Leader	
    
  	
    
  4th	
    level	
    leader	
    [humanoid]	
    
  Initiative:	
    +8	
    
  	
    
  Heavy	
    flail	
    +9	
    vs.	
    AC—14	
    damage	
    
  Natural	
    even	
    hit	
    or	
    miss:	
    The	
    target	
    is	
    marked	
    
  for	
     death;	
     until	
     the	
     end	
     of	
     the	
     battle,	
     all	
    
  gnoll	
     attacks	
     against	
     the	
     target	
     gain	
     an	
    
  attack	
    bonus	
    equal	
    to	
    the	
    escalation	
    die.	
    
  Pack	
     ferocity:	
     If	
     more	
     than	
     one	
     gnoll	
     is	
    
  engaged	
     with	
     the	
     target,	
     each	
     gnoll	
     melee	
    
  attack	
     that	
     misses	
     that	
     target	
     deals	
     half	
    
  damage.	
    
  	
    
  AC	
    20	
    
  PD	
    17	
    
  	
    
  HP	
    56	
    
  MD	
    14	
    
  IMP	
    
  A	
    batwinged	
    ball	
    of	
    chaos	
    with	
    a	
    taste	
    for	
    
  torture	
    where	
    other	
    demons	
    would	
    choose	
    to	
    
  slay.	
    
  3rd	
    level	
    spoiler	
    [demon]	
    
  Initiative:	
    +8	
    
  	
    
  Festering	
     claws	
     +7	
     vs.	
     AC—3	
     damage,	
     and	
     5	
    
  ongoing	
    damage	
    
  	
    
  R:	
     Blight	
     jet	
     +7	
     vs.	
     PD—7	
     damage,	
     and	
     the	
    
  target	
    is	
    dazed	
    (save	
    ends)	
    
  First	
     natural	
     16+	
     each	
     turn:	
     The	
     imp	
     can	
    
  choose	
    one:	
    the	
    target	
    is	
    weakened	
    instead	
    
  of	
    dazed;	
    OR	
    the	
    imp	
    can	
    make	
    a	
    blight	
    jet	
    
  attack	
     against	
     a	
     different	
     target	
     as	
     a	
     free	
    
  action.	
    
  	
    
  Curse	
     aura:	
     Whenever	
     a	
     creature	
     attacks	
     the	
    
  imp	
     and	
     rolls	
     a	
     natural	
     1–5,	
     that	
     creature	
    
  takes	
    1d10	
    psychic	
    damage.	
    
  	
    
  Flight:	
    Imps	
    are	
    hard	
    to	
    pin	
    down	
    because	
    they	
    
  fly.	
    Not	
    that	
    fast	
    or	
    well,	
    but	
    you	
    don’t	
    have	
    
  to	
     fly	
     well	
     to	
     fly	
     better	
     than	
     humans	
     and	
    
  elves.	
    
  	
    
  AC	
    20	
    
  PD	
    13	
    
  	
    
  HP	
    40	
    
  MD	
    16	
    
    
  
  Lizardmen	
    Working	
    for	
    the	
    
  Three	
    
  Use  these  lizardmen  as  the  monsters  if  the  PCs  
  could  be  enemies  of  the  Three,  or  enemies  of  the  
  High  Druid  in  a  place  that  civilization  is  
  violently  unwelcome.  
    
  Vs.  4  PCs  
  1  x  giant  dragonman  
  2  x  lizardman  savage  
    
  Vs.  5  PCs  
  1  x  giant  dragonman  
  3  x  lizardman  savage  
    
  Vs.  6  PCs  
  1  x  giant  dragonman  
  4  x  lizardman  savage  
  	
    
  Giant	
    Dragonman	
    
  Large	
    3rd	
    level	
    troop	
    [humanoid]	
    
  Initiative:	
    +5	
    
  	
    
  Big	
    honkin’	
    club	
    +7	
    vs.	
    AC,	
    18	
    damage	
    
  Miss:	
    Half	
    damage.	
    
  	
    
  Breathin’	
    fire:	
    Instead	
    of	
    disengaging,	
    the	
    
  dragonman	
    can	
    breathe	
    as	
    a	
    quick	
    action;	
    
  +9	
    vs.	
    PD	
    (each	
    enemy	
    engaged	
    with	
    
  dragonman)—1d6	
    fire	
    damage,	
    and	
    the	
    
  dragonman	
    pops	
    free	
    from	
    the	
    target.	
    
  	
    
  AC	
    19	
    
  PD	
    16	
    
  	
    
  HP	
    90	
    
  MD	
    12	
    
  	
    
  	
    
  Lizardman	
    Savage	
    
  You	
     might	
     think	
     that	
     they	
     stick	
     with	
     the	
    
  traditional	
    stone	
    weapons	
    of	
    their	
    ancestors	
    as	
    
  a	
     form	
     of	
     conscious	
     ancestor	
     worship.	
     But	
    
  actually	
     they	
     just	
     like	
     the	
     way	
     stone	
     sounds	
    
  when	
    it’s	
    going	
    through	
    bone.	
    
  	
    
  2nd	
    level	
    wrecker	
    [humanoid]	
    
  Initiative:	
    +6	
    
  	
    
  Stone-­‐tip	
    spear	
    (or	
    club)	
    +7	
    vs.	
    AC—7	
    damage	
    
  Natural	
    16+:	
    The	
    lizardman	
    savage	
    can	
    make	
    
  a	
     bite	
     attack	
     against	
     the	
     target	
     or	
     another	
    
  creature	
    engaged	
    with	
    it	
    as	
    a	
    free	
    action.	
    
  	
    
  [Special	
    trigger]	
    Bite	
    +7	
    vs.	
    AC—5	
    damage,	
    and	
    
  the	
     lizardman	
     savage	
     can	
     make	
     a	
     ripping	
    
  frenzy	
    attack	
    against	
    the	
    target	
    as	
    a	
    standard	
    
  action	
    during	
    its	
    next	
    turn	
    if	
    it’s	
    engaged	
    with	
    
  that	
    target	
    
  	
    
  [Special	
     trigger]	
     Ripping	
     frenzy	
     +9	
     vs.	
     AC	
     (3	
    
  attacks)—5	
    damage	
    
  	
    
  R:	
    Thrown	
    spear	
    +6	
    vs.	
    AC—5	
    damage	
    
  	
    
  AC	
    17	
    
  PD	
    16	
    
  	
    
  HP	
    32	
    
  MD	
    12	
    
  	
    
  	
    
  
  Orcs	
    
  Fight  orcs  if  the  PCs  seem  to  be  enemies  of  the  Orc  
  Lord;  or  if  the  PCs  are  allied  with  the  Emperor  or  
  Dwarf  Lord;  or  if  you  want  monsters  who  could  be  
  trying  to  wreck  most  anything.    
  This  is  an  easy  fight  at  the  4  PC  and  5  PC  
  thresholds;  to  make  it  tough  like  the  other  fights,  add  
  another  berserker  or  throw  in  a  lizardman  or  
  whatever  makes  you  happy.  
    
  Vs.  4  PCs  
  1  x  orc  berserker  
  1  x  orc  shaman  
  3  x  orc  warriors  
    
  Vs.  5  PCs  
  2  x  orc  berserker  
  1  x  orc  shaman  
  3  x  orc  warriors  
    
  Vs.  6  PCs  
  2  x  orc  berserker  
  2  x  orc  shaman  
  4  x  orc  warriors  
  Orc	
    Berserker	
    
  2nd	
    level	
    troop	
    [humanoid]	
    
  Initiative:	
    +5	
    
  	
    
  Greataxe	
    +7	
    vs.	
    AC—8	
    damage	
    
  Dangerous:	
     The	
     crit	
     range	
     of	
     attacks	
     by	
     orcs	
    
  expands	
    by	
    3	
    unless	
    they	
    are	
    staggered.	
    
  	
    
  Unstoppable:	
    When	
    an	
    orc	
    berserker	
    drops	
    to	
    0	
    
  hp,	
     it	
     does	
     not	
     immediately	
     die.	
     Ignore	
     any	
    
  damage	
    in	
    excess	
    of	
    0	
    hp,	
    roll	
    2d6,	
    and	
    give	
    
  the	
    berserker	
    that	
    many	
    temporary	
    hit	
    points.	
    
  No	
    other	
    healing	
    can	
    affect	
    the	
    berserker	
    or	
    
  give	
     it	
     more	
     temporary	
     hit	
     points:	
     when	
     the	
    
  temporary	
    hp	
    are	
    gone,	
    the	
    berserker	
    dies.	
    
  	
    
  AC	
    16	
    
  PD	
    15	
    
  	
    
  HP	
    40	
    
  MD	
    13	
    
  Orc	
    Shaman	
    
  	
    
  2nd	
    level	
    leader	
    [humanoid]	
    
  Initiative:	
    +5	
    
  	
    
  Spear	
    +6	
    vs.	
    AC,	
    6	
    damage	
    
  Dangerous:	
     The	
     crit	
     range	
     of	
     attacks	
     by	
     orcs	
    
  expands	
    by	
    3	
    unless	
    they	
    are	
    staggered.	
    
  	
    
  R:	
     Battle	
     curse	
     +7	
     vs.	
     MD	
     (1d3	
     nearby	
    
  enemies)—4	
    psychic	
    damage,	
    and	
    for	
    the	
    rest	
    
  of	
    the	
    battle,	
    melee	
    attacks	
    by	
    orcs	
    deal	
    +1d4	
    
  damage	
    against	
    the	
    target	
    (non-­‐cumulative)	
    
  	
    
  AC	
    18	
    
  PD	
    12	
    
  	
    
  HP	
    36	
    
  MD	
    16	
    
  	
    
  	
    
  Orc	
    Warrior	
    
  1st	
    level	
    troop	
    [humanoid]	
    
  Initiative:	
    +3	
    
  	
    
  Jagged	
    sword	
    +6	
    vs.	
    AC—6	
    damage	
    
  Dangerous:	
     The	
     crit	
     range	
     of	
     attacks	
     by	
     orcs	
    
  expands	
    by	
    3	
    unless	
    they	
    are	
    staggered.	
    
  	
    
  AC	
    16	
    
  PD	
    14	
    
  	
    
  HP	
    30	
    
  MD	
    10	
    
  	
    
  	
    
  
  Undead	
    
  Use  the  Undead  if  the  players  seem  like  enemies  
  of  the  Lich  King  or  if  you  just  feel  like  watching  
  them  fight  undead.  
    
  Vs.  4  PCs  
  1  x  ghoul  
  2  x  zombies  
  5  x  newly  risen  ghouls  
    
  Vs.  5  PCs  
  2  x  ghouls  
  2  x  zombies  
  3  x  newly  risen  ghouls  
    
  Vs.  6  PCs  
  3  x  ghouls  
  2  x  zombies  
  3  x  newly  risen  ghouls  
    
  Ghoul	
    
  They  hunger  only  for  what  they  used  to  be.  
  	
    
  3rd	
    level	
    spoiler	
    [undead]	
    
  Initiative:	
    +8	
    
  Vulnerability:	
    holy	
    
  	
    
  Claws  and  bite  +8  vs.  AC—8  damage  
  Natural   even   hit:   The   target   is   vulnerable  
  (attacks  vs.  it  have  crit  range  expanded  by  2)  to  
  attacks   by   undead   until   the   end   of   the  
  ghoul’s  next  turn.  
    
  Pound   of   flesh:   The   ghoul’s   claws   and   bite   attack  
  deals  +4  damage  against  vulnerable  targets.  
    
  Infected  bite:  Any  creature  that  is  slain  by  a  ghoul  
  and  not  consumed  will  rise  as  a  ghoul  the  next  
  night.  
  	
    
  AC	
    18	
    
  PD	
    16	
    
  	
    
  HP	
    36	
    
  MD	
    12	
    
  	
    
  Newly-­‐risen	
    Ghoul	
    
  Newly	
    slain,	
    barely	
    conscious,	
    terribly	
    hungry.	
    
  2nd	
    level	
    mook	
    [undead]	
    
  Initiative:	
    +5	
    
  Vulnerability:	
    holy	
    
  	
    
  Scrabbling  claws  +7  vs.  AC—3  damage  
  Natural  16+  The  target  is  vulnerable  (attacks  vs.  
  it  have  crit  range  expanded  by  2)  to  attacks  by  
  undead   until   the   end   of   the   ghoul’s   next  
  turn.  
    
  Pound	
     of	
     flesh:	
     The	
     newly-­‐risen	
     ghoul’s	
    
  scrabbling	
     claws	
     attack	
     deals	
     +2	
     danmage	
    
  against	
    vulnerable	
    targets.	
    
  	
    
  AC	
    17	
    
  PD	
    15	
    
  	
    
  HP	
    9	
    (mook)	
    
  MD	
    11	
    
  	
    
  Mook:	
     Kill	
     one	
     newly-­‐risen	
     ghoul	
     mook	
     for	
    
  every	
    9	
    damage	
    you	
    deal	
    to	
    the	
    mob.	
    
  	
    
  Human	
    Zombie	
    
  “Brains	
    .	
    .	
    .”	
    
  2nd	
    level	
    troop	
    [undead]	
    
  Initiative:	
    +1	
    
  Vulnerability:	
    holy	
    
  	
    
  Rotting  fist  +7  vs.  AC—6  damage  
  Natural   16+:   Both   the   zombie   and   its   target  
  take  1d6  damage!  
  	
    
  Headshot:	
    A	
    critical	
    hit	
    against	
    a	
    zombie	
    drops	
    it	
    
  to	
    0	
    hp.	
    
  	
    
  AC	
    15	
    
  PD	
    13	
    
  	
    
  HP	
    60	
    
  MD	
    9	
    
  	
    
  
  Demo	
    Treasure	
    Options	
    
  Remember  to  mention  that  items  are  alive  and  
  have  personalities,  so  that  characters  using  
  magic  items  can  have  personality  quirks  if  they  
  wish.  //  If  you  have  more  items  than  your  level,  
  your  items  take  over  and  you  become  a  vehicle  
  for  their  personalities!  
   
  +1 Chain Armor of Iron Will 
  The	
    steel	
    links	
    of	
    this	
    heavy	
    chain	
    armor	
    have	
    an	
    
  opalescent	
    quality	
    that	
    reflects	
    light	
    around	
    the	
    
  wielder	
    in	
    a	
    splay	
    of	
    muted	
    colors,	
    which	
    some	
    
  claim	
    represent	
    the	
    gods’	
    dominions.	
    Whatever	
    
  the	
    case,	
    the	
    armor	
    does	
    bolster	
    the	
    mental	
    
  defenses	
    of	
    its	
    wearer.	
    
  +1	
    AC	
    and	
    MD.	
    
  Quirk:	
    Prone	
    to	
    abstract	
    speculation.	
    
  	
    
  Supple Boots of the Slippery Eel 
  These	
    soft	
    boots	
    are	
    made	
    from	
    the	
    skin	
    of	
    the	
    
  giant	
    black	
    eels	
    that	
    live	
    among	
    the	
    Wake	
    
  Islands	
    in	
    the	
    Midland	
    Sea.	
    The	
    eel	
    skin	
    soles	
    are	
    
  surprisingly	
    resilient	
    and	
    surprisingly	
    slick.	
    
  +1	
    to	
    disengage	
    checks.	
    
  Add	
    your	
    Dexterity	
    modifier	
    to	
    your	
    disengage	
    
  checks.	
    
  Quirk:	
    Loves	
    puns.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  +1 Elven Cloak 
  Each	
    elven	
    cloak,	
    often	
    called	
    a	
    “forestfold	
    
  cloak,”	
    is	
    said	
    to	
    be	
    sewn	
    by	
    the	
    handmaidens	
    of	
    
  the	
    Elf	
    Queen	
    and	
    holds	
    the	
    memory	
    of	
    her	
    
  forest	
    court	
    within	
    its	
    threads.	
    
  +1	
    to	
    PD.	
    
  Add	
    +10	
    to	
    checks	
    to	
    remain	
    hidden	
    in	
    natural	
    
  surroundings.	
    
  Quirk:	
    Prefers	
    the	
    finest	
    things	
    in	
    life;	
    of	
    course,	
    
  they	
    are	
    elven.	
    
  Helm of the Undaunted Hero 
  Those	
    who	
    have	
    the	
    will	
    to	
    follow	
    the	
    Crusader	
    
  can	
    do	
    anything,	
    or	
    so	
    they	
    say.	
    What	
    is	
    true	
    is	
    
  that	
    many	
    of	
    their	
    helms	
    become	
    imbued	
    with	
    
  their	
    endless	
    courage.	
    Many	
    of	
    them	
    also	
    don’t	
    
  have	
    owners	
    anymore.	
    
  +1	
    to	
    MD.	
    
  Recharge	
    6+	
    (after	
    save	
    roll):	
    At	
    the	
    start	
    of	
    
  your	
    turn,	
    you	
    can	
    roll	
    a	
    save	
    against	
    one	
    
  ongoing	
    save	
    ends	
    effect	
    as	
    a	
    free	
    action.	
    Make	
    
  the	
    recharge	
    roll	
    immediately	
    after	
    you	
    use	
    the	
    
  power	
    instead	
    of	
    during	
    your	
    next	
    short	
    rest.	
    
  Quirk:	
    Favors	
    traditional	
    battle	
    hymns.	
    
  Shield of Protection 
  This	
    stout	
    kite	
    shield	
    bearing	
    the	
    likeness	
    of	
    the	
    
  Great	
    Gold	
    Wyrm	
    in	
    bright,	
    embossed	
    gold	
    once	
    
  belonged	
    to	
    one	
    of	
    “the	
    thousand”—the	
    
  thousand	
    mighty	
    paladins	
    who	
    traversed	
    the	
    
  Abyss	
    to	
    fight	
    beside	
    the	
    Gold	
    in	
    a	
    past	
    age.	
    
  Only	
    ninety-­‐seven	
    were	
    said	
    to	
    return	
    from	
    that	
    
  journey	
    still	
    bearing	
    their	
    shields.	
    
  Enemies	
    engaged	
    with	
    you	
    take	
    a	
    –1	
    attack	
    
  penalty	
    against	
    your	
    allies.	
    
  Quirk:	
    Tends	
    to	
    others	
    with	
    too	
    much	
    
  familiarity.	
    
  
  Symbol of Gathered Power 
  This	
    odd	
    symbol	
    has	
    a	
    different	
    precious	
    
  gemstone	
    forming	
    each	
    of	
    its	
    three	
    prongs.	
    
  Magical	
    power	
    emanates	
    from	
    it,	
    but	
    the	
    
  symbol	
    is	
    difficult	
    to	
    look	
    at	
    for	
    any	
    length	
    of	
    
  time	
    without	
    a	
    strange,	
    repetitive	
    image	
    
  forming	
    in	
    the	
    viewer’s	
    mind.	
    
  Recharge	
    with	
    full	
    heal-­‐up:	
    During	
    a	
    short	
    rest,	
    
  you	
    can	
    regain	
    an	
    expended	
    daily	
    adventurer-­‐
  level	
    spell.	
    
  Quirk:	
    One-­‐track	
    mind.	
    
  	
    
  +1 [Melee Weapon] of Vengeance 
  This	
    brutal-­‐looking	
    weapon	
    oozes	
    emotional	
    
  violence	
    and	
    anger,	
    and	
    it’s	
    obvious	
    that	
    its	
    sole	
    
  design	
    is	
    to	
    harm	
    others.	
    The	
    simple	
    but	
    
  effective	
    styling	
    is	
    a	
    common	
    element	
    among	
    
  the	
    barbarian	
    weaponsmiths	
    who	
    create	
    such	
    
  weapons	
    to	
    fight	
    for	
    or	
    against	
    the	
    Orc	
    Lord.	
    
  +1	
    bonus	
    to	
    attacks	
    and	
    damage.	
    
  While	
    you	
    are	
    staggered,	
    you	
    deal	
    +1d6	
    damage	
    
  with	
    attacks	
    that	
    hit	
    using	
    this	
    weapon.	
    
  Quirk:	
    Quick	
    to	
    take	
    offense.	
    
  	
    
  	
    
  	
    
  	
    
  Potions and Oils (standard action 
  to use): 
  • 
  Healing  potions  (2):  Heal  using  a  recovery  
  +  1d8  hp  
  • 
  Potion  of  Fire  Resistance:  Gain  fire  
  resistance  for  rest  of  battle.  Attacker  
  must  roll  natural  16+  or  fire  attack  deals  
  only  half  damage.  
  • 
  Magic  Oil  +1:  Until  end  of  battle,  an  item  
  oil  is  applied  to  gains  a  +1  bonus.  For  
  armor:  +1  AC.  For  weapon  or  
  implement:  +1  to  attack  and  damage.  
  	
    
  	
    
  +1 Haughty [Ranged Weapon] 
  Two	
    types	
    of	
    these	
    weapons	
    are	
    known	
    to	
    have	
    
  been	
    created:	
    those	
    designed	
    for	
    the	
    imperial	
    
  soldiers	
    against	
    the	
    creatures	
    of	
    the	
    Wild,	
    and	
    
  those	
    designed	
    for	
    the	
    servants	
    of	
    the	
    Wild	
    
  against	
    the	
    agents	
    of	
    the	
    Empire.	
    In	
    either	
    case,	
    
  these	
    weapons	
    are	
    highly	
    effective	
    at	
    taking	
    
  down	
    enemy	
    leaders.	
    
  +1	
    bonus	
    to	
    attack	
    and	
    damage.	
    
  When	
    you	
    hit	
    an	
    enemy	
    with	
    this	
    weapon,	
    if	
    it’s	
    
  the	
    most	
    dangerous	
    foe	
    in	
    the	
    battle	
    (or	
    tied	
    for	
    
  most	
    dangerous,	
    GM’s	
    assessment),	
    you	
    deal	
    
  +1d3	
    per	
    tier	
    damage	
    to	
    it.	
    
  Quirk:	
    Challenges	
    others	
    to	
    improvised	
    
  contests.	
    
    
    
  	
    
    
  
  OPEN	
    GAME	
    LICENSE	
    Version	
    1.0a	
    
  The	
    following	
    text	
    is	
    the	
    property	
    of	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    and	
    is	
    Copyright	
    2000	
    Wizards	
    of	
    the	
    Coast,	
    Inc	
    ("Wizards").	
    All	
    Rights	
    
  Reserved.	
    
  1.	
    Definitions:	
    (a)"Contributors"	
    means	
    the	
    copyright	
    and/or	
    trademark	
    owners	
    who	
    have	
    contributed	
    Open	
    Game	
    Content;	
    (b)"Derivative	
    
  Material"	
    means	
    copyrighted	
    material	
    including	
    derivative	
    works	
    and	
    translations	
    (including	
    into	
    other	
    computer	
    languages),	
    potation,	
    
  modification,	
    correction,	
    addition,	
    extension,	
    upgrade,	
    improvement,	
    compilation,	
    abridgment	
    or	
    other	
    form	
    in	
    which	
    an	
    existing	
    work	
    may	
    be	
    
  recast,	
    transformed	
    or	
    adapted;	
    (c)	
    "Distribute"	
    means	
    to	
    reproduce,	
    license,	
    rent,	
    lease,	
    sell,	
    broadcast,	
    publicly	
    display,	
    transmit	
    or	
    otherwise	
    
  distribute;	
    (d)"Open	
    Game	
    Content"	
    means	
    the	
    game	
    mechanic	
    and	
    includes	
    the	
    methods,	
    procedures,	
    processes	
    and	
    routines	
    to	
    the	
    extent	
    
  such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    Identity	
    and	
    is	
    an	
    enhancement	
    over	
    the	
    prior	
    art	
    and	
    any	
    additional	
    content	
    clearly	
    identified	
    as	
    
  Open	
    Game	
    Content	
    by	
    the	
    Contributor,	
    and	
    means	
    any	
    work	
    covered	
    by	
    this	
    License,	
    including	
    translations	
    and	
    derivative	
    works	
    under	
    
  copyright	
    law,	
    but	
    specifically	
    excludes	
    Product	
    Identity.	
    (e)	
    "Product	
    Identity"	
    means	
    product	
    and	
    product	
    line	
    names,	
    logos	
    and	
    identifying	
    
  marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    thematic	
    elements,	
    dialogue,	
    incidents,	
    language,	
    artwork,	
    
  symbols,	
    designs,	
    depictions,	
    likenesses,	
    formats,	
    poses,	
    concepts,	
    themes	
    and	
    graphic,	
    photographic	
    and	
    other	
    visual	
    or	
    audio	
    representations;	
    
  names	
    and	
    descriptions	
    of	
    characters,	
    spells,	
    enchantments,	
    personalities,	
    teams,	
    personas,	
    likenesses	
    and	
    special	
    abilities;	
    places,	
    locations,	
    
  environments,	
    creatures,	
    equipment,	
    magical	
    or	
    supernatural	
    abilities	
    or	
    effects,	
    logos,	
    symbols,	
    or	
    graphic	
    designs;	
    and	
    any	
    other	
    trademark	
    or	
    
  registered	
    trademark	
    clearly	
    identified	
    as	
    Product	
    identity	
    by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    Open	
    Game	
    
  Content;	
    (f)	
    "Trademark"	
    means	
    the	
    logos,	
    names,	
    mark,	
    sign,	
    motto,	
    designs	
    that	
    are	
    used	
    by	
    a	
    Contributor	
    to	
    identify	
    itself	
    or	
    its	
    products	
    or	
    
  the	
    associated	
    products	
    contributed	
    to	
    the	
    Open	
    Game	
    License	
    by	
    the	
    Contributor	
    (g)	
    "Use",	
    "Used"	
    or	
    "Using"	
    means	
    to	
    use,	
    Distribute,	
    copy,	
    
  edit,	
    format,	
    modify,	
    translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    (h)	
    "You"	
    or	
    "Your"	
    means	
    the	
    licensee	
    in	
    
  terms	
    of	
    this	
    agreement.	
    
  2.	
    The	
    License:	
    This	
    License	
    applies	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    contains	
    a	
    notice	
    indicating	
    that	
    the	
    Open	
    Game	
    Content	
    may	
    only	
    be	
    
  Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    You	
    must	
    affix	
    such	
    a	
    notice	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    you	
    Use.	
    No	
    terms	
    may	
    be	
    added	
    to	
    or	
    
  subtracted	
    from	
    this	
    License	
    except	
    as	
    described	
    by	
    the	
    License	
    itself.	
    No	
    other	
    terms	
    or	
    conditions	
    may	
    be	
    applied	
    to	
    any	
    Open	
    Game	
    Content	
    
  distributed	
    using	
    this	
    License.	
    
  3.Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    of	
    the	
    terms	
    of	
    this	
    License.	
    
  4.	
    Grant	
    and	
    Consideration:	
    In	
    consideration	
    for	
    agreeing	
    to	
    use	
    this	
    License,	
    the	
    Contributors	
    grant	
    You	
    a	
    perpetual,	
    worldwide,	
    royalty-­‐free,	
    
  non-­‐exclusive	
    license	
    with	
    the	
    exact	
    terms	
    of	
    this	
    License	
    to	
    Use,	
    the	
    Open	
    Game	
    Content.	
    
  5.Representation	
    of	
    Authority	
    to	
    Contribute:	
    If	
    You	
    are	
    contributing	
    original	
    material	
    as	
    Open	
    Game	
    Content,	
    You	
    represent	
    that	
    Your	
    
  Contributions	
    are	
    Your	
    original	
    creation	
    and/or	
    You	
    have	
    sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    conveyed	
    by	
    this	
    License.	
    
  6.Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    License	
    to	
    include	
    the	
    exact	
    text	
    of	
    the	
    COPYRIGHT	
    
  NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    copying,	
    modifying	
    or	
    distributing,	
    and	
    You	
    must	
    add	
    the	
    title,	
    the	
    copyright	
    date,	
    and	
    the	
    copyright	
    
  holder's	
    name	
    to	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    original	
    Open	
    Game	
    Content	
    you	
    Distribute.	
    
  7.	
    Use	
    of	
    Product	
    Identity:	
    You	
    agree	
    not	
    to	
    Use	
    any	
    Product	
    Identity,	
    including	
    as	
    an	
    indication	
    as	
    to	
    compatibility,	
    except	
    as	
    expressly	
    
  licensed	
    in	
    another,	
    independent	
    Agreement	
    with	
    the	
    owner	
    of	
    each	
    element	
    of	
    that	
    Product	
    Identity.	
    You	
    agree	
    not	
    to	
    indicate	
    compatibility	
    
  or	
    co-­‐adaptability	
    with	
    any	
    Trademark	
    or	
    Registered	
    Trademark	
    in	
    conjunction	
    with	
    a	
    work	
    containing	
    Open	
    Game	
    Content	
    except	
    as	
    expressly	
    
  licensed	
    in	
    another,	
    independent	
    Agreement	
    with	
    the	
    owner	
    of	
    such	
    Trademark	
    or	
    Registered	
    Trademark.	
    The	
    use	
    of	
    any	
    Product	
    Identity	
    in	
    
  Open	
    Game	
    Content	
    does	
    not	
    constitute	
    a	
    challenge	
    to	
    the	
    ownership	
    of	
    that	
    Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    
  Game	
    Content	
    shall	
    retain	
    all	
    rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    portions	
    of	
    the	
    work	
    that	
    you	
    are	
    distributing	
    are	
    
  Open	
    Game	
    Content.	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    of	
    this	
    License.	
    You	
    may	
    use	
    any	
    authorized	
    version	
    
  of	
    this	
    License	
    to	
    copy,	
    modify	
    and	
    distribute	
    any	
    Open	
    Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    Open	
    Game	
    Content	
    You	
    Distribute.	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    using	
    the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    
  written	
    permission	
    from	
    the	
    Contributor	
    to	
    do	
    so.	
    
  	
    
  
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    License	
    with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    
  Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    governmental	
    regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  13	
    Termination:	
    This	
    License	
    will	
    terminate	
    automatically	
    if	
    You	
    fail	
    to	
    comply	
    with	
    all	
    terms	
    herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    
  days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    sublicenses	
    shall	
    survive	
    the	
    termination	
    of	
    this	
    License.	
    
  14	
    Reformation:	
    If	
    any	
    provision	
    of	
    this	
    License	
    is	
    held	
    to	
    be	
    unenforceable,	
    such	
    provision	
    shall	
    be	
    reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    
  make	
    it	
    enforceable.	
    
  15	
    COPYRIGHT	
    NOTICE	
    
  Open	
    Game	
    License	
    v	
    1.0	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  System	
    Reference	
    Document.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc;	
    Authors	
    Jonathan	
    Tweet,	
    Monte	
    Cook,	
    Skip	
    Williams,	
    based	
    on	
    
  material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  13
  th	
    Age.	
    Copyright	
    2012,	
    Fire	
    Opal	
    Media;	
    Authors	
    Rob	
    Heinsoo,	
    Jonathan	
    Tweet,	
    based	
    on	
    material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook,	
    and	
    
  Skip	
    Williams.	
    
  Pathfinder	
    RPG	
    Core	
    Rulebook.	
    Copyright	
    2009,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn,	
    based	
    on	
    material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    
  Cook,	
    and	
    Skip	
    Williams.	
    
  Castles	
    &	
    Crusades,	
    Copyright	
    2004,	
    Troll	
    Lord	
    Games;	
    Authors:	
    Davis	
    Chenault,	
    Mac	
    Golden.	
    
  
SOURCE: textdata/thevault/13th Age/Booth In A Box/Game Materials/13th-Age-2-Hour-Demo.pdf