TEXT:              The Wreck of      
              Volund’s 
                                        
                          Glory
  WADE ROCKETT
  
  2
  CREDITS
  Special thanks to ASH LAW, Tim Baker, Jack Kessler, Kendall Jung, and the players 
  in my Blackmarch campaign: Eric and Stephanie Franklin, Aaron Stultz, Joe England, 
  James Geluso, and Angela Wales Rockett.
  The Wreck of Volund’s Glory uses icons, monsters, and magic items from the  
  Midgard Bestiary by ASH LAW and Wade Rockett.
  13th Age is a trademark of Fire Opal Media. ©2014 Fire Opal Media. All rights reserved. Kobold Press and 
  Midgard are trademarks of Open Design. ©2014 Open Design. All rights reserved. www.koboldpress.com 
  Open Game Content: The Open content in this product includes the new monsters and magic items. All other 
  material is Product Identity, especially place names, character names, locations, story elements, and fiction. No 
  other portion of this work may be reproduced in any form without permission.
  Design and Development: Wade Rockett
  Sage Advice: Rob Heinsoo
  Editor: Cal Moore
  Cover Art: Johnny Morrow
  Cartography: Marc Radle
  Art Direction & Graphic Design: Marc Radle 
  Publisher: Wolfgang Baur
  Accountant: Shelly Baur
  BY 
  WADE ROCKETT
  The Wreck of      
    Volund’s Glory
  
  3
  ADVENTURE SUMMARY  
  (GM ONLY)
  While fleeing across the Wasted West with a stolen 
  magic item, the dwarven airship Volund’s Glory 
  crashed in a deep canyon in the Goblin Wastes 
  known as the Deathless Defile. The burned corpses of 
  the dwarf adventurers and airship crew have risen as 
  undead and will attack any creature that approaches 
  the ship. Now the party is trying to recover the stolen 
  item, and will have to face these undead enemies to 
  claim it—as well as evade, outwit, or out-fight Ghost 
  Goblins, magic-warped abominations, and other 
  adventurers who seek the prize.
  COMMON ELEMENTS
  We’ve designed this adventure so it’s never quite 
  the same game twice. By using the icon relationship 
  mechanics in 13th Age and the Midgard icons, you 
  can introduce plot elements and enemies that are 
  connected to the PCs and their place in the world. 
  However, all sessions will include:
  • A stolen magic item of great value, which the 
  PCs are looking for.
  • A crashed dwarven airship and its zombified 
  crew.
  • Multiple enemy groups, each connected to an 
  icon (either positively or negatively), who are 
  also looking for the item. You’ll find full write-
  ups for five enemy groups in Appendix A.
  • One enemy group, chosen by the GM to be 
  the “main villains” faced in the final battle. 
  The GM inserts clues and rumors about them 
  throughout the adventure, so the PCs know 
  that someone else is much closer to finding 
  the item than they are. This group is no 
  more powerful than any other group in this 
  adventure—they’ve just been more successful 
  than anyone else. Choose your main villains 
  from the five groups in Appendix A, or create 
  your own.
  • An encounter with the Ghost Goblin tribe 
  living in Deathless Defile. You’ll find full write-
  ups for the goblins on pages 9-10, and also in 
  Appendix B.
  The Wreck of Volund’s Glory is structured as follows:
  Scene 1: Showdown in Small Comfort (battle 
  with first enemy group)
  Scene 2: Descent Into Deathless Defile 
  (encounter with the Ghost Goblin tribe)
  Scene 3: Jaws of the Trap (battle with second  
  enemy group)
  Scene 4: Volund’s Glory (battle with zombie 
  airship dwarves and the main villains)
  Appendix A contains write-ups for five enemy 
  groups who might be after the magic item, 
  with battles built for parties containing four, 
  five, or six PCs. One of the groups will be the 
  adventure’s main villains—you choose which. 
  None of the groups is more or less powerful 
  than the others.
  Appendix C contains several Midgardian magic 
  items. 
  Appendix D lists all 13 Midgard icons.
  FAST AND FURIOUS  
  2-HOUR VERSION
  To turn this 4-hour adventure into a 2-hour 
  adventure, give the players pre-generated characters 
  with the icon relationships, backgrounds, and 
  One Unique Things already filled in. Then do one 
  or more of the following (adjusting on the fly if it 
  looks as if you’re going to run out of time, or go 
  longer than you expected):
  • Depower one of the enemy groups so they’re 
  easy to beat quickly.
  • Eliminate the Small Comfort battle and start 
  the adventure with a fierce battle in the canyon 
  with the Ghost Goblin tribe.
  • Eliminate the Jaws of the Trap battle.
  • Remove the main villains from the Wreck of 
  Volund’s Glory battle, so the PCs just fight their 
  way through a mob of zombie airship dwarves.
  • Cut a fight short by having Horrible 
  Abominations of the Wastes suddenly swarm in 
  and attack the party’s enemies, giving the party 
  a chance to escape.
  THE ICONS
  We’ve chosen five icons from the Midgard 
  Campaign Setting who are likely to be involved 
  in a search for a stolen magic item in the Wasted 
  West: Baba Yaga, Exarch Vermes II, the Dragon 
  Sultana, the Glittering King, and the Illuminated 
  Brotherhood. If you want to choose from a broader 
  list, you’ll find an overview of all of the Midgard 
  icons in Appendix D.
  Each of the five icon descriptions below includes a 
  suggestion for what the magic item might be, a group 
  of enemies that reflects that icon’s involvement, and 
  reasons that group might seek the item. You can 
  decide on your own what the magic item is and which 
  groups of enemies the PCs will encounter; or you can 
  
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  use the results of the players’ icon relationship rolls 
  before play to guide your choices. Just remember 
  that icon rolls are tools for the GM, not manacles: 
  If the randomly selected item and enemies don’t 
  appeal to you, feel free to choose your own.
  Before you start play, have the players make icon 
  relationship rolls. Give one magic item from 
  Appendix C (or a magic item of your choosing) to 
  each player who rolls at least one 6 on their icon 
  relationship rolls. Their character starts play with 
  that item, which is a gift from one of the icons that 
  had a result of 6. If the character has a negative 
  relationship with that icon, the gift comes from that 
  icon’s enemies.
  ICON: BABA YAGA
  A hunched crone with iron teeth and a ferocious 
  gaze, Baba Yaga has existed for as long as anyone 
  remembers; she may be as old as the world. 
  “Grandmother” is a hoarder of secrets and a 
  powerful fey who makes it her business to know 
  everything.
  The item could be…
  Box of Whispers: This magic box, carved with 
  fantastical planar creatures, holds the last whisper 
  of a dying god whose name has long been 
  forgotten. Owning the box gives you a +3 bonus to 
  Wisdom-based skill checks. In addition, once per 
  day you can change a skill check you’ve failed to a 
  natural 20 instead. Quirk: Hearing the last whisper 
  of a dying god left you a bit distracted and spacey. 
  “Hand me a torch.” “Torch…? Oh, right.”
  One of your rivals could be…
  Lady Viriathos of the Winter Court and her shadow  
  fey retinue. 
  That rival might want to…
  • Deliver the item to Baba Yaga in exchange for 
  erasing an old debt.
  • Deliver the item to Baba Yaga’s rival the Queen 
  of Night and Shadows.
  • Use the item as a bribe, threat, or bargaining 
  chip to extract a secret from Baba Yaga that 
  Lady Viriathos can use to gain influence in the 
  Winter Court.
  ICON: EXARCH VERMES II
  Exarch Vermes II is one of the most influential 
  and mysterious figures in Bemmea, a city riddled 
  with mysteries. The inhuman wizard who leads 
  its Ninemage Council has molded his city for 
  centuries into the place it is today.
  The item could be…
  Improbability Codex (recharge 16+): After you cast 
  a spell, choose a nearby or far away ally to receive 
  this magical book’s time-warping effect. That ally 
  can immediately move or attack as a free action. 
  Quirk: You sometimes say things in reaction to past 
  or future events instead of what’s happening right 
  now. “Hand me a torch.” “I count at least four of 
  them, and they’re wearing purple hats.”
  One of your rivals could be…
  Black Quill, a ravenfolk ink mage and his Dust 
  Digger Goblin tribe hirelings.
  That rival might want to…
  • Deliver the item to Exarch Vermes II in order to 
  gain favor, damage a rival icon, or keep it out of 
  a rival Ninemage Council member’s hands.
  • Humiliate Exarch Vermes II and weaken his 
  position as head of the Ninemage Council by 
  revealing that a valuable magic item was stolen 
  from his collection.
  • Use the item’s magic to free the Old Ones from 
  their time-frozen state. 
  ICON: THE DRAGON SULTANA
  The Dragon Sultana’s rule is new and fragile, but 
  she has the confidence and the ruthlessness needed 
  to command the mighty draconic Mharoti Empire.
  The item could be…
  Gauntlet of the Scaled Lords: When you are first 
  staggered in a battle, until the end of the battle you 
  take a –1 penalty to attack rolls; but your attacks 
  do +5 fire damage per tier. Quirk: Prone to making 
  rousing speeches that include dragon references. 
  “Hand me a torch.” “Yes, by the Scaled Lords, I shall 
  hand you a torch! And let its light blaze before us like 
  the breath of a mighty red dragon!”
  One of your rivals could be…
  Murzim, a Mharoti dragonkin Akinji and his 
  retinue of dragonkin and kobaldi.
  That rival might want to…
  • Faithfully return it to the Sultana, as she 
  commanded.
  • Deliver it to a member of the Sultana’s court 
  who secretly plots against her.
  • Deliver it to another Akinji who is blackmailing 
  Murzim or a member of his family.
  ICON: THE GLITTERING KING
  The Glittering King is steeped in luxury and wine: 
  a paranoid drunkard with a great temper and 
  tremendous power over his terrified nobles. His 
  
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  mastery of dark magic and fleet of demon ships 
  makes his slave kingdom into a force that few  
  dare challenge.
  The item could be…
  Mask of Agony: A bronze mask with serenely 
  smiling features, and inward-facing spikes. Once 
  per day you can put it on and, as a standard action, 
  summon a demon of your level or lower to fight 
  on your behalf. The demon acts immediately after 
  you in initiative order. While you wear the mask, 
  you cannot rally and you take damage equal to 
  twice your level at the end of each of your turns. 
  The demon vanishes once it is slain, the battle is 
  over, or you take the mask off. Quirk: You scream at 
  random intervals. “Hand me a torch.” “AAAAAGH!”
  One of your rivals could be…
  The minotaur Grimhorn, his raiding party, and 
  their summoned demons.
  That rival might want to…
  • Deliver it to the Glittering King and curry favor 
  with him.
  • Use it to topple the Glittering King from his 
  throne, so a rival icon—or Grimhorn himself—
  can seize power.
  • Grimhorn is actually an idealistic revolutionary, 
  and he plans to use it to smash the King’s slave 
  empire and free its people.
  ICON: THE ILLUMINATED BROTHERHOOD
  This esoteric society is open to all dwarves who 
  qualify and seek perfection in their chosen craft. 
  Many high-ranking members of dwarven society, 
  including some kings, count themselves among the 
  ranks of the Illuminated Brotherhood.
  The item could be…
  Amulet of the Refining Fire (quick action – daily): 
  You can enchant 1d4 nearby allies’ weapons or 
  armor. To determine the effect of the enchantment, 
  use the rules for runes in the Magic Items chapter 
  of the 13th Age core rulebook. Quirk: You think 
  everything is an opportunity for philosophical 
  discussion. “Hand me a torch.” “Is it a torch? Or is it a 
  dream of an unknown god, along with this dungeon, 
  and the horde of goblins running toward us?”
  One of your rivals could be…
  A derro expeditionary party, being led to the wreck 
  by a dogmole following the smell of dead dwarf.
  That rival might want to…
  • Who knows? But it’s probably bad.
  THE MAIN VILLAINS
  Choose one group of enemies to be the adventure’s 
  main villains. During each scene, give the 
  characters hints about a rival crew that is just one 
  step ahead of them in their race to the crash site. 
  Possibilities include:
  • An NPC in Small Comfort or in the Ghost 
  Goblin village describes seeing the group just a 
  short time ago.
  • The PCs find dropped gear that hints at the 
  origins and race of the enemy group: a coin, a 
  scrap of torn clothing, a signet ring with the 
  symbol of their patron icon, a map, a letter 
  written in a language appropriate to the enemy 
  group, etc.
  • The PCs come across the site of a battle the 
  enemy group won, and find expended arrows, a 
  broken weapon, and possibly a slain member of 
  the enemy group.
  HORRIBLE MAGIC-WARPED 
  ABOMINATIONS
  Strange monsters lurk within the caves and 
  crevasses of Deathless Defile. If you want to replace 
  one or more of the enemy groups with horrible 
  abominations, choose creatures from the Animal/
  Critter entry in the 13th Age core book and give 
  each of them an ability from the Dire Features 
  table, or even the Random Demon Abilities table. 
  Some horrible creatures the party could encounter 
  in the canyon, or spot from a distance: 
  • Giant ants with glowing brains and psychic 
  attacks.
  • Ankhegs.
  • An owlbear wearing a thick leather collar with 
  a metal tag that reads, My name is Hooty! If you 
  find me out wandering, please run away as fast 
  as you can and notify Exarch Vermes in Bemmea!
  • A Waste-warped ranger (use the 13th Age 
  demon-touched ranger) leading a party of 
  gnoll savages.
  • A phase spider.
  • Hungry stars.
  • Dried-out, starving vampire spawn.
  CLAIMING THE ITEM
  If the PCs manage to get their hands on the stolen 
  item during the final battle and try to use it, we’ve 
  found that it can be fun to roleplay it as a strong-
  willed NPC who offers the party (or just one 
  
  6
  character) a Faustian bargain in exchange for its 
  help. Maybe it has powers beyond what we’ve listed, 
  that can only be activated at great cost…
  When run as a one-shot, The Wreck of Volund’s Glory 
  normally ends when either the party or their enemies 
  are defeated, and the item is finally in someone’s 
  possession. If you run this adventure as part of a 
  campaign, or as a standalone adventure using player 
  characters from an ongoing campaign, the story 
  might continue with the party now in possession of a 
  powerful and highly sought-after magic item. 
  They might decide to bring the item to the icon it’s 
  associated with—or to that icon’s chief enemy. The 
  journey to deliver the item can be an adventure, 
  or even a whole campaign, in itself. The icon they 
  give the item to might offer to let them keep it in 
  exchange for going on a difficult quest, or the icon 
  might betray the party. If the party decides not to 
  give the item to an icon and instead keeps it for 
  themselves, they might find themselves hunted 
  by agents of the icons who sought the item in this 
  adventure (and perhaps some new enemies).
  WHAT THE  
  PLAYERS KNOW
  Tell the players the following:
  The Great Mage War left the lands of the west a 
  desolate wasteland filled with colossal summoned 
  monsters, supernatural storms, magic-warped 
  abominations and tribal goblins.
  Several months ago a band of dwarf adventurers 
  stole a magic item of great value and escaped 
  toward the Ironcrags in the airship Volund’s Glory. 
  But a storm drove them to the ruined city over 
  which the Great Old One Anax Apogeion, The 
  King Far From Earth, hangs in stasis. The crew 
  went mad, and the airship crashed.
  You’ve traveled on horseback deep into this 
  desolate realm on a mission to retrieve the item 
  from the airship’s wreckage. It lies at the bottom of 
  a deep canyon in the Goblin Wastes known as the 
  Deathless Defile—home to an undeath-worshipping 
  goblin tribe. And you’ve heard rumors that other 
  interested parties are heading for the wreck.
  Now you’ve reached the ramshackle town of 
  Small Comfort, last stop before Deathless Defile. 
  Here, Mother Peaceful’s Inn promises you and 
  your horses a night’s rest free of the Wasted West’s 
  typical annoyances: radioactive ghosts, vanishing 
  cities made of mad gods’ entrails, and huge stinging 
  insects with the faces of screaming babies.
  shoWdoWn in  
  small comforT
  Small Comfort has a single main street lined with 
  dilapidated two-story buildings separated by 
  narrow alleys, with hitching posts for horses out 
  front. The upper floors of every business except the 
  inn consist of living quarters for the owners. 
  Give the PCs a few minutes to get the lay of the 
  land, describing the various buildings they pass so 
  they know there’s a smithy, a bar, a general store, 
  a small temple, and a dilapidated house in the 
  vicinity. Once they’ve gotten their bearings, start 
  the first battle wherever they decide to go (or in the 
  street if they can’t decide.)
  Tell the players that the space in front of them rips 
  apart, leaving a portal crackling with arcane energy. 
  A group of figures leaps out and the portal winks 
  out of existence behind them.
  Describe one of the groups of enemies from the 
  Appendix (but not the one you’ve decided are the 
  adventure’s main villains): they’ve been magically 
  teleported to Small Comfort, and are after the 
  magic item for one of the reasons given above. If 
  the PCs hesitate or try to talk to the newcomers, 
  this group will quickly size up the situation and 
  engage the PCs in combat. 
  To foreshadow the adventure’s villains, one of the 
  enemies might demand to know if the PCs are the 
  villains, or know where the villains are. Depending 
  on their icon affiliation they might be there to stop 
  the villains, or join forces with them.
  The PCs can use the environment to their 
  advantage. Their enemies certainly will.
  1. OLAF THE EXILE’S SMITHY
  Olaf is a short, bald, bearded man with powerful 
  muscles. His right cheek is branded with a 
  Northlands rune marking him as an outcast. If a PC 
  remarks on it, Olaf bursts into tears and run away.
  Fighting in the smithy On a natural 1, the attacker 
  stumbles into Olaf’s forge and takes 1d4 ongoing 
  fire damage. On a natural 20, the attacker pushes 
  the target into the forge for 2d6 ongoing fire 
  damage (this damage is not doubled).
  2. ONE-EYED YAYA’S GENERAL STORE
  One-Eyed Yaya is a stern woman with iron-gray 
  hair, a worn leather eyepatch with a design of vines 
  and flowers on it over her left eye, and a thick 
  
  7
  Khazzaki accent. She does not suffer fools gladly, 
  but she does enjoy seeing them get injured.
  Fighting in the store On a natural 1 the attacker 
  accidentally hits a bag of flour made from the 
  mutated wheat of the Wasted West. Have everyone 
  in the store roll a normal save; those who fail are 
  vulnerable until they’ve been hit once or the battle 
  ends, whichever comes first.
  3. TAINTED JURZZ’S DRINKING 
  ESTABLISHMENT FOR REFINED FOLK
  Jurzz is a native of the Wastes, with bristly orange 
  hair, pale skin with purple splotches, and bulging 
  green eyes. Occasionally a small purple tentacle 
  emerges from his skin with a faint pop. When this 
  happens Jurzz casually slices it off with a butcher’s 
  knife he keeps in his belt, and the severed tentacle 
  crawls out the front door in search of its fortune.
  Fighting in the bar Tainted Jurzz’s patrons don’t 
  appreciate strangers disturbing their drinking time. 
  1d4 drunken brawlers join the fight, attacking all 
  combatants. 
  Drunken Brawler
  Level 1 mook [HUMANOID]
  Initiative: +3
  Improvised weapon +6 vs. AC—4 damage
  Natural 1–5: The drunken brawler instead knocks 
  another nearby drunken brawler unconscious. 
  If no other brawlers are left in the battle, the 
  drunken brawler knocks itself unconscious.
  AC 10 
  PD 3 
  HP 7 (mook) 
  MD 4
  Mook: Knock one drunken brawler unconscious for 
  every 7 damage you deal to the mob.
  4. CRAZY OLD HERENGAR’S HOUSE
  The mayor of Small Comfort is out roaming the 
  Wastes, but he has left a rusty old clockwork 
  myrmidon to guard his collection of small rocks. 
  Entering the house will cause the creature to 
  activate and rampage through the town, setting 
  everything on fire and attacking pretty much 
  anyone in its way.
  Clockwork Myrmidon
  Level 2 troop [CONSTRUCT]
  Initiative: +7
  Heavy pick +7 vs. AC—7 damage
  C: Flame gout +7 vs. PD (1d3 nearby 
  enemies)—5 fire damage and flammable objects 
  in the area catch on fire
  
  8
  C: Grease slick +7 vs. PD (1d3 nearby 
  enemies)—The target is vulnerable to fire until 
  the end of the battle.
  Limited use: 1/battle, as a quick action.
  Self-destruct: When the construct drops to 0 hp, it 
  self-destructs as a free action.
  [Special trigger] C: Self destruct +7 vs. PD (1d3 
  nearby enemies)—7 damage
  AC 18 
  PD 16 
  HP 36 
  MD 11
  5. TEMPLE TO THE BENEVOLENT AND  
  LOVING GODS
  This rickety shed contains a shrine to any and all 
  gods who might help or hurt the residents of Small 
  Comfort. 2d20 copper pieces are scattered on the 
  altar as offerings. 
  Fighting in the temple—On a natural 1, a ghost 
  who’s taken up residence here and passes the time 
  by pretending to be various gods, gets annoyed by 
  the disturbance and renders the attacker confused 
  (save ends).
  6. MOTHER PEACEFUL’S INN
  Mother Peaceful is a kind, tolerant, and generous 
  old woman with a spider’s face. If a PC remarks 
  on it she cheerfully explains that it’s the result of a 
  magical accident in her youth, and says, “We must 
  all do the best we can, whatever life sends our way.”
  Fighting on the inn’s balconies or roof—On a 
  natural 1, the attacker falls off or crashes through 
  and takes 3d6 damage (DC 15 Dexterity check to 
  avoid). On a natural 20, the attacker causes the 
  target to fall. 
  descenT inTo 
  deaThless 
  defile
  After the excitement of their arrival in Small 
  Comfort, the PCs might choose to press on toward 
  Deathless Defile or spend the night in town. If 
  they stay the night, and if you have time and feel 
  like doing so, you might decide to have another 
  battle take place. A second group of enemies could 
  discover they’re in town and try to kill them in 
  their sleep, set the inn on fire and wait outside to 
  ambush them if they escape, summon a titanic 
  extradimensional horror to wipe the town off the 
  face of Midgard, or employ some other creative way 
  of making the characters’ lives interesting.
  When the party leaves for Deathless Defile, tell 
  them that their journey passes without incident; 
  and that soon they find themselves standing at 
  the edge of a jagged wound in the earth, at the 
  head of a winding path that descends gradually 
  into the canyon. Describe the scene so it’s obvious 
  to the players that the path is the only realistic 
  option: the canyon walls are steep, the ledges and 
  handholds are treacherous, and they catch glimpses 
  of horrible, magic-warped abominations with fangs 
  and tentacles and stingers and multi-faceted eyes 
  scuttling in and out of holes in the cliffs. Any other 
  route but the path will clearly take a very long time 
  and will involve deadly battles and bone-breaking 
  falls to the bottom of the canyon.
  GHOST GOBLIN VILLAGE
  The PCs descend into Deathless Defile. Tell the 
  players that as their characters navigate its twists 
  and turns through passages both broad and narrow, 
  they have the feeling that they’re being watched. 
  Occasionally, they hear faint scuttling and the 
  rattle of pebbles from behind rocks and in caves, 
  and catch glimpses of quick movement out of the 
  corners of their eyes.
  The mysterious watchers are Ghost Goblin grunts 
  posted at various points along the passage to watch 
  the entrance and alert the village of potential 
  danger. They won’t attack the party, but if the PCs 
  decide they absolutely have to find and confront 
  whatever’s stalking them, feel free to play it out.
  If discovered and confronted, a grunt will try to 
  flee. If he is captured, another grunt will race to 
  the village and the tribe will prepare for the party’s 
  
  9
  arrival. How that goes depends on how well or 
  poorly the party treated its captive.
  As the PCs near the village, they smell the foul 
  stench of death and decay. The only way in is a 
  narrow passage just large enough to let them walk 
  through it single file. It opens onto a large area full 
  of ragged tents and shacks built of gnarled wood 
  and blood-stained bone. Overhead, narrow ledges 
  and a web of rope bridges connect cliff dwellings. 
  (If a player asks, tell them that some of the bridges 
  are low enough that the characters could jump 
  and climb onto them with a move action. Also, the 
  ropes look strong enough to support them.)
  Strange creatures peer out at the PCs from the 
  caves and tents. They are goblins, some living, some 
  undead in various states of decay. They are dressed 
  in loincloths with necklaces and bracelets made of 
  polished rocks, carved wood, and in some cases, 
  metal or leather trinkets. Their faces are painted 
  white, like skulls.
  If the PCs choose to talk, Krakech Speaks-With-
  Strangers—a goblin shaman so ancient that the 
  PCs cannot be sure whether he’s alive or undead—
  hobbles forward. In their culture you are either the 
  chief or a minion, so Krakech will want to speak 
  either with the PC’s “chief” or whoever “speaks with 
  strangers.” If the PCs fail to produce someone who is 
  clearly in a leadership role, he will react with scorn.
  If the PCs choose to fight, most of the villagers 
  flee into the canyons while some climb up into the 
  rope bridges and caves and attack the party with 
  blowguns. If the party uses the rope bridges during 
  battle, the goblins let them get fairly high up and 
  then cut the ropes (DC 15 skill check to grab a rope 
  and avoid 3d6 falling damage.) After three rounds 
  Morkesh Is-The-Chief arrives with his Ghost 
  Goblin horrors and grunts. 
  KRAKECH SPEAKS-WITH-STRANGERS: 
  GOBLIN SHAMAN
  2nd level caster [UNDEAD]
  Initiative: +6
  Vulnerability: holy
  Bone spear +6 vs. AC—8 damage
  R: Ghost curse +6 vs. PD—8 damage, and until 
  the end of the shaman’s next turn, the target 
  takes 2 damage whenever an enemy engages it or 
  disengages from it.
  Natural even hit or miss: Choose another nearby 
  enemy; it also suffers from the engage/disengage 
  effect until the end of the shaman’s next turn.
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 17 
  PD 12 
  HP 34 
  MD 16
  GHOST GOBLIN VILLAGER
  1st level mook [HUMANOID]
  Initiative: +3
  Club +6 vs. AC—4 damage
  R: Blowgun +6 vs. AC—3 damage
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 16 
  PD 14 
  HP 5 (mook) 
  MD 11
  Mook: Kill one goblin villager mook for every 5 
  damage you deal to the mob.
  GHOST GOBLIN GRUNT
  1st level troop [UNDEAD]
  Initiative: +3
  Vulnerability: holy
  Ritually befouled spear +6 vs. AC—6 damage 
  if the goblins and their allies outnumber their 
  enemies; 4 damage if they don’t.
  Natural 16+ hit: The target takes 5 ongoing  
  poison damage.
  R: Shortbow +6 vs. AC—6 damage
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 16 
  PD 13 
  HP 22  
  MD 12
  GHOST GOBLIN HORROR
  2nd level troop [UNDEAD]
  Initiative +5
  Vulnerability: holy
  Shortsword +6 vs. AC—5 damage
  Natural even hit or miss: The goblin can make a 
  curse of rigor attack once this turn as a quick action.
  R: Curse of rigor +6 vs. MD—5 damage, and the 
  target is stuck (save ends).
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  Fear aura: Enemies engaged with the goblin and 
  who have 12 hit points or fewer are dazed and 
  can’t use the escalation die.
  AC 17 
  PD 11 
  HP 27 
  MD 15
  If Krakech is persuaded that the PCs are worth the 
  chief’s while, and do not pose an immediate threat 
  to the village, he will lead the party up a winding 
  ledge to the biggest cliff dwelling where Morkesh 
  Is-The-Chief will receive them.
  
  10
  When the PCs arrive they enter a torchlit cave. The 
  air is thick with greasy smoke and the stench of 
  decay. Six goblins armed with clubs line the walls, 
  three on a side. At the far end of the cave, guarded 
  by four rotting goblin warriors, is a large goblin 
  dressed in armor of dried and cured flesh covered 
  with gaping mouths. He sits on a throne made of 
  bones stained with dried blood, lashed together 
  with strips of leather tied in ornate knots. He holds 
  a beautifully wrought sword across his lap.
  The only thing that Morkesh Is-the-Chief likes less 
  than strangers entering the tribe’s sacred ground is 
  that fact that another group of strangers desecrated 
  it by crashing their airship in the middle of it. If 
  the PCs treat him with the respect due a chief and 
  pledge to make the situation right, he will allow 
  them to pass through the village unharmed.
  If they please Morkesh Is-the-Chief by presenting 
  him with gifts, he will remark approvingly that 
  the PCs know how civilized people deal with 
  one another, unlike the others who have entered 
  the canyon. If asked about these others, he will 
  describe the main villains. Morkesh-Is-The-Chief is 
  confident that “the ones who wait in the mist” will 
  deal with them. He will not tell the party any more 
  about that last statement, because “it is a sacred 
  thing and not for strangers.”
  If asked about his princely sword, he will only say, 
  “It is the sword of chiefs. Morkesh is the chief.” The 
  sword isn’t magic—it’s just a very nice sword.
  If the party chooses to fight they will quickly find 
  themselves engaged with Morkesh Is-the-Chief, 
  plus several Ghost Goblin Horrors and Ghost 
  Goblin Grunts. 
  At the beginning of his first turn Morkesh Is-the-
  Chief uses his armor’s power to disorient the party. 
  If the fight goes against him he attempts to flee, and 
  the entire population of the village disappears into 
  the nooks and crannies of Deathless Defile.
  MORKESH IS-THE-CHIEF
  4th level leader [UNDEAD]
  Initiative: +6
  Vulnerability: holy
  Princely sword +10 vs. AC—14 damage.
  Natural even hit or miss: Morkesh can make a curse 
  of rigor attack once this turn as a quick action.
  R: Curse of rigor +6 vs. MD—5 damage, and the 
  target is stuck (save ends).
  R: Throwing axe +8 vs. AC—10 damage
  C: Muttering armor +6 vs. MD (1d3 nearby 
  enemies)—The target is dazed (save ends) as the 
  gaping mouths that cover this suit of leather armor 
  gibber madly.
  Limited use: Once per battle.
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 20 
  PD 17  
  HP 50 
  MD 14
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Krakech
  Krakech
  Krakech
  14 x villager
  14 x villager
  14 x villager
  1 x grunt
  2 x grunt
  6 x grunt
  Krakech and the goblin villagers
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Morkesh
  Morkesh
  Morkesh
  4 x grunt
  4 x grunt
  4 x grunt
  1 x horror
  2 x horror
  3 x horror
  Morkesh and his guards
  
  11
  JaWs of  
  The Trap
  If you find that you’re running short on time, you 
  can eliminate this battle.
  Another enemy group (but not the main villains—
  the party will fight them in the next scene) set a 
  trap for the PCs, and they are waiting to attack 
  them once it’s triggered. As the party makes its way 
  through the canyon, have each PC make a DC 15 
  perception check. One successful check means the 
  party spots the trap and avoids triggering it.
  The trap could be a rockfall (1d12 damage to 
  the party), alchemical bombs (same, but with 6 
  ongoing acid, poison, or fire damage), a buried 
  rope net poised to snare them (stuck, and the 
  enemy group springs out to attack them), or some 
  other hazard you create.
  If the PCs succeed in noticing the trap, they can 
  attempt to move stealthily forward and take their 
  rivals by surprise by making a skill check. How you 
  handle this check is up to you:
  Option 1: The character who is best at sneaking 
  around takes the lead, and helps the others move 
  quietly. That PC makes a single DC 15 skill check 
  to succeed in sneaking up on the enemy.
  Option 2: Each PC attempting to move silently 
  makes a DC 15 skill check. If any PC fails this 
  check, the enemy group hears the party’s approach 
  and comes out of hiding to confront them.
  To ambush their rivals, the party must nominate 
  one character to start the ambush, then roll initiative 
  for everyone participating in the ambush. During 
  the “ambush round” that follows only two creatures 
  get to act: the nominated ambusher, and the ally 
  who rolled the highest initiative. After that round, 
  combat proceeds as usual. The GM decides whether 
  the escalation die advances after the ambush round 
  or after the first full round of combat.
  Whether the trap is triggered or not, this scene 
  climaxes with an encounter between the party and 
  a group of enemies who might be working with 
  the adventure’s main villains, or against them. It 
  could be a battle, or the party might try to negotiate 
  with or intimidate their rivals. Either way, use this 
  opportunity to drop more hints about the nature of 
  the main villains, and possibly about what awaits 
  the party in the next scene—maybe this group of 
  rivals made it to the wreck, got decimated by the 
  zombies, and decided to leave the canyon. 
  Volund’s Glory
  For purposes of tracking the escalation die, this 
  is a single battle even though it includes two 
  groups of enemies in different locations: zombie 
  dwarves below in the fog, and the villains above 
  in the airship. Remember that the die represents 
  momentum in battle: if the PCs retreat, hide, or 
  stop to catch their breath, the die doesn’t advance.
  Tell the players that their characters descend deeper 
  into the canyon. As they travel, the atmosphere 
  becomes more oppressive. The sun’s light dims to a 
  pale and feeble radiance; the shadows grow darker 
  and deeper, and the air colder.
  They turn a bend and find that the rocky path 
  plunges steeply downward into a large open space 
  filled with a thick, impenetrable fog. The blackened, 
  twisted wreck of a dwarven airship hangs above the 
  fog, suspended between the walls of the canyon. In 
  the center of the wreck they see a humanoid shape 
  crouched next to an oblong box that it is trying to 
  open, with others standing guard. 
  From the fog comes the sound of scraping, 
  shuffling footsteps and low, inhuman moans.
  A character who succeeds on a DC 15 Intelligence-
  based skill check using any appropriate background 
  recognizes that the moans are the guttural voices 
  of the dwarf adventurers and airship crew who had 
  the misfortune to die in a zombie fog – one of the 
  Wasted West’s many unpleasant types of weather.
  The humanoid figures in the wreck are the 
  adventure’s main villains. Just as the PCs have, 
  they’ve made it past every obstacle in Deathless 
  Defile—so when you describe them, play up how 
  tough and intimidating they look. The party is about 
  to meet its opposite number, and the stakes are high.
  Note: If the PCs are badly beaten up or have used 
  up most of their resources, here are some ways to 
  make this a less deadly fight.
  • Give the party a full heal-up, restoring their hit 
  points, recoveries, and powers.
  • Let the PCs bypass the zombie airship dwarves 
  by traveling over the fog on a rope bridge that 
  the Ghost Goblin tribe created, leading to the 
  airship. The PCs will pass over the zombie fog, 
  hear the moans coming from it, catch glimpses 
  of their shambling corpses, and think, “I really 
  don’t want to fall off this airship.”
  • Reduce the number of monsters in the enemy 
  group.
  
  12
  The PCs can reach the airship in two rounds by 
  passing through the zombie fog, or in three rounds 
  by climbing across a cliff face (DC 15 check each 
  round or take 2d6 falling damage and fall into the 
  zombie fog.)
  If the PCs enter the zombie fog, the zombie 
  airship dwarves attack. 
  During each round in which at least one PC is in 
  the fog, roll 1d3 and add the escalation die. The 
  result is the number of burned and mutilated 
  corpses, animated by the fog’s necromantic power, 
  that shamble into view and attack the party. The 
  maximum number of zombies equals four times 
  the number of PCs in the party. (So for example, 
  if there are four PCs in the party, no more than 16 
  total zombie airship dwarves are in the fog.) The 
  zombies will not leave the fog, so the slow, horror-
  movie-like appearance of more and more zombies 
  gives the PCs a good reason to get out as quickly as 
  possible.
  Any mostly-intact corpses of humanoids, including 
  killed PCs, caught in the fog’s rotting fumes 
  reanimate as zombies in the following round. They 
  use the zombie airship dwarf stats, and attack any 
  nearby living creatures on the same turn as the 
  airship crew. 
  ZOMBIE AIRSHIP DWARF
  0 level mook [UNDEAD]
  Initiative: +0
  Vulnerability: holy
  Charred fist +5 vs. AC—2 damage
  Natural 16+: Both the zombie and its target take 
  1d4 damage.
  Headshot: A critical hit against a zombie airship 
  dwarf deals triple damage instead of the normal 
  double damage for a crit.
  Nastier Specials
  That’s your best headshot? Hey, a zombie dwarf is 
  still a dwarf. The first time a zombie airship dwarf 
  is hit by an enemy attack that does not destroy it, 
  the zombie regenerates 3 hp (up to its maximum 
  hp) and gives its attacker a scornful look.
  AC 13 
  PD 10 
  HP 7 
  MD 7
  Mook: Kill one zombie airship dwarf for every 7 
  damage you deal to the mob.
  When the PCs climb into the airship, the twisted 
  iron structure groans and shudders. Have the 
  characters make a DC 15 Dexterity-based check 
  with every move action to avoid destabilizing the 
  wreck further. After the 7th failed check, tell the 
  players that the airship feels as if might collapse at 
  any time. After the 8th failed check, pieces of the 
  airship begin tearing loose and falling—increase 
  the DC to 20. After the 10th failed check the 
  airship falls with a terrible crash into the zombie 
  fog, and everyone in it takes 2d6 damage. The fight 
  continues in the fog and any remaining zombies 
  will start to join on the next round. (Again, roll 
  1d3 and add the escalation die to see how many 
  zombies arrive in a round, up to the maximum.)
  Note: If you want to make the players really 
  nervous, you can decide that before climbing into 
  the wreck, the main villains used a magic potion 
  or item that gives them extra agility. (Or maybe 
  they’re experts at fighting in three-dimensional 
  battlegrounds.) Once per battle as a quick action, 
  each creature can pop free of each PC engaged 
  with it. Using this option results in a battle where 
  the PCs are forced to keep moving, increasing the 
  chance that the airship will collapse.
  The magic item is locked in a fire-blackened 
  strongbox etched with esoteric symbols. The lock 
  can be broken or picked during the battle with a 
  DC 11 skill check. Outside of battle, don’t require a 
  check—there’s nothing interesting about not being 
  able to open a box.
  
  13
  BLACK QUILL, RAVENFOLK INK MAGE
  4th level caster [HUMANOID]
  Initiative: +8
  C: Quill of 1,000 blasphemies (wand) +9 vs. 
  PD—14 damage
  Miss: 7 damage
  Critical hit: The target is also stuck (save ends).
  R: Ink spray +9 vs. PD—10 damage, and the target 
  is dazed (save ends) 
  Limited use: Once per round as a quick action 
  when the escalation die is 3+.
  R: Skittering ink +9 vs. PD (1d3 enemies in 
  a group)—10 damage, and 5 ongoing poison 
  damage as a spray of ink droplets turns into 
  hundreds of poisonous black spiders that swarm 
  over all affected targets
  Limited use: Once per battle.
  AC 20 
  PD 14 
  HP 54 
  MD 18
  DUST DIGGER WATCHMAN
  2nd level archer [HUMANOID]
  Initiative: +8
  War pick +7 vs. AC—7 damage
  R: Vril powerbow +7 vs. AC—7 holy damage
  Natural 16+ hit: The target glows and is vulnerable 
  to all attacks until the end of its next turn.
  AC 18 
  PD 16 
  HP 36 
  MD 12
  DUST DIGGER STONEBREAKER
  3rd level troop [HUMANOID]
  Initiative: +6
  Vril hammer +9 vs. AC—8 damage
  Smash! Smash!: When the escalation die is 3+, the 
  stonebreaker makes two vril hammer attacks per 
  round as a standard action. 
  AC 18 
  PD 17 
  HP 46 
  MD 14
  GIANT MUTATED PRAIRIE DOG
  3rd level wrecker [BEAST]
  Initiative: +7
  Writhing tentacles +9 vs. AC—10 damage
  Natural even miss: The prairie dog teleports 
  to engage another nearby target and makes a 
  writhing tentacles attack against that target as a 
  free action. If the second attack misses, the prairie 
  dog makes a spray of mystery fluid attack as a free 
  action and does not teleport again this round.
  C: Spray of mystery fluid +9 vs. PD (1d3 nearby 
  enemies in a group)—10 damage, and 5 ongoing 
  acid damage
  Limited use: Once per battle.
  AC 18 
  PD 17 
  HP 58 
  MD 11 
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Black Quill
  Black Quill
  Black Quill
  1 x watchman
  2 x watchman
  1 x watchman
  1 x stonebreaker
  2 x stonebreaker
  2 x stonebreaker
  1 x mutated beast
  appendix a: enemy Groups
  BLACK QUILL AND HIS GOBLIN HIRELINGS
  
  14
  DERRO EXPEDITION
  DERRO SAGE
  4th level caster [HUMANOID]
  Initiative: +7
  Staff +7 vs. AC—7 damage
  Natural 16+: The derro can cast one of the 
  following close-quarters spells as a quick action 
  this turn.
  Cloaking dark: All nearby derro gain a +1 bonus to 
  attacks and defenses until end of the derro sage’s 
  next turn (cumulative).
  Sonic squeal: Two random nearby non-derro 
  creatures take 2d8 thunder damage.
  R: Mind scream +9 vs. MD—12 psychic damage, 
  and the target is confused (make a basic or at-will 
  attack vs. ally) until the end of the derro sage’s 
  next turn
  Natural 16+: The derro sage can make another 
  mind scream attack against a different nearby 
  target as a free action.
  AC 18 
  PD 15 
  HP 40 
  MD 18 
  DERRO GRUNT
  2nd level troop [HUMANOID]
  Initiative: +5
  Knife +7 vs. AC—7 damage
  Natural 16+: The derro can cast one of the 
  following close-quarters spells as a quick action 
  this turn.
  Cloaking dark: All nearby derro gain a +1 bonus 
  to attacks and defenses until the end of the derro 
  grunt’s next turn (cumulative).
  Sonic squeal: Two random nearby non-derro 
  creatures take 1d4 thunder damage.
  R: Light repeating crossbow +7 vs. AC—7 damage
  Natural 16+: The target also takes 5 ongoing 
  poison damage.
  AC 18 
  PD 16 
  HP 36 
  MD 12
  DOGMOLE
  Large 2nd level troop [BEAST]
  Initiative: +7
  Gouging teeth +7 vs. AC—14 damage
  Miss: 7 damage.
  Tenacious rage: The first time each battle the 
  dogmole is staggered, it can make a gouging teeth 
  attack as a free action, and it gains +2 bonus to all 
  defenses until the end of its next turn.
  Scent: The dogmole uses scent to detect nearby 
  creatures, even those who are invisible.
  Subterranean burrower: A dogmole can burrow 
  swiftly through soil and rubble.
  AC 18 
  PD 16 
  HP 70 
  MD 12
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  1 x derro grunt
  2 x derro grunt
  3 x derro grunt
  1 x dogmole
  1 x dogmole
  1 x dogmole
  1x derro sage
  1x derro sage
  1x derro sage
  
  15
  MHAROTI DRAGONKIN
  DRAGONKIN EDJET
  3rd level troop [HUMANOID]
  Initiative: +6
  Kilij scimitar +8 vs. AC—10 damage
  Natural 16+ hit: The target also takes 5 ongoing 
  damage.
  Parry and claw: When an enemy engaged with the 
  edjet makes a melee attack that does not include 
  the edjet, the edjet can make a parry and claw 
  attack against that enemy as a free action.
  [Special trigger] Parry and claw +8 vs. the value of 
  the triggering attack roll—7 damage
  Natural odd hit: The triggering attack does half 
  damage to its target.
  Natural even hit: The triggering attack does no 
  damage to its target.
  Natural 18+ hit: The target of this attack is 
  vulnerable to the edjet’s attacks for the rest of 
  the battle.
  AC 18 
  PD 17 
  HP 46 
  MD 14
  MURZIM, DRAGONKIN AKINJI
  3rd level caster [HUMANOID]
  Initiative: +7
  Staff of iron +8 vs. AC—10 damage
  Natural odd hit: The target also takes 5 fire damage.
  R: Thunderbolt +8 vs. PD—8 thunder damage
  Natural odd hit: The target is dazed (save ends).
  Ignite iron: As a quick action Murzim can enchant 
  his weapon or the weapon of a nearby ally. For 
  the rest of the battle the weapon deals +6 fire 
  damage, and does 5 ongoing fire damage on a 
  critical hit. The enchantment can only be on one 
  weapon at a time.
  Flight: Murzim can fly a short distance using magic. 
  He must land at the end of his move or fall.
  AC 19 
  PD 17 
  HP 45 
  MD 13
  KOBALDI FOOTSOLDIER
  2nd level troop [HUMANOID]
  Initiative: +8
  Spear +8 vs. AC—6 damage
  Natural even hit or miss: The kobold can pop free 
  from the target.
  Evasive: Kobolds take no damage from missed 
  attacks.
  AC 18 
  PD 16 
  HP 34 
  MD 12
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Murzim
  Murzim
  Murzim
  2 x kobaldi
  3 x kobaldi
  3 x kobaldi
  1 x edjet
  1 x edjet
  2 x edjet
  
  16
  GLITTERING KING’S RAIDERS
  DRETCH
  3rd level mook [DEMON]
  Initiative: +5
  Claws +8 vs. AC—6 damage
  Fear: While engaged with this creature, enemies 
  that have 15 hp or fewer are dazed (–4 attack) and 
  do not add the escalation die to their attacks.
  AC 17 
  PD 15 
  HP 13 
  MD 11
  Mook: Kill one dretch mook for every 5 damage 
  you deal to the mob
  GRIMHORN, MINOTAUR LEADER
  Large 2nd level leader [HUMANOID]
  Initiative: +8
  Greataxe +8 vs. AC—14 damage
  Natural 16+ hit: Each nearby ally gains a +3 bonus 
  to its next attack this battle.
  Kick +7 vs. AC—10 damage 
  Natural 16+ hit: The target is vulnerable to attacks 
  by Grimhorn and his allies (save ends).
  Demon master: At the beginning of a battle, before 
  initiative is rolled, Grimhorn gates in a number 
  of dretches to fight under his command (use the 
  accompanying chart to determine how many).
  Make a save, or I’ll give you something to save 
  against: When a nearby ally of Grimhorn’s scores a 
  critical hit, all nearby allies can roll an immediate 
  save against a save ends effect.
  AC 18 
  PD 16 
  HP 72 
  MD 12
  RAIDER
  2nd level troop [HUMANOID]
  Initiative: +8
  Cutlass +8 vs. AC—6 damage
  Natural even hit or miss: The raider deals +8 
  damage with its next attack this battle.
  C: Snare +8 vs. PD (one nearby enemy)—The 
  target pops free and is pulled into engagement 
  with the raider. The raider can make a cutlass 
  attack against the target as a free action.
  Limited use: Once per battle.
  AC 18 
  PD 16 
  HP 34 
  MD 12
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Grimhorn
  Grimhorn
  Grimhorn
  1 x raider
  2 x raider
  3 x raider
  3 x dretch
  6 x dretch
  6 x dretch
  
  17
  
  18
  LADY VIRIATHOS  
  AND THE SHADOW FEY
  SHADOW FEY RANGER
  3rd level archer [HUMANOID]
  Initiative: +9
  Shadow knives +6 vs. AC (2 attacks)—6 damage
  Natural even hit: The target takes 4 ongoing 
  damage.
  C: Longbow +8 vs. AC—8 damage
  Natural even hit: The target is dazed (save ends).
  Fires through shadow: The shadow fey archer 
  can make longbow attacks without provoking 
  opportunity attacks.
  AC 18 
  PD 17 
  HP 46 
  MD 14
  MARGREVE SHADOW HOUND
  3rd level wrecker [BEAST]
  Initiative: +5
  Bite +9 vs. AC—7 negative energy damage
  Natural even miss: The hound can make a 
  terrifying howl attack as a free action.
  Natural even hit: The hound can make a second 
  bite attack as a free action (but not a third).
  [Special trigger] C: Terrifying howl +9 vs. MD (1d3 
  nearby enemies)—10 psychic damage
  AC 18 
  PD 17  
  HP 58 
  MD 11
  LADY VIRIATHOS OF THE WINTER COURT
  4th level leader [HUMANOID]
  Initiative: +8
  Heartache (longsword) +9 vs. AC—14 damage
  Natural even hit: Until the end of the battle, all 
  shadow fey attacks against the target gain an 
  attack bonus equal to the escalation die.
  Natural odd hit or miss: A nearby shadow fey 
  ally can move as a free action without drawing 
  opportunity attacks.
  How DARE you!: When an enemy hits Lady 
  Viriathos with a melee attack and the escalation 
  die is odd, she can make an immediate venomous 
  rebuke attack as a free action.
  [Special trigger] Venomous rebuke +8 vs. MD—7 
  damage
  Natural even hit: A nearby ally can pop free 
  from enemies engaged with it and move into 
  engagement with the target as a free action.
  AC 20 
  PD 17 
  HP 56 
  MD 14
  SHADOW FEY GUARD
  3rd level troop [HUMANOID]
  Initiative: +7
  Bright spear +7 vs. AC—10 damage
  R: Thrown spear +6 vs. AC—8 damage
  Web of steel: If more than one shadow fey is 
  engaged with the target, that target takes a –3 
  penalty to its disengage check.
  AC 19 
  PD 16 
  HP 42 
  MD 13
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Lady Viriathos 
  Lady Viriathos
  Lady Viriathos
  1 x shadow fey guard
  2 x shadow fey guard
  1 x shadow fey guard
  1 x shadow fey ranger
  2 x shadow fey ranger
  1 x shadow fey ranger
  1 x shadow hound
  
  19
  GHOST GOBLIN VILLAGER
  1st level mook [HUMANOID]
  Initiative: +3
  Club +6 vs. AC—4 damage
  R: Blowgun +6 vs. AC—3 damage
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 16 
  PD 14 
  HP 5 
  MD 11
  Mook: Kill one goblin villager for every 5 damage 
  you deal to the mob
  GHOST GOBLIN GRUNT
  1st level troop [UNDEAD]
  Initiative: +3
  Vulnerability: holy
  Ritually befouled spear +6 vs. AC—6 damage 
  if the goblins and their allies outnumber their 
  enemies; 4 damage if they don’t.
  Natural 16+ hit: The target takes 5 ongoing  
  poison damage. 
  R: Shortbow +6 vs. AC—6 damage
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 16 
  PD 13 
  HP 22 
  MD 12
  GHOST GOBLIN HORROR
  2nd level troop [UNDEAD]
  Initiative +5
  Vulnerability: holy
  Shortsword +6 vs. AC—5 damage
  Natural even hit or miss: The goblin can make a curse 
  of rigor attack once this turn as a quick action.
  R: Curse of rigor +6 vs. MD—5 damage, and the 
  target is stuck (save ends).
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  Fear aura: Enemies engaged with the goblin and 
  who have 12 hit points or fewer are dazed and 
  can’t use the escalation die.
  AC 17 
  PD 11 
  HP 27 
  MD 15
  KRAKECH SPEAKS-WITH-STRANGERS
  2nd level caster [UNDEAD]
  Initiative: +6
  Vulnerability: holy
  Bone spear +6 vs. AC—8 damage
  R: Ghost curse +6 vs. PD—8 damage, and until 
  the end of the shaman’s next turn, the target 
  takes 2 damage whenever an enemy engages it or 
  disengages from it.
  Natural even hit or miss: Choose another nearby 
  enemy; it also suffers from the engage/disengage 
  effect until the end of the shaman’s next turn.
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 17 
  PD 12 
  HP 34  
  MD 16
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Krakech
  Krakech
  Krakech
  14 x villager
  14 x villager
  14 x villager
  1 x grunt
  2 x grunt
  6 x grunt
  appendix B:  
  GhosT GoBlin TriBe
  KRAKECH AND THE GOBLIN VILLAGERS
  Vs. 4 PCs
  Vs. 5 PCs
  Vs. 6 PCs
  Morkesh
  Morkesh
  Morkesh
  4 x grunt
  4 x grunt
  4 x grunt
  1 x horror
  2 x horror
  3 x horror
  MORKESH AND HIS GUARDS
  
  20
  MORKESH IS-THE-CHIEF
  4th level leader [UNDEAD]
  Initiative: +6
  Vulnerability: holy
  Princely sword +10 vs. AC—14 damage
  Natural even hit or miss: Morkesh can make a curse 
  of rigor attack once this turn as a quick action.
  R: Curse of rigor +6 vs. MD—5 damage, and the 
  target is stuck (save ends).
  R: Throwing axe +8 vs. AC—10 damage
  C: Muttering armor +6 vs. MD (1d3 nearby 
  enemies)—The target is dazed (save ends) as the 
  gaping mouths that cover this suit of leather armor 
  gibber madly.
  Limited use: Once per battle.
  Ghost life: The first time a ghost goblin drops to 0 
  hp each battle, it returns to 1 hit point.
  AC 20 
  PD 17 
  HP 50 
  MD 14
   
  appendix c:  
  adVenTurer-Tier maGic iTems
  Arbonesse Wand: +2 bonus to damage only. When 
  you crit with a daily spell, you can cast an at-
  will spell as a quick action that turn. Quirk: You 
  carefully consider your words, weighing them for 
  maximum impact. 
  Cloak of Desert Night (recharge 16+): As a move 
  action briefly transform into a whirling dust-cloud 
  and teleport anywhere nearby or far away that 
  dust could get into. The direction you’ve traveled 
  is obvious to observers. Quirk: Incessant thirst.
  Cogwork Weapon (any weapon): The intricate 
  meshing cogs whir and blur into action when this 
  weapon is in use. When you roll a critical hit with 
  this weapon, your crit range expands by 2 for the 
  rest of the battle (cumulative). Quirk: Constantly 
  tinkering with things.
  Ghost Armor (any armor – recharge 11+): Made 
  of leather and bone from a ghost boar, it seems 
  to phase in and out of reality. The first time in 
  a battle that you would take damage, you can 
  teleport to any point nearby as an interrupt 
  action. Quirk: Your flesh is ghost-like and 
  translucent in places.
  Hexenblade: This sword doubles as a magical 
  implement. Add the +1 item bonus to hit and 
  damage to arcane spells that you cast. Casting 
  a ranged spell while engaged does not provoke 
  opportunity attacks, provided at least one of the 
  targets of your spell is an enemy that you are 
  engaged with. Quirk: You make sure that others 
  keep their distance.
  Ironcrag Shield (recharge 6+): When fighting with 
  a hammer, reroll any damage dice that come up 
  1s until they are no longer 1s. Quirk: Whenever 
  emotions run high - whether in victory, defeat, 
  peril, or just being served an especially fine roast 
  chicken - you feel the urge to sing dwarven battle 
  songs of the Ironcrags. If you don’t know any, 
  make them up.
  Mantle of The Arcanist (daily): As a free action, 
  regain the use of an expended daily spell. If it is 
  the last spell you cast, you can choose to recast 
  it immediately as a quick action with a –2 attack 
  penalty. Quirk: Cackles instead of laughs.
  Rava’s Holy Symbol of Inspired Tinkering 
  (recharge 11+): Spend a recovery to recharge a 
  magic item which has a recharge power. Quirk: 
  Precise, like clockwork.
  Valeran Steel Sword: +2 bonus to damage only. On 
  a miss, choose a damage type (cold, fire, lightning, 
  or thunder). When you next hit, your damage has 
  that type. Quirk: You believe that elves are superior 
  to other races, ignoring evidence to the contrary.
  
  21
  appendix d: midGard icons
  FREE CITY COUNCIL
  Drawn from all walks of life, the twelve members of 
  the Free City Council ensure the welfare of Zobeck 
  and its citizens, protect it from all threats to its 
  freedom, and maintain the flow of commerce.
  GLITTERING KING
  The Glittering King is steeped in luxury and wine: 
  a paranoid drunkard with a great temper and 
  tremendous power over his terrified nobles. His 
  mastery of dark magic and fleet of demon ships 
  makes his slave kingdom into a force that few dare 
  challenge.
  ILLUMINATED BROTHERHOOD
  This esoteric society is open to all dwarves who 
  qualify and seek perfection in their chosen craft. 
  Many high-ranking members of dwarven society, 
  including some kings, count themselves among the 
  ranks of the Illuminated Brotherhood.
  KING OF BEARS
  The King of Bears rules the bears and lycanthropes 
  of the North, served by a cadre of witches and 
  oracles. His royal court spends most of its time 
  hunting, feasting, brawling, and drinking the finest 
  honey mead from immense stone bowls.
  MASTER OF DEMON MOUNTAIN
  The Master of Demon Mountain’s spells and 
  incantations carry great potency. The demons 
  praise him, and his many children are tiefling 
  ambassadors to the world, heralds of his power. But 
  his real goal is to reach immortality—although first 
  he must break the pacts binding him to Demon 
  Mountain. 
  ORACLE OF KAMMAE
  The blind daughter of the moon is blessed—or 
  cursed—with divine insight, and gifts of healing 
  and prophecy. With the voices of spirits, angels, 
  and canny counselors around her, the Oracle of 
  Kammae rarely errs in matters of fact or faith.
  QUEEN OF NIGHT AND MAGIC
  The Queen of Night and Magic rules the Shadow 
  Realm, where she dreams of conquest, blood, and 
  loss. She remembers too many worlds that once 
  were hers.
  You can find full writeups for these icons, including 
  their allies, enemies and histories, in the Midgard 
  Bestiary: 13th Age Compatible Edition.
  BABA YAGA
  A hunched crone with iron teeth and a ferocious 
  gaze, Baba Yaga has existed for as long as anyone 
  remembers; she may be as old as the world. 
  “Grandmother” is a hoarder of secrets and a 
  powerful fey who makes it her business to know 
  everything. She flies through the air in a mortar, 
  wielding a pestle, and has aided or destroyed some 
  of history’s greatest heroes and villains.
  BELOVED IMPERATRIX
  Regia Moonthorn Kalthania-Reln van Dornig is an 
  ancient elven woman who speaks in a whisper that 
  can carry the length of a ballroom, and she moves 
  with a quiet grace. 
  DRAGON SULTANA
  The Dragon Sultana’s rule is new and fragile, but 
  she has the confidence and the ruthlessness needed 
  to command the mighty draconic Mharoti Empire.
  EMPEROR OF THE GHOULS
  Nicoforus the Pale is the undisputed ruler of the 
  Dread and Endless Imperium of the Darakhul, 
  a civilization of ghouls deep within the realms 
  subterranean. Through cunning and relentless 
  cruelty he’s led his legions to repeated victories 
  over the other races in the underworld. Drow, 
  dwarves, kobolds, gnomes—all are slaves or food 
  for the darakhul. Only the ghouls’ aversion to the 
  sun keeps the Imperium from invading the surface 
  world.
  EXARCH VERMES II
  Exarch Vermes II is one of the most influential 
  and mysterious figures in Bemmea, a city riddled 
  with mysteries. The inhuman wizard who leads 
  its Ninemage Council has molded his city for 
  centuries into the place it is today.
  FIRST DUKE-ADMIRAL CADUA
  The first minotaur to serve as First Duke-Admiral 
  of Triolo, Cadua is a polarizing figure. Some 
  consider the “Golden Horn” a promising sign of 
  Kyprion’s and Triolo’s joint destiny. Others feel sure 
  that he steers the Maritime Republic to ruin.
  
  22
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  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.
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  The Wreck of Volund’s Glory, Copyright 2014 Open Design; 
  Author: Wade Rockett
  OPEN GAME LICENSE Version 1.0a
  
  Magic is everywhere. Whether it is a hidden 
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  13th Age is a trademark of Fire Opal Media. ©2014 Fire Opal Media. 
  All rights reserved. Kobold Press is a trademark of Open Design. 
  
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