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  IRONFIRE 
  PART 1 
  A 5TH LEVEL ADVENTURE IN 
  FOUR 2-HOUR SESSIONS 
  By ASH LAW 
  
   
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  Author: ASH LAW 
  Editor & Developer: Rob Heinsoo 
  Cartography: ASH LAW 
  Layout: ASH LAW 
  Cover: Patricia Smith 
  Illustration: ASH LAW, Patricia Smith, & Rich Longmore 
  ©2016 Fire Opal Media, Inc. Produced by arrangement Pelgrane Press Ltd. 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 or ASH, 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 Ltd. under the 
  Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. 13th Age is a trademark of Fire Opal Media, Inc. ©2016 
  Fire Opal Media, Inc. All rights reserved. 
   
  ironfire 
  PART 1 
  
   
  3 
   
  Contents 
  Iron & Gold .......................................................... 4 
  INTRODUCTION ............................................ 4 
  Who Are the Adventurers? ......................... 4 
  TO IRONFORT ................................................. 5 
  THE FEAST ........................................................ 8 
  A DEAL IS STRUCK ......................................... 8 
  A STRIKE AGAINST THE DEALERS .......... 9 
  THE DWARF KING’S EGG .......................... 10 
  AMBUSH OR AMBUSHED? ....................... 12 
  Ash & Fire ............................................................ 17 
  INTRODUCTION .......................................... 17 
  THE CLIMB ..................................................... 17 
  LAVA FIELDS .................................................. 17 
  THE RIVALS .................................................... 18 
  AVALANCHE .................................................. 20 
  LAIR OF THE BASILISK .............................. 22 
  Egg & Feather .................................................... 25 
  INTRODUCTION .......................................... 25 
  A NIGHT ON BALOR ................................... 25 
  INTO THE VALLEY OF THE PHEONIXES
   ............................................................................. 25 
  Sneaking the Egg Away .............................. 25 
  Ambushing the Phoenix ............................. 26 
  VOID GUARDIAN ......................................... 26 
  FIRES OF CREATION ................................... 27 
  JOURNEY BACK TO IRONFORT .............. 27 
  Siege & Shock ..................................................... 31 
  INTRODUCTION .......................................... 31 
  DOWN BALOR’S SLOPES ........................... 31 
  LOOKING DOWN ON IRONFORT.......... 31 
  Stay Hidden .................................................. 31 
  Sneak & Spy ................................................... 31 
  Ambushing the Interlopers ....................... 32 
  STAR MASK ORC FIGHT ............................ 32 
  THE SEIGE ....................................................... 33 
  TO THE WALLS ............................................. 35 
  VICTORY .......................................................... 38 
  AN UNEXPECTED TREASURE .................. 39 
   
   
   
  
   
  4 
   
  Iron & Gold
  INTRODUCTION 
  The Dwarf King has managed to capture a meteorite 
  without it damaging anything or unleashing the star-
  masks from within. He is willing to sell the meteorite 
  to whichever icon or icons meet his demands. 
  For months strange meteorites have been raining 
  down upon the Dragon Empire. Out of the sky 
  rocks crawl strange creatures that have come to 
  be known as ‘star-masks’, parasitic creatures that 
  latch onto the faces of other beings and take over 
  their minds and bodies. The star-masks have the 
  ability to puppet the dead and living alike, and 
  can warp reality to create star-mask brains that 
  act as the center of their hives.  
  The Archmage has sent adventurers out to 
  investigate the meteorites and the creatures, but 
  so far has no solution to the growing problem of 
  star-mask incursions. The other icons are starting 
  to question the Archmage’s ability to solve the 
  problem, especially as the meteorites seem to 
  originate from an astral phenomena known as the 
  ‘Archmage’s Comet’. 
  The Dwarf King has let it be known that he 
  has captured one of these meteorites—intact! He 
  is willing to sell the intact meteorite to the highest 
  bidder. The Dwarf King says he’ll give preference 
  to the Emperor, so naturally every other icon has 
  sent a delegation to bid for the meteorite—
  whoever uncovers the secrets of the star-masks 
  will gain great power. 
  The Dwarf King in this adventure can be 
  played as more mercenary and greedy than 
  heroic, an ambiguous figure. Then again, maybe 
  the Dwarf King is heroic but his underlings are 
  afflicted with the stereotypical dwarven greed. 
  Who Are the Adventurers? 
  The party should decide which icon that they are 
  working for. I’ve assumed in writing this 
  adventure that the adventurers have been sent by 
  the Emperor to negotiate for the meteorite 
  fragment on behalf of the Dragon Empire, 
  probably offering increased imperial patrols 
  against orcish hordes in dwarven lands, but it 
  needn’t be so. 
  Here are some other possibilities you could 
  tinker with, given that other icons may make 
  more sense for this player character group: 
  ARCHMAGE’S HAND 
  The Archmage doesn’t claim responsibility for 
  the strange things falling from the sky, but 
  clearing up the mess is clearly part of his 
  responsibilities. The Archmage has sent you 
  to negotiate: in exchange for the meteorite you 
  can give the Dwarf King a map to a sealed 
  vault deep under the ground which is reputed 
  to contain some lost dwarven treasures. 
  CRUSADER’S CAPTAINS 
  The star-masks are a threat to the security of 
  the empire, so the Crusader has sent you to 
  use a combination of threats and promises to 
  obtain the material the Dwarf King has 
  captured. The Crusader promises soldiers to 
  help defend dwarven lands if he gets the 
  meteorite—and has told you to make vague 
  threats of invasion if the meteorite ends up in 
  the hands of an unfriendly icon. 
  ELF QUEEN’S HERALDS 
  The Elf Queen wants to ensure that the next 
  age is one that sees a resurgence of the elven 
  races. The adventurers are part of the 
  delegation sent to secure the meteorite, and 
  can promise the succession of lands near the 
  Grey Towers to the Dwarf King if he will 
  promise the meteorite to them. 
  EMPEROR’S DEPUTIZED OFFICIALS 
  You are part of the official imperial 
  delegation, here to trade the meteorite for a 
  
   
  5 
   
  reduction in taxes and an increase in imperial 
  patrols to safeguard dwarven lands from the 
  orcs hordes. Technically the Dwarf King 
  should give the Emperor the sky rock no 
  questions asked, but with the Dwarf King’s 
  recent troubles with the orc hordes he’s using 
  it as leverage; you could play this as morally 
  ambiguously maneuvering by the Dwarf 
  King, or a necessary action to defend his 
  people. 
  GREAT GOLD WYRM’S REPRESENTATIVES 
  The Great Gold Wyrm knows that none of the 
  other icons can be trusted to act truly 
  selflessly, once again it falls to the great 
  dragon to safeguard the mortal realms. The 
  Great Gold Wyrm is willing to exchange the 
  meteorite for a horde of treasure, and the 
  adventurers have been sent to make the 
  arrangements. 
  HIGH DRUID’S CHOSEN ONES 
  The star-masks are unnatural abominations 
  that must be fought. The High Druid has 
  foreseen that the adventurers have the best 
  chance of convincing the Dwarf King of her 
  good intentions. The adventurers have 
  nothing concrete to bargain with, but the 
  Dwarf King probably already knows that the 
  increased wealth of his mines is due to the 
  High Druid’s resurgence, and the High Druid 
  might be willing to encourage more of the 
  same. 
  PRIESTESS’S DIPLOMATS 
  The blessing of the light is upon the 
  adventurers, as they carry the word of the 
  Priestess to the Dwarf King. Though all may 
  look hopeless, the plague of monsters raining 
  down can be stopped if only the Priestess is 
  given the meteorite. The gods will surely bless 
  the righteous. 
  PRINCE OF SHADOWS’ CONSULS 
  The Prince of Shadows would just steal the 
  sky rock, but perhaps it amuses him more to 
  send you. Maybe he’s going to steal the 
  meteorite anyway, but for now you are here 
  to negotiate the exchange of the meteorite for 
  the cargo of a ship that went mysteriously 
  missing last month. OK, it’s no mystery—the 
  Prince of Shadows stole the ship. 
  THE THREE 
  Recently meteorites pummeled Drakkenhall, 
  apparently penetrating as far underground as 
  the Blue’s secret inner sanctum! The Three are 
  interested in the meteorite that the Dwarf 
  King is offering—in exchange for goblin 
  slaves and rare wines. What the dwarves do 
  to the goblins once they are handed over is no 
  concern of the Three. 
  … OR THE DWARF KING’S SECRET PLAN 
  The Dwarf King really doesn’t want to give up 
  the meteorite and the potential power that it 
  represents, but he also can’t be seen to be 
  keeping it for himself and working against 
  those who are at least nominally his allies. The 
  party is posing as an independent group, but 
  secretly have the Dwarf King’s backing. 
  …OR THE ORC LORD’S MINIONS OR THE 
  DIABOLIST’S LACKEYS OR THE LICH 
  KING’S HIDDEN AGENTS 
  The Diabolist, the Orc Lord, and the Lich King 
  all have a keen interest in gaining the 
  meteorite for its potentially destructive 
  powers. You’d rather be a hammer than a nail, 
  and you don’t need to be an oracle to see the 
  that the power of these icon’s is on the rise—
  so you’ve agreed to be a go-between. Maybe 
  you even represent more than one evil icon 
  (though that would be a tricky path to walk). 
  As far as the Dwarf King is concerned you 
  represent an independent consortium of 
  sorcerers. Your real patron’s identity remains 
  hidden from the Dwarf King. Your offer to the 
  Dwarf King is that the consortium will work 
  to free captives held by his enemies if the 
  Dwarf King gives you the meteorite. Of 
  course you have details of the captives to 
  hand—they are being held by your real patron 
  (the Diabolist, or the Orc Lord, or the Lich 
  King).  
  
   
  6 
   
  TO IRONFORT 
  The Dwarf King has set the meeting of the 
  emissaries of icons at a fort on the slopes of Balor, 
  a volcano in the north of his domain. Before the 
  adventurers can get to Ironfort they must cross 
  the mountains to the north of Forge, trek across 
  orc-infested lands, and brave the northern wilds. 
  Ironfort and Balor are isolated, probably why the 
  Dwarf King chose the location for the meeting. 
  This is a montage. Turn to a player and ask 
  them to describe a problem that the party faced 
  on its way to Ironfort on the slopes of Balor, but 
  not how the problem was solved. Maybe the party 
  came across an orc encampment, maybe the northern 
  snows blocked them into a pass, maybe the party got 
  lost. Turn to the next player and ask them how 
  their character solved the problem. Go around 
  the group until everybody has had a chance to 
  describe a problem, and everybody has had a 
  chance to describe how their character solved the 
  issue. There is no need to roll dice during a 
  montage, it is purely a narrative device to get the 
  players warmed up and give everybody a chance 
  to introduce their character. 
   
   
  
   
  7 
   
   
   
  
   
  8 
   
  THE FEAST 
  The adventurers finally arrive at Ironfort. 
  Ironfort is a walled dwarven town, built into the 
  side of the mighty Balor volcano. The largest 
  structure in the town is the fort itself, a sturdy 
  dwarven-built citadel that protects the town and 
  allows the forces of the Dwarf King to project his 
  military might over the surrounding territory—
  keeping the roads safe for trade between Forge 
  and the northernmost mines.  
  The adventurers are shown to rooms in a tavern 
  in town (The Hammer and Anvil), and then once 
  rested are bought to the fort for the meeting of 
  delegations sent by the various icons who have 
  expressed an interest in the intact meteorite that 
  the Dwarf King has somehow obtained. 
  Apart from the adventurers the following 
  people are present at the grand hall of the fort: 
  Captain Dran Shale— The nervous Dran Shale 
  is the captain of the Ironfort and is present with 
  several dwarf guards. Their orders are to stand 
  aside if the emissaries of the icons start 
  fighting—they are there to safeguard the town 
  and fort, not to get involved in a brawl between 
  powerful beings. 
  Duchess Halla— The self-assured Duchess 
  Halla is the Dwarf King’s mouthpiece in these 
  negotiations. She’s here to see exactly what each 
  icon has to offer, and is willing to let them make 
  threats and promises while playing her cards 
  close to her chest. 
  Uebol the Unnerving— The Archmage has 
  sent a black-robed delegation led by a 
  simpering and emaciated wizard that identifies 
  itself as Uebol the Unnerving. If the party are 
  working for the Archmage then they are the black-
  robed delegation and Uebol is there as their advisor. 
  Lord Vermon of Axis— The Emperor has sent 
  Lord Vermon from Axis. The overweight Lord 
  Vermon is in charge of tax collection for this 
  region, and has come here with a guard of half-
  orc imperial legionaries. If the party are working 
  for the Emperor then they are the guards for Lord 
  Vermon, and are also there to advise and aid him 
  during the negotiations. The half-orc legionaries are 
  waiting in the town back at the tavern, guarding 
  Lord Vermon’s wagons. 
  Celbrin Starshone of the Court of Stars— The 
  Elf Queen has sent a trusted herald, Celbrin 
  Starshone, to negotiate for the meteorite. 
  Accompanying Celbrin is a rag-tag group of 
  warriors wearing no distinct uniform save for 
  broaches and cloak clasps displaying the Elf 
  Queen’s sigil. If the party are working for the Elf 
  Queen 
  then 
  they 
  are 
  the 
  rag-tag 
  group 
  accompanying and advising Celbrin. 
  Snakewalker the Hobgoblin— The Three have 
  sent monstrous ‘diplomats’, led by a hobgoblin 
  called Snakewalker. If the party are working for 
  the Three then they are the monstrous diplomats 
  with Snakewalker. 
  This part of the adventure is a chance for role-
  playing. Duchess Halla has arranged a feast for 
  the factions, during which she attempts to find 
  out what each faction is offering. See the 
  descriptions in the introduction for what each faction 
  is willing to offer. Each faction in turn tries to find 
  out what the other factions are offering. 
  After the feast dwarf bards come to sing for 
  their guests, and the various factions circulate 
  attempting to make deals.  
  Each faction tries to ally itself with the 
  adventurers. Each faction offers to join their bids 
  with the bid or offer of whoever the adventurers 
  represent in order to gain the best outcome, and 
  cut rivals out from the process. However, the 
  factions are mutually exclusive—the Archmage’s 
  emissary won’t make a deal with the adventurers 
  if they have already made a deal, the imperial 
  ambassador won’t make a deal with the 
  adventurers unless they back out of other deals, 
  and the representatives of the elves won’t make 
  deals if they can’t get an exclusive deal. 
  
   
  9 
   
  A DEAL IS STRUCK 
  Duchess Halla eventually calls the gathered 
  dignitaries to order. She declares that the 
  adventurers and one other faction (GMs choice 
  which faction) have won the interest of the Dwarf 
  King, and that the other factions must retire to the 
  tavern and can take no further part in the bidding 
  process. 
  With a mixture of grumbling, pleasantries, 
  and veiled threats the other factions leave. Only 
  the adventurers and one other faction remain. 
  Duchess Halla asks each remaining faction to 
  restate openly their terms, and then encourages 
  the two factions to outbid each other. 
  This is a purely role-playing encounter, as 
  each faction tries to outdo the others. Once one 
  side or the other has gained a clear advantage in 
  the negotiations Duchess Halla calls a close to the 
  proceedings—she has yet to make a decision and 
  bids the two factions to return in the morning 
  once she has slept on it. 
  The adventurers and the other faction are told 
  to head to the tavern (The Hammer and Anvil) to 
  rest the night, and are shown out of the fort. 
  Trouble-shooting 
  The next part of the adventure 
  relies upon a faction ambushing 
  the party at the Hammer and 
  Anvil tavern.  
  Smart groups might foresee 
  another faction ambushing them, 
  and insist on staying at the fort. In that case just 
  move the fight so that the other action attacks 
  the adventurers in the Ironfort proper, 
  sneaking in to slay the party. 
  Some players might decide that they are the 
  kind of ‘heroes’ who will attack others without 
  warning—getting rid of their opposition 
  through violent means. That’s OK, just change 
  the fight so that the adventurers are the ones 
  doing the ambushing. 
  A STRIKE AGAINST THE 
  DEALERS  
  As the adventurers head back to the Hammer and 
  Anvil out from the shadows step some menacing 
  figures. The following fight will be different 
  depending on which faction or factions they 
  befriended or allied themselves with, and who 
  the party worked hardest against during the 
  negotiations. Involved in the fight is one 
  emissary, and the minions of that emissary. Each 
  emissary and their minions are different. 
  Some parties might have made friends with 
  an emissary, or be working with a faction 
  emissary, and in such cases you could introduce 
  a second emissary on the party’s side and double 
  the number of faction minions facing the 
  adventurers. 
  UEBOL THE UNNERVING 
  As an enemy 
  Each round at the start of the round, one minion makes 
  the following ranged attack as a free action: 
  Enchanted bolt +10 vs MD—12 force 
  damage. 
  As an ally  
  Each round at the start of the round, the adventurer 
  with the fewest hit points gains 10 temporary hit 
  points. 
  LORD VERMON OF AXIS 
  As an enemy 
  The minions are half-orc legionaries—give them +2 AC 
  if they outnumber those that they are engaged with 2-
  to-1 (if there are four minions engaged with a group of 
  two adventurers the minions gain +2 AC). 
  As an ally  
  Lord Vernon throws an adventurer-tier healing potion 
  to the first adventurer to become staggered. 
  CELBRIN STARSHONE OF THE COURT OF 
  STARS 
  As an enemy 
  Roll a d6 at the start of combat, at the start of the round 
  when the escalation die reaches that amount all the 
  minions move as a free action.  
  As an ally  
  Celbrin grants +1 to ranged attacks against enemies 
  that the elf is engaged with. 
  
   
  10 
   
  SNAKEWALKER THE HOBGOBLIN 
  As an enemy 
  The minions gain +1 to attacks against anybody 
  engaged with Snakewalker. 
  As an ally  
  Snakewalker grants a +1 AC bonus to any adventurer 
  that the hobgoblin is next to. 
  Fight! 
  The fight is modified by which emissary the 
  party are fighting, and if they have an emissary 
  on their side. 
  Number 
  of PCs 
  Iconic Emissary 
  Mendacious 
  Minion 
  3 
  1 
  3 
  4 
  1 
  5 
  5 
  1 
  7 
  6 
  1 
  9 
  Mendacious Minion 
  4th level wrecker [HUMANOID] 
  Initiative: +12 (see ferocious start) 
   
  Sword and spiked shield +9 vs. AC—11 damage 
  Natural even hit or miss: Each enemy engaged 
  with the mendacious minion takes 1d8 
  damage. 
   
  R: Javelin +8 vs.—10 damage 
  Limited use: 2/battle. 
   
  Ferocious start: Until the mendacious minion is 
  staggered or the escalation die is 2+, it acts 
  twice per round. Roll initiative once at +12. It 
  takes its second turn when the initiative count 
  is seven less (minimum 1). 
   
  AC 18 
  PD 17  
  HP 51 
  MD 16 
   
   
  Iconic Emissary 
  8th level leader [HUMANOID] 
  Initiative: +12 
   
  Icon-blessed weapon +13 vs. AC—24 damage 
  Natural 16+: The target also takes 15 ongoing 
  damage. 
  Miss: 12 damage. 
   
  R: Emissary’s curse +13 vs. MD (1d3 nearby or 
  far away enemies)—25 psychic damage 
  Natural 16+: The target is confused (save ends). 
  Miss: 10 psychic damage. 
  Limited use: 1/battle. 
   
  C: Borrowed power +13 vs. MD (one nearby 
  enemy, or one nearby enemy per point of esc. 
  die if iconic escalator benefit is active)—15 
  psychic damage, and the target is hampered 
  (save ends); until the target saves, it takes 15 
  psychic damage each time it attacks the icon 
  emissary  
   
  Icon’s protection: Whenever an enemy targets the 
  icon emissary with a spell, the emissary regains 
  the use of borrowed power if it’s expended. In 
  addition, if that spell is a recharge spell, roll its 
  recharge check immediately after the spell is 
  cast. If the spell is a per-battle or daily spell, roll 
  a hard save (16+) immediately after the spell is 
  cast; on a success, the spellcaster doesn’t 
  expend the spell. 
   
  Iconic escalator: The emissary and each of its 
  nearby allies can use the escalation die unless 
  the emissary has been hit by two enemy spells 
  since its last turn. 
   
  AC 24 
  PD 19  
  HP 190 
  MD 19 
  
   
  11 
   
   
   
  
   
  12 
   
  THE DWARF KING’S EGG 
  The following morning Duchess Hella announces 
  to the assembled emissaries (those that survived 
  the night beforehand) that she has selected who 
  is to receive the meteorite—the adventurers. The 
  Dwarf King is willing to exchange it for all that 
  was promised, plus a phoenix egg. 
  The adventurers are given a map to a secret 
  valley high up on Balor. The dwarves never 
  venture there, the phoenixes guard the valley 
  against intruders, and the area around the valley 
  is the lair of a basilisk. No dwarven group that 
  has set out to the valley has ever returned. 
  As she completes her statement the various 
  factions freeze for a moment, then quietly slip out 
  of the fort into town to try to track down maps of 
  Balor, to obtain supplies for a journey, and to stop 
  the other factions from doing likewise. 
  The other factions present have realized that 
  if they get a phoenix egg first before the 
  adventurers that they can reopen negotiations 
  and obtain the meteorite for themselves. 
  Of course there will doubtless be hidden 
  agents of icons not officially present at the 
  meetings in Ironfort in town, spies who will 
  communicate to their compatriots and attempt to 
  get a phoenix egg. 
  This is a freeform skill challenge. The 
  adventurers must try to obtain maps, supplies, 
  and otherwise scramble to obtain an advantage 
  over anybody else who is racing to get to the 
  valley first. 
  The party needs to complete three tasks of 
  their choosing; whatever the adventurers chose 
  to do break it down into three sub-tasks: the first 
  task is DC 15, the next DC 20, the next DC 25. If 
  the adventurers pass all three tasks they have an 
  advantage in the next section—otherwise the 
  other factions get racing toward the valley of the 
  phoenix egg first and the adventurers are at a 
  disadvantage in the next section. 
  AMBUSH OR AMBUSHED? 
  The various factions are racing to obtain the 
  phoenix egg. One of those factions have hired a 
  mercenary group that has been lurking at a camp 
  far outside of the Ironfort settlement. 
  The mercenaries have received instructions to 
  waylay the party and prevent them journeying 
  up Balor. 
  The Nobler Path 
  If the adventurers get ahead of 
  the rest of the pack but decide 
  not to take the opportunity to 
  ambush their rivals there are 
  two ways to handle it. The first 
  way is to simply say that the 
  adventurers take the higher moral ground and 
  use the time getting ahead of their squabbling 
  rivals. The second way is to have no good deed 
  unpunished, and have a group of rivals 
  ambush the party. 
  If the adventurers succeeded in the freeform 
  skill challenge in the last section, they have gotten 
  far enough ahead of the various emissaries that 
  they have had a chance to lay an ambush if they 
  wish to—but if they failed the skill challenge then 
  they are the ones getting ambushed! 
  . 
   
  
   
  13 
   
   
  Fight (ambush)! 
  In situations when one side ambushes or 
  surprises the other, start by letting the 
  ambushing side pick one creature who will 
  start the ambush. Then roll initiative for all 
  members of the ambushing side. 
  Only two creatures get to act in the ambush 
  round: the nominated ambusher and their 
  highest initiative ally. The GM can choose 
  whether to advance the escalation die after the 
  surprise round. 
  Then roll initiative for the side that got 
  ambushed and play normal combat rounds. 
  Number 
  of PCs 
  Whiplash 
  Mercenary 
  Bloody 
  Slasher 
  Mercenary 
  Necromcr. 
  Mercenary 
  3 
  3 
  2 
  2 
  4 
  3 
  3 
  3 
  5 
  3 
  4 
  4 
  6 
  5 
  4 
  4 
  Necromancer Mercenary 
  4th level spoiler [HUMANOID] 
  Initiative: +7 
   
  Bone staff +8 vs. AC—9 damage 
   
  C: Blasphemous shadows +8 vs. PD (1d3 nearby 
  enemies)—10 
  ongoing 
  negative 
  energy 
  damage, and the target is vulnerable (save ends 
  both)  
  Natural even hit: The target is hampered (save 
  ends). 
  Natural odd hit: The target is dazed (save ends). 
  Self-diminishing: The necromancer takes 2d6 holy 
  damage for each creature it targets with this 
  attack. 
   
  AC 19 
  PD 16 
  HP 60 
  MD 13 
  Whiplash Mercenary 
  4th level blocker [HUMANOID] 
  Initiative: +8 
   
  Twin poisoned daggers +8 vs. AC—12 poison 
  damage, and target is vulnerable (save ends) 
   
  C: Barbed whip +8 vs. PD (one nearby enemy)—
  8 damage 
  Natural even hit: The target pops free from each 
  enemy it’s engaged with and is pulled to the 
  mercenary, who engages it. 
  Natural odd hit: The target is vulnerable (save 
  ends). 
  Critical hit: The mercenary can make a barbed 
  whip attack against a different target as a free 
  action. 
   
  Crack the whip: Once per round when a nearby 
  enemy makes a ranged attack, the mercenary 
  can make a barbed whip attack against that 
  enemy before the attack as a free action. 
   
  AC 21 
  PD 17 
  HP 48 
  MD 13 
   
  Bloody Slasher Mercenary 
  4th level wrecker [HUMANOID] 
  Initiative: +9 
   
  Slashing blades +7 vs. AC (2 attacks)—6 
  damage, and the target is vulnerable (save 
  ends) 
  Critical hit: Until the target saves against the 
  vulnerable effect, it also takes 2d6 ongoing 
  damage each turn. 
   
  AC 19 
  PD 18 
  HP 54 
  MD 13 
  
   
  14 
   
   
   
  
   
  15 
   
   
   
  
   
  16 
   
   
   
   
   
   
  
   
  17 
   
  Ash & Fire 
  INTRODUCTION 
  The Dwarf King has a meteorite that is more or less 
  promised to the adventurers, but he also wants a 
  phoenix egg as part of the deal, and getting hold of 
  the egg pits the PCs against the factions who lost out 
  in the bidding process. Is this any way to do 
  business? It is if you’re the Dwarf King’s trusted 
  agent, apparently! The adventurers are part of a 
  frantic race up the volcano named Balor to find the 
  hidden valley of the phoenixes.  
  For months meteorites have been raining down 
  on the Dragon Empire, strange sky rocks that 
  disgorge creatures known as star-masks. The 
  star-masks are a menace—possessing the living 
  and animating the dead. 
  The Dwarf King has got his hands on an intact 
  meteorite, one with the star-masks still dormant 
  inside. 
  He 
  arranged 
  a 
  meeting 
  between 
  interested parties to sell it off, and the party have 
  successfully bid and won the right to be given the 
  meteorite—but still need to complete the deal by 
  getting a phoenix egg from a valley high on Balor. 
  No dwarf has ever returned from the valley.  
  However, other interested factions have set 
  out to get the phoenix egg before the party can 
  get to it, hoping to reopen negotiations from a 
  stronger position. 
  Can the adventurers get the phoenix egg in 
  time to claim their prize before somebody else 
  does so and gains the meteorite? 
  THE CLIMB 
  The adventurers are on the lower slopes of mount 
  Balor, an active volcano. The party is searching 
  for the valley of the phoenixes, which they 
  suspect to be somewhere further up the volcano. 
  However, every other faction is also searching for 
  the valley and the egg that it contains. 
  This is a montage. Turn to a player and ask 
  them to describe a problem that the party faced 
  on the slopes of Balor, but not how the problem 
  was solved. Maybe the party came across an orc 
  encampment, maybe they didn’t bring enough food, 
  maybe a monster lair is encountered. Turn to the next 
  player and ask them how their character solved 
  the problem. Go around the group until 
  everybody has had a chance to describe a 
  problem, and everybody has had a chance to 
  describe how their character solved the issue. 
  There is no need to roll dice during a montage, it 
  is purely a narrative device to get the players 
  warmed up and give everybody a chance to 
  introduce their character. 
  LAVA FIELDS 
  The way up the volcano is over a landscape 
  blackened by soot and ash. Though Balor is active 
  it rarely erupts, mainly just bubbling away and 
  spewing occasional clouds of pumice and stone. 
  The dwarves that live on and in the volcano are 
  acclimatized to life on the slopes of the volcano.  
  However, the adventurers are headed to an 
  area that the dwarves don’t visit—an area that is 
  inimical and hostile to adventurers. The lava 
  flows have mostly cooled, but here and there still 
  pose a danger to unwary adventurers. Lava still 
  flows under the solidified crust here and there, 
  waiting for an unwary foot belonging to an 
  inattentive adventurer to break through.  
  As the adventurers climb further up each 
  adventurer must face one of the following 
  hazards. You as GM get to pick the hazards based 
  upon a freeform skill challenge—you describe 
  the lava fields, tunnels, and twisted rock and as 
  the players describe their characters’ actions you 
  introduce the hazards. 
  HOT ROCKS 
  UNDERFOOT 
  TWISTED 
  LANDSCAPE 
  VOLCANIC 
  GASSES 
  Difficulty to 
  avoid: DC 15 
  Hot rocks +5 
  vs 
  PD—2d6 
  fire damage 
  Difficulty to 
  avoid: DC 15 
  Sharp rocks 
  +10 vs AC—
  3d6 damage 
   
  Difficulty to 
  avoid: DC 20 
  Gasses +10 vs 
  PD—2d8 
  poison 
  damage 
  
   
  18 
   
  THE RIVALS 
  The adventurers stumble across two groups 
  locked in battle. As the battle is quite loud the 
  adventurers have the option of going around the 
  battle, or sneaking up and looking. 
  The two groups are ogres carrying the orc lord’s 
  banners and stitched-together undead monsters, 
  both apparently looking for the valley of the 
  phoenixes just like the adventurers. Neither icon 
  had official representation at the meeting in 
  Ironfort, but it appears that the Orc Lord and Lich 
  King may have had spies in the city and troops 
  nearby. 
  If the adventurers join in the fight against both 
  groups, hoping to finish off some rivals, use the 
  fight chart below. 
  Three-way fight! 
  The orcs and undead stop fighting each other 
  to face the new threat, but don’t aid each other 
  in the battle either. 
  Number 
  of PCs 
  Ogre 
  Bersk. 
  Ogre 
  Champ. 
  Four-
  Armed 
  Gaunt 
  Gaunt
  wolf 
  3 
  1 
  0 
  0 
  2 
  4 
  0 
  1 
  0 
  2 
  5 
  0 
  2 
  1 
  0 
  6 
  1 
  1 
  1 
  1 
  If the adventurers go ahead and set up an 
  ambush for the fight’s winners use this fight 
  chart. The undead win the fight against the orc 
  lord’s forces, so the adventurers will end up 
  facing the Lich King’s gaunts and some 
  reinforcements that they’ve ‘built’ from the 
  remains of the orcs. 
   
  Fight (ambush)! 
  In situations when one side ambushes or 
  surprises the other, start by letting the 
  ambushing side pick one creature who will 
  start the ambush. Then roll initiative for all 
  members of the ambushing side. 
  Only two creatures get to act in the ambush 
  round: the nominated ambusher and their 
  highest initiative ally. The GM can choose 
  whether to advance the escalation die after the 
  surprise round. 
  Then roll initiative for the side that got 
  ambushed and play normal combat rounds. 
  Number 
  of PCs 
  Four-Armed 
  Gaunt 
  Gauntwolf 
  3 
  1 
  1 
  4 
  0 
  3 
  5 
  2 
  1 
  6 
  1 
  3 
  If the adventurers decide to avoid the situation 
  entirely skip ahead to the avalanche encounter 
  and have a gauntwolf join the basilisk fight when 
  the escalation die reaches 3. 
  Regardless of who the adventurers fight, 
  when the escalation die reaches 3 the fight is 
  interrupted by an earth tremor. Everybody is 
  popped free of engagement, the escalation die 
  resets to 1, and initiative should be re-rolled. This 
  happens every time the escalation die reaches 3 
  during the fight. 
  
   
  19 
   
  Ogre Berserker 
  Large 4th level wrecker [GIANT] 
  Initiative: +9 
   
  Giant axe or sword +8 vs. AC—28 damage 
  Natural 5, 10, 15, or 20: The ogre berserker gains 
  the escalator ability (it adds the escalation die 
  to its attacks) until the end of the battle. 
  Miss: Half damage, and the ogre berserker 
  takes 1d6 damage. 
   
  You shouldn’t have done that: When an enemy 
  engaged with the berserker scores a critical hit 
  against it, that enemy takes 7d6 damage. 
   
  Incidental damage: When an enemy makes an 
  opportunity attack against the berserker, hit or 
  miss, that enemy takes 2d6 damage. 
   
  Rauguguggh: Once per battle as a free action, 
  when the ogre berserker fails a save, it can take 
  3d6 damage to succeed at the save instead. 
   
  AC 18 
  PD 18 
  HP 120 
  MD 15 
   
   
  Ogre Champion 
  You don’t have to be an orc to be one of the Orc Lord’s 
  favored champions. Ogres like this guy make the point 
  that you’re probably better off not being an orc. 
  Large 5th level wrecker [HUMANOID] 
  Initiative: +10 
   
  Champion’s battle-axe +10 vs. AC—30 damage  
  Natural 5, 10, 15, or 20: The ogre champion gains 
  a second standard action this turn, but not a 
  third. 
  Miss: Half damage. 
   
  R: Heavy javelin +10 vs. AC (one nearby or far 
  away enemy)—26 damage 
  Miss: 10 damage. 
   
  Orc Lord’s enemies: Whenever a nearby dwarf or 
  elf enemy attempts to use their racial power, 
  they must roll a hard save (16+). On a failure, 
  the power fails and has no effect that turn (but 
  they can try again next turn). 
   
  Slayer of wizards: Creatures engaged with the ogre 
  champion take opportunity attacks from it 
  when casting close spells as if they were casting 
  ranged spells. 
   
  Nastier Specials 
  Escalating danger: The ogre champion adds the 
  escalation die to the damage it deals with its 
  attacks, hit or miss. 
   
  AC 21 
  PD 19 
  HP 140 
  MD 18 
  
   
  20 
   
  Four-Armed Gaunt 
  This undead has been stitched together from many 
  body-parts, with a sinew-wound catapult mounted so 
  that it fires from where the head should be. 
  Large 6th level wrecker [UNDEAD] 
  Initiative: +12 
  Vulnerable: holy 
   
  Four-sword attack +11 vs. AC (1d4 attacks)—15 
  damage  
  Natural 4, 8, 12, 16, 20: The target takes 10 
  ongoing negative energy damage. 
   
  R: Flaming catapult +10 vs. AC (one nearby or 
  far away enemy)—30 damage 
  Natural 16+: The target takes 10 ongoing fire 
  damage. 
   
  Limited escalator: The four-armed gaunt adds the 
  escalation die to its attacks until the die is 5+. 
   
  Nastier Specials 
  Iron spikes: When an enemy intercepts the four-
  armed gaunt, it takes 4d8 damage from the iron 
  spikes driven into the gaunt’s flesh. 
  Burning chains: When an enemy makes a melee 
  attack against the four-armed gaunt and rolls a 
  natural odd miss, that enemy takes 2d8 fire 
  damage. 
   
  AC 22 
  PD 20 
  HP 200 
  MD 15 
  Gauntwolf 
  This undead wolf-like monster has been enhanced with 
  rusted metal teeth and spikes. Gauntwolves are ‘born’ 
  from the victims of gaunts. Well, born or built. 
  Double-strength 5th level mook [UNDEAD] 
  Initiative: +6 
  Vulnerable: holy 
   
  Iron teeth and spikes +10 vs. AC—14 damage 
  Miss: 2d6 damage. 
   
  Animal instincts: While staggered, if the gaunt is 
  unengaged at the start of its turn, it must roll an 
  easy save (6+). On a failure, the gaunt must 
  move and attack a random nearby enemy that’s 
  staggered, or a random nearby creature if there 
  are no staggered enemies. 
   
  Lashing tail, and spikes: When an enemy misses 
  with a melee attack against the gaunt and rolls 
  a natural 1–5, the attacker takes 2d6 damage. 
   
  AC 22 
  PD 19 
  HP 32 (mook) 
  MD 14 
  Mook: Kill one gauntwolf mook for every 32 
  damage you deal to the mob.  
  
   
  21 
   
   
   
  
   
  22 
   
  AVALANCHE 
  The volcano is unusually active, shaking and 
  rumbling as the adventurers climb it. As the 
  adventurers dust themselves off from their last 
  battle (or from sneaking around it) an avalanche 
  comes tumbling down upon them. The whole 
  party must face the following threats, in order. 
  First the adventurers are pelted with rocks from 
  above, small rocks at first (though still travelling 
  fast), then boulders.  
  RUSHING ROCKS 
  Difficulty to avoid: DC 15 
  Rocks fall +5 vs AC—3d4 damage 
  Next the very ground the adventurers are 
  standing on simply slides away from beneath 
  their feet, sending them tumbling down the 
  volcanoes slopes.  
  GRAVITY-ASSISTED DESCENT 
  Difficulty to avoid: DC 20 
  Falling +5 vs AC—3d6 damage 
  Lastly an ashen cloud rolls across the 
  adventurers, burying and choking them.  
  ASHEN CLOUD 
  Difficulty to avoid: DC 15 
  Ashen cloud +5 vs PD—2d6 damage 
  Once the cloud is past the worst of the 
  avalanche is over, and the adventurers can rest 
  and recuperate. 
  LAIR OF THE BASILISK 
  Up ahead is a ridge, and the adventurers can see 
  distant figures fighting on it. The other factions 
  must believe that the valley of the phoenixes lies 
  that way. However, before the adventurers can 
  get to the ridge they must cross a field of petrified 
  bodies—the 
  remains 
  of 
  every 
  dwarven 
  expedition to try to get to the valley of the 
  phoenixes. This is the hunting ground of a 
  basilisk, and the adventurers must brave the 
  basilisk’s gaze as they cross it! 
  There are plenty of mundane (non-magical) 
  dwarf items, armor, and equipment scattered 
  around the statues, or worn or held by the 
  statues. The only problem is that ‘going 
  shopping’ means looking around, potentially 
  meeting the basilisk’s petrifying gaze. 
   
  
   
  23 
   
  The Black Basilisk of Balor 
  This giant, crested serpent has eight legs, and each 
  scale drips with a myriad of deadly poisons. Just 
  looking at a basilisk is enough to kill someone who isn’t 
  accustomed to dealing with deadly magic. 
  Large 4th level wrecker [BEAST] 
  Initiative: +3 
   
  Multi-legged attack +8 vs. AC (3 attacks, each 
  against a different enemy)—12 damage 
  Natural 16+: The target takes 5 ongoing poison 
  damage. 
   
  Basilisk’s stare: When a basilisk hits an enemy that 
  is already taking ongoing poison damage, the 
  basilisk can make a basilisk’s stare attack 
  against the target as a free action. 
  [Special trigger] C: Basilisk’s stare +8 vs. MD—5 
  ongoing poison damage, and the target must 
  start making last gasp saves depending on the 
  basilisk’s type (see below) as it accidentally 
  takes a full look at the basilisk. Constructs and 
  undead are immune to this effect. 
  Last Gasp Failed Save Effects 
  Failed save: The target’s blood begins to coagulate 
  and harden, and dust puffs out of their lungs 
  through their mouth. 
  Fourth failed save: The target’s body turns to stone 
  and they die.  
   
  Resist melee damage 18+: When a melee attack 
  targets this creature, the attacker must roll a 
  natural 18+ on the attack roll or it only deals 
  half damage. An attacker can ignore this 
  resistance by declaring they are looking 
  directly at the basilisk during the attack. If they 
  do, the basilisk can make a basilisk’s stare 
  attack against them as a free action before the 
  attack. Constructs and undead are not affected 
  by this resistance. 
   
  Stare-down: When an enemy makes a ranged 
  attack against the basilisk, the basilisk can 
  make a basilisk’s stare attack against them as a 
  free action before the attack. 
   
  Nastier Specials 
  Death breath: Each creature engaged with the 
  basilisk at the end of the basilisk’s turn takes 10 
  poison damage. 
   
  AC 24 
  PD 19 
  HP 85 
  MD 18 
   
   
   
  Avoiding Seeing the Basilisk 
  Wise adventurers and clever players will think up 
  ways to mitigate a basilisk’s stare. 
  Won’t look: The rules for the basilisk already 
  assume that characters aren’t looking at the 
  basilisk. When they do, there’s a price to pay. 
  Can’t look: A character might try wearing a 
  blindfold or using some other method to 
  prevent them from looking at the basilisk 
  accidentally. This negates the basilisk’s stare 
  ability but that character has a 50% miss chance 
  with any attack (make the check before the 
  attack roll). If a deliberately blinded ranged 
  attacker misses with an attack and rolls a 
  natural 1–5, they fumble and risk hitting one of 
  their allies engaged with the basilisk, as per the 
  Shooting into Melee rules.  
  Kind of looking: Characters might have crazy 
  methods for looking at the basilisk indirectly 
  such as a mirrored shield, a polished blade, a 
  spell, or looking through the eyes of a familiar. 
  Such characters take a –2 penalty to their 
  attacks and if they are forced to make last gasp 
  saves for the basilisk, the final death effect 
  occurs after the fifth failed save instead of the 
  fourth. Reward cleverness. 
  Doesn’t affect me: Constructs such as forgeborn, 
  and undead are unaffected by seeing a basilisk. 
  Some characters might have unique things that 
  could prevent the basilisk’s gaze from working, 
  such as a bat-elf that sees through sonar, a 
  dwarf that has unusual magical senses but no 
  eyes, or a wizard that perceives through 
  psychic emanations. In general allow them to 
  be immune to the basilisk’s stare. 
   
   
  
   
  24 
   
   
   
   
   
   
   
   
  
   
  25 
   
  Egg & Feather 
  INTRODUCTION 
  The Dwarf King has a meteorite that is more or less 
  promised to the adventurers, but he also wants a 
  phoenix egg as part of the deal, and getting hold of the 
  egg pits the PCs against the factions who lost out in 
  the bidding process as well as ridiculously dangerous 
  monsters.  
  The adventurers are on the slopes of Balor, a 
  volcano in the north of the dwarven lands, trying 
  to find a phoenix egg for the Dwarf King. They 
  are not the only ones looking for the egg, rival 
  groups working for icons hostile to the 
  adventurers are also looking for the valley of the 
  phoenixes so that they can reopen negotiations 
  with the Dwarf King and possibly obtain the 
  meteorite instead of the adventurers. 
  For months the Dragon Empire has been 
  plagued by strange creatures called star-masks, 
  and the Dwarf King has in his possession a 
  meteorite that may hold the key to the star-mask 
  mystery. Whoever returns with the phoenix egg 
  will get the meteorite, and the icon that they work 
  for will gain in power. 
  A NIGHT ON BALOR 
  The adventurers are resting on the slopes of the 
  volcano. To get up as high as they have they have 
  had to face rival adventurers, ambushes, 
  monsters, and the natural hazards of the volcano. 
  However, now they have a chance to rest before 
  pushing on in the morning to the valley of the 
  phoenixes. 
  All is not well though. Night on the volcano 
  brings its own unique dangers and discomforts. 
  This is a montage. Turn to a player and ask 
  them to describe a problem that the party faced 
  at night on the slopes of Balor, but not how the 
  problem was solved. Maybe the party nearly freezes 
  to death in the harsh climate, maybe an earthquake 
  forces them to take shelter in a dangerous cave, maybe 
  a lava flow breaks through near where they are 
  camped. Turn to the next player and ask them how 
  their character solved the problem. Go around 
  the group until everybody has had a chance to 
  describe a problem, and everybody has had a 
  chance to describe how their character solved the 
  issue. There is no need to roll dice during a 
  montage, it is purely a narrative device to get the 
  players warmed up and give everybody a chance 
  to introduce their character. 
  INTO THE VALLEY OF THE 
  PHEONIXES 
  At last the adventurers see a circling bird high 
  overhead, and following it find themselves in the 
  fabled secret valley of the phoenixes.  
  The landscape is blasted, the rocks cracked by 
  the extreme heat that has obviously been a 
  feature of this location in the past. However, the 
  temperature in the valley right now is cool—
  chilly in fact. The adventurers’ breath steams in 
  the frigid air.  
  The adventurers are probably the only 
  humanoids to ever set foot in the valley—every 
  other expedition has fallen prey to the basilisk the 
  PCs fought last session, or other hazards that 
  have now claimed most of the rival factions who 
  tried to beat the PCs up the mountain!. 
  Near the center of the valley, nestled over a 
  volcanic vent, is a golden phoenix egg. The egg is 
  as large as a dwarf—several adventurers will 
  need to cooperate to move the golden egg. 
  Circling overhead is a void phoenix, its silver 
  and purple feathers glittering in the morning 
  light. The void phoenix is obviously guarding the 
  egg, but it has not yet spotted the party. 
  The adventurers have a choice: they can try to 
  sneak the egg out of the valley and past the void 
  phoenix, or they can climb the steep valley walls 
  and launch an ambush on the void phoenix when 
  it next swoops low to check on the egg. 
  Sneaking the Egg Away 
  It requires three DC 25 skill checks with no 
  failures in order to sneak the egg away from the 
  watchful eye of the void phoenix. As GM you 
  decide exactly what the skill checks involve 
  
   
  26 
   
  based upon the plan that the players come up 
  with for their characters sneaking a giant egg off 
  from under the watchful gaze of a supernatural 
  bird. 
  Failure in the freeform skill challenge means 
  that the void phoenix swoops down and attacks 
  (see void guardian). Success means that the party 
  carries the egg off without the void phoenix 
  noticing (see the fires of creation). 
  Ambushing the Phoenix 
  It requires three DC 20 skill checks to climb the 
  steep rocks and get into position to attack the 
  phoenix. Failing one of the skill checks means 
  that the party fails forwards—they still move into 
  position 
  but 
  there 
  is 
  some 
  additional 
  complication involved.  
  Provided the party passes two of the three DC 
  20 skill checks they get into position and can 
  ambush the void phoenix (see void guardian). If 
  the party fails all three skill checks then the void 
  phoenix attacks them before they are ready to 
  spring their ambush (see void guardian). 
  VOID GUARDIAN 
  If the adventurers have sprung an ambush, or if they 
  failed a skill challenge use this fight, if the adventurers 
  snuck past the phoenix with the egg skip this fight… 
  With a screech the void phoenix whirls in the sky. 
  If the adventurers managed to spring an ambush 
  on the phoenix by succeeding at the ‘ambushing’ 
  skill check use the ambush rules, otherwise run 
  the fight normally. 
  Void Phoenix 
  The phoenix has drawn all its heat into itself in order 
  to ready itself for the next stage of its life cycle. Silver 
  and purple turns out to be an excellent look for the 
  bird. 
  Large 8th level spoiler [ELEMENTAL] 
  Initiative: +16 
   
  Fly-by talons +13 vs. AC—60 damage, and 10 
  ongoing negative energy damage (hard save 
  ends, 16+)  
  Natural even hit or miss: The phoenix may move 
  again this turn as a quick action if it has 
  already made a flying move on its turn. 
  Miss: The void phoenix can use a void calling 
  attack as a quick action, either this turn, or on 
  its next turn. 
   
   [Usually special trigger, but also possible as a 
  standard action] C:Void calling +13 vs. PD 
  (1d3 nearby or far away enemies in a group)—
  35 negative energy damage 
  Natural even hit: Target is dazed (save ends). 
  Target takes 10 negative energy damage each 
  time it fails the save. 
   
  Flight: The void phoenix can fly amazingly well 
  for a creature that is turning itself spiritually 
  inside out. 
   
  Void aura: Enemies that end their turns engaged 
  with the void phoenix must attempt an easy 
  save (6+). If the save fails, they’re dazed until 
  the end of their next turn. 
   
  Resist fire and negative energy 16+: When a fire 
  attack or negative energy attack targets this 
  creature, the attacker must roll a natural 16+ on 
  the attack roll or it only deals half damage. 
   
  Spectacular effects: When the phoenix is dealt a 
  critical hit, it must roll an easy save (6+). If the 
  save fails, the phoenix drops to 0 hit points; see 
  the reborn in void ability below! 
   
  Reborn in void: Whenever the phoenix drops to 0 
  hit points, roll a d20 and add the escalation die. 
  For each time this void phoenix has rolled its 
  reborn in void ability earlier this battle, 
  subtract 10 from the roll. For example, a void 
  phoenix making its second reborn in void roll 
  (because its first roll ended up being 20+!) when 
  the escalation die is 6 would roll the d20 and 
  subtract 4. 
  20+: The void phoenix is immediately reborn, 
  healing to 120 hit points above staggered and 
  keeps fighting! 
  15–19: The void phoenix is reborn in a blast of 
  cold and fire and negative energy, but vaults 
  into the overworld, removed from the battle. 
  On the other hand, it’s not done with the PCs! 
  Add the phoenix to an upcoming battle by 
  surprise, adding it as an additional monster not 
  accounted for by the usual encounter-building 
  
   
  27 
   
  calculations. Add a level if you feel like it, 
  because it’s angry.  
  8–14: The void phoenix is reborn in a blast of 
  negative energy but wants nothing more to do 
  with this battle. It makes the following attack, 
  but when the attack is over it shoots off into the 
  overworld so quickly that it’s a teleport effect, 
  and does not return to the battle, nor to the 
  adventure. 
  Void rebirth +13 vs. PD (every nearby 
  enemy)—35 
  fire 
  and 
  negative 
  energy 
  damage 
  7 or less: The phoenix flares back to life 
  somewhere nearby in a few hours, days, 
  months, or years. Probably not relevant to the 
  PCs unless they or the phoenix bear a special 
  grudge. 
   
  AC 23 
  PD 18 
  HP 230 
  MD 22 
   
  FIRES OF CREATION 
  The adventurers have finally got the egg to the 
  edge of the valley, and are attempting to 
  maneuver it through a crack in the rocks of the 
  valleys wall; however, the adventurers face a 
  new danger—the egg itself begins heating up. 
  The phoenix inside is about to hatch, and the 
  adventurers must seek cover quickly. 
  The narrow confines of the valley leaves little 
  room to hide, the adventurers must find a place 
  to shelter among the split and jagged rocks 
  without hurting themselves. 
  SHARP ROCKS 
  Difficulty to avoid: DC 15 OR chose not to throw 
  yourself flat and hide 
  Sharp rocks +5 vs AC—2d6 damage 
  Next comes a wave of blistering heat.  
  THE EGG CRACKS 
  Difficulty to avoid: DC 20 or DC 30 for those who 
  chose not to throw themselves flat behind rocks 
  Flames +5 vs PD—1d12+6 fire damage 
  Miss: 6 fire damage. 
  Lastly the egg itself explodes!  
  PHOENIX REBIRTH 
  Difficulty to avoid: DC 20 
  Shrapnel +5 vs PD—3d6 damage 
  Once the smoke clears the adventurers discover 
  that the egg is now broken into thousands of 
  shards. 
  
   
  28 
   
   
   
  
   
  29 
   
  JOURNEY BACK TO 
  IRONFORT 
  The adventurers have only shards of the egg—
  hopefully enough to trade to the Dwarf King in 
  exchange for the meteorite. 
  However, the adventurers are not the only ones 
  looking to trade the phoenix egg with the Dwarf 
  King. As the adventurers descend they see a 
  group of figures waiting to take the phoenix egg 
  remains from them. The adventurers can’t really 
  avoid their rivals, but do have prior warning 
  before the fight is joined. Are these warriors 
  working for an icon or independent mercenaries? 
  It’s up to you and what works best for the story 
  at this point.  
  Fight! 
  The adventurers have a chance to plan tactics 
  and strategies before the fight. Reward a good 
  plan by starting the escalation die at 1. 
  Number 
  of PCs 
  Lightning-
  Dancer 
  Tumbling 
  Fighter 
  Battle-
  Tested 
  Bruiser 
  3 
  5 
  2 
  2 
  4 
  5 
  2 
  3 
  5 
  5 
  2 
  5 
  6 
  5 
  2 
  6 
  Lightning-Dancer 
  5th level mook [HUMANOID] 
  Initiative: +20 (yes, they are fast) 
   
  Lightning knives +14 vs. AC—7 lightning 
  damage 
   
  R: Bow +14 vs. AC—6 lighting damage 
   
  AC 25 
  PD 19 
  HP 14 (mook) 
  MD 14  
  Mook: Kill one lightning dancer mook for every 
  14 damage you deal to the mob. 
   
  Tumbling Fighter 
  5th level spoiler [HUMANOID] 
  Initiative: +3 
   
  Whirling knives +13 vs. PD—12 damage 
   
  Tumble and hamstring: When the tumbling fighter 
  disengages, 
  enemies 
  that 
  it 
  successfully 
  disengaged from take 1d4 damage and are 
  hampered until the end of their next turn. 
   
  AC 24 
  PD 11 
  HP 68 
  MD 17 
   
  Battle-tested Bruiser 
  5th level wrecker [HUMANOID] 
  Initiative: +5 
   
  Huge club +13 vs. AC—10 damage 
   
  Haymaker follow-up: Once per battle the battle-
  tested bruiser does double damage on a hit. 
   
  AC 21 
  PD 15 
  HP 76 
  MD 12 
   
   
  
   
  30 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  31 
   
  Siege & Shock 
  INTRODUCTION 
  The adventurers have obtained the phoenix egg shell 
  (well, many pieces of shell, that’s almost like a full 
  shell, right?) and are travelling back to the Dwarf 
  King’s emissary to make a trade. 
  The Dwarf King has an intact sample of a 
  meteorite of the kind that produces star-masks, 
  horrid monsters that have been plaguing the 
  Dragon Empire for months. The lord of all the 
  dwarfs is willing to trade the meteorite for a 
  phoenix egg. While the party hasn’t managed to 
  obtain an intact phoenix egg, they do now have a 
  phoenix egg shell and are headed to the fortified 
  dwarven settlement of Ironfort to complete the 
  trade. 
  DOWN BALOR’S SLOPES 
  The settlement of Ironfort is on the lower slopes 
  of the volcano known as Balor. The fortified town 
  safeguards trade routes from the far north and 
  keeps roads from the dwarven capitol of Forge 
  open. 
  The adventurers will face many hardships, 
  both minor and serious, on their journey back 
  down from the secret valley of the phoenixes to 
  Ironfort. 
  This is a montage. Turn to a player and ask 
  them to describe a problem that the party faced 
  while descending the slopes of Balor, but not how 
  the problem was solved. Maybe the party became 
  lost, maybe they were snowed in, maybe the party was 
  attacked by goblins. Turn to the next player and ask 
  them how their character solved the problem. Go 
  around the group until everybody has had a 
  chance to describe a problem, and everybody has 
  had a chance to describe how their character 
  solved the issue. There is no need to roll dice 
  during a montage, it is purely a narrative device 
  to get the players warmed up and give everybody 
  a chance to introduce their character. 
  LOOKING DOWN ON 
  IRONFORT 
  The adventurers find themselves looking down 
  upon the town of Ironfort, and they see that it is 
  surrounded by an army.  
  The adventurers are still high up enough on 
  the slopes of Balor that they can get a good look 
  at the layout of forces surrounding the town, 
  though they are still too far away to see the 
  composition of the army besieging Ironfort. 
  As the adventurers peer down from their lofty 
  perch they hear footsteps on the slopes above 
  them. Marching along are—well the adventurers 
  can’t see who is marching but from the length of 
  the strides and the stumbling gait it isn’t 
  dwarves.  
  The adventurers have a choice to make. They 
  can hide where they are and wait for the unseen 
  strangers to pass them by. The adventurers could 
  opt to sneak up on the strangers and spy on them. 
  Or the adventurers could work their way around 
  to ambush the as-yet unseen strangers. 
  Stay Hidden 
  It is a DC 20 skill check to remain hidden, with 
  each adventurer needing to roll. Failing the skill 
  check results in a complication that makes the 
  difficulty of the next person to roll 5 higher.  
  If more adventurers fail the skill check than 
  pass it, go on to star-mask orc fight—otherwise 
  skip that fight as the adventurers are hidden, and 
  go to the siege. 
  Sneak & Spy 
  It requires three DC 25 skill checks with no 
  failures in order to sneak up on the strangers.  
  If the party fails a skill check they fail 
  forwards, and though they still stealthily move 
  toward a position to spy on the interlopers they 
  also face complications. It is up to you what the 
  complications 
  involve: 
  loss 
  of 
  equipment, 
  damage (probably 2d6 damage to whoever failed 
  each roll), or some other setback that increases 
  the difficulty of subsequent rolls.  
  
   
  32 
   
  If all three skill checks are failed, the party 
  moves up onto a cliff ledge but find themselves 
  unable to lean out far enough to spy on the 
  strangers. Skip ahead to the siege. 
  If the adventurers succeed they work their 
  way silently into position on a ridge above the 
  strangers and see that the interlopers are orcs 
  infested with star-masks; at that point the 
  adventurers can decide to keep hidden skip 
  ahead to the siege, otherwise go on to star-mask orc 
  fight. 
  Ambushing the Interlopers 
  If the adventurers decide to ambush the 
  interlopers it requires no skill roll—go to star-
  mask orc fight, and the adventurers get to use the 
  ambush rules against the star-mask orcs. 
  STAR MASK ORC FIGHT 
  The adventurers have encountered orcs on the 
  slopes of Balor, orcs who are being puppeteered 
  by the loathsome star-masks. 
  Battle is joined! 
  Fight! 
  During this battle any adventurer carrying 
  phoenix egg shards has their crit range against 
  star-masks 
  and 
  star-mask 
  infested 
  or 
  controlled creatures expanded by 1 (usually to 
  19+). This property of phoenix egg shell is 
  obvious to anybody who is carrying it into 
  battle against star-masks. 
  Number 
  of PCs 
  Masked Orc 
  Tusker 
  Masked Cave 
  Orc 
  3 
  3 
  10 
  4 
  3 
  16 
  5 
  3 
  22 
  6 
  3 
  30 
  Masked Orc Tusker 
  Huge tusks, powerful jaws, and a tiny piggy mind that 
  senses what anyone else would call ‘pain’ as anger. 
  5th level troop [HUMANOID] 
  Initiative: +7 
   
  Club’n’tusk +10 vs. AC—16 damage 
  Furious charge: The attack instead deals 20 
  damage on a hit if the orc tusker first moves 
  before attacking an enemy it was not 
  engaged with at the start of its turn. 
  Miss: 6 damage, and the orc tusker pops free 
  from all enemies. 
   
  Star-mask tentacles: Disengage checks to move away 
  from this monster have a -2 penalty. 
   
  AC 22 
  PD 19 
  HP 68 
  MD 15 
  Masked Cave Orc 
  Their bodies are thin and twisted with bat-faced 
  grinning skulls and huge nearly-blind eyes, but the 
  high-pitched screeching they use as sonar is perfect 
  orcish. The sounds are nearly 100% curse words, but 
  that’s not uncommon for orcish. 
  5th level mook [HUMANOID] 
  Initiative: +6, or +12 at night or in dark caves 
   
  Obsidian knife +10 vs. AC—6 damage, and +1d6 
  damage for each other orc engaged with the 
  target (max +4d6) 
   
  R: Whipping star-mask tentacles +9 vs. AC—9 
  damage 
   
  Hears everything: Increase the DC to sneak past 
  cave orcs silently by +5. 
   
  Nocturnal predator: If the battle is at night (or in 
  darkness), the orc gains a +2 attack bonus. If the 
  battle is during the day (or in daylight) it takes 
  a –2 penalty to all defenses. 
   
  Star-mask leap: Once per battle when the escalation 
  die is odd and this monster is unengaged, it can leap 
  into engagement with a nearby or far away enemy 
  as a move action without provoking attacks. 
   
  AC 21 
  PD 15 
  HP 18 (mook) 
  MD 19 
  Mook: Kill one cave orc mook for every 18 damage 
  you deal to the mob. 
   
   
   
   
  
   
  33 
   
   
   
  
   
  34 
   
  THE SEIGE 
  The fortified town of Ironfort is under siege, or 
  more accurately it is being attacked by an 
  encircling 
  force. 
  From 
  the 
  adventurer’s 
  perspective higher on the volcano’s slopes they 
  can see that the defenders are winning. 
  However, the adventurers can also see that 
  reinforcements are headed through a valley 
  lower down Balor and will soon reach the town. 
  If the reinforcements reach Ironfort before its 
  dwarven defenders can secure its walls the 
  fortified town will be overrun. However, if the 
  reinforcements can be held at bay for long 
  enough the dwarves can throw back the attackers 
  and turn the tide of battle. 
  Trouble-shooting 
  Remind the players that their 
  characters are trying to get the  
  dwarves to hand over a valuable 
  meteorite to them, and that 
  fighting to protect the dwarves 
  will only help their cause. Standing 
  aside 
  and 
  watching 
  the 
  dwarves 
  get 
  slaughtered might lose them the meteorite 
  entirely. 
  The dwarves in Ironfort are bottled in by the 
  attackers, and are unaware of the trouble headed 
  their way. However, the adventurers could run 
  down Balor’s slopes and meet the marching 
  reinforcements at the head of a valley—holding 
  the attackers at bay long enough for the dwarves 
  to deal with those already attacking the town. 
  To run down Balor’s slopes fast enough to get 
  to the pass and stop the enemy getting through 
  means running at break-neck speeds. 
  TRIP AND FALL 
  Difficulty to avoid: DC 20 
  A nasty tumble +5 vs PD—4d6 damage 
  Clever players might fashion sleds from their 
  shields or use magic to avoid danger (a wizard 
  with feather fall for example). Reward clever 
  players by allowing them to roll twice to avoid 
  the trip and fall hazard and take the better roll. 
  Once the adventurers reach the pass they 
  must hold it for seven complete rounds. Once 
  they have held the pass for seven rounds they can 
  turn and flee with no penalties or campaign 
  loss—they have held it for long enough to make 
  a difference to the dwarven defenders higher up 
  in Ironfort.  
  Fight! 
  During this fight the monsters just keep 
  coming. Only a certain number (as determined 
  by the chart below) can attack the party at any 
  one time, but at the start of each round 1d4 
  more cave orc enemies surge forwards to take 
  the place of their fallen comrades. The battle 
  ends when seven rounds have passed, the 
  adventurers can withdraw from the fight at 
  the point having achieved their objectives. 
  During this battle any adventurer carrying 
  phoenix egg shards has their crit range against 
  star-masks 
  and 
  star-mask 
  infested 
  or 
  controlled creatures expanded by 1 (usually to 
  19+). This property of phoenix egg shell is 
  obvious to anybody who is carrying it into 
  battle against star-masks. 
  Number 
  of PCs 
  Masked Cave 
  Orc 
  Masked Orc 
  Rager 
  3 
  5 
  5 
  4 
  5 
  10 
  5 
  10 
  10 
  6 
  15 
  10 
  
   
  35 
   
  Masked Cave Orc 
  Their bodies are thin and twisted with bat-faced 
  grinning skulls and huge nearly-blind eyes, but the 
  high-pitched screeching they use as sonar is perfect 
  orcish. The sounds are nearly 100% curse words, but 
  that’s not uncommon for orcish. 
  5th level mook [HUMANOID] 
  Initiative: +6, or +12 at night or in dark caves 
   
  Obsidian knife +10 vs. AC—6 damage, and +1d6 
  damage for each other orc engaged with the 
  target (max +4d6) 
   
  R: Whipping star-mask tentacles +9 vs. AC—9 
  damage 
   
  Hears everything: Increase the DC to sneak past 
  cave orcs silently by +5. 
   
  Nocturnal predator: If the battle is at night (or in 
  darkness), the orc gains a +2 attack bonus. If the 
  battle is during the day (or in daylight) it takes 
  a –2 penalty to all defenses. 
   
  Star-mask leap: Once per battle when the escalation 
  die is odd and this monster is unengaged, it can leap 
  into engagement with a nearby or far away enemy 
  as a move action without provoking attacks. 
   
  AC 21 
  PD 15 
  HP 18 (mook) 
  MD 19 
  Mook: Kill one cave orc mook for every 18 damage 
  you deal to the mob. 
  Masked Orc Rager 
  7th level mook [HUMANOID] 
  Initiative: +12 
   
  Greataxe +12 vs. AC—16 damage 
   
  Dangerous mooks: The crit range of melee attacks 
  by orc ragers expands by 3 until half the orc 
  rager mob has been dropped. 
   
  Dying strike: When an orc rager drops to 0 hp, it 
  can make a final attack as a free action. (GM, 
  since it isn’t always important which mook 
  dies, feel free to make these extra attacks come 
  from the ragers engaged with a PC.) 
   
  Star-mask leap: Once per battle when the escalation 
  die is odd and this monster is unengaged, it can leap 
  into engagement with a nearby or far away enemy 
  as a move action without provoking attacks. 
   
  AC 22 
  PD 20 
  HP 27 (mook) 
  MD 16 
  Mook: Kill one orc rager mook for every 27 
  damage you deal to the mob. 
  
   
  36 
   
   
   
  
   
  37 
   
  TO THE WALLS 
  The adventurers have bought the dwarves of 
  Ironfort enough time to throw back the attackers 
  and secure the walls of the town. The 
  adventurers’ actions in delaying the star-mask 
  reinforcements has been seen by the defenders, 
  and the dwarves open the gates to let the 
  adventurers inside the town of Ironfort. 
  However, the star-mask orcs have found a 
  way into the fortified settlement via an old tunnel 
  long forgotten and paved over, and are pouring 
  out into the town. The adventurers can stem the 
  tide of enemies flooding the town by fighting at 
  the entrance to the old tunnel. If the adventurers 
  win they will be heroes to the dwarves. 
  Fight! 
  During this battle any adventurer carrying 
  phoenix egg shards has their crit range against 
  star-mask infested creatures expanded by 1.  
  Number 
  of PCs 
  Masked Orc 
  Tusker 
  Masked Great 
  Fang Cadre 
  3 
  2 
  3 
  4 
  2 
  4 
  5 
  2 
  5 
  6 
  2 
  6 
  Masked Orc Tusker 
  Huge tusks, powerful jaws, and a tiny piggy mind that 
  senses what anyone else would call ‘pain’ as anger. 
  5th level troop [HUMANOID] 
  Initiative: +7 
   
  Club’n’tusk +10 vs. AC—16 damage 
  Furious charge: The attack instead deals 20 
  damage on a hit if the orc tusker first moves 
  before attacking an enemy it was not 
  engaged with at the start of its turn. 
  Miss: 6 damage, and the orc tusker pops free 
  from all enemies. 
   
  Star-mask tentacles: Disengage checks to move away 
  from this monster have a -2 penalty. 
   
  AC 22 
  PD 19 
  HP 68 
  MD 15 
  Masked Great Fang Cadre 
  Among the countless cursed strains of orcs, there are 
  many who grow into tall, fierce warriors when fed on 
  the highest quality food. In particular, they thrive on 
  the flesh of beautiful, talented, experienced, and 
  powerful people. 
  10th level mook [HUMANOID] 
  Initiative: +13 
   
  Double axe +15 vs. AC—25 damage 
  Natural 11+: The cadre can make a second 
  double axe attack (no more) as a free action. 
   
  Dangerous mooks: The crit range of melee attacks 
  by great fang cadre orcs expands by 3 until half 
  the great fang cadre mob has been dropped. 
   
  R: Big, black, creaking bow +15 vs. AC—37 
  damage  
  Natural even hit or miss: The attack targets PD 
  instead of AC. 
   
  Star-mask tentacles: Disengage checks to move away 
  from this monster have a -2 penalty. 
   
  Star-mask leap: Once per battle when the escalation 
  die is odd and this monster is unengaged, it can leap 
  into engagement with a nearby or far away enemy 
  as a move action without provoking attacks. 
   
  Nastier Specials 
  On the spot mutation: Whenever an attack 
  eliminates one or more members of the mob, 
  there is a 50% chance that each survivor gains 
  a mutation like a sudden new body part or 
  temporary magical aura. The GM chooses one 
  of the following improvements, perhaps at 
  random, and invents a new part or magic effect 
  to explain it: extra melee attack, damage aura: 
  1d20 damage vs. any enemy that starts its turn 
  engaged with the orc, or +4 bonus to AC. 
   
  AC 27 
  PD 25 
  HP 50 
  MD 21 
  Mook: Kill one great fang cadre mook for every 50 
  damage you deal to the mob. 
   
   
  
   
  38 
   
   
   
  
   
  39 
   
  VICTORY 
  The star-mask orcs refuse to retreat, and are 
  slaughtered by the dwarves. The streets run with 
  orc blood and star-mask ichor.  
  The dwarves rejoice in the bravery of the 
  adventurers, and a night of feasting commences. 
  During the celebrations questions about the 
  meteorite are brushed aside—that is something 
  for the morning after grieving and victory 
  celebrations are out of the way (i.e. Part 2 of this 
  adventure). 
  AN UNEXPECTED TREASURE 
  The adventurers will have probably noticed that 
  the phoenix egg shards have a unique property 
  when they are facing star-masks—some magic in 
  the egg shell is ill-disposed to the star-masks and 
  causes their strength to wane while the 
  adventurer’s power grew. 
  Those adventurers who choose to embed 
  phoenix egg shards into armor or weaponry (and 
  there are plenty of grateful dwarven smiths on 
  hand in Ironfort who can do so) gain the 
  following magic items. There are more than 
  enough phoenix egg shell shards for every 
  adventurer to get both items if they wish—and 
  there will be bags of shell left over.  
   
  Phoenix Weapon 
  The metal of this weapon shines bright with an inner 
  fire. 
  [Any melee weapon] 
  +2 to attacks and damage with this weapon. 
  Your crit range against star-masks and star-
  mask infested or controlled creatures expands 
  by 1. 
  Quirk: Obsession with rebirth; or obsession with 
  seeing very sunrise; or compulsion to play with 
  fire; or overly attentive to hair and anything else 
  that might qualify as plumage. 
  Phoenix Armor 
  The metal of this armor glows with an inner light. 
  [Light or heavy armor] 
  +2 bonus to AC. 
  Once per round, when a star-mask or star-
  mask infested or controlled creature attacks 
  you and misses it takes your level in fire 
  damage. 
  Quirk: Obsession with fire; or extreme interest in 
  birdwatching and birdcalls; or instinctive desire 
  to always be the one to sacrifice; or compulsive 
  desire to criticize boring and non-shiny clothes. 
   
  Quirk options:   You still only get one quirk per 
  item, but we listed multiple quirks because 
  multiple characters are likely to get hold of the 
  same items.  That hardly ever happens! Is it going 
  to be interesting in your campaign to have all the 
  characters obsessed with rebirth? Maybe, maybe 
  not. If you want to give all characters that have 
  an item the same quirk, you can, or you can make 
  things interesting by choosing different quirks to 
  express 
  different 
  aspects 
  of 
  the 
  phoenix 
  eggshell’s force of personality. 
   
   
  
   
  40 
   
  OPEN GAME 
  LICENSE 
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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. 
  13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors: Rob 
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  Monte Cook, and Skip Williams. 
  13th Age Bestiary. Copyright 2014, Fire Opal Media, Inc. and Pelgrane 
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  13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors: Rob 
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  Ironfire. Copyright 2016, Fire Opal Media, Inc.; Authors: ASH LAW. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
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  Castles & Crusades, Copyright 2004, Troll Lord Games; Authors: 
  Davis Chenault, Mac Gold 
  
SOURCE: textdata/thevault/13th Age/EXTRAS/Magazines/13th Age Monthly - Vol 2/Organized Play/Ironfire - Part 1.pdf