13th Age: Eyes of the Stone Thief by Pelgrane Press

By Pelgrane Press

Are you able to kill the dungeon sooner than it kills you?

In thirteenth Age, residing dungeons slither up in the course of the underworld and invade the outside lands. The Stone Thief is the main historical and crafty of its type; an unlimited monster that preys at the towns and buildings you're keen on, swallows them, and remakes them into extra deathtrap-filled degrees within itself. Now, it’s searching YOU.

For players:
• Embark on a saga of insanity, revenge and great monsters
• reduction or thwart the schemes of the Icons as they conflict for keep an eye on of the dungeon
• Slay, loot and continue to exist deep within the bowels of the earth
• smash this age-old risk forever

For GMs:
• A large crusade masking the whole Champion tier (4th to eighth level)
• 13 degrees of peril from the dungeon’s beginning Maw to the orc hordes of the Deep continue, the terrors of the • Pit of Undigested a while, and the nightmare urban past the Onyx Catacombs
• New monsters, new treasures, new traps, and new factions on your thirteenth Age crusade

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Extra info for 13th Age: Eyes of the Stone Thief

Example text

A gaggle of goblins and other humanoids stand on the bridge, equipped with long spears, sticks, and even fishing lines. They try to hook any interesting or valuable debris that floats past, and to skewer any still-living victims. Narrow Bridge: The bridge is so narrow that only two regularsize characters can comfortably fight alongside each other. Characters can shove their foes off the bridge as part of a deathblow description (instead of skewering the hobgoblin warmage, Edric the Valiant boots it off the edge), or make a DC 25 skill check to grab and fling a foe.

Fangrot failed to find a way to control the dungeon, but rather than return to the Orc Lord empty-handed, he broke his oath of loyalty and stayed in the Stone Thief. He and his followers are marauders now, who loot and pillage whenever the dungeon reaches the surface. The younger orcs in the warband know no other way of life, but the veterans are old enough to remember the surface world and what the Orc Lord commanded them to do, and grumble that Fangrot’s failure has unfairly disgraced all of them.

Forcing the door or picking the lock is DC 25. The orcs of Deep Keep are allied with the gargoyle and know the password that convinces it to let them borrow the key. The same applies to any replacement guardians of the Front Door. 40 Flight: Gargoyles can fly, but not very well. They would rather crawl or climb. Nastier Specials Rocky hide: The gargoyle has resist damage 12+ against attacks targeting AC. Statues, statues, everywhere: Because they often look like statues, gargoyles are capable of springing a surprise on inattentive PCs.

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