Let's Play 13th Age: Time to Cry Edition

Gee, a town where one can’t even purchase an egged gnog? :thinking:

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egg nog is gross so that’s normal

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and it’s beset by “three kings” who’re named Melchior, Balthasar Salazar and Gaspar, but clearly Dijon is the person who brought Christianity into this. :thinking::thinking::thinking:

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Honestly Hugh’s doing great if you can’t tell.

Secret behind-the-scenes fun fact: I am constantly stopping myself from saying “Hugh narrows his eyes” because he has none just weird holes and it’s a shame because a lot makes Hugh want to narrow his eyes.

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The party has finally arrived in Starport, where their promised transportation awaits, along with gruesome experiments conducted by the Thrice-Wise Magus on sweet, innocent kobolds and the dreaded Ebon Gauntlet. But before they can free Squire’s knights and set fire to the city, they first must figure out the most effective way to do so, which means exploring Starport; unless you’re Blaze, then it means getting religious in the stupidest way possible.

Was that a fucking scare cord?

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Probably not!

The party has done something very, very bad, but for very, very good reasons. Can’t wait for y’all to hear it.

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Its time to infiltrate the Thrice-Wise Magus’ cloud tower, where he and the Ebon Gauntlet are conducting strange experiments on kobolds; what is the fate of Squire’s two knights, why does the Tyrant Emperor support these draconic experiments, and will the party be able to free Starport from its invisible chains? Find out in this episode, where we finally enter champion tier and the twilight of the 13th Age finally begins.

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Well. That was extremely rad. :open_mouth:

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In this week’s episode, the party embarks on its brand new living ship, renamed from Fool’s Folly to The Plump Vertex , as is befitting of such a magnificent flying ship. Unfortunately, they don’t make it far from Starport before they run into a problem: a massive black spire rising out of the ground. Thankfully, they’ve reached it before the wotan cult can convert it to their nefarious ends. Its time to confront them head on and find out the fate of an old friend.

After you’ve enjoyed this week’s shenanigans, perhaps you’d like to hear the after math of the entire event? Good news, we have a much needed fireside chat between Dawn and Hugh; don’t miss it!

Edit: also, I forgot to mention I’ve linked the living ships mechanics in the thread, so you can view them at your leisure! Enjoy!

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Had some free time over this long weekend (for me at least), so I threw together a talent for sorcerers, which will have literally no relation to this game, but that I think is fun. You can find it here, if your GM allows homebrew in their campaign.

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The party sets out from their very nearly deadly battle against their old friends, making their way towards the Isle of Fire. Unfortunately, destiny has other plans, as smoke spotted on the horizon soon leads them to the besieged town of Trinthus and Constance, the town’s acting mayor; the Tyrant Emperor has set his sights on the town for some reason. Can the party figure out the secrets of Trinthus and Constance or will they be forced to leave the town to its fate against one of the Ebon Gauntlet’s most annoying inquisitors?

Soon as you introduced the inquisitor I immediately wondered if this guy would be more of a hair metal front man, or Immortan Joe.

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The skies over the Empire are not as empty as the party would wish; a huge Imperial ship, with the charming name of the Emperor’s Fist , flies the skies with the Plump Vertex . Rumored to contain valuable treasure (at least according to a scrap of paper Hugh found), the party decides to put on their best swashbuckling gear and raid the ship!

You know, there’s a website called the Pirate’s Glossary, which has a comprehensive list of authentic pirate slang and their meanings, such as “lubber”, “rapscallion” and “bung hole”.

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The party finally has the upper hand over the Ebon Gauntlet and Aerun and they plan to take advantage of it, at the ruins outside Candlewatch; stopping them here means preventing them from interfering on the Isle of Fire against the Hunting Beast that lies dormant under the massive volcano. Of course, this raises the question of how the Empire knows of the Hunting Beast and what they want to use it for, but that’s a problem for another day.

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A small update: due to some family stuff (lots and lots of birthdays, along with some stuff related to my engagement to my girlfriend), we’re taking a short break. Should everything go as planned, we’ll be back with an episode Friday, March 14th.

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Major Congrats on the engagement.

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And we’re back! The party has finally arrived at the Isle of Fire, home not only to the mysterious and unknowable Icon Golgath, but also to the final Hunting Beast, long trapped under the same volcano that power’s Golgath’s massive factory. Will Golgath be able to help them protect the tomb that lies deep beneath it, or will they be forced to deal with the Icon? Also, why does Hammer get the feeling he’s been here before?