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

Golgath is so good, I want a big robot factory to be my friend.

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I’ve gone ahead and updated the game’s map, since we are rapidly approaching the end of chapter three. Enjoy all the stupid names I’ve had to come up with!

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Sorry for the lateness of this week’s update; I was caught up in playing Animal Crossing with my family. It’s less weird than it sounds, I swear!

This week, the party must stop Nulthra from opening the tomb that lies beneath the Isle of Fire and setting free the final Hunting Beast and ushering in the coming of the Hunter! Of course, nothing is ever that easy and they find themselves paying a bill they didn’t know was coming. Also, Blaze becomes the magical equivalent of a kidney!

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Hey, I really like the direction you took with your Hugh/Hunter character. :slightly_smiling_face:

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This week, the party stops off in Candlewatch to resupply and finds themselves in a city full of panic and worry; everyone wants to know just what the mysterious “ghost city” hovering over the Dragon Empire. The party does its best to quickly gather information and leave the city, their eyes set firmly on the Wastes

And, of course, following the events on the Isle of Fire, the party has to figure somethings out; can Blaze be trusted to watch after himself, can Hugh rise to the occasion and become the friend Dawn needs, can Dawn worth through her anxiety, and can Hammer gather firewood on a flying ship? All these questions and more are asked and answered in this fireside chat!

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The party’s sometimes ally, the Prince of Shadows, contacts them with a deceptively simple request: dock in the city of Concord and pick up the halfling revolutionary Yorilei Leiyori and drop her off either at Shadowport or any non-Imperial city; the Iron Legion and the Ebon Gauntlet are both on to her and things are getting too hot. Unfortunately, things turn out to be more complicated than anticipated.

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The party executes its heist (more properly known as a rescue) of Yorilei Leiyori in the dwarven Low Fort of Concord. Their plan is simple: get arrested, break out, and then pretend to be the Ebon Gauntlet while attacking the Iron Legion; on top of that, Hugh has secured “convincing” body doubles of themselves, who will be doing a much louder version of their plan. Can the party avoid pissing off the Glittering King more than they already have?

Forgot to post this, but I homebrewed a version of force salvo that isn’t an instant “win and skip” button for most combats. You can find it here.

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A familiar spire looms in the distance, calling the party to it; what they find is the town of Bounty, which is slowly sinking beneath the sands as it is sucked towards the spire. Bounty has been living in the shadow of the obsidian spire for a year, with no help from the Thrice-Wise Magus or the Tyrant Emperor, though they are quite sure that help will be arriving soon. Faced with a chance to explore the insides of a fully operational and active spire, with no pressing time limit, the adventurers take it. What is revealed only raises more questions.

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How did Zoidberg’s shell burn down?

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I’m so glad Hammer has finally entered the choice zone.

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The party is finally on their way through the Wastes, a desolate, dragon created desert; Hugh and Dawn have words with Blaze, while Hammer flies a kite (no, really). Of course, being heroes, when Hammer spots the ruins of a trading caravan, they land to investigate. Things get a little weird and Squire finally has his chance to shine.

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Its time for a good old fashioned dungeon crawl! Well, sort of; the party has been tasked with resetting the Temple of the Golden Destroyer, a site sacred to a tribe of dragonics in the Wastes. They’ll have to figure out the devilish puzzles, the deadly traps, and the dangerous monsters and how to fix them so that only the tribe can access their greatest relic: a massive golden scale from Aurum Rex himself. Hugh, as the resident dungeon master, also has some positively demonic ideas about how to make the temple extremely secure.

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A strange, unearthly forest in the middle of the Wastes causes the party to stop to investigate, only to be sucked into another world; with no other choice, they venture into a strange town full of strange magic and people. They’ve become unstuck from time, and must quickly find the way home, or be stuck in the past forever.

Ah yes, the Windows Vista experience.

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The party finally finds their way to the Temple of the White, a massive ivory pyramid said to be the home of the White when she still walked the earth. There’s kobolds to be saved, the Ebon Gauntlet to stop, a powerful artifact to be found, and a new friend to make. It’s also time to say good bye, as Hammer makes a tough decision, but ultimately the right one.

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The party stops at the strange city of Magaheim, a weird fusion of dwarvish and demonic. Intrigued by the potential of the city and exhausted from their fight at the Temple of the White, they decide to take some downtime and explore the unique city. Teus find out something rather alarming and Hugh wrestles with religion and reincarnation.

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The final spire looms large over the party, as they rush to Wotan’s Tree to see what can be done about it. Waiting for them are a few old friends, now enemies, who want to turn the spire to their own purposes for the Queen of Hell. The Envoy comes, in all her glory.

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Man, I hope Dusk is alright.

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We all do, except when I put my GM hat on.

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