Out of Character
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Update: Nothing for me this go around.
Rolls
The Orc Lord (P) - (1d6)
(4) = 4
The Liche King (P) - (1d6)
(3) = 3
The Three (C) - (1d6)
(1) = 1
Rolls
Count Federmir (-) - (1d6)
(3) = 3
Von Halzinger (+) - (1d6)
(5) = 5
Imehoten (conflicted) - (1d6)
(1) = 1
Rolls
Lunar Queen - (1d6)
(2) = 2
Count Fedemir - (1d6)
(1) = 1
Golgoth - (1d6)
(2) = 2
1. We roll them at the start of each calendar month that the game is running.
2. You are responsible for defining what exactly your advantages are (for both a 5 or 6)
3. I will define the 'twist' to any 5 rolls.
All good with that?
( 4 ) = 4
Imehoten - conflicted (1d6)
( 1 ) = 1
Golgoth - positive (1d6)
( 4 ) = 4
By way of introduction, I've been gaming for 30 years, mostly D&D until a couple of years ago when I joined a local gaming community and discovered other systems. I joined GP early last year and it's been a blast!
As for 13th Age experience, I've joined 1 RL campaign, and 2 here on GP, but all 3 of those died out fairly quickly. I'm hoping this one will last!
Nocturne Icons
Can you return to the story thread and roll initiative as soon as you can. That way the next round can continue.

Blackstar, Human Chaos Mage.
Major Tom Sagar is a human astronaut whose spacecraft, the Blackstar, got pulled into a wormhole that transported him to the 13th Age of the Dragon Empire. He regained consciousness among the wreckage of his ship, in the bowels of a Hellhole. He never tells the tale of how he fought his way out of the Hellhole, but his time there, as well as his subsequent solo trek through the Moonwreck badlands, did very weird things to him. The tentacles that sprouted out of his back were only the beginning.
His travels brought him to Forge where he did his best to keep his growing weirdness hidden. He had some dealings with the dwarves there, but sadly none of them were able to help him make his ray gun work again (he had used up all its power cell charges fighting his way out of Hell Marsh).
He continues his wandering but little by little, as the chaos magic overtakes takes him, he remembers less and less about his home world, and his desire to return to his former life diminishes by the day.
Blackstar is a gaunt, 6-ft tall human, though he looks somewhat different from other humans normally encountered in the Empire. His eyes seem to change color with his emotions (often not even matching each other), and his shock of singed hair seems to be a slightly different shade & length each day. On most days, the tentacles sprouting out of his back are hardly visible. He wears his worn-out space suit like outlandish padded armor. Strapped to his hip, opposite the useless ray gun, are a jagged titanium dagger and wicked titanium throwing knives that he fashioned out of his ship's wreckage. Hidden in his sleeve is another piece of titanium, scorched and twisted, that he has fashioned into a wand.
Ok, my questions:
1. I see that the Nocturne icons are different from those in the rulebook. How does that affect my iconic spells?
2. We in a different setting altogether, yes? I don't recognize any of the place names mentioned here. I did see Haven mentioned in the game thread though.
3. I apologize in advance for all the high weirdness. :-D
Also, your attacks look wrong on your character sheet. I calculate them as:
Melee -1 to hit. DMG 1d4-2
Ranged +4 to hit. DMG 1d4+3
Can you check again.
Speaking of icons, I've set Balckstar's icon relationships as:
The Daemon 1 pt negative (Blackstar survived a Hellhole. 'Nuff said)
Golgath 2 pts positive (Those toys! - The blaster, the ship.)
Checking over the attack calculations... yup, they're wrong, as you said. Corrected now. Thanks!
1. We roll them at the start of each calendar month that the game is running.
2. You are responsible for defining what exactly your advantages are (for both a 5 or 6)
3. I will define the 'twist' to any 5 rolls.
All good with that?
Putting this one out to the team but does anyone think it would play merry hell with how things run if he used the Nocturne icons for the icon relationships but the standard icons for the Chaos Mage mechanics? I suspect not but some of you will have been playing 13th Age longer than me, and if I'm honest it's the icons feature which both attracts and confuses me about this rule system.
Perhaps we could look at it along the lines of D&D's Curse of Strahd where Barovia is a distinct realm, accessed magically from the Forgotten Realms. Nocturne has a similar relationship with the Dragon Empire and has it's own icon structure. All players were drawn here from their own world so could retain some aspect of the old icon relationships?
Phew.... Any objections?
1. We roll them at the start of each calendar month that the game is running.
2. You are responsible for defining what exactly your advantages are (for both a 5 or 6)
3. I will define the 'twist' to any 5 rolls.
All good with that?
Putting this one out to the team but does anyone think it would play merry hell with how things run if he used the Nocturne icons for the icon relationships but the standard icons for the Chaos Mage mechanics? I suspect not but some of you will have been playing 13th Age longer than me, and if I'm honest it's the icons feature which both attracts and confuses me about this rule system.
Perhaps we could look at it along the lines of D&D's Curse of Strahd where Barovia is a distinct realm, accessed magically from the Forgotten Realms. Nocturne has a similar relationship with the Dragon Empire and has it's own icon structure. All players were drawn here from their own world so could retain some aspect of the old icon relationships?
Phew.... Any objections?
Putting this one out to the team but does anyone think it would play merry hell with how things run if he used the Nocturne icons for the icon relationships but the standard icons for the Chaos Mage mechanics? I suspect not but some of you will have been playing 13th Age longer than me, and if I'm honest it's the icons feature which both attracts and confuses me about this rule system.
Perhaps we could look at it along the lines of D&D's Curse of Strahd where Barovia is a distinct realm, accessed magically from the Forgotten Realms. Nocturne has a similar relationship with the Dragon Empire and has it's own icon structure. All players were drawn here from their own world so could retain some aspect of the old icon relationships?
Phew.... Any objections?
Rolls
Empress Claudia - negative (1d6) - (1d6)
(5) = 5
Imehoten - conflicted (1d6) - (1d6)
(2) = 2
Golgoth - positive (1d6) - (1d6)
(3) = 3
Rolls
Golgath - (1d6)
(6) = 6
Imehoten - (1d6)
(3) = 3
The Wolflord - (1d6)
(2) = 2
Rolls
Lunar Queen - (1d6)
(2) = 2
Count Fedemir - (1d6)
(1) = 1
Golgoth - (1d6)
(5) = 5
Anything you really liked about the way the game has been run? Anything you didn't like? Anything I need to do more of or any suggestions for how to improve the experience for you?
For each 5 or 6, you gain an icon point which you can choose to use at any point in that calendar month (session). You describe the benefit and how it plays out (to me in a PM). In the case of 5 rolls, you decide the intervention and I decide the twist. The idea would be that we may need to negotiate back and forward on the intervention before we settle on what happens and I introduce it in to the story. Sound ok?
So for this month we have:
Elke - 1 point (5 Empress Claudia)
Xanxus - 1 point (6 Golgath)
Haguk - 1 point (5 Golgath)
Blackstar - 1 point (6 Golgath)
I think Domitius is still to roll.
Any objections to this post? Have not done this before so open to suggestions.
If the three of you with the Golgath advantages wanted to cook up a combined, greater benefit (with a slight twist) then I'd be open to that. Or just a benefit each.
I must admit, I reckon I hold my own as a GM on the most part, but the Icon rolls and interventions busts my brain and the rulebook isn't particularly clear on it. I like the 13th Age mechanics, but as a GM I wouldn't necessarily miss the Icons.
Rolls
Von Halzinger (+) - (1d6)
(3) = 3
Count Federmir (-) - (1d6)
(2) = 2
Imehoten (+/-) - (1d6)
(2) = 2
I admit it's a steep learning curve for me and I'm probably missing out on potential actions but I'm learnng as I go. If anyone has any suggestions for me I'm keen to hear em!
I'm finding it trickier to post at the weekends than I thought but, at the most, should only ever hold things up for 24 hours.
I admit it's a steep learning curve for me and I'm probably missing out on potential actions but I'm learnng as I go. If anyone has any suggestions for me I'm keen to hear em!
I'm finding it trickier to post at the weekends than I thought but, at the most, should only ever hold things up for 24 hours.
Anything you really liked about the way the game has been run? Anything you didn't like? Anything I need to do more of or any suggestions for how to improve the experience for you?
Thanks.
Like I said I'm learning as I go but luckily you all seem like the patient sort. :D
Anything you really liked about the way the game has been run? Anything you didn't like? Anything I need to do more of or any suggestions for how to improve the experience for you?
Thanks.
OOC:
That do you for some creative GMing?
Rolls
Empress Claudia - negative - (1d6)
(3) = 3
Golgoth - positive - (1d6)
(1) = 1
Imehoten - conflicted - (1d6)
(6) = 6
Golgath - P
Imehoten - P
The Wolflord - C
Rolls
Golgath - (1d6)
(4) = 4
Imehoten - (1d6)
(4) = 4
The Wolflord - (1d6)
(4) = 4
Rolls
The Daemon 1 pt negative - (1d6)
(1) = 1
Golgath 2 pts positive - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (4) = 4
Rolls
Lunar Queen - (1d6)
(5) = 5
Count Fedemir - (1d6)
(5) = 5
Golgoth - (1d6)
(2) = 2
Rolls
Von Halzinger (+) - (1d6)
(4) = 4
Count Federmir (-) - (1d6)
(3) = 3
Imehoten (+/-) - (1d6)
(2) = 2
Also guys I'm going to be in San Diego from this Saturday through the Friday after for work. I might be able to check but if combat rears it head I don't want to hold anyone up so caledoniaman could you roll for me if so?
Also guys I'm going to be in San Diego from this Saturday through the Friday after for work. I might be able to check but if combat rears it head I don't want to hold anyone up so caledoniaman could you roll for me if so?
Secondly, I'm assuming the couple of days lull is due to you all moving up to 2nd level? I just wanted to make sure nothing else was up.
As far as involvement goes, I'm still interested in continuing the game....just bear with me as I foresee this busy-ness continuing until the first week of Dec.
Am I right in thinking that as a fighter lvl2 I should have the following:
2 Adventurer Feats
4 Maneuvers
3 Talents
My three class talents are cleave, power warrior and heavy attack but are the feats part of those? Like a feat is the adventurer level of that talent?
And maneuvers - are they they same as feats? Because my level up suggests I should have four but only two feats?
I don't think I've understood this fully when I initially rolled but want to make sure I'm completely on track going forward and know what my options are. I might also be overthinking this or missing something glaringly obvious...
Thanks!
Am I right in thinking that as a fighter lvl2 I should have the following:
2 Adventurer Feats
4 Maneuvers
3 Talents
My three class talents are cleave, power warrior and heavy attack but are the feats part of those? Like a feat is the adventurer level of that talent?
And maneuvers - are they they same as feats? Because my level up suggests I should have four but only two feats?
I don't think I've understood this fully when I initially rolled but want to make sure I'm completely on track going forward and know what my options are. I might also be overthinking this or missing something glaringly obvious...
Thanks!
The Maneuvers are listed right after the Class Talents here http://www.13thagesrd.com/classes/fighter/
Feats are boosts to existing Talents/Maneuvers. You don't get them automatically; you have to choose which you want to take and are limited in how many Feats you can select. At Level 2, you can boost 2 of your 7 special abilities (3 Talents, 4 Maneuvers) to the Adventurer Feat tier. Not every Maneuver has an Adventurer Feat, some only have Champion or Epic.
Am I right in thinking that as a fighter lvl2 I should have the following:
2 Adventurer Feats
4 Maneuvers
3 Talents
My three class talents are cleave, power warrior and heavy attack but are the feats part of those? Like a feat is the adventurer level of that talent?
And maneuvers - are they they same as feats? Because my level up suggests I should have four but only two feats?
I don't think I've understood this fully when I initially rolled but want to make sure I'm completely on track going forward and know what my options are. I might also be overthinking this or missing something glaringly obvious...
Thanks!
I did have a look at quite a few guides but none of them explained it quite so succinctly...
Rolls
Golgath - P - (1d6)
(1) = 1
Imehoten - P - (1d6)
(6) = 6
The Wolflord - C - (1d6)
(6) = 6
Rolls
The Daemon 1 pt negative - (1d6)
(5) = 5
Golgath 2 pts positive - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (2) = 2
Rolls
Von Halzinger (+) - (1d6)
(2) = 2
Count Federmir (-) - (1d6)
(1) = 1
Imehoten (+/-) - (1d6)
(5) = 5
I'm certainly around and I can advance games if people so desire but it's Christmas and nobody should feel under pressure to do anything other than spend time in real life.
Any objections to the above plan then let me know. If anyone sporadically posts in the interim then fine I'll try and address it and I can also make the NPC/Monster attacks so we're in a better place when we resume but I'd expect pretty much everyone to be out of the loop if I'm honest.
Happy holidays and wish you all gaming related gifts :)
(Per battle * Close-quarters * Target: You & 1 nearby ally, or 2 nearby allies) Effect: Randomly pick 1 target. That target heals using a recovery. The other target gains 10 temp hp and grows a strange eye, limb, or other physical feature that lasts until the temp hp do.
(Per battle * Close-quarters * Target: You & 1 nearby ally, or 2 nearby allies) Effect: Randomly pick 1 target. That target heals using a recovery. The other target gains 10 temp hp and grows a strange eye, limb, or other physical feature that lasts until the temp hp do.
@Jabes
Choas Mage having a choice at times on what they're doing seem to be more I'm going with this, this is happening now more than a plan.
Choas Mage having a choice at times on what they're doing seem to be more I'm going with this, this is happening now more than a plan.
Looks like we're about to loop back to the top of the initiative order. Thanks for the antennae, @Jabes! :D
Been a busy day today so didn't post as intended. I'll get cracking on this with a post tomorrow.
Happy New Year.
Mark
He mentioned there being miscalculations on the char sheet. Have any of you noticed that?
Rolls
Hellwasp 3 attack on Elke - (1d20+6)
(11) + 6 = 17
Haguk 30/20
Xanxus 24/14
Domitius 29/24
Blackstar 21/21
Elke 33/23
Also, I'm going to start taking advantage of the new Spoiler function at the end of my in-combat posts to keep track of my HP.
Sorry again all. Not sure if it's easier to kill me off or...?
Sorry again all. Not sure if it's easier to kill me off or...?
I'm good with continuing the game. Curious to see what else we'll discover in this living dungeon! :D
Caledoniaman, here's Blackstar's randomly-determined spell for next round:
(At-will * Close-quarters * Target: 1 engaged enemy if any, or 1 nearby enemy) Attack: Cha + Level vs. MD Hit: 1d8 + Cha psychic damage. Hit vs Staggered Enemy: As a hit, at maximum damage. Miss: Damage = Level. Blood of Warriors: When you hit a demon it’s also hampered (save ends)
Caledoniaman, here's Blackstar's randomly-determined spell for next round:
(At-will * Close-quarters * Target: 1 engaged enemy if any, or 1 nearby enemy) Attack: Cha + Level vs. MD Hit: 1d8 + Cha psychic damage. Hit vs Staggered Enemy: As a hit, at maximum damage. Miss: Damage = Level. Blood of Warriors: When you hit a demon it’s also hampered (save ends)
I just want to make sure Blackstar's two currently active magical effects were factored into Hellwasp 3's action, and Haguk's, if he hit. Thanks! :-)
Heads up: I have taken the High Weirdness Adventurer Feat. Normally, a high weirdness effect (randomly determined using this High Weirdness Table) triggers when an enemy crits a chaos mage. With this feat, weirdness will now ensue on 33% of Blackstar's turns! You've been warned. ;-)
EDIT: I just checked - the last icon rolls were back in December. So here's for February.
Rolls
The Daemon 1 pt negative - (1d6)
(4) = 4
Golgath 2 pts positive - (1d6, 1d6)
1d6 : (3) = 3
1d6 : (2) = 2
Imehoten - P
The Wolflord - C
Rolls
Golgath - (1d6)
(1) = 1
Imehoten - (1d6)
(3) = 3
The Wolflord - (1d6)
(2) = 2
Count Fedemir: 1 conflicted
Golgoth: 1 positive
Rolls
Lunar Queen - (1d6)
(3) = 3
Count Fedemir - (1d6)
(4) = 4
Golgoth - (1d6)
(3) = 3
Not a single item among his possessions belongs in this world:
● jagged titanium-alloy dagger (1d4 damage);
● wicked throwing knives (titanium-alloy shards)(1d4 damage);
● ray gun (no charges left);
● twisted & scorched titanium wand;
● rubber hose, 10ft;
● paracord, 50ft;
● space rations;
On a 6 - You describe the benefit from the Icon (within reason).
On a 5 - You describe the benefit from the Icon (within reason) and I decide the twist (again within reason).
Please describe it in the narrative thread with an OOC aside to indicate that you are using a roll and the value of said roll.
Good?
Rolls
Imehoten (+/-) - (1d6)
(2) = 2
Count Federmir (-) - (1d6)
(3) = 3
Von Halzinger (+) - (1d6)
(2) = 2
Rolls
Golgath - P - (1d6)
(2) = 2
Imehoten - P - (1d6)
(4) = 4
The Wolflord - C - (1d6)
(5) = 5
Right now we've got a Necromancer, a Commander, a Chaos Mage, and... sorry, SelectiveAmnesia, what is Haguk again?
He opened up his bag for the minion to crawl inside, where it collapsed with a quiet rattle.
He opened up his bag for the minion to crawl inside, where it collapsed with a quiet rattle.
There are some other useful death-related spells making use of combatants, but I've been saving those for the right time. ;)
Rolls
The Daemon 1 pt negative - (1d6)
(4) = 4
Golgath 2 pts positive - (1d6, 1d6)
1d6 : (4) = 4
1d6 : (1) = 1
Count Fedemir: 1 conflicted
Golgoth: 1 positive
Rolls
Lunar Queen - (1d6)
(2) = 2
Count Fedemir - (1d6)
(3) = 3
Golgoth - (1d6)
(3) = 3
Rolls
Golgath - (1d6)
(3) = 3
Imehoten - (1d6)
(5) = 5
The Wolflord - (1d6)
(4) = 4
Count Federmir (-) 1
Von Halzinger (+) 1
Rolls
Imehoten - (1d6)
(2) = 2
Count Federmir - (1d6)
(5) = 5
Von Halzinger - (1d6)
(1) = 1
I'm off to a lonely Scottish island from Saturday 22nd - Friday 28th for a short break with the family. They won't even have a decent supermarket, let alone a decent internet connection. It's likely that this game will "go dark" from end of tonight "Thursday" until after I return. If I don't return, send the helicopter rescue.
Mark
Rolls
The Daemon 1 pt negative - (1d6)
(1) = 1
Golgath 2 pts positive - (1d6, 1d6)
1d6 : (5) = 5
1d6 : (5) = 5
Rolls
Golgath - (1d6)
(2) = 2
Imehoten - (1d6)
(3) = 3
The Wolflord - (1d6)
(6) = 6
Count Federmir (-) 1
Von Halzinger (+) 1
Rolls
Imehoten - (1d6)
(2) = 2
Count Federmir - (1d6)
(6) = 6
Von Halzinger - (1d6)
(6) = 6
Count Fedemir: 1 conflicted
Golgoth: 1 positive
Rolls
Lunar Queen - (1d6)
(1) = 1
Count Fedemir - (1d6)
(3) = 3
Golgoth - (1d6)
(2) = 2
https://bundleofholding.com/presents/13thAge2017
It's been a pleasure running this for you but of late I'm sure you'll agree that my posts have become more and more sparse and less inspired. Time to hang up the keyboard for now. Many thanks for your time, it's been a blast.