Call me Bargle.
Eyes of the Stone Thief started out under the working title of Moby Dungeon, which rather gives the game away. It’s inspired by Moby Dick, with the whale swapped for a dungeon full of traps and monsters. The characters must hunt the living dungeon as it swims through the Underworld. When it surfaces to feed, they’ve a limited time to delve into it and find a way to destroy it.
They won’t succeed the first time they try. It’s a campaign, not an adventure, so the player characters will return to the dungeon several times. Each expedition brings them deeper into the Stone Thief. The dungeon can rearrange its layout, so the player characters won’t often find themselves going through familiar areas – and when they do, it’s probably because the dungeon has restocked those levels with new traps and dangers. The shifting labyrinth fits with the 13th Age ethos, too – it’s not a dungeon crawl, it’s a dungeon stride boldly forward and don’t worry about mapping every 20′ x 20′ room.
The campaign also takes place outside the dungeon. Factions within the Stone Thief have agents on the surface, clues found in the dungeon point to other adventures, and of course, the Icons have their own schemes and agendas involving the Stone Thief. Also, the dungeon can eat places and turn them into new levels. That wizard’s tower you just visited? That city where you grew up? That castle the Emperor just granted you as a reward? They’re all targets for the Stone Thief. Think of it as a rampaging, power-hungry, city-eating monster that happens to be shaped like a dungeon.
Currently, I’m working my way down through the levels, cramming each one full of the nastiest traps and fights I can manage, while preparing notes on the surface side of the campaign. I’ve got my list of inspirations and aspirations beside me as I write, covering everything from Piranesi’s drawings of Carceri to House of Leaves and Gormenghast to photographs of abandoned buildings in Detroit to classic dungeons like Undermountain and the Tomb of Horrors to Knightmare.
And back again to Moby Dick. If the dungeon’s the White Whale, then the player characters risk becoming a band of crazed, vengeance-seeking Ahabs…
An Accretion Disk forms around massive bodies in space. Gravity drags in random objects and debris, spinning them around and bringing them in closer and closer, faster and faster, hotter and hotter, until something explodes.
It holds true for stars and black holes – and for politics and crime, too.
And let’s face it – you’re the ones who are going to be standing in the path of that explosive release. Better get ready.
Accretion Disk: The Ashen Stars Expansion Book includes:
- Sample clues, special spend benefits, and added data on each Investigative ability. Learn how to use Kinetics to escape VR simulations, identify alien interference in pre-contact cultures, and trace viro-augmented criminals with endocrinological profiling.
- More options and tactics for general abilities, including species-specific ones. Master zero-g martial arts, detect weapons as they charge up, and acquire corporate sponsorship for your Laser team to boost your cash flow!
- Take your stations on board ship with options and tactics for each warpside and groundside role, then delve into player-drive Arcs and Drives. Guide your own destiny amid the guttering Ashen Stars.
- Explore new character options with six new playable races.
- Deckplans for every class of ship show you what it’s like on board – and new ship options and bolt-ons open up tactics for ship-board adventures.
- When you hit dirtside, break out any of the dozens of new weapons, equipment items, cyberware or viroware – if you can afford the upkeep!
- Hot Contracts gives a roster of jobs that only a Laser crew can handle. Pick your own challenge hot off the Bleed, and get to work!
- Finally, twelve new hostile aliens ensure that the Bleed stays dark and bloody…
Writers: Gareth Ryder-Hanrahan, Kevin Kulp, Kieran Turley
Status: In Development
The Stone Thief is an old and cunning Living Dungeon. For unknown ages, it has slithered through the Underworld, rising to consume towers and cities or other, lesser dungeons. Now, it has your scent. It swims through the earth, eager to steal everything you cherish, eager to drag you down into its hellish labyrinth.
The dungeon’s coming for you. Kill it before it kills you.
This campaign pack for 13th Age is for characters of 4th to 7th level. Modular design lets the gamemaster tailor the dungeon and its perils to the player characters, or pull it apart for use in their own adventures.
Status: In Development