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Deadly Delves: Reign of Ruin (13th Age Compatible) $4.99
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Deadly Delves: Reign of Ruin (13th Age Compatible)
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Deadly Delves: Reign of Ruin (13th Age Compatible)
Publisher: Jon Brazer Enterprises
by John W. [Verified Purchaser]
Date Added: 07/20/2019 01:19:30

This is a fun and shortish adventure in which an ancient cult has raised their Big Bad of Doom to get revenge on the society that oppressed them. Our heroes get involved and oppress them again, hopefully. It has many interesting questions and ideas that trail off and beg to be used with player backgrounds and connections.


I loved the idea of crannogs used in a swamp, especially when the thematically much more Central American Lizards are attacking. There’s no specific callout for the crannogs, and there could be a little more explanation about what they ARE to differentiate them from say, wharves on the land next to the swamp.

The author’s callouts are gold, and I only wish that there were more of them. The size discussion (about the size and impact of large/huge creatures and the author’s intent) is especially strong and just the kind of smart-guy-talks-about-story-effect that works for me. The detailed plan for the main villain if her lair is attacked (with several options to escalate, impact, or scare players) is excellent, and what EVERY Big Bad should have so they don’t just stand around while a Paladin with a sword of Whacking wanders around their lair, then comes upon them sleeping and hits them for another divine smite. I am also glad that the author put time and effort into figuring out why the Icons might care or hook in their party contacts, although see below for minor concerns.

My group is unusually blessed in GMs, so I run one-shots every three sessions. This is shaping up to be a beautiful two-shot that just fits my needs without having so much tramping around chasing cultists or having only a quick climax in a one-shot.

Why 4 stars instead of 5?

  • Despite the company’s numerous other 13th age-related merch, his references to the icons are a little generic and involve a certain amount of confusion about title, name, and gender. I assume that he massaged the normative or traditional icons for his own purposes, but he didn’t mention it at all in the text, as far as I can tell. Contrast this with John Marvin from Gods and Icons, who calls out his process in his work on this site like The Overworld and Beyond.
  • I think that the author found the escalation die very exciting. Of course, the dragon uses that die against the players. It’s very thematic that a destiny-touched creature like a dragon can use the players’ strongest powers against them, even escalation! I’m less excited about the escalation die being used for the lizard priests, the giant venus flytrap, and even the piranha in the dragon’s lair. Now it’s beginning to feel like it’s just an “everything hits more” die. Instead of being a way to mitigate poor player luck, it’s just a way things can become more unbalanced if the GM has hot dice.
  • Similarly, I think that the Mummy's Curse is a bit too powerful. If the players wake one while fighting the 4 by 4 set of mud zombies, they might take 10 points ongoing for four or five turns, then have limited or no ability to heal that damage due to the curse. I think a hard save and no healing IN combat seems much better, since you'll likely have that unhealable character keel over a fight or two later from unrelated damage that can't be healed. Perhaps your table is less variable than mine, but my players tend to use those 8 or so recoveries during or between their four fights for the day. Making character recoveries unusable because it makes the curse more thematic (it does) is maybe not being a fan of the characters as much as the fan of a Kool idea. If you're going to break a rule, like Save-ends, it needs to pay off more.
  • Creature referencing should either be first appearance or, better, a separate page or two that is easily marked. Go to the very first fight in the book on page 6, the fight that sets the tone for the ensuing adventure, the fight that should be very sense-based, thrilling, and engaging. The five creatures referenced for this fight all have the basic four-number stat block, but to find the powers, theme, and attacks for each creature, the GM is referenced to:
    • The 13th Age core book (fair enough)
    • Area A2 (no page listed)
    • Area A1 (no page listed)
    • Right here is a stat block only for the NPC rangers assisting the party
    • Area E4 (no page listed)

Why in the name of the Crusader’s Gods didn’t you just write a final section with your new creatures in it, then key EVERY encounter back to it? If I’m in B2, opposing five to seven other minds controlling powerful characters in order to make my creatures look deadly but make the excitement happen, I do NOT want to have to flip back to B1 and A to find the other stat blocks! That said, I made my own summary sheet with all the stats on it and will run the scenario with that.

It was easy enough to modify for my own purposes, and the core story was strong. I would definitely purchase another scenario from this author. I don’t SEE any more deadly delves for 13th age yet, but...

[4 of 5 Stars!]
Creator Reply:
Thank you for taking the time to review our adventure. I really appreciate it. Concerning the icons, we cannot use the icons from the core book. These are not open for anyone to use. However, we are allowed to create "nudge, nudge, wink, wink," "close but still different" icons. So that is what we did. We hope that they are close enough that you can make use of them with little issue. Again, thank you for taking the time to review. We hope you enjoy the rest of our 13th Age line up.
Deadly Delves: Reign of Ruin (13th Age Compatible)
Publisher: Jon Brazer Enterprises
by Thilo G. [Featured Reviewer]
Date Added: 11/14/2017 08:23:43

An review

This module from Jon Brazer Enterprise’s „Deadly Delve“-series for experienced groups clocks in at 34 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with 30 pages of content. It should be noted that the extra-pdf that contains properly-sized, big versions of the maps is not included in the 13th Age-version.

This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion.



All right, so this adventure begins with a ranger collapsing, talking about the village of Northam being razed to the ground – one of multiple settlements adjacent to swampy terrain. Trying to warn other settlements and find out more, the PCs will soon, in Mistlevy, happen upon their first massive fight – with the lizardmen of the Ixtupi tribe – a somewhat quasi-Aztec vibe accompanies them and their culture as a leitmotif, but more on that later. To their shock, the PCs will encounter a deadly black dragon crash into the clash between the elite Stormhammer guards and the Ixtupi – thankfully, this dragon, quite possibly the commander of the lizardfolk, does retreat – and she has an agenda.

You see, once, this whole area was rules by a black dragon named Nyrionaxys – the draconic being enslaved all it could find and killed the warmbloods. When the dragon was slain, the victors failed to notice one of the dragon’s eggs – this hatchling, fostered by the Ixtupi, grew into Nyrionaxys II, brainwashed to believe herself the reincarnation of the ancient draconic overlord by being raised by the Ixtupi. To complicate matters further, some more benevolent lizardfolk, tired of being salves to draconic whims, have since then split off, becoming the Tsiikil tribe, who was trying to keep the Ixtupi at bay – but with dark whispers in the dragon’s mind, her time seems to be drawing near: She heeds the call of Tlaloc, who has promised her power – all it takes is a blood sacrifice in her home, one of powerful individuals. And suddenly the blatant provocation of the dragon makes sense – the PCs are walking right where the dragons want them to go…

A big plus for fans of 13th Age would undoubtedly be the inclusion of notes on how the respective icons and Nyrionaxys II’s agenda interact, providing some proper contextualization for that aspect of the game. This level of attention to detail also is represented by a sidebar talking about creature sizes and their more abstract meaning in 13th Age.

Still, this leaves the PCs without much recourse – they need to stop the black dragon, asap! Thus, they venture deeper into the marshlands towards the temple of the Ixtupi. Tsiikil lizardfolk can provide support and directions, should the PCs help them. The temple of the Ixtupi is a foul stone pyramid surrounded by a great moat – to even get to it, the PCs will need to deal with potent, dragonblooded lizardfolk; the presence of stormwyts, an alkaline-spit-using wyvern-variant adds a further danger – and woe if the PCs start using elemental magics: The taint of the place causes such magic to spawn tainted elemental spirits. Here would be a good job to comment on the 13th Age stats – the book does a rather good job at converting to the system – from creature-type classification to internal consistency, the creatures presented make sense – when something should have a draconic ability like resist acid 16+, it does. Both natural even and uneven hits, damage types, etc. can be found in the respective entries and builds of the adversaries encountered. Some of the critters also make good use of the escalation die, which is another mechanical big plus.

Breaching the temple is already a feat in and of itself – but exploring the dungeon will not be simple, either: Here, Ixtupi priests, mud-caked lizardfolk zombies, mummies and spirits, kobold trappers and even a dire venus flytrap, stand between the PCs and progress – but to reach further below, the PCs have to pass the mosaic pillar chamber – where multiple unique beasts spring forth from the pillar…and that’s before the traps, which make this transitional area a really nice gauntlet. As a minor complaint regarding design aesthetics – while the optional cover rules covered are nice, terrain-wise, the adventure could be a bit more dynamic in 13th Age – you can tie cool effects to the escalation die…but that’s just me complaining at a high level.

The bulk of Ixtupi resistance can be encountered in the lower temple – here, the most potent of the tribe await – alongside glass golems, demons, evil idols boosting the foes of the PCs…and even a half-dragon gynosphinx – and yes, she comes with sample riddles. Ultimately, past all the traps, the PCs will have to delve deep into the place where caustic water and grueling sights await and face Nyrionaxys II…if they don’t fall prey to the hatchling ghosts of her brood mates or the half-draconic anaconda. Or the stormwyts…and yes, all of this doesn’t sound so bad, right? Well, here is a big difference to almost all adventures featuring dragons: Nyrionaxys II doesn’t wait to be slain. A full page is devoted to tactics of the mighty dragon – and no, she is not a simple black dragon; she actually has more than 300 hp, making her less prone to being killed off too quickly, an issue that dragons in 13th Age tend to have.

Big plus, btw.: Instead of focusing just on treasure, the conclusion-section here talks about the repercussions for the champion tier into which the PCs undoubtedly have ascended at the end of this module.


Editing and formatting are very good. I noticed no serious accumulations of either formal or rules-language glitches in the module. Layout adheres to a really nice two-color full-color standard and the pdf comes fully bookmarked with nested bookmarks for your convenience. The maps featured for all major sites are solid and full-color. The 13th Age-version of the module, as per the writing of this review, did lack the player-map bonus pdf, which makes that aspect a comfort detriment. The 13th Age-version comes with a second, more printer-friendly version with a white background. Artwork deserves special mention: The module sports a couple of really nice full-color artworks.

Richard Moore’s “Reign of Ruin” was an honest surprise to me: You see, there are two basic dragon-module set-ups (not counting random encounter dragons): The long, epic one, wherein you defeat a dragon at the end, after much hardship, and with the exact goal of defeating the draconic threat; and the briefer one, where a dragon at the end is basically the boss. The first tends to be represented by mega-adventures, campaigns, etc.; the second by smaller modules. Both have one thing in common: Most of the time, the dragons in them are DUMB, character-less engines of destruction, when ostensibly, they are supposed to be really smart. This module, thankfully, gets that aspect right: The dragon herein is an interesting character, embedded in a dungeon and social environment with an interesting leitmotif; she makes sense. Her proactive strategies can allow the GM to unleash hell upon the PCs and vanquishing her doesn’t break ongoing campaigns. The 13th Age conversion of the module has been handled with care and is well-crafted.

In short: While this does not reinvent the wheel, it’s one of the few anti-dragon modules that did not cause my brain to hurt at one point – and that’s a big, big plus. The well-done mechanics help as well, which is why my final verdict will clock in at 4.5 stars – though I have to round down for the purpose of this platform.

Endzeitgeist out.

[4 of 5 Stars!]
Creator Reply:
Thank you for taking the time to review. I really appreciate it.
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