First off I'd just like to say that I'm having a lot of fun playing 13th Age. Thank you to +Christopher Osmundson for running this game for us every other Thursday. I also really appreciate that "organized play" for 13th Age really seems to be "let's get some adventures in the hands of GMs so they can run the game for players to keep people interested." That's my kind of organized play.
I'm hesitant to go into too much detail for the adventures that we are playing, because there may indeed be some people that are going to be playing these scenarios, and I don't want to ruin the adventures for them. That said, I'll try to hit some high points.
The last session only consisted of Valto Doomskimmer, intrepid (if a bit mentally thick) ranger, Lilith the Demontouched Sorceress and her infernal puppy, and Syl the Elven wizard and his familiar (and someday the next Archmage) Nutters. It all works out, because I'm pretty sure that Trip, the Rogue and Loompa, the naked Halfling Barbarian, are easily distracted and probably had their own adventure nearby.
As I alluded to in the title, those of us in my Dungeon Crawl Classics games felt a few familiar elements looming over us. For example, collapsing caverns cutting off passages, nearly drowning, and portals that we had to dive into lest we all die.
And perhaps the most DCC element of them all, especially from my games . . . we were all our own worst enemies. There was an encounter where we were not in control of our own faculties until we made a save or were injured. We all injured one another a whole lot. In fact, the first time my bow's nasty ongoing damage has triggered since I have acquired it, it triggered against poor Syl.
But broken, battered, and bloodied, we had a lot of fun, and (barely) survived. I'm just a little concerned with how easily Lilith can talk Valto into doing really dumb things.