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Thirteenth Age Monster Creation

JohnBiles

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I was inspired by the image below to create two monsters; if anyone can give me feedback on if this is reasonable, I would appreciate it.



Flesh-Ripping Weasels
The bane of manly men in the wilderness. This is an entire pack of them.
1st level Wrecker [beast]
Initiative: +5 (Quick)
Bite +4 vs. AC—5 damage
Flesh-Ripping: If you are not wearing armor, they do +2 damage.​
Mob Assault: They gain +1 to hit for every 5 HP they have left; as you cut their HP down, more of them die and their bonus drops.​
AC 17
PD 15 HP 27
MD 11

Dire Flesh-Ripping Weasels
If Flesh-Ripping Weasels rip enough flesh, they become stronger and stronger and more of a threat. This is a tougher pack of them.
3rd level Wrecker [beast]
Initiative: +7 (Quick)
Bite +6 vs. AC—10 damage
Flesh-Ripping: If you are not wearing armor, they do +4 damage.​
Mob Assault: They gain +1 to hit for every 10 HP they have left; as you cut their HP down, more of them die and their bonus drops.​
One dire feature: Roll randomly unless you know this beast’s story already.
AC 19
PD 17 HP 45
MD 13
 

JohnBiles

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Lots of people looked... no replies. So here's another creature inspired by said cover, but mainly by some famous movies:

Killer Shark

This is your basic JAWS-style shark; it finds people in the water and eats them because that’s how it gets food. Sure, it could eat fish, but people are tastier.
5th level large wrecker [beast]
Initiative: +9 (Quick)
Bite +10 vs. AC—30 damage
16+: They also do that damage to the PC’s boat, if they have one.​
Sneak Attack: Killer Sharks add +15 damage if they catch you by surprise.
Stealthy: They tend to catch you by surprise; finding them in the water is DC 25.
King of the Water: In the water, the Killer Shark gains +4 to hit and is very hard to outmaneuver. (Out of water, it can move very slowly and tries to get back onto land. That being said, surprise-leaping onto a boat is exactly the kind of crazy thing they love to do.)

AC 21
PD 20 HP 144
MD 14


 

JohnBiles

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The Strangling Sea has orcas, barracudas, & sharks as environmental hazards, not monsters.
Wade Rockett has a Giant Shark on the Pelgrane Press website: http://site.pelgranepress.com/index.php/13th-sage-giant-shark-bowl-ooze/
I think I have Strangling Sea somewhere... And thanks for the monster link; that's a funny idea.

************

Story Seed off one of the Headlines:

The cape to the north of Santa Cora which ends in Vigil is known to locals as Cape Cod because the Fullcatch Bay side of it is full of cod for the easy taking during the fall and winter. Certain holy orders have long maintained homes in the small fishing villages along the Cape, quiet places for holy meditation and getting away from stress.

Unfortunately, Marvolio the Traveller has published in Glitterhaegen a Guide to Cape Cod and now a horde of wealthy Glitterhaegenites have descended on the Cape to have a good time; bars and brothels are springing up, wild all night parties can be heard *every night*, and everything sacred becomes something for tourists to mess with.

Can someone save the poor Monks of Cape Cod?

Things which could be going on:
  • The Prince of Shadows is out to mess gently with the Priestess, maybe just to see what she does. Either Icon's agents could hire the PCs to get involved.
  • It's all totally mundane, but the Monks will want help and the tourists may want to hire people to keep obnoxious Monks off them.
  • This is all a diversion for a spy operation of the Black to steal holy secrets.
 

Lord Shark

Varoonik!
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Heh. I was thinking of making the Sin-Happy Vacationists a kind of low-ranked devils, on a temporary pass from Hell to experience the upper world for the first time.
 

JohnBiles

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Heh. I was thinking of making the Sin-Happy Vacationists a kind of low-ranked devils, on a temporary pass from Hell to experience the upper world for the first time.
That's a great idea! Depending on which version of Devils a campaign uses, that could work really well.

***********************

Until I get bored, I'm going to take my old Dragon covers and try and turn the titles on the cover into something 13th age related. At some point, I will likely run out of energy but for now, gonna try and do it.



This one is hard to read. So we'll start with the dragon itself.

'Dellax the Maimed has seen better days. *Much* better days. He attempted to slay the Green and claim his throne...to return the power of the Green to the Three. Whether they backed him is unknown (up to the DM), but he failed; the Elf Queen and the Green defeated him and cursed him with a single word. 'Thinner'.

Now he is slowly starving to death. He is a pathetic sight; the Green ravaged his wings and he is gradually shrinking as he can't seem to eat enough to avoid losing more flesh, though he's *trying*. He's sinking into madness and now squats on a pile of rocks in the belief that it's his hoard. He's not even in his *cave* or a forest, just a place with flashy sunsets.

Dellax is likely to attack the PCs because they are edible, but if approached properly, he will talk. Anyone who can offer him a cure or help him get even with the Green and the Three will be rewarded by him (he does have a sense of honor), though unless his curse is broken, he is likely to try to pay the PCs with rocks he thinks are golden nuggets.

If slain, he has eaten a bunch of gems which help him grind up his food because his digestive acids have grown weak. Which is fortunate, because he is now vulnerable to acid. He can have magic items in his gut too if you want that. If this goes on, he may well eat his entire 'hoard'.


Dellax the Maimed (Huge Green Dragon originally)
Large 7th level spoiler [dragon]
Initiative: +13 (Faster than a normal one due to his wings shrinking so he weighs less)
Vulnerability: acid
Sharp claws +12 vs. AC—25 damage
Natural 11–15: The dragon can make a bite attack as a free action.
Natural 16+: The dragon can make a poison breath attack as a free action.
[Special trigger] Bite +12 vs. AC—38 damage + Feeding
Natural 16+: The target also takes 10 ongoing poison damage.
[Special trigger] C: Poison breath +12 vs. PD (1d3 nearby enemies)—25 poison damage, and the target is hampered (save ends)
Burrow: As the standard monster ability (page 200).
Feeding: Whenever Dellax hits with a bite attack on a living creature, he heals 10 HP. If he can munch on an unconscious or dead person, he can heal 20 HP a round; he cannot heal more than the original HP of what he is eating. See Starving below. Munching on an unconscious or dead creature eats up his main action for the round.
Starving: When presented with a chance to eat food, he has to make an easy save or he will go for it, even if he knows it’s dangerous. If he has suffered any damage, the difficulty rises to 11+. If he is staggered, he must make a hard (16+) save.
Resist poison 16+: When an poison attack targets this creature, the attacker must roll a natural 16+ on the attack roll or it only deals half damage.
False Size: In theory, Dellax is a Huge dragon but due to his injuries and gauntness, he is down to being effectively Large for battle purposes. His badly injured wings means he cannot fly or even glide.

AC 23
PD 21 HP 230
MD 17


 

RobertEdwards

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No Extramarital relations? Justified or not?

Something something Prince of Shadows something something The Priestess and The Elf Queen...
 

JohnBiles

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No Extramarital relations? Justified or not?

Something something Prince of Shadows something something The Priestess and The Elf Queen...
It's hard to do without straying into territory too X-rated for this forum.

Skin Devils influencing the women of a city might work for that, as part of a Diabolist plot to corrupt the place.
 

Aegypto

Treelicious
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No Extramarital relations? Justified or not?

Something something Prince of Shadows something something The Priestess and The Elf Queen...
I think that one is more suited for a magic item. Something like this -

Ring(s) of Extra Marital Relations

This set of five wedding bands was comissioned during the Second Age by an Empress who on a feat of diplomacy and courtship managed to get the High Lord of the Grit Plains, the Grand Duke of Arboria, the Patrician of Bright Bay and the Witch Queen of Grayheath to marry her and each other at the same time. Since several of these rulers already had their own consorts, not only the Dragon Empire gained a sizeable amount of territory, but also an endless source of court gossip.

By wearing one of these you are symbolically married to anyone wearing a matching band as long as both of you are aware of each other. Once per full heal-up, you can borrow one relationship die from any Icon your spouse is aligned with. Note that it goes both ways - the first time you roll a 1 in one of your relationship dice, you lose that die until your next heal-up, as your spouse has borrowed it for their own use. If your spouse is another PC, they lose the die when you borrow it.

If you can find all the current wearers of the remaining Rings of Extra Marital Relations, your relationship rolls are going to become as messy and interesting as court life was during the Second Age. Probably your personal life as well.
 

JohnBiles

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Validated User
I think that one is more suited for a magic item. Something like this -

Ring(s) of Extra Marital Relations

This set of five wedding bands was comissioned during the Second Age by an Empress who on a feat of diplomacy and courtship managed to get the High Lord of the Grit Plains, the Grand Duke of Arboria, the Patrician of Bright Bay and the Witch Queen of Grayheath to marry her and each other at the same time. Since several of these rulers already had their own consorts, not only the Dragon Empire gained a sizeable amount of territory, but also an endless source of court gossip.

By wearing one of these you are symbolically married to anyone wearing a matching band as long as both of you are aware of each other. Once per full heal-up, you can borrow one relationship die from any Icon your spouse is aligned with. Note that it goes both ways - the first time you roll a 1 in one of your relationship dice, you lose that die until your next heal-up, as your spouse has borrowed it for their own use. If your spouse is another PC, they lose the die when you borrow it.

If you can find all the current wearers of the remaining Rings of Extra Marital Relations, your relationship rolls are going to become as messy and interesting as court life was during the Second Age. Probably your personal life as well.
Hahah! That's a great idea. I would guess that the Quirk is seeking out more people to marry :)

*************

The Gnome Cache
A Story Seed for Champion level characters


The gnomes of this age were inspired by Concord to build a great gnomish city near Hammer Falls known as Ironspire, for its tall buildings made of iron and glass. The gnomes grew crops on top of the buildings and delved into the ground for metal and gems and raided the area around High Dock periodically to scavenge it. The gnomes became especially known for mundane and magical glassware; many wealthy families still have Everfull Bottles of Wine from this era. The strange gnomish drink known as 'switchell' became popular. Made with honey, molasses, vinegar, ginger, and water, it was a good source of quick energy. Unfortunately for the gnomes, it would be destroyed by the Stone Thief late in the age.

Some gnomes escaped from the fall of Ironspire with a collection of the cities' treasures... into the Hellmarsh, where they found themselves besieged by demons and cultists. They found a rare hill which was solid and used their powers to dig into it and hide the treasures, then fled to try to come back later. Most of them died and the survivor Anastasius Footlong, was never able to return. He passed on a map, however.

The PCs get the map, perhaps as an Icon benefit, or in someone's treasure hoard, and they can try to venture into the Hellmarsh to find and recover the lost treasures of Ironspire, while dodging cultists, monsters, and demons and dealing with a rival group sponsored by the Crusader (or the Priestess if the PCs are allied to the Crusader), who are suspicious of why the PCs are going into the Hellmarsh.
 
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