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Thirteenth Age Monster Creation

JohnBiles

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Barbarians!!!

Novice Warleader

Barbarians rely on skill over discipline, but this guy’s job is to try to get the horde at least all pointed in the same direction.
3rd level leader [humanoid]
Initiative: +6
Quick to Fight: Roll Init twice at the start of the battle and take the best result.

Spear +8 vs. AC—10 damage
16+ Hit: The next ally to attack the target gains +2 to hit.

Wolf Pack Tactics: All allies gain +2 to hit any foe he is engaged with.

AC 17 HP 45
PD 18
MD 14

Human Barbarian
Lightly armored, but innately tough, he moves fast and hits hard; barbarians tend to come on in screaming hordes and count on their foes to panic, but most barbarians can’t actually *force* foes to panic and thus die in droves when faced with disciplined troops.
3rd level wrecker [humanoid]
Initiative: +6
Quick to Fight: Roll Init twice at the start of the battle and take the best result.

Spear +8 vs. AC—10 damage
16+ Hit: 5 ongoing damage (normal save)​

AC 17 HP 45
PD 19
MD 13

Junior Barbarian
Lightly armored, but innately tough, he moves fast and hits hard; barbarians tend to come on in screaming hordes and count on their foes to panic, but most barbarians can’t actually *force* foes to panic and thus die in droves when faced with disciplined troops. These juniors make up the numbers to put the horde in horde.
3rd level mook [humanoid]
Initiative: +6
Quick to Fight: Roll Init twice at the start of the battle and take the best result.

Spear +8 vs. AC—6 damage
16+ Hit: 3 ongoing damage (normal save)​

AC 17 HP 11
PD 19
MD 13

Expert Warleader
Barbarians rely on skill over discipline, but this guy’s job is to try to get the horde at least all pointed in the same direction. This guy is better at it than a novice.
6th level leader [humanoid]
Initiative: +9
Quick to Fight: Roll Init twice at the start of the battle and take the best result.

Spear +11 vs. AC—20 damage
16+ Hit: A mook ally engaged with the foe immediately makes a Spear attack.​
Wolf Pack Tactics: All allies gain +2 to hit any foe he is engaged with.

AC 20 HP 90
PD 21
MD 17

Veteran Barbarian
Lightly armored, but innately tough, he moves fast and hits hard; barbarians tend to come on in screaming hordes and count on their foes to panic. This guy has gotten good at panicking people.
6th level spoiler [humanoid]
Initiative: +9
Quick to Fight: Roll Init twice at the start of the battle and take the best result.

Spear +11 vs. AC—21 damage

Fear: While engaged with this creature, enemies that have 30 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

AC 20 HP 90
PD 20
MD 18

Aging Barbarian
Lightly armored, but innately tough, he moves fast and hits hard; barbarians tend to come on in screaming hordes and count on their foes to panic, but most barbarians can’t actually *force* foes to panic and thus die in droves when faced with disciplined troops. These aging barbarians make up the numbers to put the horde in horde.
6th level mook [humanoid]
Initiative: +9
Quick to Fight: Roll Init twice at the start of the battle and take the best result.

Spear +11 vs. AC—12 damage
16+ Hit: 5 ongoing damage (normal save)​
AC 20 HP 23
PD 22
MD 16


Conall Tree-Slayer
Lightly armored, but innately tough, he moves fast and hits hard; barbarians tend to come on in screaming hordes and count on their foes to panic. This guy has gotten good at panicking people.
6th level double-strength spoiler [humanoid]
Initiative: +9
Quick to Fight: Roll Init twice at the start of the battle and take the best result.

Sword +11 vs. AC—30 damage
On a Hit: He makes a Dagger attack

Dagger +11 vs. PD – 20 damage and the foe is vulnerable (+2 to Crit range on attacks against the foe) until the end of Conall’s next turn
Even Hit: Anyone grabbed by the foe is cut loose.

Backshield: If more than one foe engages him, he can exploit his backshield and his AC rises by +2.
Fear: While engaged with this creature, enemies that have 30 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.
Icon: Orc Lord (Hostile): 2, High Druid (Conflicted): 1, Dwarf King (Friendly): 1

AC 20 HP 180
PD 20
MD 18

Conall is a mighty wandering barbarian hero with all the strengths (courage, honor, loyalty to friends) and weaknesses (drinks too much, violent, mouths off to foreign authority figures, babbles about how civilization is decadent while indulging in said decadence). To his frustration, he has become known for killing murder trees and many assume he just flips out and kills all trees on sight. Assuming this may cause him to flip out and kill everyone talking about it on sight.
Conall’s Clan was killed by the Orc Lord and he ultimately seeks revenge, but knows he has to get stronger first. He may seek out the PCs for aid in taking down orcs… or murder trees… or just in collecting loot he can use to raise a screaming horde against the Orc Lord one day.
He has had trouble with druids, many of whom assume he is a tree-slaughter maniac, though others have aided him, as the High Druid looks kindly on the barbarians.
And he aided a group of Dwarves at great risk to himself, earning the friendship of Dwarves. He hopes to add Dwarves to his eventual war on the Orc Lord.
 

JohnBiles

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With no words at all, we just have an image to go by, so...

Anabraxius, the Ringed Planet

The Overworld extends out forever into the sky, but beyond a certain height, there are no more clouds, except a few wandering ones which roam the universe. There are other worlds in the Overworld, and of course, the Stars themselves.

One such is Anabraxius, which like the sun and the moon, orbits The Land, the world of 13th Age. But unlike the Land, Anabraxius has rings, made of tiny balls of ice which once formed an ice cap and were blown into the sky in a magical catastrophe; the clouds of the Overworld around Anabraxius are very thin compared to The Land, but above them are the rings. Frost creatures dwell there in profusion; at times, warlords unite them and lead them down to conquer parts of the land below. The rise of advanced civilization, however, has halted this and now it's getting overpopulated.

The old northern ice cap is now a cold desert of red sands, roamed by Draconic nomads, who endlessly fight each other and also sometimes unite to conquer civilized lands. (But like the Frost Giants, they're now struggling with the civilized lands outpacing them.) Much of the planet is green and lush; unlike the Land, there are few oceans, though many rivers. This includes the Sky River, which runs around the planet through the cloud layer. The old southern ice cap is now a cold conifer forest, inhabited by wild elves.

While magic does work in Anabraxius, the Great Catastrophe led them to distrust it and they have turned to technology; their society is much like a 1950s sci-fi story of the future, with sophisticated space ships but computers which are big and clunky and they have no smartphones or information revolution, though 'radio phones' (cellphones) do exist and are fairly common.

The rocket shown here is a small explorer ship, the model class is the Parthastic, holding a crew of 10. It is returning to resupply after doing a flyby around the planet Mecastico. It takes about an hour to get up to full speed, then can travel at about ten million miles an hour, allowing it to move between planets close to each other in about a day (and up to a week to reach planets far away from each other at a given time.)

Anabraxian explorers have observed The Land, but give it a wide berth because they regard magic the way we regard radioactive wastelands.
 

JohnBiles

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Author's Question to the Audience -- Is there an official name for the planet in 13th Age? I called it The Land just because that's what the core calls the surface.

If anyone has a better idea, I'll use it in the future.
 

Davies

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Given some things mentioned in connection with the Overworld, particular Stardock, I'm not really certain that the underlying structure of the Dragon Empire is a planet as I understand the term.
 

JohnBiles

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Given some things mentioned in connection with the Overworld, particular Stardock, I'm not really certain that the underlying structure of the Dragon Empire is a planet as I understand the term.
Neither am I. I just went with doing it this way because it fits the image I had.

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



The Age of the Petal Throne (Done as a Book of Ages Age)

"Let this be an age where man and nature live in harmony!"

Overview


Weakened by the end of the previous age, the Empire faced invasion led by the High Druid; barbarians swept into the empire, razed its cities, turning them into ruins, and forced the line of Emperors into hiding. A new Icon took power, the Petal Emperor, who ruled from the Petal Throne, a great wooden, living throne, which was transported to four Great Camps: the Southern Camp in the Winter, the Eastern Camp in the Spring, the Northern Camp in the Summer, and the Western Camp in the Fall. The Great Camps were giant tent cities, where the Petal Emperor held court, gave gifts, and sometimes declared war.

The seas submitted and trade with distant lands became easy, for the sea recognized the High Druid and the Petal Emperor's authority as they had never recognized the Archmage and Emperor. Literacy was suppressed; only official scribes could read and write. Books were rounded up and burned, for they would encourage thoughts outside the Empire's new traditions.

For centuries, the Empire survived, oppressing the peasantry, as the barbarians gradually sank into decadence. Their leaders became inbred and they gradually gave themselves more and more to ceremony, orgies, festivals, and the secret worship of decadent gods. The High Druid became more and more frustrated by this but could not stem the tide, finally abandoning the Empire.

It then sunk even more into ceremony and decadence, with adventurers picking over the ruins of the old Imperial cities and using it to buy into the ruling families, then succumbing to decadence in turn. The Petal Emperors became child emperors and factions of nobles fought over who would be regent. Each Emperor "mysteriously* died before he could come to majority. Then the regents also became child regents, and a warlord, known as the Tsolanji, ruled in his stead. Then nobles fought over THAT office.

Icons

An unholy alliance of the Three and the Great Gold Wyrm arose in this period because the Petal Emperors viewed the job of Dragons as being killed and turned into fancy scale armor. They were formidable enough... at first... to get away with this, but the two Dragon Icons built a huge army of Dragonics in the Dragon Wood, waiting for their chance.

The Hidden Emperor lived among the peasantry for centuries, posing as a wandering hero, passing on his job to his eldest son periodically, and becoming closer to the people his line had ruled. He would become a legend among them, building his strength for when the time was right.

The Petal Emperors wielded vast forces of nature and were formidable fighters. Even the child Petal Emperors could talk to animals and command them. Initially the puppets of the High Druid, with time they went their own way... just not a good one; by the last third of the age, they were reduced to puppets again. Seated on their Petal Throne, they could reach out to anywhere in the Empire with their powers.

The Elf Queen and the Dwarf King maintained friendly but formal relations with the Empire, independent but wary of rousing it. Both traded with the Empire and both quietly cooperated towards the day when they might need to fight it, though that day would not come as they thought.

There was no Diabolist in this age after year five, in which the High Druid sacrificed the Diabolist and a tree grew through his remains. So long as the tree grew, demons were banished from the Empire. People stopped even believing in them as centuries went on. A big mistake.

There was no Archmage in this era. The same rite which killed the Diabolist killed the Archmage as well. That 'slot' was now taken over by the Sage, who strove to preserve written lore and hide it away in an underground library hidden in the Frost Range.

End Times

The end times began when Tsoljani Chamang chopped down the Great Tree to build himself a throne. This triggered a revolt against him... and freed the power of the Diabolist to manifest in a new Diabolist and turned the Demons loose. Civil War was marked by the rebels summoning demons, who rampaged, while a new Diabolist played everyone against each other.

The Tsoljani won and declared himself Petal Emperor, sacrificing the old one to the gods, but the Petal Throne rejected him and now the Hidden Emperor and the Sage led a revolt, even as the Dragonics invaded and humanoid hordes poured across the borders. The revolt would have failed but the Dragonics cut a deal with the Hidden Emperor and in a hideous battle, they won, aided by the sudden arrival of Elven and Dwarven forces. The Petal Throne was burned and the Three were allowed to devour the Tsoljani and all the nobility.

The Empire was reborn, but at great cost.

Legends, Lairs, and Legacies

Thorn:
Thorn is the great sword of the Petal Emperors, made from the heartwood of a great oak when it died in a lightning storm. It let the Petal Emperor command plants to attack his foes. The sword was stolen when the last Emperor died and its current fate is unknown; many assume it is probably in the hoard of one of the Three.

Great Tree Wood: Wood from the Great Tree never rots or goes bad; it can be used to make anti-demon magical items and itself forces any demon to make a normal save or flee the sight of it in terror. Most of what is left of it is in the hands of the Elf Queen, the High Druid, and for reasons unclear, gnomes.

Dreamweed: Halflings bred their pipeweed into a super-addictive form; smoking it gives you fantasies of your dreams all coming true; the decadent nobility were hooked on it and paid them huge amounts of money; this enabled them to live pretty well in this age.

Living Furniture: A classic punishment for crime was to be bound together with others into living furniture; eventually, this became a status item. Druidic magics kept some living furniture alive for over a century, though this kind of abuse was why the High Druid finally bailed out.

Tree Worship: Peasants called the Druidic faith this and did it as much as they were forced. However, in some villages, worship of a sacred tree persists even now, with the tree protecting the village in various ways.

The Death Pits: Used for gladiatorial fights between convicted criminals and debtors; these crude arenas can be found all over the empire, though many have been turned into ponds. The remaining ones are often controlled by agents of the Lich King, who can raise the ghosts of the dead gladiators here.

Monsters

A variety of Murder Trees were spawned in this era to enforce the High Druid's will; see the earlier entries on this thread.

Khulcan
The Khulcan were basically 'Nature Paladins', warriors with a few nature magic abilities, who went out and destroyed the enemies of nature, mainly wizards, clerics, sorcerors, and other enemies of nature with rival powers. They prefer to take you alive so they can rip out your still beating heart to strengthen nature or to summon future allies. Some barbarian societies still have them.
3rd level spoiler [humanoid]
Initiative: +5

Blessed Wooden Blade +8 vs. AC—8 damage
Natural even hit on a Non-Spellcaster: The target is stuck (You can’t move, disengage, pop free, change your position,or let anyone else move you without teleporting) (save ends) and the Khulcan pops free of the target. The target is now tangled in vines.​
Natural even hit on a Spellcaster: The target is hampered (can only make basic attacks) (save ends)​
R: Crush +8 vs. PD (can only target a foe who is stuck) - 12 damage
Forestwalk: Khulcan can move through forest as if it was open terrain.
Nastier Specials
Quick Sacrifice: Normally, they have to spend a long time sacrificing captives, but this Khulcan has been blessed so he can summon a Small Fire or Water Elemental if they reduce a foe to 0 HP. This is a reaction action.​

AC 19
PD 17 HP 45
MD 13

Veteran Khulcan

The Khulcan were basically 'Nature Paladins', warriors with a few nature magic abilities, who went out and destroyed the enemies of nature, mainly wizards, clerics, sorcerors, and other enemies of nature with rival powers. They prefer to take you alive so they can rip out your still beating heart to strengthen nature or to summon future allies. Some barbarian societies still have them.
8th level spoiler [humanoid]
Initiative: +8

Blessed Wooden Blade +11 vs. AC—21 damage
Natural even hit on a Non-Spellcaster: The target is stuck (You can’t move, disengage, pop free, change your position,or let anyone else move you without teleporting) (save ends) and the Khulcan pops free of the target. The target is now tangled in vines.
Natural even hit on a Spellcaster: The target is hampered (can only make basic attacks) (save ends)
R: Crush +11 vs. PD (can only target a foe who is stuck) - 16 damage and 10 ongoing damage (ends when you cease to be stuck)
Forestwalk: Khulcan can move through forest as if it was open terrain.
Nastier Specials
Quick Sacrifice:
Normally, they have to spend a long time sacrificing captives, but this Khulcan has been blessed so he can summon an Air, Earth, Fire, or Water Elementall if they reduce a foe to 0 HP. This is a reaction action.

AC 22
PD 20 HP 90
MD 16

Barbarians
are also appropriate. See earlier in the thread.

Magical Items of the Age of the Petal Throne:

Belt, Swordbelt, Kilt, Skirt, Girdle, Sash
Default bonus:
Increase your maximum recoveries: by 1 (adventurer); by 2 (champion); by 3 (epic).
Epengar: This is a belt and sheath for a sword. The sheath is made from a giant wasp's stinger. The first foe you strike in a battle takes +2d8 poison damage (+4d8 at champion, +6d8 at epic). This then takes the poison off; the blade must stay sheathed at least five minutes to recharge.

Necklace, Pendant
Default bonus:
+1 to saves when you have 10 hp or fewer (adventurer); 25 hp or fewer (champion); 50 hp or fewer (epic).
Cheggukal: This is made with the bone of a healer, with obsidian chips set into it. It has the power of the fallen healer; it can be used once a day per tier to do a healing ritual of some kind, as per the ritual rules . Quirk: You feel compelled to aid injured foes with healing once they are defeated.
 

JohnBiles

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Beyond the Wizard Fog (A Champion Tier adventure in brief)

The Empire is dotted with ancient workings of unknown purpose which linger on from the era of the Wizard King; most such things either failed long ago or the Archmage took up the job of maintaining them. But the Wizard Fog endured for thousands of years, a measure of how much power he poured into it. For twelve Ages, the Wizard Fog was a field of fog about three miles across, roughly circular, in a fairly flat area. Anyone who entered either was never seen again (if weak), showed up months later at some distant location (if experienced) or wandered back out of the fog a few days later, having found nothing.

Until now.

When giant snakes came out of the fog, attacked a bunch of farm animals (and any humans who got in the way), then dragged the animals back into the fog, adventurers went in... and found themselves wandering back out a few days later. But after the third attack, another group got in, then most of them died at the hands of *snake people* and giant snakes. But he returned, clutching an idol which he traded for clerical healing.

Now the locals are begging the party to dare it and stop the raids.

The wards are decaying; the PCs should be allowed to wander to the temple fairly quickly because wandering lost is kind of boring. The temple was sealed off by the Wizard King in order to deal with it later; instead, he died and turned into a lich and had other things on his mind; time flowed differently here and the Serpent Folk didn't realize that, in fact, thousands of years had passed. Boy are they in for a shock.

The temple is full of Serpent Folk, giant snakes, various lizardmonsters, Lizard Folk slaves, human slaves, and golems. This is left to the DM to design as this is just a summary. If the humans and lizard folk are rescued, they will be grateful, though also extremely shocked by how much time has passed outside the temple.

Serpent Folk Warrior
The Serpent folk have scaly bodies that mostly resemble a human, except that they have a snake like head coming out of their neck. Most of them are as mundane as the average human.
5th level troop [humanoid]
Initiative: +7

Battle Axe +10 vs. AC (ignore shield bonuses to AC)—18 damage
On a Critical Hit: Destroys any shield the target has entirely​
Bite +8 vs PD - 10 damage plus 10 ongoing poison damage (Save Ends)

Nastier Specials
Serpentine Soul:
Count the Serpent Folk as a double-strength foe; when reduced to 0 HP, he becomes a Giant Snake, then fights as that until he dies.

AC 21
PD 19 HP 72
MD 15

Giant Snake

Basically, a big murderous snake.
5th level spoiler [beast]
Initiative: +9

Grapple +8 vs. PD—The target is grabbed and the snake makes a bite attack.
Bite +10 vs. AC (grabbed targets only)– 15 damage plus 10 ongoing poison damage​
Stable Crush: Anyone attacking the AC or PD of a Giant Snake has +2 to hit, but also hits the grabbed target on an even roll which would also hit the AC or PD of the grabbed target.

AC 19
PD 17 HP 72
MD 13

Large Giant Snake

Basically, a Large murderous snake. As shown in the picture above.
Large 5th level spoiler [beast]
Initiative: +7

Grapple +8 vs. PD—The target is grabbed and the snake makes a bite attack.
Bite +10 vs. AC (grabbed targets only)– 30 damage plus 10 ongoing poison damage (save ends) and 10 ongoing damage (which ends as soon as the grab ends)​
Stable Crush: Anyone attacking the AC or PD of a Giant Snake has +2 to hit, but also hits the grabbed target on an even roll which would also hit the AC or PD of the grabbed target.

AC 19
PD 17 HP 144
MD 13


Serpent Folk Priest

The Serpent folk have scaly bodies that mostly resemble a human, except that they have a snake like head coming out of their neck. Most of them are as mundane as the average human. But not this guy! He commands the powers of the Serpent Gods!
5th level troop [humanoid]
Initiative: +7

Staff +8 vs PD—10 damage and the target is grabbed (save ends) as the staff turns into a snake.
On an Even Hit: An ally is healed for 3d6 damage.​
Bite +8 vs PD - 10 damage plus 10 ongoing poison damage (Save Ends)
C: Battle Blessing (up to 5 allies and self): Allies gain +2 to hit for the rest of the battle.
Command Snakes: Mostly this justifies them having serpentine minions. But if the PCs somehow bring snakes against him, the snakes must make a normal save every time they want to attack him; if they fail, they make a basic attack on a PC instead.

Nastier Specials
Serpentine Soul:
Count the Serpent Folk as a double-strength foe; when reduced to 0 HP, he becomes a Giant Snake, then fights as that until he dies.

AC 19
PD 17 HP 72
MD 19
 
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JohnBiles

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This is a hard one. The geography of this building is kind of weird... Everyone is dressed weird....

So let's postulate this isn't a normal harpy. This is a *guardian* harpy, part of a special corps which serves nobles in the Empire.

Guardian Harpy
Guardian Harpies have given up the independence of normal harpies for guaranteed meals, baths, and respect. They consider it a good deal. Normal harpies consider them sell-outs. They act as bodyguards, defending a single person.
4th level blocker [humanoid]
Initiative: +7
Talons +7 vs. AC—10 damage and if the guarded creature is engaged with the target, they pop free.
R: The Red Note +8 vs. AC—7 thunder damage and the target takes 5 thunder damage every time they hit the guarded creature (save ends)
C: Guardian Song +10 vs. MD (1d3 nearby enemies) —5 psychic damage
Natural 16–17: Anyone attacking the creature the Harpy is guarding suffers -4 to hit them.
Natural 18–19: Anyone attacking the target is weakened (easy save ends, 6+)
Natural 20: The next hit on the creature the Harpy is guarding simply fails.
Flight: A guardian harpy can fly as fast as a horse can run. They're decently nimble but with a five foot wingspan, they may have trouble manuevering indoors.
AC 20
PD 18 HP 54
MD 14

Overly Long Sword

This blade drags on the ground if you are not careful, yet can be used one-handed.
Default bonus: Attacks and damage when using the weapon: +1 adventurer); +2 (champion); +3 (epic).
Because your blade is so long, the first time a foe engages with you in the fight, you can make a free basic attack, adding +2d6 damage per tier. You also add +1d6 per tier to opportunity attacks. Quirk: You move slowly and carefully, even when you need to *run*, so as to avoid dragging your weapon on the ground.

Helm of Neck Protection
Special armor plates which easily adapt to the size of your neck and shoulders extend down to ensure no one is chopping your head off any time soon.
Default bonus: Mental defense: +1 MD (adventurer); +2 MD (champion); +3 MD (epic).
When an opponent misses with a melee attack against your AC or PD, they are then weakened (normal save ends). If a foe misses with a missile attack against your AC or PD, the attack bounces off at a random ally of the foe, and they should roll to see if they hit their ally instead. Refresh 11+. Quirk: Only looks straight forward, never side to side.
 
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