Showing posts with label 13 days of 13th age. Show all posts
Showing posts with label 13 days of 13th age. Show all posts

Friday, March 14, 2014

13 Days of 13th Age VI: Tomb Guardians


Ancient guardians of the Tombs of the Gods, these desiccated corpses were once the proud temple guards of the divine palace-temples in the mythic city of the gods, Corti’Zahn. When the War of the Gods destroyed the early Fertile Empire of Hyrkania and laid low the mortal forms of the gods, the temple guardians who died in the conflict against the demons were mummified and submitted to a terrible necromantic process to revive them as eternal tomb protectors. Something horrible corrupted the spells of reanimation, however, seeping in from the Chaos Energy which permeated the land in the wake of the war, and grew like a fungus in the bodies of these undead guardians. The bodies became covered in a moss-like green substance, which tinged their skeletal forms, ate the mummified flesh, and devoured the skull-caps of the bodies, from which then extruded four tendril-like appendages, each with a hideous blinking, sickly eye attached at the end.

Many of these corrupted tomb guardians remained eternal guardians, but some were freed for reasons most suspicious, and certain necromancers found them useful for guarding other things, as well. However, the geas of duty upon the Velboshia Lok Nodivia is so strong that the moment the necromancer's control slips over them they will immediately seek to return to a tomb and continue guarding (a different tomb, if they must!)...after murdering the necromancer, of course.

Tomb Guardians (Velboshia-lok-nodivia)
Level 7 Wrecker (double strength undead)
Initiative +14
M: Greatsword (+12 attack, 56 damage) crit on 18+
R: Vile Eyes of the Guardian (four attacks; roll 1D4 to see which eye acts on round 1 and 2; on Escalation die 2 two eyes attack per round; on escalation 3 three eyes attack, and on escalation 4+ all four eyes attack each round):

1. Flesh to Stone Eye (+12 vs. MD against one nearby target) - 50 damage and target must begin making last gasp saves as it turns to stone.
2. Fireball Eye (+10 vs. PD against 1D6 nearby targets) - 60 fire damage and each target takes 15 ongoing fire damage (save ends)
3. Disintegration Eye (+13 vs. PD against one nearby target) - 70 force damage and if target is reduced to 0 hit points it is disintegrated and removed from play.
4. Feebleminded Eye (+12 vs. MD against one nearby target) - 50 psychic damage and target is reduced to 2 intelligence, gains the confused and hampered conditions (save ends).

Targeting Tentacle Eyes: adventurers can gain an edge by attacking the eyes directly. Any strike against an eye requires a critical strike, but if that strike injures the tomb guardian then it loses the targeted eye.
Weapon Resistance: like skeletal undead, tomb guardians ignore weapon damage attacks unless they roll 16+ on the attack roll.
AC 23      HPs 216
PD 18
MD 21


(Text and stats adapted from the Keepers of Lingusia entry)

Wednesday, March 12, 2014

13 Days of 13th Age V: Kattachi Scorpion Men


The kattachi are believed to have survived in the Hyrkanian Deserts for the last two thousand years, though it is said that in the old days, during the early era of the great empire, they were a distinct race of man which had not wed his body to the form of an arthropod. During the chilling, destructive year that the gods of order and chaos warred against one another, laying waste to the once great and fertile lands that would become endless tracks of desert, a nomadic people who lived deep in those lands held on and survived. They did this not by chance, for the lands had been struck with terrible magical energies that made humans and beasts alike sick and deathly, the rivers and lakes had boiled away, and the very earth had been scorched. These men found a cave, and within that cave rested a shrine to the god of all insects and spiders, Kathack. 

Kathack was a cruel and spiteful goddess, but her children were many and survived in the world despite humanity's disdain for her chitinous kin. She offered to save these humans....if they became her children in turn. And so it was that through a horrible pact with the dark goddess that the kattachi were born.

Kattachi are not a pure race. They must breed with humans and giant scorpions to keep their species pure. This has disturbing implications....the kattachi men are required to fulfill their duty, aiding in the impregnation of giant scorpion eggs, while kattachi women command an interest in human and elven men that are captured and brought to them; a special elixir brewed by the priests of the dread goddess allows transformation to human form for a night to insure that the act is even possible.

Most kattachi are violent and hateful toward humans and other fair races, but a few tribes have at least learned enough tolerance to engage in trade. They find their best allies in the dark elves of Dahik and the serpent men of Hazer-Phennis, and some bolder kattachi traders even go to outposts like Trog where all creatures are allowed within the walls. Most kattachi do not approach cities unless they intend to raid them, however.


Scorprion Man Warrior
Level 3 brute (aberration)
Initiative +8
Melee Claws (+8 attack, 10 damage) on an 16+ the claw grabs the target as well and deals 10 damage per round until the PC escapes (save ends).
Melee Scimitars (+9 attack, 12 damage) on a natural “2” may re-roll to hit.
Melee Scorpion Tail (+8 attack, 10 damage, 10 ongoing poison damage and is target weakened)
Swift on Eight Legs: on any even roll on the attack die a scorpion man can pop free if it wishes.
AC: 19 HP: 45
PD: 17
MD: 13

Scorpion Man Laborers
Level 3 minions (aberration)
Initiative +5
M: Claws (+8 attack, 10 damage; grab and ongoing 10 damage on roll of 18-20; save 11+ to escape)
M: Scorpion Tail (+8 attack, 10 damage, 5 ongoing poison damage save 11+)
R: Heavy Rocks (+9 attack 10 damage; nearby only)
Swift on Eight Legs: on any even roll on the attack die a scorpion man can pop free if it wishes.
AC 18 HP: 9
PD: 18

MD: 12

Female Kattachi: may gain access to the elixir of Kathack, which when imbibed transforms them into human or elven women for two hours.

Monday, March 10, 2014

13 Days of 13th Age IV: The Baltorklani Apemen


Deep in the wilderness of the immense Amech Jungles are an ancient race of intelligent apes, beastmen who's origins are now lost to time, though some scholars of esoteric lore suggest that they were created as warriors and slaves for the ancient Kadantanian Empire, a cruel regime of mad sorcerers which fell centuries ago to internal conflict.

The baltorklani are actually descended from several magically uplifted apes, including chimpanzees, baboons and gorillas. The gorillas deeply resent being compared to other lesser apemen, especially chimpanzees, which they despise as cunning and untrustworthy. There see the baboons as chattel and treat them as such, delegating the baboons to lesser slaves whenever they can.

In the Amech wilderness the three types of baltorklani tend to segment themselves whenever they can, at least in those cases where a powerful gorilla warrior doesn't rise up and subjugate the others to form his own small empire. These baltorklani gorilla leaders are very dangerous to the human populations in such regions, and the kingdom of Belladas remembers the war with the baltorklani warlord Jezovash less than a century ago well...it was a costly battle.

Baltorklani Gorillamen
Level 3 Leaders (humanoid)
Initiative +6
M: Heavy Axe (+8 attack, 12 damage) On a natural 16+ the gorillaman may make a fist attack as well.
M: Fist Strike (+8 attack, 10 damage)
R: Heavy Sling (+7 attack, 14 damage) on a critical strike the target is also dazed.
Battle Cry (+6 vs. MD against 1D4 nearby enemies) enemies are dazed (save ends) and each nearby apeman may add 4 to any physical attacks against dazed targets.
AC 19      HP 50
PD 17
MD 13

Baltorklani Chimpanzee Men
Level 3 Spoilers (humanoid)
Initiative +8
M: Twin Daggers (+9 attack, 10 damage) on a natural 2 the chimpman may reroll the attack; the chimp may pop free after the attack.
R: Slingshot (+8 attack, 9 damage) on a 16+ the target is dazed (save ends).
Dirty Fighting (+8 attack vs. MD against one nearby target) the subject of the chimpman's ire is at -4 to any attack rolls against the chimpman until the end of his next turn.
AC 19      HP 45
PD 14
MD 16

Baltorklani Baboon Thralls
Level 3 Mooks (humanoid)
Initiative +6
R/M: Spear (+8 attack, 10 damage) Baboon men will throw their spear at the start of combat unless they are engaged beforehand.
M: Fists (+8 attack, 14 damage)
Primal Rage: on an even roll on any attack the baboon man deals double damage.
AC 20      HP 9
PD 12
MD 18


Friday, March 7, 2014

13 Days of 13th Age: Mormo

Some of you may not have seen what a basic 13th Age fighter looks like. Here's Mormo, at level 1. Next week I'll try post what she looks like at level 10....


Mormo Encyllae
Half Orc female Fighter Level 1
One Unique Thing: Mormo is the chosen oracle and proclaimed daughter of the orcish Red Goddess Zafethra (whether she likes it or not)

STR         20 (+5)
DEX        12 (+1)
CON       14 (+2)
INT         10 (0)    
WIS        9 (-1)
CHA       10 (0)
AC          15           PD          17           MD         13          
HPs        11           HPs        Recoveries         9              Recovery Die     1D10+2

Backgrounds: Swordswoman +2, guard captain +1, cultist of red goddess +1, spelunker +2, navigator +2

Basic Attacks: Broadsword +6 attack; 1D8+5 dmg; Miss 1 (w/off-hand weapon re-roll attack on a 2)
Shortsword +6 attack, 1D6+5 damage; Miss 1

Armor: chain/plate mix, AC 15

Icon Relations: Orc Lord 1 (villain/positive), Crusader 2 (ambiguous, positive)

Half Orc Abhilities: Lethal (1/battle re roll melee damage and take preferred result)

Fighter Abilities: extra tough, threatening

Talents: cleave, comeback strike, tough as iron

Feats: Cleave (adv level; can take move before doing cleave attack)


Maneuvers: grim intent, two-weapon pressure, deadly assault