Elf Queen SketchThe 13th Age core book tells us little about the Queen’s Wood, where the Elf Queen rules: it’s a sprawling elven wood, largely empty now, whose trees have leaves that are “a riot of silver and gold and green and indigo.” In the lengthy description of the elven Court of Stars in 13 True Ways, we learn a bit more:

The Queen’s Wood redounds with the magic of nature, to which the elves of all mortal races remain most bound. The Court of Stars moves in harmony with the other, inaccessible natural worlds hanging high in the heavens. It moves across the magical forest as the constellations proceed through the night sky above. As such it comprises the central vortex of the ever-growing, ever-breathing collection of living things that is the Queen’s Wood. Just as the plants of the forest floor can grow from seed to maturity in a few short hours, the forest transforms itself as the Court approaches. To try to map it is fruitless. It’s not that you can’t perceive it properly—all the details of the physical environment exist in literal reality. But by the time you’ve drawn up your map, the details have faded into obsolescence.

So, here we have a fairy wood, ever-changing under the Queen’s influence. This is more than enough to spark the imagination when it comes to adventures inside the Queen’s Wood: this place is magic, but of a vastly different kind than the Archmage’s in Horizon. Time and space behave differently here, not because someone harnessed the power of wizardry and, through force of will, made it that way. There’s no “because” here; things simply are, the way they simply are in a fairy tale.

How do you represent this in your game, should you decide to send your heroes on a quest within in the Queen’s Wood? Here’s how two of my favorite fantasy authors handled the matter of the deep, magical forest, and those who dwell within.

Little, Big: The Further In You Go, The Bigger It Gets

John Crowley’s novel Little, Big chronicles the lives of the Drinkwater family, whose destiny is mysteriously bound up with the fairies. In a flashback to the Victorian era, we hear an ancestor, Dr. Bramble, explain why he believes descriptions of the little folk vary so wildly—from tiny people with “spears of locust-thorns and their chariots made of nutshells” to fully-formed men and women three feet tall, all the way up to “fairy warriors on great steeds, banshees and pookahs and ogres who are huge, larger by far than men.”

His theory is that the universe consists of worlds or layers of reality in concentric circles. Our world is the outermost, largest ring; but paradoxically, the further in you go, the bigger those innermost worlds are. Passing through a “door” into the next circle brings one into contact with the smallest of the fey. Entering the next circle, you meet larger fey. At the center is the infinite realm of Faery.

Using this approach in an adventure within the Queen’s Wood makes the journey a multidimensional one that plays with the idea of perception vs. reality. The characters may perceive themselves to be traveling through a forest, but they’re actually transitioning between parallel worlds. Each world, zone, circle—however you want to frame it—is home to different types of fey creatures found in 13th Age. But perhaps in the Queen’s Wood, elves, pixies, sprites,  and so on only appear to be different types of creatures because the PCs encounter them in different places. Maybe the next time they glance over at the pixie NPC who agreed to be their guide, that tiny, winged creature has become a faun, or a tall elven warrior with a shining spear. (See the fey entry in the 13th Age Bestiary 2, particularly the power of a name mechanic which gives fey different powers depending on which name they’ve taken.)

Lavondyss: Old Forbidden Place

In Robert Holdstock’s book Lavondyss, Ryhope Wood is England’s last primeval forest, and the way into the Otherworld, or “Old Forbidden Place” as the book’s hero Tallis calls it. Here, “mythagos”—hero-forms from myth, legend, and folklore—take material form from the power of the forest and the often dark, violent subconscious of humanity. You could meet Guinevere, or Robin Hood, or olderheroes from humanity’s prehistoric past here. But the Robin Hood you meet might not be the version you’re familiar with, or want: a winking rogue in Lincoln Green, or a strange, silent predator. Arthur might look like Malory’s noble Once and Future King, or might be Artorius, a Latin-speaking military commander covered in mud and blood.

If you like the idea of ancient heroes and legends (or their phantoms) dwelling in the Queen’s Wood, here’s where you open your copy of The Book of Ages and dive in—because past icons make great mythagos. This version of your players’ journey through the forest has a dreamlike feeling where past and present are mingled, and turning a corner might lead them to the scene of the Barbarian King’s last battle, a tangled path where the Huntsman has laid his snares, or to the foot of the Hermit’s tower. These shadow forms of the icons might be friends, foes, or both. It’s likely that the elves will warn you away from them, but maybe there’s a piece of vital information you need, and only the Spelljack (or his memory) has it.

For this approach, I recommend checking out the chapter on Heroquesting in 13th Age Glorantha. The PCs might perform a ritual in the Queen’s Wood, where the barriers of time and space are flexible, to enter a timeless realm of heroes and participate in the significant events of past ages as they exist in myth and dream. Success there could provide mythic insights or special magic items, or even alter the world in the present day by setting right an ancient wrong.

About 13th Age

13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

At the Imperial College of the Arcane, students struggle to master the art of magic, both theoretical and applied. And wherever there are students laboring under intense pressure—both academic and social—there will always be student societies. Most tend to be small, informal groups of close friends. However, some are powerful secret societies whose histories span the ages, and whose rituals remain forever hidden from outsiders.

This article provides a brief overview of five secret societies of the College Arcane, located in the Archmage’s city of Horizon (which you can read about in 13 True Ways). These aren’t official additions to Dragon Empire lore, but players and GMs might find them useful for adventure seeds, character backgrounds, NPC opponents, and even One Unique Things.

Common Features:

  • 15-30 current, active members, usually chosen from specific areas of magical study or types of spellcasters. First-year students are almost never invited to become members of a secret society—society members keep an eye on promising first-year students to see if they’d be suitable candidates in the future. Belonging to multiple secret societies is forbidden, and anyone found doing so will be cast out and shunned. However, some societies are friendly with one another, and may collaborate on joint activities.
  • An official name, and sometimes a nickname that’s more commonly used to refer to the society
  • An associated icon, who might be symbolic of the society’s focus, an inspiration to its members, or even its official head
  • An enchanted badge or token which, when worn, signals membership in the society to other members who are nearby—perhaps by changing temperature, tingling, or whispering in the wearer’s ear
  • A motto
  • An initiation rite that includes a challenging ordeal and an oath of secrecy
  • A clubhouse, which at the College Arcane is called a “lair”. A secret society’s lair might take any form, whether mundane or fantastical. The key thing is that outsiders cannot see or hear what goes on inside a lair, and members can enter and exit without being seen.
  • Society activities, such as the discussion of academic topics, formal debate, carousing, public service, or tasks performed on behalf of the society’s patron icon. Depending on the nature of the society, some of these may be done publicly while others are private and subject to the oath of secrecy.

The Good Fellows

Nickname: The Hellhole Club

Membership: Primarily wizards and demonologists (from Book of Demons), if your campaign’s version of the College Arcane accepts demonologists as students.

Associated icon: The Diabolist.

Motto: “From Shadows, Light. From Light, Understanding.”

Badge or token: Two hands clasped in friendship.

Initiation includes: The candidate’s courage and will is tested by branding the society’s badge on their exposed skin. The brand (and associated pain) vanishes within seconds.

Principal activities: Discussion of magic related to demons, devils, and the Abyss; the pursuit of power and influence.

In reality, the Good Fellows are a recruiting funnel for the cult of the Diabolist. As part of the society’s fun and games, members are required to carry out “secret missions” in the Diabolists’ name. These tasks are harmless pranks at first, but gradually become more sinister. Any member who refuses is reminded that the society now has quite a long record of that member’s diabolical acts. It would be such a shame if it ever became public… (For more on the Diabolist’s cult in Horizon, see “The Diabolist’s ‘Moderates’” in 13 True Ways, p. 148; and the Hell Marsh Cult monster entry in 13th Age Bestiary 2, p. 134.)

Society for the Advancement and Promotion of the Defensive Magical Arts

Nickname: B.B.F. (Blast, Burn, and Freeze)

Membership: All spellcasters, but primarily sorcerers.

Associated icon: The Archmage, in his capacity as defender of the Empire and caster of some wicked destructive spells.

Motto: “Courage Under (And Possibly While On) Fire.”

Badge or token: Two wands, crossed.

Initiation includes: On “Dueling Day”, candidates—dressed in ridiculous costumes—must fight public “duels of honor” on college grounds using absurd weapons chosen by society members.

Principal activities: Discussion of magic as it relates to warfare and battle; re-enacting historical battles using magical miniature landscapes and animated figurines (some dating back to the society’s founding).

Scroll and Staff

Nickname: The Page-Shufflers

Membership: Wizards

Associated icon: The Archmage, in his capacity as the Empire’s greatest master of magical learning.

Motto: “Read Thrice, Speak Once.” (Often paraphrased as, “Know your sh*t before you open your mouth.”)

Badge or token: An open book with the flame of the Archmage rising from its pages.

Initiation includes: The retrieval and reading of a scroll—the society’s founding document—hidden within the College Arcane’s vast library. The member must never speak of its contents to anyone, not even other society members.

Principal activities: Debate, study, and the discussion of magical texts from past ages. After final exams, truly legendary carousing.

The Cacophonous Society

Nickname: The Bleating Herd

Membership: Primarily bards and chaos mages.

Associated icons: Elf Queen, Spelljack (See “The Age of Founding”, Book of Ages)

Motto: “Wit, Harmony, and Friendship.”

Badge or token: A lyre within a laurel wreath

Initiation includes: Candidates are given music and lyrics for the society’s anthem (an almost impossibly difficult song) and must perform it in public while the current members heap good-natured ridicule on them.

Principal activities: Discussion of the intersection of magic and the performing arts; musical, dramatic, and comedic composition and performance (both public and private); carousing.

Hand and Eye

Nickname: Rag and Bone

Membership: Primarily necromancers, wizards, and clerics of death gods.

Associated icon: The Lich King

Motto: “Silence.”

Badge or token: A skull with a skeletal hand covering its right eye.

Initiation includes: Candidates are abducted from their rooms in the dead of night and led blindfolded to a certain cemetery on College grounds. There, they experience a ceremonial death and resurrection in which they are buried alive and then dug up again an hour later. The new members are welcomed joyfully with a lavish feast.

Principal activities: Discussion of necromantic magic, philosophy, and ethics; charitable works related to death, dying, and grieving, always performed anonymously—for example, providing a poor family with funds for the proper burial of a deceased loved one.

 

13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming. Purchase 13th Age in print and PDF at the Pelgrane Shop.

13 True Ways limited edition

13 True Ways Limited Edition

We printed 100 limited editions in all, and 13 True Ways Kickstarter backers, and pre-orders, had the first opportunity to buy them. We are releasing the few that are left on a first come, first served basis – when they’re gone, they’re gone!

The books are blue faux leather with gold foil. Each one includes a book plate signed by Rob Heinsoo, Jonathan Tweet, Aaron McConnell and Lee Moyer for you to add to the book. They will also include a limited edition A4 print of Lee’s beautiful Dragon Rider image.

“For 13th Age groups, this is a glorious supplement, a must-have purchase and even if you only are remotely interested in the world or the concepts I mentioned, this may very well be worth it for the idea-scavenging alone.” – Endzeitgeist

Omens of the Age

As the 13th Age unfolds, its mysteries—and dangers—grow more numerous.

Undreamed-of creatures crawl up from the underworld, descend from the sky on metallic wings, and slip through the cracks in reality. Strange magic is loose in the world, whether it’s drawn from the Wild, from the realms of chaos and death, or from the inner power of ki.

Patch things up with your surly magic weapon, hero. The adventure is just beginning.

13 True Ways expands the 13th Age Roleplaying Game in exciting new directions. Within its 256 pages you’ll find six new classes, the lore of devils, the keys to Horizon, the Great Gold Worm’s secret assassin, and much more.

For Players:

  • The chaos mage who embraces randomness, and the monk who embodies discipline
  • The druid who masters the elements , and the necromancer who commands the undead
  • The commander who orders your ranks, and the occultist who orders reality
  • Multiclassing tools to help you create the character you most want to play
  • Treasure to loot, and artifacts that might just loot you

For GMs:

  • All-new details and adventure seeds for Axis, the Court of Stars, Drakkenhall, Horizon, and Santa Cora
  • More ways to use the icons, including variant icons and relationship results tied to a location
  • Lists of 13: deadly dungeons, flying realms, must-visit inns, and more
  • New monsters to challenge your players, including devils, metallic dragons, werebeasts, and soul flensers
  • Four detailed new NPCs with multiple campaign options

13 True Ways: New heroes. New legends. Your world.

ROB_tile

Despite our chatty and occasionally informative sidebars, we don’t get around to explaining all our design decisions in 13th Age. Today we’ll take a look at a 13 True Ways design choice that could use a bit of explanation.

Multiclass penalties

The multiclass system in chapter 2 of 13 True Ways is a tool whose significance depends heavily on the user. I know players who have never read the chapter and never will. I know other players who picked up 13 True Ways, skimmed a bit, then turned to the multiclassing chapter and read every word before even looking at the new classes.

As a game designer, I originally told myself that I wasn’t that interested in multiclassing. Jonathan cared more about it, mostly because he knew we needed it and he was being the responsible one. But I was the one who ended up handling the fiddly and in-depth work, and along the way I carved a multiclassing system that creates characters I enjoy playing.

The key is that multiclass characters sacrifice a bit of power for flexibility. That’s pretty obvious when it comes to classes like the sorcerer and wizard, characters who depend on spells. Getting access to spells one level behind a single class character is an obvious reduction in raw power.

Weapon-users were trickier to handle. With a few exceptions for classes that are all about weapon-use and shouldn’t be penalized (exceptions mentioned at the bottom of page 107), multiclass characters suffer a die-size reduction, using WEAPON dice that are one size smaller. The point is that weapon-using multiclass characters who need to take a hit to their raw power take that hit through dealing slightly less damage every time they attack with weapons. It’s not crippling, since you’re still rolling one WEAPON die per level, but the point is that this damage reduction parallels the damage reduction that spellcasting multiclass characters suffer.

Questions about corner-cases we didn’t handle should consider our design intent. A multiclass character who has found a way to roll a number of damage dice equal to their level, all the time, should probably be taking the die-step penalty unless both their classes are from the classes listed as taking no weapon damage die penalty.

Those classes, again, are the barbarian, bard, commander, fighter, paladin, ranger, and rogue. It made no sense to us to put two classes that are great at using weapons together and produce a multiclass that was worse at using weapons. Happily, game balance works out fine allowing these multiclass characters to keep their full weapon damage. They all take some form of hit from lagging a level behind on class features, the class-by-class exceptions detailed in the chapter curb specific excesses, and their raw power isn’t so great that the increased flexibility of multiclassing somehow pushes them above other classes.

 

 

Black DragonOver on the very active Google+ 13th Age community, Sean Dunstan has pulled together a complete list of monsters from the core 13th Age rulebook, the 13th Age Bestiary,  13 True Ways, and Eyes of the Stone Thief. John Clayton has kindly reproduced that here in table format; you can also download it as a zipped Excel spreadsheet on the 13th Age Resources page.

 


Level Monster Size Role Type Book Page #
0 giant ant normal troop beast Core 206
0 kobold grand wizard normal mook humanoid Bestiary 123
0 squib swarm normal mook beast Bestiary 179
0 stirge normal troop beast Bestiary 197
0 stirgelings normal mook beast Bestiary 197
1 archer stirge normal archer beast Bestiary 197
1 cobbler stirge normal blocker beast Bestiary 197
1 decrepit skeleton normal mook undead Core 246
1 dire rat normal mook beast Core 206
1 ettercap acolyte normal mook humanoid Bestiary 73
1 fungaloid creeper normal troop plant Bestiary 83
1 giant scorpion normal wrecker beast Core 206
1 goblin grunt normal troop humanoid Core 229
1 goblin scum normal mook humanoid Core 229
1 gravemeat normal mook undead Bestiary 97
1 human thug normal troop humanoid Core 235
1 kobold archer normal mook humanoid Core 237
1 kobold warrior normal troop humanoid Core 237
1 orc warrior normal troop humanoid Core 242
1 skeletal hound normal blocker undead Core 246
1 skeleton archer normal archer undead Core 246
1 swarm of bats normal spoiler beast Bestiary 13
1 watch skull normal troop undead Bestiary 109
1 white dragon hatchling normal troop dragon Bestiary 219
1 wibble normal mook construct Bestiary 223
1 wolf normal troop beast Core 207
1 zombie shuffler normal mook undead Core 251
2 aerial spore normal mook plant Bestiary 83
2 ankheg large troop beast Core 208
2 avenging orb normal caster humanoid Bestiary 204
2 bat cavalry large wrecker beast/humanoid Bestiary 14
2 bear normal troop beast Core 207
2 boombug normal troop beast Bestiary 113
2 bugbear scout double-strength troop humanoid Bestiary 24
2 claw flower normal spoiler plant Bestiary 161
2 destroying sword normal wrecker humanoid Bestiary 204
2 dire bat normal troop beast Bestiary 14
2 enduring shield normal blocker humanoid Bestiary 204
2 ettercap hunter normal blocker humanoid Bestiary 73
2 feral warbanner double-strength caster construct Bestiary 207
2 giant web spider large blocker beast Core 207
2 goblin shaman normal caster humanoid Core 229
2 hellwasp normal spoiler beast Bestiary 113
2 hobgoblin warrior normal troop humanoid Core 230
2 hook scuttler normal blocker beast Bestiary 113
2 human rabble normal mook humanoid Bestiary 208
2 human zombie normal troop undead Core 251
2 hunting spider normal wrecker beast Core 206
2 kobold hero normal leader humanoid Core 237
2 kobold skyclaw normal mook humanoid Bestiary 124
2 lizardman savage normal wrecker humanoid Core 237
2 medium brass dragon normal troop dragon 13 True Ways 184
2 medium white dragon normal troop dragon Core 218
2 newly-risen ghoul normal mook undead Core 225
2 orc archer normal archer humanoid Bestiary 156
2 orc berserker normal troop humanoid Core 242
2 orc shaman normal leader humanoid Core 242
2 pit-spawn orc double-strength mook humanoid Bestiary 156
2 razor shark normal mook beast Bestiary 187
2 sahuagin raider normal troop humanoid Bestiary 187
2 skeleton warrior normal troop undead Core 246
2 skin devil normal troop devil 13 True Ways 168
2 splotchcap normal archer humanoid Bestiary 175
2 sporrior normal wrecker plant Bestiary 84
2 swarming maw normal wrecker beast Bestiary 113
2 trog normal spoiler humanoid Core 247
2 wererat normal troop beast 13 True Ways 205
2 zombie beast large troop undead 13 True Ways 207
3 barbellite normal troop beast Bestiary 179
3 blue sorcerer normal caster humanoid Bestiary 21
3 braincap double-strength wrecker plant Bestiary 84
3 bugbear normal troop humanoid Core 230
3 bugbear schemer normal leader humanoid Bestiary 25
3 catacomb dragon large wrecker dragon Bestiary 17
3 cave orc normal mook humanoid Bestiary 156
3 cenotaph dragon normal troop dragon Bestiary 219
3 Crusader warbanner double-strength caster construct Bestiary 208
3 dawn zorigami normal spoiler construct Bestiary 225
3 death-plague orc large spoiler humanoid Bestiary 158
3 dire wolf large troop beast Core 207
3 dretch normal mook demon Core 210
3 drow spider-mage normal caster humanoid Bestiary 58
3 ettercap supplicant normal caster humanoid Bestiary 73
3 ettercap warrior normal blocker humanoid Bestiary 74
3 fire bat normal mook beast 13 True Ways 162
3 fungaloid drudge normal troop plant Bestiary 84
3 ghoul normal spoiler humanoid Core 225
3 gnoll ranger normal archer humanoid Core 229
3 gnoll savage normal troop humanoid Core 228
3 goblin bat mage normal spoiler beast/humanoid Bestiary 14
3 hell hound normal wrecker beast Core 234
3 hungry star normal wrecker aberration Core 235
3 imp normal spoiler demon Core 210
3 intellect devourer normal spoiler aberration Bestiary 116
3 kobold dog rider normal troop humanoid Bestiary 124
3 kobold engineer normal leader humanoid Bestiary 124
3 large brass dragon large troop dragon 13 True Ways 184
3 lemure normal mook devil 13 True Ways 169
3 magma brute normal wrecker construct 13 True Ways 163
3 medium black dragon normal wrecker dragon Core 218
3 medium bronze dragon normal wrecker dragon 13 True Ways 184
3 ochre jelly large wrecker ooze Core 241
3 ogre large troop giant Core 240
3 ogre penitent large blocker giant Bestiary 149
3 orc battle screamer normal leader humanoid Bestiary 157
3 Orc Lord warbanner double-strength caster construct Bestiary 209
3 orc tusker normal troop humanoid Bestiary 157
3 otyugh large blocker aberration Core 243
3 pixie pod double-strength leader plant Bestiary 161
3 pixie warrior normal spoiler humanoid 13 True Ways 198
3 poddling normal mook plant Bestiary 161
3 redcap normal wrecker humanoid Bestiary 175
3 rust monster normal spoiler aberration Bestiary 184
3 slime skull normal spoiler undead Bestiary 109
3 small air elemental normal wrecker elemental 13 True Ways 189
3 small earth elemental normal troop elemental 13 True Ways 189
3 small fire elemental normal troop elemental 13 True Ways 189
3 small water elemental normal blocker elemental 13 True Ways 189
3 spinneret doxy normal spoiler humanoid Bestiary 120
3 trog chanter normal leader humanoid Core 247
3 weaver swarm normal mook beast Bestiary 61
3 werewolf normal troop beast 13 True Ways 205
4 awakened trees normal mook plant 13 True Ways 202
4 azer soldier normal troop dwarf 13 True Ways 162
4 barbarous bugbear normal wrecker humanoid Bestiary 25
4 basilisk large wrecker beast Bestiary 10
4 Blackamber skeletal legionnaire normal troop undead Core 246
4 cambion dirk normal mook demon Bestiary 31
4 centaur lancer normal troop humanoid Bestiary 35
4 chaos beast normal troop aberration Bestiary 39
4 chaos behemoth huge spoiler aberration Bestiary 40
4 chaos brute large wrecker aberration Bestiary 39
4 chaos glorp normal mook aberration Bestiary 39
4 chuulish slave normal troop aberration Bestiary 51
4 demonic ogre large spoiler giant Bestiary 149
4 derro maniac normal troop humanoid Core 216
4 derro sage normal caster humanoid Core 216
4 despoiler normal caster demon Core 210
4 dire bear large troop beast Core 207
4 dungeon town guard normal troop humanoid Eyes of the Stone Thief 101
4 drow soldier normal mook humanoid Bestiary 58
4 elder spore normal mook plant Bestiary 85
4 ettercap keeper normal leader humanoid Bestiary 74
4 flesh golem large blocker construct Core 231
4 fungaloid empress huge wrecker plant Bestiary 85
4 fungaloid monarch double-strength leader plant Bestiary 84
4 gelatinous tetrahedron huge blocker ooze Bestiary 88
4 ghoul fleshwripper normal wrecker undead Bestiary 97
4 ghoul licklash normal blocker undead Bestiary 97
4 ghoul pusbuster normal spoiler undead Bestiary 97
4 gnoll war leader normal leader humanoid Core 229
4 half-orc legionnaire normal troop humanoid Core 233
4 harpy normal spoiler humanoid Core 234
4 hell imp normal spoiler devil 13 True Ways 170
4 hobgoblin captain normal leader humanoid Core 230
4 honey devil (slime devil) normal troop devil 13 True Ways 171
4 huge brass dragon huge troop dragon 13 True Ways 185
4 jest bones normal spoiler undead Bestiary 109
4 kobold bravescale normal blocker humanoid Bestiary 125
4 kobold dungeon-shaman double-strength caster humanoid Bestiary 125
4 kobold shadow-warrior normal mook humanoid Bestiary 125
4 large white dragon large troop dragon Core 218
4 lethal lothario normal leader humanoid Bestiary 121
4 lich baroness normal spoiler undead Bestiary 135
4 Lich King warbanner double-strength caster construct Bestiary 210
4 medium copper dragon normal spoiler dragon 13 True Ways 185
4 medium green dragon normal spoiler dragon Core 219
4 minotaur large troop humanoid Core 239
4 orc boatmen normal spoiler humanoid Eyes of the Stone Thief 57
4 orc sniper normal archer humanoid Eyes of the Stone Thief 57
4 ogre berserker large wrecker giant Bestiary 149
4 ogre crusader large troop giant Bestiary 150
4 owl bear large wrecker beast Core 243
4 ravenous cannibal normal mook humanoid Bestiary 212
4 screaming skull normal troop undead Bestiary 110
4 small-but-vicious  normal mook construct Eyes of the Stone Thief 93
4 troll large troop giant Core 248
4 wereboar double-strength troop beast 13 True Ways 205
4 wight normal spoiler undead Core 249
4 woven normal mook humanoid Bestiary 121
4 zombie of the silver rose normal mook undead 13 True Ways 207
5 air elemental normal wrecker elemental 13 True Ways 190
5 binding bride normal spoiler humanoid Bestiary 121
5 bloodsucking book normal spoiler construct Eyes of the Stone Thief 92
5 bulette large wrecker beast Core 208
5 cambion sickle normal troop demon Bestiary 31
5 centaur raider normal wrecker humanoid Bestiary 35
5 common treant normal spoiler plant 13 True Ways 202
5 cultist initiate normal mook humanoid Eyes of the Stone Thief 283
5 demon-touched human ranger normal archer humanoid Core 235
5 dire boar large troop beast 13 True Ways 160
5 drow sword maiden normal troop humanoid Bestiary 58
5 earth elemental normal blocker elemental 13 True Ways 190
5 ettin large troop giant Core 224
5 fire elemental normal wrecker elemental 13 True Ways 190
5 flaming skull normal caster undead Bestiary 110
5 frenzy demon normal wrecker demon Core 211
5 gargoyle normal troop construct Core 224
5 gelatinous cubahedron huge blocker ooze Bestiary 89
5 gelatinous cube huge blocker ooze Core 241
5 ghast normal wrecker undead Bestiary 98
5 gorge dragon large spoiler dragon Bestiary 17
5 green bulette large wrecker beast Bestiary 27
5 half-orc tribal champion normal wrecker humanoid Core 233
5 hell shark normal mook demon Eyes of the Stone Thief 108
5 hobgoblin warmage normal caster humanoid Core 230
5 huge white dragon huge troop dragon Core 219
5 hydra, 5 heads huge wrecker beast Core 236
5 Iron Sea shark double-strength mook beast Bestiary 188
5 kobold dragon-soul normal troop humanoid Bestiary 125
5 lumberland dirt-fisher huge wrecker beast Bestiary 28
5 manticore bard large caster beast Bestiary 139
5 mantikumhar large spoiler beast Bestiary 139
5 mausoleum dragon large troop dragon Bestiary 219
5 medium blue dragon normal caster dragon Core 219
5 nasty cave orc normal troop humanoid Eyes of the Stone Thief 78
5 ogre bully large mook giant Eyes of the Stone Thief 96
5 ogre champion large wrecker giant Bestiary 150
5 ogre dungeonspawn large mook giant Eyes of the Stone Thief 72
5 ogre master shaman large leader giant Eyes of the Stone Thief 39
5 ogre slave-taker large troop giant Eyes of the Stone Thief 78
5 orc wardens normal troop humanoid Eyes of the Stone Thief 57
5 ravenous bumoorah normal wrecker beast Bestiary 28
5 rust monster obliterator normal spoiler demon Bestiary 184
5 sahuagin normal wrecker humanoid Core 245
5 sahuagin glow priest normal caster humanoid Bestiary 188
5 skelepede normal wrecker undead Eyes of the Stone Thief 66
5 skeleton host normal mook undead Eyes of the Stone Thief 65
5 smoke devil normal troop devil 13 True Ways 172
5 stoneroost barbarian normal troop humanoid Eyes of the Stone Thief 322
5 swarm prince normal spoiler humanoid Bestiary 121
5 swaysong naga large leader beast Bestiary 143
5 thunder bat normal archer beast Bestiary 15
5 trained bulette normal wrecker beast Eyes of the Stone Thief 90
5 undead spider normal spoiler undead Eyes of the Stone Thief 53
5 warped beast normal wrecker aberration Bestiary 70
5 water elemental normal blocker elemental 13 True Ways 190
5 wendigo spirit large wrecker undead Bestiary 212
5 werebear large troop beast 13 True Ways 206
5 whispering prophet normal leader aberration Bestiary 216
5 wraith normal spoiler undead Core 250
5 wyvern large wrecker beast Core 250
6 apex zorigami normal spoiler construct Bestiary 225
6 bat demon (squishy) normal mook demon 13 True Ways 164
6 bearded devil (barbazu) large blocker devil 13 True Ways 173
6 bird flock normal mook beast Eyes of the Stone Thief 335
6 blizzard dragon large wrecker dragon Bestiary 220
6 blockheads normal mook construct Eyes of the Stone Thief 85
6 blood rose double-strength wrecker undead 13 True Ways 195
6 bugbear brute normal blocker humanoid Eyes of the Stone Thief 46
6 cambion katar normal wrecker demon Bestiary 31
6 centaur champion double-strength leader humanoid Bestiary 36
6 centaur ranger normal archer humanoid Bestiary 35
6 chuul large spoiler aberration Bestiary 47
6 chuulish swarm normal troop aberration Bestiary 47
6 clay golem large spoiler construct Core 231
6 corpse collector double-strength leader undead Eyes of the Stone Thief 77
6 corpse dybbuk double-strength troop demon Bestiary 64
6 coursing manticore large spoiler beast Bestiary 140
6 crimsoncap normal spoiler humanoid Bestiary 175
6 cult zombie normal mook undead Eyes of the Stone Thief 261
6 death blossom double-strength caster undead 13 True Ways 194
6 deepwood spider swarm normal mook beast Eyes of the Stone Thief 336
6 derro slasher normal wrecker humanoid Eyes of the Stone Thief 91
6 dire snail normal troop beast Eyes of the Stone Thief 95
6 dire tiger large troop beast 13 True Ways 160
6 drider large caster aberration Core 223
6 drow spider-sorceress normal caster humanoid Bestiary 59
6 drow wintersmith normal caster humanoid Eyes of the Stone Thief 335
6 filth hydra large wrecker beast Eyes of the Stone Thief 51
6 forge-wraith normal troop undead Eyes of the Stone Thief 59
6 frost-wurm large troop beast Bestiary 180
6 gelatinous octahedron huge blocker ooze Bestiary 89
6 ghoul champion normal spoiler undead Eyes of the Stone Thief 43
6 golem-smith normal blocker construct Eyes of the Stone Thief 58
6 hag normal spoiler humanoid Bestiary 105
6 clay golem large spoiler construct Core 231
6 half-stone medusa double-strength wrecker humanoid Eyes of the Stone Thief 60
6 hill giant large troop giant Core 225
6 ice zombie normal mook undead Bestiary 79
6 infernal shadow normal spoiler demon Eyes of the Stone Thief 334
6 intellect assassin normal spoiler aberration Bestiary 118
6 jotun auroch huge mook beast Bestiary 78
6 large black dragon large wrecker dragon Core 220
6 large bronze dragon large wrecker dragon 13 True Ways 185
6 lich flower double-strength blocker undead 13 True Ways 194
6 lokkris normal mook beast Bestiary 61
6 manticore large archer beast Core 238
6 medium red dragon normal wrecker dragon Core 220
6 medium silver dragon normal spoiler dragon 13 True Ways 185
6 medusa outlaw double-strength wrecker humanoid Core 238
6 ogre mage knight large wrecker giant Bestiary 152
6 orc blood sorcerer normal caster humanoid Eyes of the Stone Thief 72
6 orc commander normal leader humanoid Eyes of the Stone Thief 57
6 orc heavy tusker normal troop humanoid Eyes of the Stone Thief 85
6 orc tracker normal spoiler humanoid Eyes of the Stone Thief 163
6 parasitic dybbuk double-strength spoiler demon Bestiary 64
6 poison dandelion double-strength spoiler undead 13 True Ways 195
6 rathell rat zombies normal mook undead Eyes of the Stone Thief 238
6 remorhaz frost-wurm normal troop dragon Bestiary 180
6 rock grub normal spoiler beast Eyes of the Stone Thief 319
6 rotroot grubman normal mook demon Eyes of the Stone Thief 238
6 sahuagin mutant double-strength wrecker humanoid Bestiary 189
6 sahuagin sorcerer normal caster humanoid Eyes of the Stone Thief 108
6 sahuagin warrior normal wrecker humanoid Eyes of the Stone Thief 107
6 shipwrecked sailor normal mook humanoid Eyes of the Stone Thief 118
6 skeletal shamblers normal mook undead Eyes of the Stone Thief 127
6 skywurm normal troop beast Eyes of the Stone Thief 329
6 slaughterspawn normal mook demon Eyes of the Stone Thief 119
6 sparkscale naga large leader beast Bestiary 144
6 specter double-strength wrecker undead 13 True Ways 201
6 spider mount large troop beast Bestiary 60
6 stone imp normal troop construct Eyes of the Stone Thief 47
6 stone imp reject normal mook construct Eyes of the Stone Thief 47
6 terribly hungry star normal wrecker aberration Eyes of the Stone Thief 51
6 the miller double-strength spoiler undead Eyes of the Stone Thief 283
6 thunder sorcerer normal caster humanoid Eyes of the Stone Thief 336
6 undead librarian normal wrecker undead Eyes of the Stone Thief 93
6 vampire spawn normal spoiler undead Core 249
6 vrock normal spoiler demon Core 211
6 weretiger large troop beast 13 True Ways 206
6 winter beast large troop beast Bestiary 79
6 winter beast normal troop undead Eyes of the Stone Thief 241
6 wyrmtwine worms normal mook dragon Eyes of the Stone Thief 238
7 animated halberd normal mook construct Eyes of the Stone Thief 231
7 bergship raider large spoiler giant Bestiary 77
7 big air elemental normal wrecker elemental 13 True Ways 191
7 big earth elemental normal blocker elemental 13 True Ways 191
7 big fire elemental normal wrecker elemental 13 True Ways 191
7 big water elemental normal blocker elemental 13 True Ways 191
7 black serpent assassin normal spoiler humanoid Eyes of the Stone Thief 212
7 bronze golem large blocker construct Bestiary 100
7 cave mouth normal blocker aberration Eyes of the Stone Thief 248
7 cavern wight normal spoiler undead Eyes of the Stone Thief 286
7 cavernwight spawn normal mook construct Eyes of the Stone Thief 286
7 cloud giant mage huge caster giant 13 True Ways 165
7 cloud giant thane huge wrecker giant 13 True Ways 165
7 crustycap normal wrecker humanoid Bestiary 176
7 cult enforcer normal blocker humanoid Eyes of the Stone Thief 253
7 cult sorcerer normal caster humanoid Eyes of the Stone Thief 261
7 death-bound shade normal mook undead Eyes of the Stone Thief 64
7 derro master-sage normal caster humanoid Eyes of the Stone Thief 91
7 devil of the fangs huge spoiler devil 13 True Ways 180
7 dire owlbear normal wrecker beast Eyes of the Stone Thief 178
7 dorfin the thief normal spoiler humanoid Eyes of the Stone Thief 216
7 dreams of the devourer normal spoiler aberration Eyes of the Stone Thief 266
7 drow darkbolt normal archer humanoid Bestiary 59
7 drunken wizard normal caster humanoid Eyes of the Stone Thief 235
7 dungeon marauder normal caster humanoid Eyes of the Stone Thief 268
7 dwarven warrior normal troop humanoid Eyes of the Stone Thief 235
7 elf spectral warrior normal troop undead Eyes of the Stone Thief 143
7 ethereal dybbuk double-strength wrecker demon Bestiary 65
7 fallen lammasu large wrecker beast Bestiary 131
7 feast-goers normal mook humanoid Eyes of the Stone Thief 235
7 fell dryad normal spoiler humanoid Eyes of the Stone Thief 335
7 fercrag double-strength wrecker humanoid Eyes of the Stone Thief 322
7 frost giant large spoiler giant Core 226
7 gelatinous dodecahedron huge blocker ooze Bestiary 90
7 gnoll death priest normal wrecker humanoid Eyes of the Stone Thief 225
7 gnoll death priest acolyte normal mook humanoid Eyes of the Stone Thief 225
7 gnoll fiendfletch normal archer humanoid 13 True Ways 196
7 gnoll shredder normal blocker humanoid 13 True Ways 196
7 harpy diva double-strength spoiler humanoid Eyes of the Stone Thief 61
7 hellclam normal blocker demon Eyes of the Stone Thief 119
7 hezrou large troop demon Core 212
7 hooded devil normal troop devil 13 True Ways 174
7 hydra, 7 heads huge wrecker beast Core 236
7 ice sorceress large caster giant Bestiary 77
7 lammasu warrior large troop beast Bestiary 131
7 large green dragon large spoiler dragon Core 220
7 lesser abomination normal mook aberration Eyes of the Stone Thief 148
7 lorgo normal wrecker giant Eyes of the Stone Thief 117
7 manafang naga large leader beast Bestiary 144
7 masked demon normal spoiler demon Eyes of the Stone Thief 334
7 medium gold dragon normal caster dragon 13 True Ways 186
7 moon dragon huge troop dragon Bestiary 220
7 necromagus normal caster undead Eyes of the Stone Thief 126/td>
7 odma the seer double-strength caster humanoid Eyes of the Stone Thief 322
7 ogre mage large caster giant Core 240
7 ogre stalker large wrecker giant Eyes of the Stone Thief 164
7 orc rager normal mook humanoid Core 242
7 orc sniper normal archer humanoid Eyes of the Stone Thief 288
7 pale lizard normal spoiler beast Eyes of the Stone Thief 95
7 phase spider large wrecker beast Core 244
7 plague zombies ghost normal mook undead Eyes of the Stone Thief 233
7 princess shatter normal leader humanoid Eyes of the Stone Thief 216
7 raging wyvern normal wrecker beast Eyes of the Stone Thief 286
7 sahuagin priest normal caster humanoid Eyes of the Stone Thief 108
7 scrimshawed skelepede normal wrecker undead Eyes of the Stone Thief 66
7 sister selra normal caster humanoid Eyes of the Stone Thief 117
7 snake swarm normal mook beast Eyes of the Stone Thief 213
7 swordapus normal wrecker beast Eyes of the Stone Thief 105
7 the architect double-strength caster construct Eyes of the Stone Thief 85
7 the flesh tailor double-strength caster undead Eyes of the Stone Thief 130
7 the gravekeeper double-strength caster construct Eyes of the Stone Thief 136
7 theobald the traitor normal wrecker construct Eyes of the Stone Thief 136
7 tomb lord normal spoiler undead Eyes of the Stone Thief 126
7 tough frenzy demon normal wrecker demon Eyes of the Stone Thief 119
7 umluppuk huge spoiler aberration Bestiary 69
7 void dragon huge caster dragon Bestiary 18
7 volcano dragon large wrecker dragon Bestiary 168
8 adult remorhaz large wrecker beast Bestiary 180
8 akkad demon normal troop demon Eyes of the Stone Thief 231
8 archivult king normal wrecker beast Eyes of the Stone Thief 189
8 armored hill giant normal troop giant Eyes of the Stone Thief 158
8 armored war troll normal wrecker giant Eyes of the Stone Thief 166
8 artalin shade normal troop undead Eyes of the Stone Thief 233
8 baleful cyclops normal troop giant Eyes of the Stone Thief 267
8 black skull normal caster undead Bestiary 110
8 blazing shade normal spoiler demon Eyes of the Stone Thief 111
8 bloodweeds normal mook plant Eyes of the Stone Thief 153
8 cambion hellblade normal wrecker demon Bestiary 32
8 captain bluescale normal leader humanoid Eyes of the Stone Thief 117
8 carid, reseeded triple-strength troop plant 13 True Ways 254
8 cats of rathell normal wrecker beast Eyes of the Stone Thief 238
8 couatl large spoiler beast Bestiary 52
8 crowned gargoyle normal wrecker construct Eyes of the Stone Thief 319
8 cult acolyte normal mook humanoid Eyes of the Stone Thief 253
8 cult assassin normal wrecker humanoid Eyes of the Stone Thief 263
8 cult mummy double-strength wrecker undead Eyes of the Stone Thief 248
8 demonic hunting pig normal mook beast Eyes of the Stone Thief 164
8 drow cave stalker normal blocker humanoid Eyes of the Stone Thief 141
8 dwarf god statue normal blocker construct Eyes of the Stone Thief 55
8 dwarf vampire priest normal caster undead Eyes of the Stone Thief 217
8 dwarf vampire normal spoiler undead Eyes of the Stone Thief 217
8 elder swaysong naga normal leader beast Bestiary 144
8 elfshades normal mook undead Eyes of the Stone Thief 172
8 fat troll normal troop giant Eyes of the Stone Thief 156
8 fire giant large wrecker giant Core 227
8 flowstone dragon normal blocker dragon Eyes of the Stone Thief 263
8 frost giant adventurer large spoiler giant Bestiary 78
8 fury devil (erinyes) normal wrecker devil 13 True Ways 175
8 gatekeeper mage normal caster humanoid Eyes of the Stone Thief 286
8 giant jungle stewpot plant normal spoiler plant Eyes of the Stone Thief 152
8 giant praying mantis large blocker beast 13 True Ways 161
8 glabrezou large caster demon Core 212
8 godtick normal leader demon Eyes of the Stone Thief 183
8 golden serpent warrior normal troop humanoid Eyes of the Stone Thief 212
8 great minotaur triple-strength wrecker beast Eyes of the Stone Thief 63
8 greater abomination normal wrecker aberration Eyes of the Stone Thief 148
8 greyface double-strength leader humanoid Eyes of the Stone Thief 179
8 grim guardians normal leader undead Eyes of the Stone Thief 126
8 grimtusk double-strength leader beast Eyes of the Stone Thief 177
8 iconic chimera large wrecker beast Bestiary 42
8 lammasu wizard large spoiler beast Bestiary 132
8 large blue dragon large caster dragon Core 221
8 lesser archivult normal mook beast Eyes of the Stone Thief 189
8 lesser stone hand normal mook construct Eyes of the Stone Thief 112
8 lord sunhammer normal wrecker humanoid Eyes of the Stone Thief 235
8 manymouth normal wrecker aberration Eyes of the Stone Thief 242
8 lich count double-strength spoiler undead Bestiary 135
8 marble golem large troop construct Bestiary 101
8 midhogg’s brood normal mook dragon Eyes of the Stone Thief 217
8 mummy double-strength wrecker undead 13 True Ways 197
8 nascent dungeon normal spoiler aberration Eyes of the Stone Thief 238
8 ogre lightning mage large caster giant Bestiary 152
8 orc heavy guard normal blocker humanoid Eyes of the Stone Thief 288
8 orc veteran normal troop humanoid Eyes of the Stone Thief 163
8 orc war spirit normal mook undead Eyes of the Stone Thief 185
8 orcish piker normal troop humanoid Eyes of the Stone Thief 192
8 parasitic lightning beetle normal mook beast Bestiary 164
8 pet thundercloud normal spoiler aberration Eyes of the Stone Thief 329
8 possessor demon normal spoiler demon Eyes of the Stone Thief 178
8 prayer wheel normal caster construct Eyes of the Stone Thief 199
8 purple larvae normal mook beast Bestiary 165
8 purple worm huge wrecker beast Bestiary 164
8 rakshasa double-strength caster humanoid Core 245
8 ripper clockworker normal mook construct Eyes of the Stone Thief 199
8 rootrot mossmen normal caster plant Eyes of the Stone Thief 238
8 rotten twigling normal mook plant Eyes of the Stone Thief 144
8 sahuagin madfish normal wrecker humanoid Eyes of the Stone Thief 111
8 shadow dragon large caster dragon Bestiary 193
8 shadow thief normal mook dragon Bestiary 193
8 shrieking bowmen normal archer humanoid Eyes of the Stone Thief 242
8 shrieking strangler normal mook humanoid Eyes of the Stone Thief 249
8 sourblood normal leader humanoid Eyes of the Stone Thief 192
8 spawn normal mook aberration Eyes of the Stone Thief 324
8 spellshadow normal mook aberration Eyes of the Stone Thief 251
8 stalwart clockworker normal blocker construct Eyes of the Stone Thief 198
8 stone brute normal troop construct Eyes of the Stone Thief 172
8 stone giant large troop giant Core 226
8 stone golem large blocker ooze Core 232
8 stone hands normal wrecker construct Eyes of the Stone Thief 112
8 stoneborn orc normal mook humanoid Eyes of the Stone Thief 165
8 sublime orc normal spoiler aberration Eyes of the Stone Thief 268
8 the celestial guardian double-strength wrecker construct Eyes of the Stone Thief 192
8 the ghost of perido triple-strength caster undead Eyes of the Stone Thief 170
8 the witch of marblehall double-strength caster humanoid Eyes of the Stone Thief 240
8 thing in the cave triple-strength wrecker aberration Eyes of the Stone Thief 324
8 thorn creepers normal archer plant Eyes of the Stone Thief 152
8 titanic abomination normal wrecker aberration Eyes of the Stone Thief 149
8 unseen wardens normal spoiler demon Eyes of the Stone Thief 255
8 wyrmtwine dragonlings normal wrecker dragon Eyes of the Stone Thief 239
9 arkad demon sergeant normal leader demon Eyes of the Stone Thief 231
9 black pudding huge wrecker ooze Core 241
9 blade thrall double-strength spoiler humanoid Eyes of the Stone Thief 201
9 blind uthe normal caster humanoid Eyes of the Stone Thief 185
9 bone devil (osyluth) large troop devil 13 True Ways 176
9 chimera large wrecker beast Core 209
9 chryaxas the cripple normal spoiler dragon Eyes of the Stone Thief 196
9 cult champion double-strength wrecker humanoid Eyes of the Stone Thief 253
9 cult high priest normal leader humanoid Eyes of the Stone Thief 253
9 deep bulette huge wrecker beast Bestiary 28
9 despoiler mage normal caster demon Core 213
9 djinn large spoiler giant Bestiary 93
9 dread specter triple-strength wrecker undead 13 True Ways 201
9 drow cavalry double-strength wrecker humanoid Bestiary 59
9 elder sparkscale naga normal leader beast Bestiary 145
9 elf banshee normal caster undead Eyes of the Stone Thief 144
9 elite orc guard normal blocker humanoid Eyes of the Stone Thief 166
9 elder wendigo huge spoiler demon Bestiary 212
9 empyrean dragon huge spoiler dragon Bestiary 18
9 epic air elemental normal wrecker elemental 13 True Ways 192
9 epic earth elemental normal blocker elemental 13 True Ways 192
9 epic fire elemental normal wrecker elemental 13 True Ways 193
9 epic water elemental normal blocker elemental 13 True Ways 193
9 fangrot double-strength leader humanoid Eyes of the Stone Thief 187
9 fire giant pyromancer normal caster giant Eyes of the Stone Thief 200
9 fire giant warlord large leader giant Core 227
9 giant vrock large spoiler demon Core 214
9 goblin elite scout normal mook humanoid Eyes of the Stone Thief 300
9 guardian statues normal troop construct Eyes of the Stone Thief 208
9 headless zombie normal troop undead 13 True Ways 207
9 hoard spirit normal mook construct Bestiary 169
9 hoardsong dragon large spoiler dragon Bestiary 169
9 hooked demon normal mook demon Core 213
9 huge black dragon huge wrecker dragon Core 221
9 huge bronze dragon huge wrecker dragon 13 True Ways 186
9 ice ape normal wrecker giant Eyes of the Stone Thief 201
9 jac, cult agent normal spoiler humanoid Eyes of the Stone Thief 193
9 koruk the invincible double-strength leader humanoid Eyes of the Stone Thief 322
9 lammasu priest large caster beast Bestiary 132
9 large copper dragon large spoiler dragon 13 True Ways 186
9 master blood sorcerer normal caster humanoid Eyes of the Stone Thief 300
9 midhogg normal wrecker dragon Eyes of the Stone Thief 217
9 moon serpent sorcerer normal leader humanoid Eyes of the Stone Thief 212
9 nioba shieldspinner double-strength leader humanoid Eyes of the Stone Thief 142
9 ogre minion large mook giant Bestiary 150
9 orc fanatics normal mook humanoid Eyes of the Stone Thief 300
9 pheig, hag grandmother double-strength spoiler humanoid Eyes of the Stone Thief 156
9 pilgrim shade normal mook undead Eyes of the Stone Thief 207
9 prismatic ogre mage large caster giant Bestiary 153
9 sahuagin king normal leader humanoid Eyes of the Stone Thief 109
9 secret master double-strength caster humanoid Eyes of the Stone Thief 254
9 shade of benedict artalin normal leader undead Eyes of the Stone Thief 233
9 shambling undead adventurer normal mook undead Eyes of the Stone Thief 274
9 skull of the beast large wrecker undead Bestiary 110
9 snakescale horror normal troop humanoid Eyes of the Stone Thief 203
9 soul flenser normal spoiler aberration 13 True Ways 199
9 stone brute mooks normal mook construct Eyes of the Stone Thief 277
9 stone sentinels normal blocker construct Eyes of the Stone Thief 276
9 thaumaunt normal caster aberration Eyes of the Stone Thief 250
9 the alabaster sentinel normal troop construct Eyes of the Stone Thief 206
9 the curator double-strength caster construct Eyes of the Stone Thief 215
9 the false thief double-strength wrecker construct Eyes of the Stone Thief 276
9 the flensed normal mook aberration 13 True Ways 200
9 the provost triple-strength leader humanoid Eyes of the Stone Thief 101
9 the sorcerer normal caster humanoid Eyes of the Stone Thief 159
9 undead cleric normal blocker undead Eyes of the Stone Thief 274
9 undead fighter normal troop undead Eyes of the Stone Thief 274
9 undead rogye normal wrecker undead Eyes of the Stone Thief 274
9 undead wizard normal caster undead Eyes of the Stone Thief 274
9 vizier double-strength caster construct Eyes of the Stone Thief 188
9 wraith bat normal mook undead Bestiary 15
10 azanth choketongue normal caster humanoid Eyes of the Stone Thief 294
10 barbed devil (hamatula) normal caster devil 13 True Ways 176
10 battle wyvern normal wrecker beast Eyes of the Stone Thief 301
10 borys firesword normal troops humanoid Eyes of the Stone Thief 294
10 drao of the ghostlands normal caster humanoid Eyes of the Stone Thief 295
10 dusk zorigami normal wrecker construct Bestiary 225
10 efreet large wrecker giant Bestiary 93
10 ethumel self-conceived normal spoiler giant Eyes of the Stone Thief 347
10 haron of stoneroost normal wrecker humanoid Eyes of the Stone Thief 296
10 elder manafang naga normal leader beast Bestiary 145
10 great fang cadre (orc) normal mook humanoid Core 242
10 iron golem large wrecker construct Core 232
10 large red dragon large wrecker dragon Core 222
10 large silver dragon large spoiler dragon 13 True Ways 187
10 laurende witherleaf normal archer humanoid Eyes of the Stone Thief 296
10 massive mutant chuul huge wrecker aberration Bestiary 48
10 master throatcutter double-strength wrecker humanoid Eyes of the Stone Thief 299
10 nalfeshnee large caster demon Core 214
10 river devil normal wrecker devil 13 True Ways 180
10 sea kraken normal wrecker aberration Eyes of the Stone Thief 346
10 spawn of the master (vampire) normal mook undead Core 249
10 storm giant huge archer giant Core 228
10 storm giant sage normal archer giant Eyes of the Stone Thief 329
10 tara zalbera normal spoiler humanoid Eyes of the Stone Thief 295
10 fire ape normal wrecker beast Eyes of the Stone Thief 346
10 the first master triple-strength wrecker humanoid Eyes of the Stone Thief 223
10 the gilded singer normal spoiler construct Eyes of the Stone Thief 297
10 the spellblight normal caster humanoid Eyes of the Stone Thief 298
10 the stone thief (dungeon dragon) normal wrecker dragon Eyes of the Stone Thief 356
10 treant titan large spoiler plant 13 True Ways 203
10 vampire normal spoiler undead Core 248
11 elder couatl large spoiler beast Bestiary 53
11 greathoard elder huge wrecker dragon Bestiary 170
11 huge copper dragon huge spoiler dragon 13 True Ways 187
11 huge green dragon huge spoiler dragon Core 222
11 ice devil (gelugon) normal leader devil 13 True Ways 177
11 large gold dragon large caster dragon 13 True Ways 187
11 medusa noble double-strength caster humanoid Core 239
11 remorhaz queen large wrecker beast Bestiary 180
12 ancient purple worm huge wrecker beast Bestiary 164
12 ankyroth normal archer giant Eyes of the Stone Thief 330
12 flamewreathed dragon huge spoiler dragon Bestiary 170
12 horned devil (conugon) large troop devil 13 True Ways 177
12 huge blue dragon huge caster dragon Core 222
12 lich prince double-strength spoiler undead Bestiary 136
12 marilith large troop demon Core 215
12 smoke minions normal mook construct Bestiary 171
13 balor large wrecker demon Core 215
13 Hagunemnon large wrecker aberration Bestiary 69
13 huge red dragon huge wrecker dragon Core 223
13 huge silver dragon huge spoiler dragon 13 True Ways 188
13 river devil minion normal mook devil 13 True Ways 181
13 the final devil huge leader devil 13 True Ways 181
14 huge gold dragon huge caster dragon 13 True Ways 188
14 pit fiend huge wrecker devil 13 True Ways 178
15 tarrasque huge wrecker beast Bestiary 201

While the 13th Age Bestiary was in playtesting, we heard some fun stories about groups that temporarily allied with monsters and wanted guidelines about how to handle their unlikely allies. Here’s Jonathan’s advice to GMs on handling this unusual situation, along with a paragraph I’ve inserted that addresses healing. –Rob Heinsoo

By Jonathan Tweet

Gnome Riding Dragon13th Age campaigns where diplomacy or skullduggery are options sometimes end up with creatures that start as monsters fighting alongside the party. This can cause some problems if all the new ally’s abilities are handled exactly as they were when the creature was functioning as an enemy of the PCs.

If 13th Age were a simulation, then monsters and characters would be interchangeable objects. You would be expected to treat the monstrous ally as written, so it would act, for example, “the way a naga really would act.” But 13th Age is only partially a simulation, and both PCs and monsters are hand-crafted to fit their distinct roles at the table.

GMs, if a monster joins the party, consider each of its special abilities to see whether that ability makes sense for a creature functioning as a PC. Feel free to interpret special abilities loosely. These monsters aren’t like cards in a collectible card game, where you have to follow the letter of the card text.

The goal is to make these temporary alliances fun rather than weird or exploitative. Given how many surprises can lurk within mechanical combinations the game wasn’t expecting to handle, don’t be shy about changing interpretations on the fly. So long as your intentions are good and the results are amusing, the players should thank you.

Here are some example adjustments.

Powerful monster abilities: Certain per-battle abilities, such as demonic teleportation or trollish regeneration, are abusive if they can be used every five minutes. If they are powerful, they might be too decisive and repetitive as per-encounter powers. In such cases, assign the power a recharge roll. 11+ is usually fair, and it provides variation between battles.

Escalation die interactions: Abilities that reduce the escalation die can be thought of as reducing the enemies’ access to the escalation die, if any. Those abilities should work against dragons, but if the party happens to have a frost giant ally, don’t always penalize them with a slower escalation die. Once, perhaps, for dramatic flavor, but as a rule such abilities are meant to be used when the monster is fighting the PCs, not allied to them.

Flying: A monster’s long-range flying ability may be far more limited than its write-up mentions. It may be limited in how far it can fly in a day or how long it can fly without a quick rest. The monster write-ups describe how well a creature flies in a battle, when its life depends on it.

Monsters that are tougher when hurt: If the PCs end up exploiting a monster’s power by dealing it damage, keeping it staggered, putting minor effects on it, or that sort of thing, the power could probably use a re-interpretation. A “when staggered” power, for example, might be re-imagined as “when staggered, and for up to 5 minutes a day.”

Healing: If the PCs want to use precious healing spells, commands, or potions to keep monstrous allies alive, you should probably let them, at least once per battle. Treat the monster as if it has a single recovery that can be used in each battle, regaining 25% of its starting hit points when it does so.  Heinsoo’s version would have you roll a d4 and multiply the result by 10% to find out the percentage of the monster’s hit points it regains using the recovery, so do whichever you like. If you want the monster to heal a bit between battles, that’s fine, but you probably want it to heal less than the PCs to help the PCs feel special.

Out of combat possibilities: Certain battle abilities might suggest other capacities that the monster could use while exploring or interacting with people. At the GM’s option, for example, a confusion ability could be used to fast-talk someone. Again, even if that ability is an at-will power in battles as a monster, it probably works best if it’s being used on the PC’s side as a power that only has a chance of recharging. Obviously there could be some extremely surprising stories resulting from abilities used by allied monsters, but if they seem like they’re overshadowing the PCs’ abilities, backgrounds, and One Unique Things, then the recharge on the monster’s ability is too low or the ability itself needs to be toned down.

By Rob Heinsoo

13 True Ways front coverThe text below is from a 13 True Ways Kickstarter update I posted yesterday. Since it talks about material that will also interest everyone buying 13 True Ways on pre-order or ordering it from their hobby shop, I’m posting the update here as well.

By now most of you will have seen the 13 True Ways PDF, except for those old-fashioned souls who want to wait for the printed book. I know there are some of you because Jonathan is one! Yes, Jonathan Tweet doesn’t want to spoil the surprise by looking at the PDF. Since I handle art and layout and editing communication, Jonathan still doesn’t know what the final book is going to look like, apart from the text, so if you are waiting for the printed book later this summer you have some good company.

Along with the final printed books there are other backer rewards in the works, such as dice and t-shirts and postcards. Those are all at various stages in the production queue, and I can’t predict when they all will be ready.

For now I want to talk about another aspect of 13 True Ways delivery: the other PDFs that are going to show up on your computer in coming months.

We ended the Kickstarter promising a 180-page book. Once we got into the design phase, our labor-of-love approach pushed us up to 256 pages. And because it was a labor of love, Jonathan and I prioritized the things we thought would be the most fun, and held our work to a very high standard. If we felt meh about something, and believed that you would feel meh about it too, it didn’t go in. We ended up delivering on all the stretch goals in the Kickstarter along with all the backer rewards, but some of our ideas in the original 13 True Ways Kickstarter plan didn’t make it into the book.

So here’s what we plan to do about it.

We’re going to finish those pieces properly as part of the upcoming subscription-based 13th Age annual (name to be determined), along the lines of the excellent Ken Writes About Stuff from Pelgrane Press. I should be clear that the we I’m mentioning includes me, but not always the other members of the original 13TW team. Sometimes I’ll be the designer, other times I’ll act as developer with other talented contributors handling the design work. Sometimes we’ll be completing work that I started on 13 True Ways but didn’t finish to my satisfaction.

13TW Kickstarter backers will have two options when the annual goes live:

  1. You can choose to get only the issues that contain 13 True Ways follow-up content, for free
  2. You can choose to purchase the entire first 13th Age annual at a discount which covers all of the free content to which you’re entitled, plus a bit extra

Not every month’s installment will contain 13 True Ways follow-up content, and there’s no set schedule about when a particular piece of 13 True Ways follow-up content will be completed. This may stretch out for quite some time, because during the design phase of 13 True Ways we unexpectedly hit on a few things that could serve as the basis for larger books. If they do get turned into books, when those surprises get unveiled we’ll send a related freebie to 13TW backers. Think of this operation as a purchase that keeps on providing surprising micro-rewards.

With that in mind, I’m going to go ahead and list the things that didn’t make it into 13 True Ways and my current thoughts on how they’ll be part of the 13th Age annual subscription, or not.

Appearing in the annual at some point

  • Details on forests & woods to make them distinct: This grew into something a bit different than I thought originally.
  • More on gladiatorial games: Yeah, there’s some more we can explore here.
  • Rules for dragon-riding: I know that a lot of you were really looking forward to this—I was, too—and some of you even backed the project because of it. So I’ll be blunt: so far all the systems we’ve come up with have been worse than no system at all in terms of their impact on the game. I’m not interested in publishing bad systems, and I’m pretty sure you’re not interested in getting them. ASH and I are continuing to work on these rules, and we’ll do everything we can to ensure they get included in the first annual. I can promise that we’re not going to shrug our shoulders and send you something that we think isn’t worth using, just so we can check off a box on our to-do list. We’ll get it to work because I know ASH will kill me if we don’t.
  • Illustrated comparisons of the adventurer, champion, and epic tier: We’ll do these, but probably not by Aaron and Lee.
  • Some fantastic maps of the overworld and portions of the underworld: Ditto.
  • A cutaway map of a typical elven wood: Same.

Partially appearing in the annual after their actual potential is realized in future books

  • Racial feats: because they do appear to have a place in the game, but that place may come as a surprise.
  • Feats associated with the icons: same story. The obvious mechanics weren’t so good, but there is something interesting hidden behind the idea.
  • Stats for the 13 icons themselves: As the game evolved and matured through further development and play, we became increasingly convinced that this was an idea we didn’t want to pursue half-cocked. You can see the care we took detailing the 4 backer-created NPCs in the Gamemasters’ Grimoire chapter of 13TW. In a sense, those NPCs function a bit like mini-icons, and our final approach to this topic may bear some resemblance to the multi-option approach used for the NPCs. But when I say ‘final approach,’ I’m acknowledging that this isn’t something we intend to pursue soon. When we do finally take this path, it’s almost certainly going to be the basis for a book rather than a slice of a different book. In the near-ish future, we will be doing monster-style stats for various servants and followers of the icons. Some of the high-level lieutenants of the icons will find their way into a 13TW-backers update to provide touches of the high-level play people might have been looking for from actual icon stats.

There are also going to be surprise backer freebies along the way, some of which expand on ideas that made it into 13TW.

That’s all I’ve got for now. We’ll be in touch about the annual’s start date and other details once we’ve built the plan out further, probably before or around GenCon.

Yours in the whirl,

Rob Heinsoo
Lead Designer, Fire Opal Media

The Flesh TailorIn his April View from the Pelgrane’s Nest column, Simon provided updates on all of Pelgrane’s current projects. Here’s the latest news on 13th Age:

The 13th Age Bestiary is with the printers, on target for a mid-June delivery date. Pre-order your copy now from the Pelgrane store. It’s available on Bits and Mortar, too, so you can pre-order it from your local retailer and get the PDF now.

The Bestiary limited edition is in the changing rooms at the boutique, trying out new outfits of faux leather colours and gold foil. The limited B is currently available for pre-order, with Hatchling edition customers geting first dibs.

13 True Ways is finally in layout. We apologize for the extreme delay in getting this Kickstarted product out to you – we think it’s worth the wait. We’ll put in on pre-order this month. It’s touch and go if we’ll have it out in time for GenCon and Kickstarter backers come first. A non-laid out PDF version should be out with backers in the next couple of weeks.

For FreeRPGDay , Saturday 21st June, we’ll be releasing a new retail-exclusive adventure Make Your Own Luck. 3500 of these adventures will be distributed free in up to 700 hobby stores. Stores can sign up here  and you can find your nearest participating retailer here.

Gareth Ryder-Hanrahan is nursing the great whale that is The Eyes of the Stone Thief into the the deep waters of art direction; Rich Longmore, Anna Kryczkowska, Juha Makkonen and Pat Loboyko are doing the interior work, and Ben Wootten the cover.

Cartographer Pär Lindstrom is producing maps for Shadows of Eldolan, and we have a first colour draft of the cover by Joshua Calloway here.

ASH LAW has delivered a draft of Shards of the Broken Sky, which Rob will look at when 13 True Ways is laid out.

The Book of Loot, a delicious collection of potent and quirky Icon-featured items is in first draft, also awaiting Rob’s seal of approval.

13 True Ways Pit Fiend Tile SketchA 13 True Ways Preview

Chapter five of 13 True Ways is all about devils—those malevolent creatures from the Pit who delight in corrupting, binding and tormenting mortals. Where demons rage, devils persuade; where demons destroy, devils subvert and dominate.

Typically their role in your campaign depends on which icon you associate them with. If devils are most closely identified with the Archmage in your campaign, they are the servants and betrayers of wizards. If you prefer to tie them to the Elf Queen, they are haters and despoilers of beauty. If you choose to tie them to the High Druid, they work to transform the Wild into a desolate, industrial wasteland.

And then there are ideas that don’t follow the standard format tying the devils to icons. Some of these apply better to monstrous devils, and others work with the new covert devils you’ll find described for the first time in 13 True Ways.

Continue reading »

Necromancerby Rob Heinsoo

ASH LAW and I are both going to be running quick 13th Age games at the new AFK Tavern in Renton tomorrow, April 5th, as part of International Tabletop Day.

ASH is showing up around 11 am, I’ll be there around 12:30 to run a couple two hour games before I return to my regularly scheduled work weekend.

I’ll be running demo style games, the usual pregen character sheets that the players get to add the interesting stuff to, backgrounds and icon relationships and the One Unique Thing.

But not all the pregen sheets will be the usual sheets. Tomorrow I’m going to bring pregen sheets for characters like the woman pictured here,  in art by Aaron McConnell and Lee Moyer: the necromancer. I know that class hasn’t gone out to wider playtesting yet but it went a round within Fire Opal and it will be fun to bring it into the game tomorrow. What type of fun? Well, here’s one of the popular talents from the necromancer in its pre-edited form. Not everyone wants to play this way, but for those who do . . . .

Cackling Soliloquist
If you spend your move action, your quick action and your standard action casting a daily spell that ordinarily only requires a standard action—while screaming grandeloquently, cackling maniacally, or megalomaniacally describing the grandeur of your plans and the futility of your enemies’ resistance—the daily spell you are casting becomes a recharge 18+ spell (roll after the battle) and you can invent a slight improvement to the spell, especially if it’s at least partly story-oriented.

Adventurer Feat: The sound of your own voice invigorates you and you gain 1d6 + your level + Charisma temporary hit points when you use Cackling Soliloquist.

We may or may not play with the chaos mage’s special brand of crazy tomorrow. I’m working on the first revision for that class today and if works out we’ll probably use it, if I’m not happy yet it will have to wait outside the tavern.

Looking forward to tomorrow and seeing friends I haven’t seen for awhile as well as new souls and necromancers.

Previous Entries