Delazar |
I've decided to "test" 13th age by playing the Age of Worms campaign (from Dungeon magazines)
Here is my conversion of the monsters / traps. It is still a work in progress, but I'd like to receive some comments/suggestions by all of you.
Please take note I have still NOT played 13th age, so there may be a few (many?) mistakes.
Here goes!
Delazar |
Dungeon 124 – The Whispering Cairn
Start: Level 1 // End: Level 2
Conversion for 4 PCs
• Part One: A Face in Darkness
Pg 22. Room 4
Wolf (4) HP 28 each
1st level troop
Initiative: +4
Bite +5 vs AC – 5 damage
Pack attack: this creature gains a +2 bonus to attack and damage for each other ally engaged with the target (max +4 bonus).
AC 17, PD 15, MD 11
Pg 24. Room 7 - Sarcophagus
Sarcophagus Fire Trap
DC 15 to notice, +5 vs PD (creature opening the sarcophagus), dmg 2d6 fire.
Pg 26. Room 7 - Elevator
Mad Slasher (1) HP 45
A horrible aberration with six sharp legs sprouting from a central body that is little more than a disgusting eye.
3rd level troop
Initiative: +3
Claws +8 vs AC (2 attacks) - 5 damage each
Whirlwind Attack: when engaged by two or more enemies, make a single attack against each enemy.
AC 19, PD 17, MD 13
Acid Beetle (10) HP 7
1st level mook
Initiative: +3
Bite +6 vs AC – 4 damage
Natural 16+ : add 1d3 acid damage
Wall-crawler: can climb on ceilings and walls as easily as it moves on the ground.
AC 17, PD 15, MD 11
False Elevator Trap
DC 15 to notice, always hits (creature inside the elevator), dmg 2d6.
Pg 27. Room 8
The Face in Darkness, Trap
Hypnotic eyes: DC 20 to notice, +10 vs MD (everyone in the corridor), stunned (save 11+ ends)
Wind blast: DC 20 to notice, +10 vs PD (everyone in the corridor), pushed away (may fall).
Pg 28. Room 9
Slab Trap
DC 15 to notice, +5 vs PD (everyone in the room), 5 ongoing poison damge (save 11+ ends)
Pg 28. Room 10
Lurking Strangler (1) HP 45
A 3-foot-long strand of striated muscle connected to two floating eyeballs.
3rd level spoiler
Initiative: +4
Fear Ray +8 vs MD - The target is weakened until the end of its next turn.
Sleep Ray +8 vs MD – target falls unconscious (save 11+ ends).
Suffocate +8 vs AC, 10 damage.
Flight
AC 19, PD 17, MD 13
Pg 29. Room 11
Brown Mold (Trap)
DC 15 to notice, always hits (everyone within 5 feet), dmg 1d10 cold. Fire makes it double in size, cold destroys it.
Pg 30. Room 13
Small Earth Elemental (1) HP 45
3rd level troop
Initiative: +0
Slam +8 vs AC – 10 damage
Natural 16+: target is stunned (save 11+ ends)
Burrow
AC 19, PD 17, MD 13
Pg 31. Room 16
Giant Bombardier Beetle (1) HP 45
3rd level troop
Initiative: +0
Bite +8 vs AC - Dmg 10
When escalation die is even - Acid Spray +8 vs PD (1d3 nearby targets) – dmg 5 ongoing acid damage
AC 19, PD 17, MD 13
Acid Beetle (10) HP 7
1st level mook
Bite +6 vs AC – 4 damage
Natural 16+ : add 1d3 acid damage
Wall-crawler: can climb on ceilings and walls as easily as it moves on the ground.
AC 17, PD 15, MD 11
Pg 31. Room 17
Giant Bombardier Beetle (1) HP 45
3rd level troop
Initiative: +0
Bite +8 vs AC - Dmg 10
When escalation die is even - Acid Spray +8 vs PD (1d3 nearby targets) – dmg 5 ongoing acid damage
AC 19, PD 17, MD 13
The Guardian of the Veil (1) HP 45
3rd level troop
Initiative: +0
Slam +8 vs AC - Dmg 10
Resist physical 16+
AC 19, PD 17, MD 13
Pg 32. Room 19
Insane Small Water Elemental (1) HP 45
3rd level troop
Initiative: +0
Slam +8 vs AC - Dmg 10
Natural 16+ (Vortex): +8 vs PD (1d3 nearby) – 10 dmg
AC 19, PD 17, MD 13
Pg 32. Room 21
Ulavant, Ghoul (1) HP 36
3rd level spoiler
Initiative: +8
Vulnerabily: holy
Claws and bite +8 vs AC – 8 damage.
Natural even hit: the target is vulnerable (attacks vs it have crit range expanded by 2) to attacks by undead until the end of the ghoul’s next turn.
Pound of Flesh: the ghoul’s claws and bit attack deals +4 damage against vulnerable targets.
Infected bite: any creature that is slain by a ghoul and not consumed will rise as a ghoul the next night.
Delazar |
• Part Two: The True Tomb
Pg 34. Room 23
Alastor Land, Ghost (1) HP 66
5th level spoiler
Initiative: +10
Vulnerable: holy
Ghostly claws +10 vs PD – 14 negative energy damage.
Natural 16+: the target is also weakened (save ends).
C: Spiraling assault +10 vs PD (1d3 nearby enemies) – 10 negative energy damage, and after the attack Alastor teleports to and engages with one target hit.
Limited use: can only use spiraling assault when the escalation die is even.
AC 19, PD 14, MD 17
Pg 35. Room 24
Wind Warrior (2) HP 72
An ancient suit of ceramic armor stands gracefully at attention, twin long-swords gripped in its hands. Closer inspection reveals that the armor is empty, held together by hundreds of tiny gusts of vapor and wind.
5th level troop
Initiative: +5
Swords +10 vs AC (2 attacks) – 10 damage
C: Sonic Blast +10 vs PD (1d3 nearby creatures) – 10 damage. Miss: half damage.
Limited use: can only be used when the escalation die is even.
Flight
AC 21, PD 19, MD 15
• Part Three: Tomb Stories
Pg 36. The Land Farmstead
Owlbear (1) – HP 101 (currently 50)
Large 4th level wrecker
Initiative: +8
Rip and peck +9 vs. AC—15 damage, and until the end of the owlbear’s next turn, the target is hampered (makes only basic attacks) while engaged with the owlbear
Vicious hybrid: If the escalation die is even, make another rip and peck attack.
Feed the cubs: An owlbear that scores a critical hit against a hampered enemy tears a piece of the creature off (GM chooses a limb) and will subsequently attempt to retreat with the prize to feed its cubs. The torn-up enemy is stunned until the end of its next turn.
Silent hunter: Owlbears are nearly silent until they strike. Checks to hear them approaching take a –5 penalty.
AC 19, PD 17, MD 13
Delazar |
• Part Four: The Feral Dog
Pg 39. Balabar Smenk’s Gang
Kullen (1) HP 36
2nd level wrecker
Initiative: +1
Greataxe +7 vs AC – 8 damage
Natural odd miss: Kullen heals 5 hp
Natural even miss: 4 damage
AC 18, PD 16, MD 12
Rastophan (1) HP 27
1st level troop
Initiative: +1
Swords (2 attacks) +6 vs AC – 3 damage each
Natural odd hit: target take +1d4 damage
AC 17, PD 15, MD 11
Todrik (1) HP 27
1st level troop
Initiative: +1
Guisarme +6 vs AC – 5 damage
Miss: 1 damage
AC 17, PD 15, MD 11
Merovinn (1) HP 27
1st level caster
Initiative: +6
Dagger +6 vs AC – 5 damage
R: Color Spray +6 vs MD (1d4 nearby enemies in a group) – 5 damage, and if the target has 10 hp or fewer after the damage, it is weakened until the end of Merovinn’s next turn.
AC 17, PD 11, MD 15
Delazar |
Part Five: The Old Observatory
Pg 41. Room 1
Tomb Mote (1) HP 36
2nd level spoiler (undead)
Initiative: +7
Bite +7 vs AC – 5 ongoing negative energy damage (save 11+ ends)
Quickness: can take an extra action every round.
AC 18, PD 14, MD 14
Pg 42. Room 2
Skeleton Archer (4) HP 26
1st level archer
Initiative: +7
Vulnerability: holy
Jabby bones +5 vs AC – 4 damage
R: Shortbow +7 vs AC – 6 damage
AC 16, PD 14, MD 11
Pg 43. Room 5
Zombie Shuffler (10) HP 10
1st level mook
Initiative: +0
Vulnerability: holy
Rotting fist +5 vs AC – 3 damage
Natural 16+: both the zombie and its target take 1d4 damage!
Headshot: a critical hit against a zombie shuffler deals triple damage instead of the normal double damage for a crit.
AC 14, PD 12, MD 8
Pg 45. Room 11
Filge (1) HP 36
2nd level caster
Initiative: +2
Dagger +7 vs AC – 7 damage
C: Ghoul Touch +7 vs PD (one engaged enemy) – 7 damage, and the target is vulnerable (attacks vs it have crit range expanded by 2) to attacks until the end of Filge’s next turn.
R: Ray of Frost +7 vs PD (one nearby enemy) – 12 damage (6 on a miss)
AC 18, PD 12, MD 16
Zombie Shuffler (4) HP 10
1st level mook
Initiative: +0
Vulnerability: holy
Rotting fist +5 vs AC – 3 damage
Natural 16+: both the zombie and its target take 1d4 damage!
Headshot: a critical hit against a zombie shuffler deals triple damage instead of the normal double damage for a crit.
AC 14, PD 12, MD 8
Skeleton Warrior, Gertia Land (1) HP 26
2nd level troop (undead)
Initiative: +8
Vulnerability: holy
Scimitar +8 vs AC – 6 damage
AC 16, PD 14, MD 11
Delazar |
Total Treasure: 1,600 gp divided as follows
800 gp in cash and jewelry
5x Healing Potion (Adventurer) – 50 gp
2x Resistance Potion (Adventurer) – 100 gp
2x Oil (adventurer) – 100 gp
1x Rune (adventurer) – 150 gp
Magical Items: 3
Page 29 – Chainmail (Heavy Armor) +1 AC
Page 32 – Shortsword +1 to attack and damage
Page 36 – Zosiel’s diadem +1 MD (for the moment…)
PS: how do I edit posts?