Since i've been playing 13th Age i've noticed the emphasis of my prep time steer steadily away from mapping, and managing minutia (as 3.5 and 4e required) to focusing on broader strokes and modular elements that might appear in my campaign.
I've started to use a flow diagram for railroaded areas (such as dungeons) ensuring that each point (representing an encounter) has multiple places to enter/exit to/from and modular sheets with bullet points of info for more sandbox areas. (see here about "Jaquaying" your dungeon layout)
Im too worried about drawing a huge dungeon layout and spending time mapping each and every corridor (although i'll do it where it makes sense) - generally my players are bored of it and want to get straight to the action or story. We zoom out and roleplay the journey and zoom back in when the actions dictates. Remember the montage where indy travels across the world with the red lines shooting across the map? Kinda like that. But with dungeons.
Why does this work? I focus on the drama, cut off the fat and keep the juicy stuff. It works for my group, they aren't interested in micromanaging rations or the journey. Its about what happens when they get there and as long as they felt like they've travelled they're happy.
Friday, 30 August 2013
Tuesday, 27 August 2013
D20 Icons - Stirge
Each week I'll be taking a crack at converting some of the most iconic d20 monsters that, for one reason or another didn't appear in the awesome 13th Age Core rulebook. Hold onto your blood - it's Stirges.
Stirge
Level 1 (Beast)
Init: +1
HP: 24 AC: 16 PD: 15 MD: 11
Bite : +6 vs AC - 5 damage and the target is grabbed, whilst a creature is grabbed they take 2 ongoing damage.
Stirge
Level 1 (Beast)
Init: +1
HP: 24 AC: 16 PD: 15 MD: 11
Bite : +6 vs AC - 5 damage and the target is grabbed, whilst a creature is grabbed they take 2 ongoing damage.
Bloodsucker : If a nearby creature is staggered the Stirge pops free and makes a Bite attack against it as a free action.
Hang on : Whilst grabbed by a Stirge the -5 modifier to disengage checks cannot be removed by attacking it.
Nimble Flyer : If a creature attempts to intercept a Stirge they must make a save (11+) On a failure, the attempt to intercept fails and the Stirge continues on to engage its target.
Hang on : Whilst grabbed by a Stirge the -5 modifier to disengage checks cannot be removed by attacking it.
Nimble Flyer : If a creature attempts to intercept a Stirge they must make a save (11+) On a failure, the attempt to intercept fails and the Stirge continues on to engage its target.
: If you like this monster check out the other Iconic classic D&D monsters I've converted here :
Speed up your record keeping with my..13th Age Encounter Sheet!
As the title of the post exclaims, I've been using these encounter sheets for some time to help speed things up at the table, or at least organise my notes into a more concise readable state. I spend my normal prep time working out my monsters and their abilities - I put them onto this sheet and when needed I can use the page to run the combat, then forget about it.
I have an initiative tracker and space to jot down creatures HP values as they take damage as well as notes and other pertinent information, thus keeping all my notes on one page (as we all know space behind the screen is a commodity!)
Feel free to download, print and use as you will. Grab it here
I have an initiative tracker and space to jot down creatures HP values as they take damage as well as notes and other pertinent information, thus keeping all my notes on one page (as we all know space behind the screen is a commodity!)
Feel free to download, print and use as you will. Grab it here
Wednesday, 21 August 2013
The NPC Creation Kit first draft done!
Im pretty much done on the first draft of the NPC creation Kit, there are few things that need some attention but its essentially all there. Now I need to test and amend as necessary - if you're interested at giving it a spin at your table drop me a line at david@8bitfactory.co.uk or find me here +David Eglinton
Tuesday, 20 August 2013
D20 Icons - The Beholder
Each week I'll be taking a crack at converting some of the most iconic d20 monsters that, for one reason or another didn't appear in the awesome 13th Age Core rulebook. This week everyone favourite megalomaniac - the Beholder.
Beholder
Level 6 (Triple Strength Large Aberrant Magical Beast)
Init: +9
HP: 250 AC: 21 PD: 18 MD: 20
Bite : +11 vs AC - 55 damage.
Miss : 22 damage
Beholder
Level 6 (Triple Strength Large Aberrant Magical Beast)
Init: +9
HP: 250 AC: 21 PD: 18 MD: 20
Bite : +11 vs AC - 55 damage.
Miss : 22 damage
Central Eye : (once per round as a quick action)
+11 vs. MD - The target is Stunned save ends.
Eye Stalks : (2 attacks from the following list, attacks do not provoke attacks of opportunity and can only be made against nearby creatures)
Roll a d10 or choose:
Charm Ray: +11 vs. MD - The target is Confused (save ends)
Wounding Ray: +11 vs. PD - 63 damage, Miss: 31 damage
Sleep Ray: +11 vs. MD - The target is Stuck (save ends) First failed save, the target is Helpless (save ends)
Telekinesis Ray: +11 vs. PD - The beholder forces the target to move as a free action.
Slowing Ray: +11 vs. PD - 40 damage and the target is Stuck (save ends)
Brilliant Ray: +11 vs. PD - 23 damage and the target is Hampered. (save ends
Terror Ray: +11 vs. MD - 23 damage and the target is affected by Fear (save ends)
Petrifying Ray: +11 vs. PD - The target begins taking last gasp saves as it turns to stone.
Death Ray: +11 vs. PD - 36 damage, if the target is staggered they are also Stunned. The target also starts making last gasp saves as they begin to die!
Disintegrate Ray: +11 vs. PD - 40 damage and 20 ongoing damage.
Sudden realisation of the concept of mortality: When first staggered the Beholder uses its Eye Stalks, but with 3 attacks as a reaction. Every time the Beholder uses its Eye Stalks and is staggered it makes 3 attacks instead of 2.
Aim for the eyes!: When an attack hits the Beholder, if the roll is a natural 18-20 choose one Eye stalk attack randomly, the Beholder cannot use this attack for the remainder of the battle.
Nastier Specials
How dare you approach me worm!: If an enemy creature begins its turn nearby the Beholder, the Beholder uses 1 Eye Stalk attack against it as a free action.
+11 vs. MD - The target is Stunned save ends.
Eye Stalks : (2 attacks from the following list, attacks do not provoke attacks of opportunity and can only be made against nearby creatures)
Roll a d10 or choose:
Charm Ray: +11 vs. MD - The target is Confused (save ends)
Wounding Ray: +11 vs. PD - 63 damage, Miss: 31 damage
Sleep Ray: +11 vs. MD - The target is Stuck (save ends) First failed save, the target is Helpless (save ends)
Telekinesis Ray: +11 vs. PD - The beholder forces the target to move as a free action.
Slowing Ray: +11 vs. PD - 40 damage and the target is Stuck (save ends)
Brilliant Ray: +11 vs. PD - 23 damage and the target is Hampered. (save ends
Terror Ray: +11 vs. MD - 23 damage and the target is affected by Fear (save ends)
Petrifying Ray: +11 vs. PD - The target begins taking last gasp saves as it turns to stone.
Death Ray: +11 vs. PD - 36 damage, if the target is staggered they are also Stunned. The target also starts making last gasp saves as they begin to die!
Disintegrate Ray: +11 vs. PD - 40 damage and 20 ongoing damage.
Sudden realisation of the concept of mortality: When first staggered the Beholder uses its Eye Stalks, but with 3 attacks as a reaction. Every time the Beholder uses its Eye Stalks and is staggered it makes 3 attacks instead of 2.
Aim for the eyes!: When an attack hits the Beholder, if the roll is a natural 18-20 choose one Eye stalk attack randomly, the Beholder cannot use this attack for the remainder of the battle.
Nastier Specials
How dare you approach me worm!: If an enemy creature begins its turn nearby the Beholder, the Beholder uses 1 Eye Stalk attack against it as a free action.
The beholder is a real nasty chap, much like dragons in the core book he has the real potential to destroy a party, so i'd let them know how serious the battle is and definitely give them the option to retreat (at a cost of course!)
Tuesday, 13 August 2013
The slow posting..
Where have I been? Aside from my weekly d20 Icon's post things have been a little quiet around here, all with good cause however! Im currently deep into writing my NPC Creation Kit, a supplement for 13th AGE in a similar vein to the monster toolkit. Its basically a document that will allow you to stat out complete npc's at the table with little hassle or fuss, and have them feel iconic and thematic.
Working hard i'm probably about 50% through a first draft, with over 50 powers and traits so far i'm doing well. I'll post a sneak peak here when its getting closer to a finished state, until then keep your eyes peeled
Happy Gaming - David
Working hard i'm probably about 50% through a first draft, with over 50 powers and traits so far i'm doing well. I'll post a sneak peak here when its getting closer to a finished state, until then keep your eyes peeled
Happy Gaming - David
D20 Icons - Rust Monster
Each week I'll be taking a crack at converting some of the most iconic d20 monsters that, for one reason or another didn't appear in the awesome 13th Age Core rulebook. This week - the Rust Monster.
Rust Monster
Level 2 (Magical Beast)
Init: +3
HP: 32 AC: 18 PD: 16 MD: 12
Bite : +7 vs AC - 10 damage.
Natural even hit or miss : If the target is wearing heavy armor it is now Rusting
Rust Monster
Level 2 (Magical Beast)
Init: +3
HP: 32 AC: 18 PD: 16 MD: 12
Bite : +7 vs AC - 10 damage.
Natural even hit or miss : If the target is wearing heavy armor it is now Rusting
Brittle defense : When an enemy makes an attack against the Rust monster, if they roll a Natural 1-5 on the attack roll the weapon they made the attack with is now Rusting.
Rusting : Any item that is Rusting takes a cumulative -1 penalty (to a maximum of -5) for every time its applied. For weapons this affects damage and armor it affects AC. It's at the GM's discretion if this effect is permanent, lasts until the end of the battle or until a time at which the player can repair his equipment.
Rusting : Any item that is Rusting takes a cumulative -1 penalty (to a maximum of -5) for every time its applied. For weapons this affects damage and armor it affects AC. It's at the GM's discretion if this effect is permanent, lasts until the end of the battle or until a time at which the player can repair his equipment.
Nastier Specials
Consume : +7 vs. PD (One target with a Rusting item) - The item, or an item chosen at random if they have more than one is destroyed.
Its worth noting that Rust Monsters make great adversaries because they hit the players where it hurts, not the HP or even the wallet - their equipment. Nothing is as scary as losing that magical item to a wandering beast with no name - so always use with caution and perhaps offer an alternative if a magical weapon is completely destroyed. 4e handles this by allowing the players to harvest raw magical essence from the Rust Monsters corpse.
: If you like this monster check out the other Iconic classic D&D monsters I've converted here :
Wednesday, 7 August 2013
D20 Icons - Displacer Beast
Each week I'll be taking a crack at converting some of the most iconic d20 monsters that, for one reason or another didn't appear in the awesome 13th Age Core rulebook. This week - the Displacer Beast.
Displacer Beast
Level 4 (Magical Beast)
Init: +7
HP: 56 AC: 19 PD: 17 MD: 14
Tentacle: +9 vs AC (1 Nearby enemy) - 12 damage.
On natural even hit, the Displacer Beast may make another tentacle attack against a different target.
Bite: +9 vs AC - 16 damage.
Displacement: When an enemy makes an attack against the Displacer Beast, if they roll a Natural Even on the attack roll the Displacer Beast may pop-free without incurring any opportunity attacks.
Displacer Beast
Level 4 (Magical Beast)
Init: +7
HP: 56 AC: 19 PD: 17 MD: 14
Tentacle: +9 vs AC (1 Nearby enemy) - 12 damage.
On natural even hit, the Displacer Beast may make another tentacle attack against a different target.
Bite: +9 vs AC - 16 damage.
Displacement: When an enemy makes an attack against the Displacer Beast, if they roll a Natural Even on the attack roll the Displacer Beast may pop-free without incurring any opportunity attacks.
Nastier Specials
Displacement: As well as popping free, the triggering attack is treated as a miss. The displacer beast loses this trait until the start of its next turn.
Icons
The Displacer Beast is the favoured pet of many of the High Druid's chosen and they are often found roaming wild in the deep wooded glades that the elves and other Fey creatures call home.
: If you like this monster check out the other Iconic classic D&D monsters I've converted here :
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