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05 - Eidolons

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383 views8 pages

05 - Eidolons

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Jozef Špendel
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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CREDITS

13th Age Monthly 13th Age Monthly 13th Age Monthly


Creative Editor Concept Publisher
and Developer Rob Heinsoo and Simon Rogers Simon Rogers and Cathriona Tobin
Rob Heinsoo

Layout Cover Art Editing


Chris Huth Rich Longmore Cal Moore

Writing Copyediting Interior Art


ASH LAW Cal Moore Rich Longmore

13th age is a fantasy roleplaying game by


Rob Heinsoo, Jonathan Tweet, Lee Moyer, & Aaron McConnell
©2015 Pelgrane Press Ltd. All rights reserved. Published by declaration.)  Open Content: Except for material designated as Product Identity
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indicating that the Open Game Content may only be Used under and in terms of this Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
License. You must affix such a notice to any Open Game Content that you Use. No terms System Reference Document. Copyright 2000, Wizards of the Coast, Inc; Authors
may be added to or subtracted from this License except as described by the License itself. Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and
No other terms or conditions may be applied to any Open Game Content distributed Dave Arneson.
using this License. 13th Age. Copyright 2013, Fire Opal Media, Inc.; Authors Rob Heinsoo, Jonathan
3.Offer and Acceptance: By Using the Open Game Content You indicate Your Tweet, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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the exact terms of this License to Use, the Open Game Content. 13 True Ways. Copyright 2014, Fire Opal Media, Inc.; Authors Rob Heinsoo, Jonathan
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as Open Game Content, You represent that Your Contributions are Your original creation Eidolons. Copyright 2015, Pelgrane Press Ltd.; Author: ASH LAW.
and/or You have sufficient rights to grant the rights conveyed by this License. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author:
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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eidolons

EIDOLONS
They are not real, or at least not the same measure of realness that appearances are part of the translation process by which mortal
you and I possess. Eidolons are a placeholder for something else, minds perceive the eidolon.
something larger. The forms that they wear are just our mind’s Life would be simpler if eidolon appearances mapped
way of interpreting what we are seeing, a perceptual filter that logically to the concepts they embodied. No such luck. An
protects us from the madness of what lies beyond. eidolon of despair might sometimes appear like a golden-eyed
—Mattias “Maelstrom” Pennington, wizard angel, while an eidolon of joy may sometimes look like a hell beast.
Arrivals: There are two sure ways that eidolons enter the

THE RIDDLE OF
realms of mortals. First, they sometimes appear as a sort of
special add-on to summoning spells. It’s not clear why a tiny

THE EIDOLONS
fraction of summoning spells invite an eidolon into the world
rather than the intended creature. The Diabolist has hinted that
she knows more than anyone else about the phenomenon but
Eidolons come from outside this reality and are given shape by the knowledge doesn’t appear to be doing her any good, so the
the expectations and fears of those that perceive them. They rest of the icons aren’t taking her seriously. Wizards claim that
are neither angels nor demons, but rather powerful spirits their summoning spells aren’t as vulnerable to eidolon-leakage as
whose single-minded pursuit of their own core realities takes other spellcasters, but they would say that, wouldn’t they?
precedence over any other concern. There’s also a convincing argument that the distant gods
Every eidolon is an embodiment of a specific concept. Given somehow open the door to a few eidolons each year. Certainly
that the eidolons are creatures from inhuman dimensions, it’s many eidolons seem to function as proxies for deities that can’t
odd that the concepts they embody are mortal constructs such as visit the world themselves. But once their initial holy or unholy
honor, love, imagination, fear, destruction, despair, temptation, missions are complete, eidolons sent into the world by the gods
and remorse. It’s possible that the idea that each eidolon embodies don’t disappear like obedient summoned creatures, so it’s not
a concept is a translation error, an artifact of incompatible realities entirely clear who is using who in this relationship.
intersecting imperfectly, but if so, no one has been able to cut to Not entirely here: Eidolons are made of some sort of weird
the deeper truth. For the purposes of your 13th Age campaign, soul-stuff. It may look like an eidolon is wearing armor, carrying
eidolons are multi-purpose plot vehicles, embodiments weapons, and sporting a jaunty hat, but if an eidolon sets one of
of darkness or light depending on what the plot requires. its objects down, or dies, all its “normal” possessions fade into
Many eidolons can “serve” the same concept, though they mist. An eidolon killed while it was carrying a bag of real world
might have different interpretations of the concept or embody it coins would drop the coins, but don’t count on that style of luck.
slightly differently. For example, an eidolon of “strength” might Eidolons don’t care much about physical possessions; greed and
serve “strength-of-leadership” but be an enemy of an eidolon similar acquisitive concepts are notable exceptions to the list of
who is a living embodiment of “strength-of-community” and concepts eidolons represent.
friends with an eidolon of “strength-through-joy.” Varied forms: We’ve presented stats for eidolons in different
As these examples suggest, eidolons have less impact on the forms at several different levels and across tiers. It’s worth noting
world than they might if they were in any sense unified. Eidolons that all these stats could be used for the same eidolon, depending
famously entangle themselves in confrontations with opposing on what its current intentions are. Yes, this means that a specific
eidolons rather than managing to truly change the world. They eidolon could show up as a creature that is anywhere from 1st to
all seem to know each other and sometimes refer to broader goals 6th level! Given the undying ability mentioned below, it’s almost
and internal factions. So far, the eidolons’ self-referential vision certain this will happen if PCs end up having lethal battles with
means that they seldom rise to become a threat to the icons. The an eidolon. This isn’t how we usually handle monsters in 13th Age
icons’ servants, on the other hand, are less sanguine. . . . and eidolons aren’t our usual monsters.
Appearance: Eidolons come in a range of shapes and sizes.
An eidolon might have a double-row of blue eyes whether its form
is that of a wild beast or a little girl. Another eidolon might have
G A M E M A ST E R
skin covered in golden swirls, or be made of coral-shaped flowing
Eidolons are free agents that can surface most anywhere
blood, or be covered in singing harlequin diamonds. Other
you need a plot complication. Did the PCs wipe out
eidolons briefly assume wildly divergent sizes, becoming huge
the evil cult too quickly? Maybe the cult’s eidolon
for a few moments before shrinking down to human-sized, or
was away and will now return to hunt them. Have a
appearing as small as a house cat before blossoming into its ‘true’
5 on an icon relationship roll that needs explaining?
size. Each eidolon is different and can assume different forms (as
The appearance of an eidolon at cross-purposes to
mentioned later in the stats section), but each eidolon also has its
a PC might be a fine complication to accompany a
own distinct “look” and “voice” that it possesses no matter what
5, particularly if the eidolon is at least temporarily
shape mortals perceive it to be taking. These distinctive personal
involved with the forces or plans of an icon.

3
13 th age monthly

UNIQUE EIDOLON MADNESS!


ABILITIES (Optional Rule)
Eidolons are the acceptable mask that the mind slips over
Eidolons have several unique abilities directly related to their something with alien geometries and only a passing connection
status as aliens from an uncommon reality. These abilities don’t to our space and time. Fighting something that is made of
even qualify as magic; they represent the power to pull back from the truth-beyond-truth is potentially mind-shattering, but
reality and reorder things. interacting with eidolons outside of combat is less dangerous
As a free action each round, an eidolon can use one of the and incurs no risk of insanity.
three following abilities, which to them are as natural as breathing Whenever a character makes an attack roll against an eidolon
is to mortals. (GMs, due to these special abilities, eidolons and the d20 result is equal to or less than their Intelligence ability,
are especially deadly when they have allies.) When including they gain an insanity point.
eidolons in battles, you don’t need to (and probably shouldn’t!) At the end of the battle, total up each PC’s insanity points
use these abilities all the time; they’re better as a nasty surprise. (including points from previous battles). That character will suffer
Split reality: The eidolon splits the party into different from each effect up to and including their insanity point total.
realities. Each player rolls a d4 for their character. That PC can only
perceive and interact with the eidolon and with other characters Insanity
Insanity Effects
who rolled the same number. That means PCs in different realities Points
can’t communicate or affect each other in any way. For the rest
You saw something but you can’t describe it.
of the battle, each player rolls a d4 at the start of the round to see 0
In time your mind will scab over the memory.
which reality their character is now in. At the start of each round,
the eidolon can choose which version(s) of reality its allies are in. 1–3 You will see it in your nightmares.
Warp time: At the start of each round two combatants
You KNOW things. You gain a 2-point
swap places in the initiative order as determined by the eidolon.
4–5 background: “Things we weren’t supposed
Alternately, the eidolon warps the momentum of the battle and
to know.”
the escalation die value is determined at the start of the round
with a d6 roll. You are a mess of phobias and paranoia.
Reshuffle space: The eidolon swaps the position of two Whenever you roll a natural 1 attack roll,
6–9
creatures in the battle at the start of the round. Alternately, if you you curl into a ball and cry, losing your next
are using minis and some sort of map tiles you can rearrange the standard action that battle.
tiles with the minis still on them.
For the rest of this day, you’re a drooling
Finally, all eidolons have the following ability, which plays
lunatic. You are good for nothing except
well with the “recurring enemy” story.
staring into space and wetting yourself.
Undying: When an eidolon drops to 0 hp it becomes
10–19 Occasionally you’ll tense up or scream. You
discorporate. The eidolon isn’t dead, just gone. It has lost its link
will not go adventuring today. The second
to or focus upon the time and place where the adventurers are. If
day you’re at this point you can pull yourself
adventurers drive off an eidolon repeatedly it will probably just
together enough to limp along.
stay away. Eidolons can be vindictive and hold grudges, but they
have many possible worlds to interact with and if a mortal proves You stop to think about what you’ve just
too troublesome the eidolon will move on. In general eidolons experienced. Really think about it. The result
need defeating on three separate occasions to convince them to is death. Your heart just stops, or maybe
20+
stay away forever. your brain literally catches fire and explodes.
Resurrection has a 50% chance of bringing you

You Want back somehow “wrong.”

Madness With That? Removing insanity points: Insanity points fade slowly.
Every day (each full heal-up) roll a save. On an 11+, the character
Fighting something from outside of time and space
loses one insanity point. On a natural 20, the character loses three
that has reality-bending powers drives some people
insanity points. On a natural 1, the character gains an insanity
mad; hence the option of using the madness rules
point. Each time a character levels, they lose half their remaining
below. If your heroes can stare the impossible in the
insanity points (rounded up). As an optional rule you might allow
face without blinking then ignore these optional rules.
a PC to exchange all their insanity points for a permanent phobia.
The rules for insanity presented here can be adapted
Such a phobia is crippling, and the character must succeed on a
for other creatures if you are running a darker cosmic-
hard (16+) save to act in the presence of the object of the phobia,
horror themed game with lots of outer-realm monsters
but make it an easy save (6+) in combat.
with too many angles and far too many tentacles.

4
eidolons

C: Transreality tendrils +6 vs. PD (up to 2 nearby or far away


enemies)—8 negative energy damage

AC 16
PD 15 HP 81 (see Undying)
MD 13

New Type: Spirit


We’re adding another type to the game: spirit. It seems
to us that there are plenty of creatures that fit this
category that shouldn’t be classified as undead, or like
the eidolon, that fall outside the normal boundaries.
Look for more spirits in Glorantha and the Battle
Scenes books.

Attached Eidolon
Sometimes an eidolon adopts a mortal who possesses an
abundance of their desired concept. At best, it’s socially awkward.
At worst, the mortal is going to need new friends who measure up
to their angel/demon buddy.

3rd level troop [spirit]


Initiative: +7

Sharp claws, sharper teeth +8 vs. AC—10 holy damage

C: Long tongue +8 vs. AC (1d3 nearby or far away enemies in


a group)—3 ongoing acid and holy damage

Change shape: An attached eidolon can look like any medium- or


I think ASH did some good work with these
small-sized normal beast or humanoid creature. It generally
madness rules. Maybe we’ll use something like
changes shape to blend in, choosing to look like a pet or attractive
them in places where that really makes sense.
humanoid companion of the one who summoned them.
Personally, I wouldn’t use them for all eidolons,
instead saving them for a particularly insane eidolon Flight: Attached eidolons can fly, but not well. If their current
somewhere close to epic tier where the PCs have started shape doesn’t have wings, it can grow some as a move action.
thinking that they’ve got all the answers. . . .
Terrifying glare: Twice per battle as a quick action, the eidolon
can terrify each enemy engaged with it that has 30 hp or fewer
Eidolon in (they are dazed and unable to use the escalation die until the

Humanoid Form end of their next turn) as a fear effect.

Aid Another
It moves like a woman, but the proportions are all wrong. It has
arms, but from elbow to shoulder they are empty space. “Her” legs The eidolon’s presence can provide aid to its allies, especially the
move and her hips sway, but her gait doesn’t match the speed with one to which it’s attached. Once per round as a quick action, one of
which she moves through space. More than anything it reminds the eidolon’s nearby allies can gain one of the following benefits:
you of a marionette, with the puppeteer some vast cosmic force. Winning ways: The ally’s crit range expands by 1 until the end
of the battle.
Triple-strength 1st level troop [spirit]
Wide smile: The ally gains a +1 attack bonus until the end of
Initiative: +6
the battle.
Dark-matter fist +6 vs. AC—15 damage
Natural even hit: Choose a damage type for the attack: acid,
AC 19
cold, fire, lightning, poison, or thunder.
PD 17 HP 45 (see Undying)
Natural odd hit: Choose a damage type for the attack: force,
MD 13
holy, negative energy, or psychic.

R: Mind-shattering whisper +6 vs. MD (one nearby or far


away enemy)—15 psychic damage
Miss: 5 psychic damage.

5
13 th age monthly

Eidolon in War Form EIDOLONS


AND THE ICONS
A mass of weapons and roiling energy, it folds and unfolds into
new configurations as it moves. In silhouette, it somehow is still
humanoid, but in substance it is an impossible amalgamation of
tools of war. Archmage: “With the greatest respect, Sir . . . interacting with these
so-called “living ideas” is something I have found stimulating, but
Triple-strength 4 level troop [spirit]
th
I wouldn’t read too much into what they say. Raw magic seeking
Initiative: +10
to shape itself into forms that we are familiar with is simply the
Scissors, scythes, and chains +9 vs. AC—28 damage universe’s homage to us. There is no hidden profound design at
Natural 16+: The target takes 14 extra damage. play.” —Mattias “Maelstrom” Pennington, wizard and genius
Natural 18+: As above, and the eidolon grabs the target if Diabolist: The Diabolist doesn’t actually understand anything
doesn’t already have a creature grabbed. more about eidolons than anyone else. She just knows that they
seem to be generated occasionally as a side effect of hellholes.
R: See the awful truth +9 vs. MD (one nearby or far away
Unfortunately, they’re not always on her side.
enemy)—18 psychic damage, and the target is weakened
Elf Queen: Eidolons are often attracted to holy or consecrated
(save ends)
sites like iron to a lodestone, so the elves watch over old
Psychic link: Each time a hit enemy rolls the save against
temples or holy stone circles in their realm. The Elf Queen
weakened, one of its allies of the eidolon’s choice takes 14
considers eidolons to be spies from a land she would rather not
psychic damage.
have associated with her realm.
C: The awful nature of reality +9 vs. PD (1d3 nearby Great Gold Wyrm: The paladins of the Great Gold Wyrm treat
enemies)—The target is hampered (save ends); each time the eidolons on a case-by-case basis. Some eidolons are well-
target fails the save, it takes 14 psychic damage known to them and are allies, others are eternal enemies. The
golden paladins maintain a list of the usual manifested forms
AC 22 of eidolons that are their enemies.
PD 16 HP 162 (see Undying) Priestess: The Red Sisters of the Cathedral wait for eidolons to
MD 10 manifest within the mighty structure, and serve their needs.
Eidolons appearing elsewhere in Santa Cora are usually
Eidolon in carrying messages from the gods, or have come in response to

Hunting Form the prayers of the faithful, or are there to report directly to the
Priestess. Eidolons that serve the dark gods avoid the Cathedral.
It resembles a beast. That is what your mind is telling you. Your

NAMES
eyes are reporting something far more horrifying.

Triple-strength 6th level troop [spirit]


Initiative: +13
Eidolons prefer to choose names that have meaning and relate
Slashing jaws +11 vs. AC—60 damage to their tasks and purpose. Some choose simple names like
Phalor, Legion, or Riddle. Some eidolons choose names designed
Fading: The first creature the eidolon hits with an attack each
to sound important like Primus, Mordecai, or Ghost Dance.
battle must start making last-gasp saves. After the fourth
Eidolons with a darker bent choose to name themselves things
failure, the target fades away from reality—they are not dead,
like Flail, Dirge, or Mourn.
just gone. Erased. The eidolon can bring them back at will,
It is said that if you ever learn the hidden true name of an
another eidolon might also be able to retrieve them, and a
eidolon you have a form of control over it. That would explain
quest by the adventurers to another realm might retrieve them.
why the Priestess has encouraged every tavern and public house
AC 22 in Santa Cora to post the names of some of the darker eidolons
PD 22 HP 270 (see Undying) that have crossed her. Santa Cora is a hostile environment for
MD 14 eidolons that run afoul of the Priestess.

6
eidolons

BLESSINGS
AND
CURSES
Some eidolons come into the realm with
the intention of testing heroes; when
they find a hero that exemplifies the
concept that the eidolon embodies, it
will (after proper trials) grant a blessing.
The duration of each blessing is up to
the GM.

Blessings
Runemarked Blessing: You gain a rune
upon your forehead. One battle per
day you can activate the rune as a free
action to give benefits to one item
that you are wearing or wielding as if
it had a tier-appropriate rune upon it. The rune normally looks
like a faded burn or old scar but it lights up when used.
Curses
Supernatural Aid: Once per day you can roll two d20s for a skill Who are we kidding? The PCs are more likely to be cursed by an
check. It’s obvious to anybody witnessing your act that you eidolon than blessed, right? Maybe the PCs killed the eidolon a
had supernatural aid. Discuss ahead of time with the GM what couple times. Or maybe a PC stands against everything the eidolon
would be an appropriate special effect (angels and trumpets, embodies. Okay. We’ve got it covered.
ghostly helpers, glowing with a baleful light, etc.) when you Eidolon curses are usually in the form of “If you X, then you
use this blessing. will Y.” They’re not always terribly damaging, as curses go. The
Preternatural Endurance: Until the end of your next level you eidolon’s dislocation from standard reality probably prevents
are no longer affected by one condition. While you carry this them from knowing exactly how to inflict curses that are dreadful
blessing, your body shows signs of abnormality; discuss with to normal mortals.
the GM how that manifests (armor-like metal strands woven Here are some examples:
through your skin, your outline occasionally blurring, your If you fail to show hospitality, you will not sleep until you
voice has a strange reverb effect, etc.). Roll a d10 to see which have made amends.
immunity you gain: If you boast of your prowess in battle, you will give a weapon
1: Fearless: Never affected by fear. away to the next child you meet.
2: Iron will: Never confused. If you are rude to a child, others will be rude to you for a week.
3: Liberty: Never hampered. If you become drunk in a tavern, you will be unable to leave
4: Nigh invulnerable: Never vulnerable. until you have cleaned the kitchens.
5: Robust: Never weakened. If you eat horse meat, you will offer rides on your back to the
6: Sureness: Never dazed. next ten strangers you meet.
7: Swift: Never stuck. Eidolon’s curses can only be removed by another eidolon or by
8: Unfazeable: Never stunned. becoming an exemplar of whatever concept the eidolon that
9: Watchfulness: Never helpless. cursed you embodied.
10: Exemplar (permanent): You are immune to some banal
irritation of mortal life . . . you never need to wash again
and are eternally clean, or you never suffer from the effects
Blessing Treasure
of non-magical weather or environmental conditions, or
The bonuses from eidolons’ blessings do not stack with
you never get lost if you know the route to where you are
bonuses from magic items. Blessings and curses are a
going, or you never need to sleep again, or you need neither
way to bestow rewards outside of traditional treasure
food nor water to survive, etc.
and magic items and to give risk outside of mere death.
If you prefer you could have eidolons simply make an
item magical or remove the magic from an item as an
alternate way of handling treasure and risk.

7
13 th age monthly

ADVENTURE HOOKS
Bliss—An eidolon of joy wants to treat the party to a night of Integrity—An eidolon appears on the path in front of the party.
carousing and celebration, but can they keep up with the It seeks to test the heroes to see how closely they match with
spirit? Why has it selected them? What unearthly delights will the concept it embodies. If they pass the test it will aid them,
the party be subjected to? As a twist the eidolon has an equally but failure will cause it to attack. Along the side of the road
powerful opposite number, which wishes to destroy those that are the corpses of those who have previously failed the test;
follow the eidolon of joy. if the PCs pass they can loot the corpses, but would that be
Exploit—An eidolon of adventure gives the party a map to an considered honorable? Maybe that’s the real test?
island on the Iron Sea. It will calm the sea’s waves, allowing Motley—The bones of a titan are strewn across a valley that the
them to travel there and back again. The only problem is that adventurers need to cross. An eidolon of chaos and destruction
the treasure is protected by an eidolon of guardianship, a fact appears and promises the party great riches if they dig under
the first eidolon deliberately failed to mention. the shin bone. Buried under the shin bone is an ancient evil
Fated—One of the adventurers discovers that their parents were that has wards around it to stop eidolons approaching, but the
brought together by an eidolon in order to beget them, and the characters are able to enter the area, which is a tomb. It holds
mentor who sponsored their learning to be an adventurer was treasure, but the party risks unleashing a plague of undead if
an eidolon. The adventurer has been groomed for something they disturb it.
great, but what? Whatever the reason is, they are the subject of Quietude—An eidolon of peace wishes to test the party. It will
a prophecy that a church (and its paladins) is willing to commit bless them if they are able to attend a high-class party and
murder for in order to avoid it being fulfilled. not start a fight. If they fail it will attack them the following
Herald—An eidolon approaches the party and hands them morning. Unknown to the PCs, a rival (and despised) band of
a sealed and coded message. It has selected them to deliver adventurers has been set an identical test. Can the adventurers
the message to the other side of the Dragon Empire. If they get themselves into the party, comport themselves with dignity,
refuse this quest the eidolon threatens to curse them, but as an and not start a bloodbath when they are forced to make nice
enticement, it offers to bless them if they deliver the message. with their arch-rivals?
The delivery of the message is a ruse to draw the eidolon’s
enemies out of hiding: the party will be dogged by assassins
and obstacles all the way.
Insight—An eidolon has given the people of a village a prophecy
that the party will save them from a dragon, and has now gone
off to arrange for a dragon to attack. Can the heroes save the
village by defeating the dragon, or getting to the dragon first
and convincing it not to listen to the eidolon?

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