13th Age Alliance black bkgrndDownload Into The Underworld

The second adventure in Season 2 just went out to 13th Age Alliance GMs! Into The Underworld is a 1st level 13th Age adventure in four two-hour sessions, taking PCs into the realms below the Dragon Empire to investigate a fallen meteorite. But first they must face new enemies, as well as some familiar foes with new twists. Along the way they will encounter gods, strange subterranean seas, and the ever-present threat from the Star-Masks.

Into The Underworld includes a fun random encounter table for the underworld with a collapsed mine, a lost tomb (with optional trap), a slippery rock bridge over a torrent of water, and abominations spawned by a newborn living dungeon.

Not a 13th Age Alliance GM yet? Sign up here.

If you’re a 13th Age Monthly subscriber, you can download Into The Underworld from your order page. (RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly will include the new organized play adventures.)

13th Age Monthly LogoSubscribe to 13th Age Monthly, Get All of Season Two

If you like Race to Starport and Into The Underworld,  subscribe to 13th Age Monthly and you’ll get ALL of Season Two as a free add-on—not just the first three adventures.

Plus you’ll get new 13th Age stuff every month, such as summoning spells, Jonathan Tweet’s 7-icon campaign, the Crusader’s dreaded elite strike force, and much more.

Into The Underworld Monster Preview: Khavlings

Need a 1st level battle with a monster that will really, really annoy the PCs? Meet the khavlings, an irritating sort of kobold/halfling. (Download Into The Underworld to get their spellcasting artillery, the khavling filth wizard.)

Khavlings

These creatures are hunch-backed scrawny menaces that can be found lurking in small gangs in sewers and back alleys of large cities, and sometimes in large semi-nomadic tribes in the underworld. Khavlings have a low animal cunning, an ability to use language (though they prefer to use insults), and a predilection for violence and vandalism.

Khavling Shiv

Khavlings can pass as halflings or short humans when in dark alleys or with their hoods up. They lurk near the dwelling places of more successful humanoids, stealing and committing petty acts of vandalism and violence.

3rd level mook [HUMANOID]

Initiative:+3

Rusty shiv +8 vs. AC—4 damage

Escalating violence: Provided the target was hit by a khavling last round, add the escalation die to the khavling’s damage.

R: Thrown rubble +8 vs. AC—6 damage

Parting shot: If the khavlings run away from the battle each can make this attack as they leave.

Nastier specials

Touch of khav: Enemies that roll a natural 1 or 2 with a melee attack against the khavling take poison damage equal to the escalation die value.

Violent mind: Enemies that make an attack vs MD against the khavling and miss take psychic damage equal to the escalation die value.

AC 18

PD 16          HP 6

MD 10

Mook: Kill one khavling shiv mook for every 6 damage you deal to the mob.

 

ROB_tileJonathan and I usually agree on the mechanics of 13th Age, but our memories don’t always agree when it comes to how key mechanics were created.* The escalation die is a prime example.

I remember using the escalation die in a bizarro 4e game, fighting minions of Torog, back before we started work on 13th Age. Jonathan remembers coming up with the mechanic on his own, as part of a system he ran for a couple of months that I…er…never showed up for. Both those memories may be accurate; but recently I discovered that the true origins of the escalation die lay elsewhere.

During a period when Jonathan and I weren’t GMing, Mike Fehlauer manned the captain’s/GM’s chair and took us on a 4e cruise through the Savage Tide. Mike’s excellent campaign benefited from a lot of mechanical experiments, and here’s one that he recently unearthed from an ancient email thread:

Another idea I had for speedy play was to put a card for “end of round” into the initiative deck. Each time that card comes up, all combatants (including monsters) add +1 to all their attacks. Second time it comes up, everyone starts adding +2 to all their attacks. And so on.

The pacing isn’t right, but the general idea is that as time goes on, the combat’s pace toward resolution increases. Sort of like how the blind keeps increasing in poker.

Maybe a better pace is “when a monster or character is bloodied, the ‘combat blind’ goes up by 1. All monsters and characters add the ‘combat blind’ to all their attacks.”

Hmm. Instead of “combat blind”, let’s call it “Savage Tide”. That way, as the Tide rises, things get more deadly. I like the sound of that. :)

Jonathan said that the idEscalation_Die_LKEea was interesting, but he wasn’t sure he wanted to track it. Paul Hughes commented that you could just use a die to keep track.

Jonathan and I both went off and used our own versions of the escalation mechanic in our games, giving the escalating bonus to the player characters but not the monsters. As a result, by the time we decided to design 13th Age together, we were both locked in with using something like the escalation die at the table.

Turns out that it’s really important to have a good gaming group!

*To be honest, Jonathan and I don’t particularly care which of us created specific mechanics, or how—the topic only comes up when other people ask.


 

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.

Echo and Gauntlet cover_350Start with a nasty magical strike force that works for the Crusader. Continue in a supernatural landscape that speeds their magic. Finish with campaign hooks, the implications of a ruined world that exists alongside the world, and a possible origin story for the Crusader.

Echo & Gauntlet is the tenth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in November. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

 

Stock #: PEL13AM11D Author: Michael E. Shea, Rob Heinsoo
Artist: Rich Longmore Type: 8-page PDF

13th Age GM Resource Book cover

Pre-Order the 13th Age Gamemaster Screen and Resource Book, and download the PDF now!

“We have targeted the game toward experienced gamemasters and players at all levels of roleplaying experience.” – 13th Age core book

13th Age assumes you already know how to run an F20 roleplaying game—in fact, you’ve probably already done it more than a few times. You’re comfortable customizing a game to fit your style of play, improvising adventures based on player input, being the final decision-maker on rules questions, building out a campaign setting based on a few cool ideas, and creating your own monsters.

As a result of this design approach, 13th Age sometimes asks more from GMs than other games. That’s why we’ve always tried to support 13th Age GMs by answering questions and supplying resources and guidance. A few months ago, we reached a point where we felt we knew enough about where our GMs needed a little extra help that we could write a solid GM’s guide for the game.

Using the Trail of Cthulhu Keeper’s Screen and Resource Book as our model, Cal Moore and I huddled with Rob Heinsoo and talked about what would be good to include in this slim volume (around 64 pages). Based on what GMs had been asking us over the years, what would be most useful?

We’d definitely need to talk more about icon relationship rolls, which were brand-new tech in the core book and have been relentlessly discussed, debated, tested, and tinkered with by 13th Age GMs and designers since then. We often see  questions about using terrain in combat, and Cal had lots of ideas he wanted to develop around that. His recent experience with the Battle Scenes books (still in development) gave him great insight that we could share about building better battles in the game.

13th Age GM Book NPC sampleThe Keeper’s Resource Book included NPCs, so I eagerly volunteered to create (statless) characters associated with the 13 icons that GMs could easily pop into their games as one-off encounters, recurring characters, or even major villains. I also wanted to revisit the subject of backgrounds, which I wrote about in a previous Page XX article.

ASH LAW had begun work on an ambitious toolkit for improvising adventures, but other priorities left it orphaned. I took it apart and rebuilt it into a lean, mean, GMing machine for running zero-preparation sessions of 13th Age. And hey, speaking of ASH, we decided that it was finally time to make his Montage mechanic from Organized Play an official part of the rules. So from now on, when someone asks, “Where are Montages described?” the answer is, “In the GM’s Resource Book”.

We also recruited Rob to write a section called “Six Things Rob Does Now”, and compiled general-purpose GM advice scattered across various books.

We hope you like it, and we hope you get a kick out of the accompanying GM screen, which features freakin’ gorgeous new player-facing art from Lee Moyer and Aaron McConnell, and GM-facing quick-reference rules chosen with input from our community. (There’s also a map of the Dragon Empire, this time with the roads included. Huzzah.)


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.

ROB_tileThe Icon Riffs series offers inspiration for adventure design and improvisation at the table. The ideas presented aren’t numbered, because numbered lists imply a certain consistency between results. These lists are evocative rather than consistent.

They’re also not thorough. This isn’t an attempt to list all the things that could be associated with the icons. There are huge numbers of worthwhile connections already scattered through our books and through players’ and GM’s websites. Instead of cataloging existing ideas, these notes are a brainstorm touching on ideas we haven’t already presented in detail. Some ideas may feed into future products.

The Crusader

13th Age Crusader colorTemples where demons are destroyed permanently in rituals that siphon their power away to the Crusader’s gods; ‘airships’ powered by winds that blow only from hellhole to hellhole, so that the Crusader’s armies can float between hellholes when the ‘winds’ are right—or wrong, depending on what’s actually going on here; bridges built where bridges are most required that can be freely used by the populace, so long as everyone crossing provides their true name (lies are often detected) and their intentions for this travel.

Occasional ‘high cullings,’ in which the temples and worshippers of the weakest of the dark gods—at that time—are destroyed and sacrificed or driven away so that the strongest gods get stronger—and so that the strongest gods are careful to make sure they never become weak. Public-minded pension programs that provide additional assistance to widows and families of Imperial veterans, so long as those families send one daughter or son to join the Crusader’s armies; literacy initiatives that create generations of readers with an extremely dark vocabulary.

Knights or warriors in full plate who ride forth to accomplish their mission and then seem to freeze, and when someone finally dares to investigate the motionless armor, it’s empty—at least for now; likewise, walls and fortifications that appear to be patrolled by dozens or hundreds of warriors, but it’s difficult to say which armor is occupied and which is not, especially since the unoccupied armor sometimes moves.

Renamed holidays and festivals, so that every worthwhile celebration is named after a past or present general or mighty crusader, with new ‘traditions’ playing off the original traditions in ways that sometimes get adopted by people who otherwise oppose everything the Crusader stands for; unpredictable amnesties for crimes that do not support the Diabolist or (generally) damage the Emperor.

13th Age High Druid colorThe High Druid

Ancient magical stones that have been allowed to weather; holy stones that have not been carved upon but instead gradually grown into somehow organic shapes; menhirs sprouting living trees; plinths covered in flowers, in patterns that reveal problems in the forest.

Great monsters that break through the Sea Wall, but somehow subside and find a hole to burrow into deep within the Wild Wood; great subterranean creatures that more or less follow the Koru behemoths; great creatures never seen on the surface, that have occasionally been known to swallow an entire living dungeon; beasts that used to live in the Midland Sea but now sleep somewhere upriver, waiting for the day when the wizardry that tames the Midland Sea falls shattered; rangers or druids or monster killers or manipulative wizards who take it upon themselves to uncover and learn about the giant creatures that live just beyond the Empire.

Forests with canopies shorter than humans, cultivated or guarded by gnomes, pixies, or halflings; traveling human raft communities that convert to lake towns on pole houses when they reach their magically prepared seasonal moorings; human tribes who reincarnate into the local otter population and then back again into the human clans, so that the two groups have distantly understood kinships and fur hunting will get you killed either way; animals that talk to people but only at specific phases of the moon, which makes it the beasts’ equivalent of lycanthropy, a blessing to some and horrible disease to others.


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.

13thAgeAllianceOnWhiteDownload Battle of Axis and Race to Starport

Season Two of 13th Age organized play kicked off with Race to Starport, which features a bizarre and creepy new threat to the Dragon Empire. We’ve updated the Organized Play Google Doc to include download links to Race to Starport and The Battle of Axis, the grand finale to Season One.

Not a 13th Age Alliance GM yet? Sign up here.

If you’re a 13th Age Monthly subscriber, you can download Race to Starport from your order page. (RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly will include the new organized play adventures.)

The first three Season Two adventures will be available FREE to all 13th Age Alliance GMs and 13th Age Monthly subscribers. Which brings us to….

13th Age Monthly LogoSubscribe to 13th Age Monthly, Get All of Season Two

If you like Race to Starport,  subscribe to 13th Age Monthly and you’ll get ALL of Season Two as a free add-on—not just the first three adventures.

Plus you’ll get new 13th Age stuff every month, such as dragon riding mechanics, summoning spells for demons, elementals and archons, Jonathan Tweet’s 7-icon campaign, and much more.

Actual Play: Saving Throw Show

ST_GREY_blogheaderPeople often ask us for Actual Play podcasts or videos that spotlight what makes 13th Age distinctive. There are lots of great Actual Play shows out there, but if you’re not already familiar with 13th Age mechanics such as One Unique Thing, icon relationships, backgrounds and the escalation die, it can be hard to tell when those elements are in play.

Earlier this year, Saving Throw Show recorded a live streaming 13th Age session as part of their 24-Hour Marathon to End Alzheimer’s. It’s a good intro to the game because it starts with an overview of what makes 13th Age different from other F20 games, and those elements are explicitly called out during play. Watch here or embedded below:

pack shot

The 13th Age GM’s Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 64-page resource book, and a fold out map of the Dragon Empire.

The Gamemaster Screen

The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game:

  • Skill Check DCs, Trap Obstacle Attacks & Impromptu Damage by Environment
  • Conditions
  • Chum the Adventure (d20 roll when you wish to be entertained)
  • Intercepting and Disengaging
  • Baseline Stats for Monsters, Monster Equivalents, Customizing a Monster, and Leveling a Monster
  • GP Per Full Heal-Up, and Optional No Math System
  • Item Chakras and Default Bonuses
  • Consumables Costs
  • GM Stuff to Remember
  • Rule Recaps for: Ambush & Surprise, Death & Dying, Fight in Spirit, Flee, Grabbed (new rules), Invisibility, No Recoveries, Ongoing Damage, Rally, Resistance, Shooting into Melee, Temporary Hit Points, Unarmed Attacks

13th Age GM Book NPC sampleThe Resource Book

The resource book includes advice, guidance and rules for:

  • Using icon relationship rolls, with variations on the icon roll mechanic and examples of how benefits and complications can work in play
  • Creating 13th Age adventures on the spot, with zero preparation
  • Running montages (introduced in Organized Play, and expanded here)
  • Incorporating terrain into battles, including creating environments and locations for different tiers of play
  • Building better battles
  • Helping players craft useful and interesting backgrounds, with advice on handling backgrounds that seem too powerful or too weak
  • Creating memorable NPCs, with a sampling of icon-related NPCs—each with a brief description, Three Things that bring them to life in player’s minds, and suggested monster roles and initiative to guide GMs in building them out using the DIY monster rules
  • And more!

 

 

Stock #: PEL13A10 Lead Designers: Cal Moore and Wade Rockett

Art Director and Developer: Rob Heinsoo

Screen artists: Aaron McConnell, Lee Moyer Type: GM screen and 64-page resource guide

 

Order

The Forgotten Monk front cover_350A Man Without A Past

A novel of the 13th Age

Cipher is a monk: a master of the Deadly Arts, able to dismantle enemies using his bare hands. He is immune to lies, and can see volumes of information in the smallest detail.

Unfortunately, that’s all he knows. His real name, his history – all stolen by an unknown foe.

Without memory or purpose, Cipher can only follow his instinct to find bad people, and hit them until they stop doing bad things. Joining a crime-fighting cavalry unit in a remote corner of the Dragon Empire, he finds himself allied with a singing orc, an indecisive elf, and a flying carpet that doesn’t like heights. Together they’ll take on a crazy halfling death cultist, a love-maddened alchemist, a charming drunkard dog-thief, a blinded arch-demon in chains, and the bizarre Mantischorgoth.

The Forgotten Monk is high fantasy and high adventure, woven into a story of strong friendships, deadly hatreds, ingenious criminal mysteries and baffling affairs of the heart.

Download Chapter One in PDF format.

When you pre-order The Forgotten Monk, you get the EPUB, AZW3 and PDF version.

Stock #: SSP09 Author: Greg Stolze
Artist: Pat Loboyko Format: 288 page novel

Pre-order

Kroma Draconics_350Start with anthropology fieldwork among the redscale barbarians of the Red Wastes. No, cancel that: the redscale dragonics ate the researchers. Restart with a dig into the myths and aspirations of dragonics influenced by chromatic dragons and the Three. The dig is dicey, but we expect to find monster stats, hierarchy options, adventure hooks, and player character options including feats, talents, and maneuvers.

Kroma Draconics is the ninth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in October. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

 

Stock #: PEL13AM10D Author: Rob Heinsoo, Cal Moore
Artist: Rich Longmore Type: 10-page PDF
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