13 True Ways introduced druids and necromancers as the first summoning spellcasters. Now this installment of the Monthly adds:

  • Updated summoning mechanics for 13th Age
  • New demon and elemental summoning spells for the wizard’s spellbook
  • New archon summoning spells for the cleric’s prayer-roster
  • Stats for summoned archons, demons and elementals
  • A new demon type: the laughing demon!

Summoning Spells is the sixth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in July. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

Stock #: PEL13AM07D Author: Rob Heinsoo
Artist: Rich Longmore Pages: 13pg PDF
Eidolons_cover

Eidolons cover

These bizarre, other-dimensional creatures present themselves as aspects of mortal concepts — meanwhile twisting reality into shapes that have nothing to do with mortal concepts. This comprehensive 13th Age Bestiary-style monster writeup is a gift to GMs who don’t mind shaking the tree until walruses and new philosophies fall out.

Eidolons is the fifth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in June. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

 

Stock #: PEL13AM06 Author: ASH LAW
Artist: Rich Longmore Type: PDF

Tales-of-the-13th-Age-LogoComing Soon

ASH LAW reports that The Battle of Axis will be the next adventure in our Tales of the 13th Age organized play program. This epic-tier adventure features a multi-session battle against the undead in the very heart of the Dragon Empire!

Gen Con Play Events Sold Out

We submitted nearly 70 organized play events for Gen Con, and tickets for all of them have been snapped up. Which is partly great news, and partly a bummer if you weren’t able to get tickets. We’ve heard of at least one GM who’ll be set up in Games on Demand to run Pelgrane games, and we might get additional volunteer GMs to run more official slots for us.

Girl Scouts Demo 13th Age

A Girl Scout troop in Colorado is going to start hosting tabletop games demos in the meeting room at their local library, and 13th Age is one of them! The scouts will demo a different game each week to acquire badges, learn valuable business and life skills, and (of course) have fun. We sent them PDFs of our more kid-friendly adventures, and an organized play kit that included a copy of 13th Age, a t-shirt for the organizer, promotional flyers, pre-generated characters, printable minis and icon postcards.

Play 13th Age at DexCon 18

Andrew Heo is organizing a team of GMs to run a 13th Age track at DexCon 18. Here’s the planned schedule:

Thursday: Shadow Port Shuffle, Wyrd of the Wild Wood, Quest in the Cathedral

Friday: Fungaloid Infection, The Folding of Screamhaunt Castle, Tower of the Ogre Mage

Saturday: Wrath of the Orc Lord, The Elf Queen’s Enchantment, Domain of the Dwarf King

Sunday: Three Hearts Over Glitterhaegen, The Feast of Gold

Keep an eye on the DexCon website, where event signup should be open soon!

13A Dark Lanterns LightWatch Dark Lantern’s Light Online

Hey, did you know that we have a head of online organized play, and that you can watch his group (including Seattle radio personality Rev. En Fuego) play online? It’s true — watch Aaron R.’s 13th Age Eberron campaign Dark Lantern’s Light and follow it on Obsidian Portal.

13a_soundtrack_cover_editedJonathan Hicks reviewed the 13th Age Soundtrack on rpg.net. Thanks Jonathan! Jonathan says,

“First off, let me be blunt – if, like me, you’re a lover of music in your game then this soundtrack is fantastic whether you intend to use it in a 13th Age game or not. The themes stand out and once the group hears them during their first few games then they’ll forever associate the music with the sessions, up to a point where an evening’s play will feel peculiar without having the music playing in the background.”

“It’s an amazing selection of music and I can’t see any gaming group not getting something out of it. More than anything, it’s unique; there are no movies, shows or games that have this music so the player’s will not have heard any of it before and will always equate it with their 13th Age games, or whatever ongoing RPG setting they’re gaming in. If that’s not perfect for a gaming group then I don’t know what is.”

“And that, at the end of the day, is what this soundtrack does – it delivers iconic music that not only suits the epic atmosphere of 13th Age but is so varied it contains a style of music that will suit most games in pretty much any fantasy setting. Left on loop in the background it’s perfect for any gaming session and has enough variety to help enhance the atmosphere of many playing styles.

The team of composers and performers on this album have done a sterling job on this soundtrack and they should be commended; I’ve got a few game-centric soundtracks and this is, by far, the best one yet. If you’re looking for an album that’ll help to take your games up a notch, or if you feel that your games are missing that little something that’ll take it to the next level, then this album is an absolute must.”

“A great album filled with solid, wonderfully crafted music. It’s a soundtrack waiting for a movie to be put to it.”


 

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.

 

Children of the Icons cover“I’m the child of an icon.” This One Unique Thing taps into one of fantasy’s most powerful archetypes — and generates a huge amount of player investment in the campaign. Here, players will find inspiration and advice on how this deep connection can play out at the table. For GMs, Gareth presents four possible “children of the icons” campaigns along with two tough monsters that show how iconic parentage can be used to create interesting NPCs.

Children of the Icons is the fourth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in May. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

 

Stock #: PEL13AM05 Author: Gareth Ryder-Hanrahan
Artist: Rich Longmore Type: PDF

13AgeLogoFull_small-300x300The Complete 13th Age RPG Starter Kit at More Than 25% Off

Get the ENnie award-winning 13th Age roleplaying game, 13th Age Bestiary, 13 True Ways, AND ALSO the 13th Age Soundtrack — all at more than 25% off what you’d pay if you bought these titles individually. Go to the Pelgrane Online Store and look for 13th Age Bundle under the 13th Age heading.

What hast thou in thy bundle, friend owlbear?

13th Age features everything you need to play the d20-rolling fantasy game, with core classes (barbarian, bard, cleric, fighter, paladin, ranger, rogue, sorcerer, wizard); rules for icon relationships, One Unique Things and backgrounds; mechanics and guidance for building fast, exciting battles; new and classic monsters, plus DIY monster rules; gear and magic items; and lots of advice for hacking and customizing the rules to fit your needs.

13 True Ways is the first supplement for 13th Age, with more character classes (chaos mage, commander, druid, monk and necromancer); more monsters and magic items; more details about the Dragon Empire; and a brimstone-scented* chapter on devils by Robin D. Laws.

The 13th Age Bestiary brings new takes on familiar monsters, plus GM guidance for building battles with multiple creatures, the hierarchy of liches, a playable fungaloid race, odd trivia**, and much more.

The 13th Age Soundtrack features themes for each icon and locations in the Dragon Empire, battle music that gets more dramatic as the Escalation Die climbs, and evocative background music for chases, rests and remembrance.

Buy Now

* Not literally brimstone-scented. Please don’t contact customer service because your PDF doesn’t smell like rotten eggs. (If your PDF does smell like rotten eggs, contact your doctor.)

** Bugbears are funny. Sure, they’re also psychopathically cruel and may hammer your skull after stealing the loot you were both supposed to share, but they’ll probably say something funny in the process and prop your unconscious body in an inappropriate and hilarious position.

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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.

Dungeons of DrakkenhallTales of the 13th Age is our free organized play program for the 13th Age roleplaying game. Each month’s adventure is designed so that GMs can customize it for their own group, but players can easily bring their characters to other Tales of the 13th Age events. Register here and embark on a world-spanning epic campaign across the Dragon Empire!

A classic dungeon crawl, 13th Age style! Any journey to Drakkenhall, the city of monsters, would be eventful enough. But when disaster strikes, you have an opportunity to infiltrate the personal vault of the Blue and steal her secrets. You’ll have to face cunning traps, horrific monsters and dragonic mother of all sorcery herself. Can you survive the Dungeons of Drakkenhall?

Dungeons of Drakkenhall is an 8-hour organized play adventure for 3-7 8th level characters, designed to be played in four weekly 2-hour sessions. It is the 12th icon-themed adventure in the Tales of the 13th Age series and comes with a free, full-size downloadable 22″ x 25.5″ poster-sized dungeon map.

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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_tileMy Playtest Feedback Process

by Rob Heinsoo

I’m just about to start going through playtest feedback for 13th Age in Glorantha. I thought readers of this blog might be interested in how I process playtest feedback for 13th Age books.
Sometimes I read playtest feedback right away. But usually I wait and read as much of it as possible in a single big batch. Glorantha’s first playtest is going to take the big batch approach.

In either case, I take the good ideas I like out of it, or notes that seem to be identifying major problems, and write them down in my own words in single sentence summaries, sometimes noted as to whose feedback they came from. I keep these notebook pages of possible playtest changes going through the entire process. (I write small so I can fit a lot on a two page spread!)

When I’m ready to implement the changes, I start by reading the whole list of possible changes. After crossing off notes that have proven incorrect, I start in and work through the notebook pages list, crossing notes off as I deal with them or decide they aren’t actually problems. How do I decide when comments aren’t problems? A few ways, but mostly through uncovering that the rest of the feedback supports a feature a couple people found problematic, or discovering that the original comments were in fact inaccurate, or by creating new design elements that sidestep the issue, or by weighing the evidence and judging that what bothered the tester is a feature instead of a bug!

Sometimes I’ll get playtest advice that’s so good, accurate, and important that I want to make changes immediately. That happens most often during playtest feedback on classes, when something sparks that can fix a lingering problem or create a wonderful new dynamic.

In most cases, it’s better to wait a few days or weeks longer and make changes in one thoughtful extended pass, because even small changes can require multiple revisions scattered throughout the document. Revising the same sections multiple times because of repeated changes is not only maddening, it also seems to increase the risk of me screwing up a change that should have rippled out to multiple pages of the book.

I suspect that other designers handle playtest feedback differently. But I admit that I’m not sure. I haven’t asked many other designers how they handle the playtest revision process with RPGs.

Here’s a picture of what a typical page of playtest process looks like in my notebooks. These were notes from last year on Robin’s The Strangling Sea.

Yes, I’m still writing in notebooks. When I’m rolling with design work I’m usually just typing into a computer, but when I’m noodling ideas or writing notes about things I want to think about before acting on, I use a pen.

 

 

And while I’m taking photos, here’s the pile of all the notebooks I’ve used for 13th Age design. They’re all from my friend Sara’s company, MakeMyNotebook.com, I love the weight of the paper and their spiral-bound durability as well as the fun covers. I’ve used one full book already for 13th Age in Glorantha (blue robot) and it looks like I’ll use up at least another half (black fish).

(This was previously posted on Rob’s personal blog, robheinsoo.blogspot.com)

Candles Clay and Dancing Shoes coverYour PC has gold to burn? Spend it on something that could make everyone’s lives more interesting—especially the GM! Here are six new useful, bizarre, and effective one-use magic items, festooned with multiple adventure hooks and campaign variants. Is that dwarf wearing a featherlight skirt beneath his kilt? If you fire an exorcist missile at a dybbuk at twilight, which one of you screams first? What happens to your spell list if you drink too much gnomish tinto wine (secret ingredient: grave dust)? Answers to these and 75 other magic-item related questions, yours for one low monthly price!

Candles, Clay & Dancing Shoes is the third installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in April. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.

Stock #: PEL13AM04 Author: ASH LAW
Artist: Joshua Calloway Pages: 8pg PDF

Punch - King of Puppets, frontispieceTraditionally in the West, Friday the 13th is a day of calamity: plans go awry, every advantage is met with a disadvantage, and any act can have unintended consequences.

In that spirit, here are three cursed magic items for the 13th Age roleplaying game:

Mr. Punch’s Hat (+2 armor at adventurer tier): Once per day when you drop an enemy to 0 hp with an attack using a melee weapon, you can shriek, “That’s the way to do it!” in a grating, high-pitched voice to gain a +2 bonus to your next attack with that weapon this battle. If you do, you take a –2 penalty to MD until the end of the battle. Quirk: Violence is always the answer.

Wand of Misrule (+2 implement at adventurer tier): You take a –1 penalty to skill checks based on Wisdom. When you score a critical hit while using this implement, the target is confused (save ends). If the natural attack roll is 1–5, a random nearby ally takes 1d6 psychic damage. Quirk: Speaks in riddles.

Staff of Misrule (+3 implement at champion tier): You take a –2 penalty to skill checks based on Wisdom. When you score a critical hit while using this implement, the target takes 1d6 psychic damage and is confused (save ends), and you can make a second attack against a nearby or far away enemy. If you roll a natural 1–5 on the second attack, you take 1d6 psychic damage and are confused (save ends). Quirk: Has contempt for authority.

 

13th Age answers the question, “What if Rob Heinsoo and Jonathan Tweet, lead designers of the 3rd and 4th editions of the World’s Oldest RPG, had free rein to make the d20-rolling game they most wanted to play?” Create truly unique characters with rich backgrounds, prepare adventures in minutes, easily build your own custom monsters, and enjoy fast, freewheeling battles full of unexpected twists. Purchase 13th Age in print and PDF at the Pelgrane Shop.

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