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.

OPTales 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!

For centuries, the Mystic Orrery has accurately predicted celestial events and their effect on magic. But its predictions are becoming increasingly erratic, and it turns out that an Archmage of a previous age removed some parts and hid them away from her successors. Now the whole Dragon Empire is at risk as the rules of magic begin to fluctuate. Powerful wards keep the Archmage himself from retrieving the needed parts — but those wards don’t account for people like you.

The Archmage’s Orrery 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 11th icon-themed adventure in the Tales of the 13th Age series.

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.

Unintentional High Druid cosplay at Gen Con 2014

Unintentional High Druid cosplay at Gen Con 2014

Organized play isn’t just about adventures and swag: there’s also cosplay! Here are some tips on cosplaying characters in 13th Age.

Connect With The Icons

Every 13th Age player character has a relationship (positive, negative or conflicted) with one to three icons. These are the 13 most powerful and influential non-player characters in the game’s default setting of the Dragon Empire, and embody familiar fantasy tropes such as the Archmage, the Lich King, the Elf Queen, and so on. You can easily cosplay as one of the icons using artwork from the book as a reference, and the tips below as a guide. You can also cosplay as someone with a relationship to one or more icons.

How? Each icon has a unique symbol (click the image to enlarge):

13th_age_icons_by_dlimedia

You can download the symbols as Adobe Illustrator 8 files thanks to David Flor.

If you look closely at the 13th Age illustrations by Lee Moyer and Aaron McConnell, you’ll find the symbol for an icon in each one, indicating that the icon’s influence is present somehow. You can modify an icon’s clothing to a great degree and still be recognizable as that icon if you carry the appropriate props (see below) and display that symbol somewhere on the costume.

Likewise, if you incorporate these symbols into an original costume, you embed that character in the world of 13th Age. Someone familiar with the game can tell at a glance whether you’re playing someone who’s allied with the Dwarf King, Elf Queen, Lich King, Orc Lord, and so on.

Your Elf Queen is The One True Elf Queen

13th Age gives GMs and players tremendous freedom to adapt and reinterpret the game’s default setting, and that extends to cosplay as well. Want to genderswap the icons to create the Lich Queen, or Elf King? Want your Crusader to be a beacon of light and hope instead of the ruthless Fist of the Dark Gods? Go for it! The icons are yours to play with. You can even play icons from ages past or future, such as the Wizard King, the Fool and the monastic Grandmaster of Flowers.

This flexibility also means that you don’t need a lot of costuming skill or a big budget to represent an icon. A great idea and enthusiasm trumps budget and execution. In an upcoming article we’ll show you some ways you can do 13th Age cosplay on a shoestring.

13th Age Cosplay Props, Color Swatches and Ideas

Here’s a list of the 13th Age icons with the items that make them recognizable. I’ve also included some ideas for icon-related costumes you can make, some drawn from the 13th Age core book and some from the 13th Age Bestiary.

 

Download Color Swatches and RGB Values for the 13 Icons (.ZIP)

 

The Archmage (image)

Archmage-cosplay-swatch

Signature item(s): Hat, robe, spellbook

Related cosplay: Wizard, Sorcerer, Chaos Mage

 

The Crusader (image)

Crusader-cosplay-swatch

Signature item(s): Elaborate armor, helmet, shield, sword, thick chain

Related cosplay: Dark Paladin, Cleric of the Dark Gods, Ogre Crusader

 

The Diabolist (image)

DIabolist-cosplay-swatch

Signature item(s): Horns, bat wings, occult tattoos

Related cosplay: Cultist, Demon, Evil Wizard, Demonic Ogre

 

The Dwarf King (image)

Signature item(s): Crown, hammer

Related cosplay: Any dwarf or forgeborn construct

DwarfKing-cosplay-swatch

 

The Elf Queen (image)

ElfQueen-cosplay-swatch

Signature item(s): Triple-star jewelry, and a butterfly, moth or dragonfly

Related cosplay: Drow Darkbolt, Drow Spider-Mage, Drow Soldier, Drow Sword Maiden, Drow Spider-Sorceress, High Elf, Wood Elf, Redcap

 

The Emperor (image)

Emperor-cosplay-swatch

Signature item(s): Dragon crown, goblet, sword

Related cosplay: Dragon Rider, Gladiator, Half-Orc Legionnaire, Half-Orc Commander

 

The Great Gold Wyrm (image)

GreatGoldWyrm-cosplay-swatch

Signature item(s): None

Related cosplay: Paladin with shield and golden armor

 

The High Druid (image)

HighDruid-cosplay-swatch

Signature item(s): Green hooded cloak with antlers, dagger

Related cosplay: Druid, Ranger, Wild Elf

 

The Lich King (image)

LichKing-cosplay-swatch

Signature item(s): Crown, glowing red right eye, gloved right hand

Related cosplay: Blackamber Skeletal Legionnaire, Lich Baron/Baroness, Lich Count/Countess, Lich Prince/Princess, Necromancer

 

The Orc Lord (image)

OrcLord-cosplay-swatch

Signature item(s): Spiked armor, axe

Related cosplay: Orc Berserker, Orc Shaman, Warrior of the Great Fang Cadre

 

The Priestess (image)

Priestess-cosplay-swatch

Signature item(s): Headdress, shepherd’s crook

Related cosplay: Cathedral Acolyte, Cleric of the Gods of Light, Monk

 

The Prince of Shadows (image)

PrinceOfShadows-cosplay-swatch

Signature item(s): Hooded cloak, curved dagger, a big stolen gem

Related cosplay: Any type of thief, bard, rogue or swashbuckler

 

The Three (image)

Three-cosplay-swatch

Signature item(s): None

Related cosplay: Sorcerer of the Blue, Assassin of the Black, the Blue in human form, the Black in human form, any dragonic race

 

13th Age at Origins 2014Many thanks to our GM team and all the players who attended our games at Origins this year. We sold out of all of our games, and even squeezed in some walk-ups in the scheduled games. Kendall Jung did an amazing job of managing our play events at the show. Onward to Gen Con!

Free RPG Day

Make Your Own Luck, Gareth Ryder-Hanrahan’s prequel to the upcoming Eyes of the Stone Thief campaign, is our contribution to this year’s Free RPG Day — you can get it on Saturday, June 21 at your nearest participating game retailer. We’ve heard that some stores are giving GMs their copies in advance so they can run the adventure on the day of release, so you might want to ring up your local store and see if they’ve scheduled a play event.

(Because some folks have asked: Free RPG Day is a retailer-sponsored event created to support game stores, so we’re not giving away PDF copies of the game.)

Make Your Own Luck: Live Play Crossover Event!

In much the same way that Nick Fury assembled the Avengers, for Free RPG Day we’ve assembled a team of players to play Make Your Own Luck via Google Hangout and Roll20 on Saturday, June 21st at 3:00 PM EST / noon Pacific:

Join us live on Aaron’s YouTube channel on Saturday, and watch the mayhem unfold.

Upcoming Adventures

Domain of the Dwarf King will go live soon. At Rob Heinsoo’s request it features a dwarf centipede. (I guess I know what Dutch horror movie Rob watched last night.)

Domain of the Dwarf King concludes the Orc War trilogy, and will see the final defeat of General Gul. Or not — that’s up to the adventurers.

The next big Organized Play installment after Domain of the Dwarf King is the first of our champion-tier games: Escape from the Diabolist’s Dungeon!

State of Play

We’e now up to 1186 GMs running Tales of the 13th Age worldwide, on every continent except Antarctica. If you know anybody in an Antarctic research station who wants a copy of 13th Age let us know!

by Rob Heinsoo

Orc TileWhen I read the fun Wrath of the Orc Lord organized-play adventure written by ALL CAPS MAN, aka ASH LAW, I decided I’d want another orc variety or two if I was running the adventure myself. For those keeping pace with the 13th Age OP seasons, Wrath of the Orc Lord is just about over. But I suspect a lot of groups will still be experiencing Wrath and (not-really-a-spoiler-alert) ASH says that the Domain of the Dwarf King adventure coming up in a few weeks also features orcs.

So here’s a new 3rd level orc mook that can sub in for 3rd level Cave Orc mooks or used any other way you like.

My thought process designing the monster went like this:

  1. I’ve got some nice orc minis with spears and shields.
  2. What’s an interesting reason orcs would be fighting with spears?
  3. To keep them at a distance from their foes, so that they wouldn’t lapse into bestial bloodlust, throw away their weapons, and fight with their bare hands and teeth.
  4. OK, so the Orc Lord equips these savage grunts with spears and cheap shields because they do fight better with weapons, but when they lose control or things go badly for them they throw away their weapons and shields and revert to scavenger behavior. So they’re not even trained in throwing spears, and the spears are probably deliberately badly-balanced for throwing.
  5. Looks like two different stat blocks, one for fighting with weapons, one for when the Orc Lord’s discipline has been shattered and they’re fighting tooth and claw.

The results follow. Start battles using the orc spear grunt, which are tougher than most other mooks. Their bestial reversion ability means they might turn into savage grunts midway through the battle.

The savage grunts have a strange ability which is me messing around a bit: their feral aversion ability kicks in whenever they start their turn engaged with a non-staggered enemy, you roll a die and you don’t know if the orc is going to use that die roll to attack (standard action) or disengage (move action).

Orc Spear Grunt

3rd level mook [humanoid]

Initiative: +5

Spear +8 vs. AC—7 damage

Mob of seven: The maximum size of a mob of orc spear grunts is 7 mooks. When you include more than seven orc spear grunts in a battle, use another mob.

Bestial reversion: When an orc spear grunt’s attack drops an enemy to 0 hp or below, or when one or more orc spear grunts drops, roll a single normal save for the orc spear grunt mob, with a bonus to the roll equal to the number of remaining mooks in the mob (for example, 4 mooks left = +4). If the save fails, all the remaining mooks in the mob cast away their weapons and shields and become savage grunts until the end of the battle (use that stat block instead).

AC   20

PD    16                 HP 13 (mook)

MD  12

Mook: Kill one orc spear grunt for every 13 damage you deal to the mob.

 

Savage Grunt

3rd level mook [humanoid]

Initiative: +5

Claw and teeth +6 vs. AC—5 damage

Feral aversion: When a savage grunt is engaged with a non-staggered target at the start of its turn, roll a d20 that will become either an attack roll or a disengage check!

On a natural even roll, the grunt uses the roll as a claws and teeth attack.

On a natural odd roll, the grunt uses that roll as disengage check that may or may not succeed. If the grunt disengages, it will move to engage and attack a staggered enemy, if possible. If the grunt doesn’t disengage, it will stay and fight.

AC   17

PD    15                 HP 10 (mook)

MD  12

Mook: Kill one savage grunt for every 10 damage you deal to the mob.

 

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.

Pelgrane Press will be at Origins Game Fair on June 11-14, running the following 4-hour games in the Hyatt Regency Ballroom. You can find a master spreadsheet at http://originsgamefair.com/events/games/. Hope to see you there!

Event Number Event Name Event Start Date/Time Game Master
7011 13th Age – Omenquest Thu 10:00 AM Jacob Wachtman
6981 13th Age – Caverns & Cave-Creepers Thu 6:00 PM Kendall Jung
6982 13th Age – The Folding of Screamhaunt Castle Fri 10:00 AM Jacob Wachtman
6984 13th Age – Omenquest Fri 2:00 PM Kendall Jung
6985 13th Age – Caverns & Cave-Creepers Sat 10:00 AM Jacob Wachtman
6986 13th Age – Omenquest Sat 11:00 AM Randy White
6988 13th Age – Fungaloid Infection Sat 2:00 PM Kendall Jung
6989 13th Age – The Folding of Screamhaunt Castle Sat 4:00 PM Randy White
6990 Trail of Cthulhu – Voices from the Other Side Sat 4:00 PM Rob Bush
6991 13th Age – Danger at Deathless Gulch Sun 10:00 AM Jacob Wachtman
6992 13th Age – Caverns & Cave-Creepers Sun 11:00 AM Randy White

by Wade Rockett

13th Age OP graph May 2014I’ll start this update by sharing a graph that ASH made, showing what almost a year of 13th Age Organized Play looks like in terms of GMs and sign-ups — click the image on the right to see it more clearly. The initial bump and flatish-line represents our pre-launch OP announcement. Once we went live we saw the numbers really start to go up.

I was going to use the rest of this post to list all 21 Gen Con games we’d scheduled, but THEY ALL SOLD OUT IN A HALF HOUR. Which is wonderful and amazing, because there was always the terrifying possibility that we’d underestimated demand for play and would end up struggling to fill our events. But the enthusiasm and support for 13th Age is greater than ever.

The good news for you is that we received a lot of GM applications after the deadline, so  expect to see a second wave of 13th Age games added to the schedule. We’ll let you know as soon as they go live.

13th Age Seminars at Gen Con: GM advice, design workshops & more

But maybe you’re interested in becoming a better 13th Age GM, or learning how to design adventures and monsters for the game? You’re in luck! We’re offering four seminars at Gen Con:

13th Age Adventure Design
Date & Time: Thursday at 1:00 PM
Duration: 1 hours
Location: Crowne Plaza : Pennsylvania Stn C
The freeform story rules in 13th Age require a different approach to adventure design. We’ll talk about how to design with icons, backgrounds, uniques and more, and answer your questions.

13th Age GM Roundtable
Date & Time: Friday at 3:00 PM
Duration: 1 hours
Location: Crowne Plaza: Grand Central D
Rob Heinsoo, Mike Shea, Ruth Tillman and Wade Rockett share their advice on how to run 13th Age, from handling icon rolls to collaborative world building and beyond. Got questions? Bring ‘em!

13th Age: Year One
Date & Time: Saturday at 3:00 PM
Duration: 1 hours
Location: Crowne Plaza: Victoria Stn A/B
13th Age debuted one year ago at Gen Con! Join Rob Heinsoo, Simon Rogers and Wade Rockett as they talk about where the game is now, share what’s coming next and answer your burning questions.

13th Age Monster Workshop
Date & Time: Sunday at 2:00 PM
Duration: 1 hours
Location: Crowne Plaza: Pennsylvania Stn C
Join 13th Age designers as they build a new monster that’ll take advantage of the game’s mechanics to deliver all sorts of nasty surprises at the table.

…also, check out Ken and Robin Talk About Stuff Live on Friday at 1:00 PM – 2:00 PM at the Crowne Plaza : Victoria Stn C/D

13th Age at Origins

We’re also running games at Origins Game Fair  June 11-15 —  download the Origins event grid.

Elf Queen SketchBy ASH LAW

Our latest adventure is out: The Elf Queen’s Enchantment.

In this adventure the elves answer the call of the Dwarf King, marching west to aid in defeating the renegade orc warlord General Gul. The adventurers are called upon to act as wayfinders for the elven forces, being dropped ahead of the army by eagle riders to clear the way.

GMs: If you’re a Tales of the 13th Age GM, check your email to download The Elf Queen’s Enchantment. If you’re not in the program, sign up here!

Players: This 4th level adventure takes place simultaneously with Wrath of the Orc Lord and Domain of the Dwarf King, and intersects with those. Unless you have a character who has a compelling One Unique Thing that lets them be in more than one place at once you should play a different 4th level character than the one you used for Wrath of the Orc Lord.

Other News

Award time
As you have probably heard, 13th Age has been nominated for an Origins Award for best RPG!

Maps!
The maps from the current adventure and a lot of maps from the previous adventures can be found here.

GM of the Month
We asked our organized play GMs who deserves to win GM of the Month for the 2nd level adventures…

Who deserves to win GM of the Month for Wyrd of the Wild Wood?

You answered: Aaron Roudabush

Who deserves to win GM of the Month for Quest in the Cathedral?

You answered: Aaron Roudabush

Who deserves to win GM of the Month for Shadow Port Shuffle?

You answered: Ben Roby and Sarah Miller

This will be the 2nd win for team Roby-Miller, as they also won for Crown of the Lich King. You can read about it on their blog.

Until next time, stay awesome!

 

Tales of the 13th Age is the free ongoing organized play program for the 13th Age roleplaying game. You can play it anywhere you like: at home, your local game store, the neighborhood tavern…wherever. Sign up here to join.

Over 500!

Wow! There are over 500 GMs playing through Tales of the 13th Age organized play program right now, and an average of 5 new GMs joining us every day! At 5 players per group that is 3000 people. GMs are running games in every corner of the globe, from France to Russia, from the Philippines to Australia, in small American towns to big cities. In Canada, Britain, Germany, Spain. Everywhere! Nobody is playing it in the Antarctic, but that is only a matter of time.

13AgeLogoFull_small-300x300As games are run in stores and more people learn about 13th Age through playing it, more groups will join us. It is very exciting!
So far our intrepid characters have braved the Necropolis to steal a crown from out under the nose of the Lich King, and are currently trying to escape a rapidly mutating Wild Wood.

Each 6-week adventure takes place at a certain level, and all other adventures at that level occur simultaneously. So even as the brave survivors of Darkskye fight off monsters and dire beasts in the Wild Wood so there are a group of heroes in the labyrinths under the Necropolis, and a set of pilgrims on a quest in the cathedral, and yet another group of shadowy reprobates lurking around Shadow Port.

Naturally we’ve written the adventures in such a way that players can join at any week. At any point a new player can join a Tales of the 13th Age game and be able to join in the action without having to be caught up on reams of backstory. This means that certain things (like NPCs that last from week to week) we’ve not written in. We felt that the focus of the story should be the player characters and their adventures. Of course if you want to have a reoccurring NPC for your home group, go for it.

You are also going to start noticing that adventures intertwine. Events that happen in one adventure will be reflected in events that occur elsewhere at the same time (for example as your pilgrims climb the cathedral in Santa Cora they will witness Darkskye crashing into the Wild Wood).
Any character who took part in a prior level’s adventures can be leveled up to join in an adventure at the next level. A character who helped to steal the Lich King’s Crown at later levels can delve beneath the dwarf city of Forge, march with the crusader, fight epic monsters at the side of the Archmage’s elite wizards, and finally take part in the 10th level adventure. The adventures that your character takes part in are important, as you can take one item of treasure from that adventure and bring it forward as you level up – or forgo that treasure and gain a story-related benefit.

pic1

The 10th level adventure we plan to make something special – an epic 13 week long end-of-age adventure. And I have no idea what it will be like! The decisions you make in the adventures you play and GM will impact the adventures at all higher levels – so the 10th level adventure will be shaped by what you did and the feedback you gave for earlier adventures. I’m keen to see where you take the story!

(If you haven’t signed up yet the form is here)

Stay Legendary
– ASH

13th Age Dragon RiderTales of the 13th Age is Pelgrane Press’ free organized play program for 13th Age RPG. You can play it anywhere you like: at home, your local game store, the neighborhood tavern…wherever. 

Sign up to get an world-spanning epic that you can play as an ongoing campaign, or as standalone adventures:

  • 2nd Level
    • Crown of the Lich King
    • Wyrd of the Wild Wood
    • Quest in the Cathedral
    • Shadow Port Shuffle
  • 4th Level
    • Wrath of the Orc Lord
    • Elf Queen’s Enchantment
    • Domain of the Dwarf King
  • 6th Level
    • Escape from the Diabolist’s Dungeon
    • The Crusader’s Fist
    • The Wyrm’s Tale
  • 8th Level
    • The Archmage’s Orrery

PLUS, shorter 3rd and 5th Level adventures including:

  • Fungaloid Infection
  • Folding of Screamhaunt Castle
  • Tower of the Ogre Mage
  • Three Hearts Over Glitterhaegen
  • Omenquest

Find a game near you

Each game of 13th Age is different, because the One Unique Things and backgrounds of the characters in separate groups will be different. These rules give players the ability to help to define the world: there is no standard, universal Dragon Empire.

Tales of the 13th Age lets players enjoy 13th Age games with a continuity of story that still leaves room for the freedom and flexibility that sets 13th Age apart.

You can run our organized play program anywhere you like: at a game store, a school, your local library, or even your own home.

Join the discussion in the forums

Sign up to GM!

Questions? Contact Ash Law, head of 13th Age organized play at ash.law@fireopalmedia.com

 

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