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.)


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]


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.


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:

13thAgeAllianceOnWhiteComing Soon

Keep watching the skies! Race to Starport, the first adventure in Season Two of 13th Age organized play, is coming in the next few days. Keep an eye out for the email—13th Age Monthly subscribers will be able to download it from their order page, and non-subscribers will receive a download link.

In this adventure the player characters discover a new threat, face strange beings banished to the stars in a previous age, and must race to stop a portal being created that will bring more monsters into the Dragon Empire.

Race to Starport is split into six two-hour sessions (for a total of 12 hours run time) and is designed for characters of levels 1 to 4. The accompanying Race to Starport Bestiary includes human bandits, new zombie types, cultists, and extradimensional horrors!

GM Perks

If you took our organized play survey a while back, and you live in North America, your gift is in the mail. We’re shipping the reward postcards now and you can expect to see them in the next 2-4 weeks (depending on location).

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.

OPThe Archmage’s Orrery has won the silver ENnie for Best Free Product. Download it here.

Tales 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):


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)


Signature item(s): Hat, robe, spellbook

Related cosplay: Wizard, Sorcerer, Chaos Mage


The Crusader (image)


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

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


The Diabolist (image)


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



The Elf Queen (image)


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)


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

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


The Great Gold Wyrm (image)


Signature item(s): None

Related cosplay: Paladin with shield and golden armor


The High Druid (image)


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

Related cosplay: Druid, Ranger, Wild Elf


The Lich King (image)


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)


Signature item(s): Spiked armor, axe

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


The Priestess (image)


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

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


The Prince of Shadows (image)


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

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


The Three (image)


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.

Previous Entries