13th Age Monthly – Volume 1

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A collection of 4000+ word 13th Age PDF supplements with new rules systems, Bestiary-style monsters, player character options, and more – gathered together for the first time, so you don’t have to wait to get get them all.

The collected 13th Age Monthly – Volume 1 includes the following PDFs:

  • Dragon Riding, by Rob Heinsoo & ASH LAW. The lethal combination of dragon and rider helped create the Dragon Empire. Now unleash the fury on your foes! Full rules for player character dragon riders appear alongside story advice for campaigns looking to add dragon-riding options. Plus, we’ve made it easy to hack the system so you can devise other styles of riding. (Anyone up for tarrasque racing?)
  • Temples of the Frogfolk, by Gareth Ryder-Hanrahan. The perfect gift for the player in your group who has been waiting to portray a jumpy murderous amphibian. Evil frogspawn lurk just below the threat threshold. Then the chants echo through the mist, the temples surface, and suddenly you’re dead. This installment includes five froggish monsters with four racial abilities to choose from, thirteen reasons to be paranoid, toadstone treasures, five icon-related frogfolk temples, and race stats and special abilities for playing a frogfolk adventurer.
  • Candles, Clay & Dancing Shoes, by ASH LAW. Your 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!
  • Children of the Icons, by Gareth Ryder-Hanrahan. “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.
  • BONUS: Make Your Own Luck, a Free RPG Day 13th Age adventure.
  • Eidolons, by ASH LAW. 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.DragonRider_final_cover_300
  • Summoning Spells, by Rob Heinsoo. 13 True Ways introduced druids and necromancers as the first summoning spellcasters. Now this installment of the Monthly adds summoning spells to the wizard’s spellbook and the cleric’s prayer-roster! Includes rules for various summoning styles, stats for summoned creatures, and variants for campaigns with different flavors.
  • Sharpe Initiatives: Earthgouger, by Cal Moore. A thrillride of an adventure for 3rd or 4th level heroes, designed to be played in one or two sessions. If you play Robin D. Laws’ The Strangling Sea at first level you can use Sharpe Initiatives as a callback to events earlier in the PCs’ careers; but this adventure is designed to bulldoze itself into any campaign in which dwarves aspire to re-engineer the broken underworld.
  • BONUS: At Land’s Edge / The Harker Instrusion, a Free RPG Day release which features both 13th Age and Dracula Dossier content.
  • 7 Icon Campaign, by Jonathan Tweet & Rob Heinsoo. Start with a thought experiment: What would happen if we compressed the 13 icons into 7? Build on GM notes and player questionnaires from Jonathan’s 7-icon home campaign. Polish to a dangerous sheen with six new feats, spells, and talents inspired by the stories of the ‘new’ icons and usable in any 13th Age game.
  • Kroma Dragonics, by Cal Moore & Rob Heinsoo. Start 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.
  • Echo & Gauntlet, by Michael E. Shea & Rob Heinsoo. Start 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.
  • The Waking Stones, by Lynne Hardy. A megalith is just a set of standing stones—unless they’re actually members of an ancient stone race, reawakening in the 13th age! This full 13th Age Bestiary-style writeup has heroic, ambiguous, and villainous options that should fit into most any campaign.
  • Home Bases, by Steven Warzeha & Rob Heinsoo. Simple new mechanics for player characters who want a castle, tavern, sacred grove to call home and build stories around. Includes rules for the obligations that can make or break your base, examples to suit many different campaigns, and new magic items  for characters who want to put down roots.

You can see the collected content available in Volume 2 here.

Stock #: PEL13AM01D Author: Various
Artist: Various Type: Collection of PDF downloads

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5 Responses to “13th Age Monthly – Volume 1”

  1. Earl. C. Hedges Jr says:

    Hi you have yet to post all the 13trh age monthlys from june of 2015 through december of 2016 at drive through rpg that is where I have been buying all my 13th age stuff because your webstore does not have a library from which you can down load if your computer gets corrupted and you need to start over again. So your not purchasing the same stuff over and over again plus when I try to order from you it says sorry we can not complete your order at this time please call customer service and your customer service never returns my calls. I was trying to order my print copy of the new gm’s screen and and reference book but for some reason it’s not letting me. If you can email back would be appreciated and please update drive through rpg files please. Thank you

    • Cat Tobin says:

      Hey Earl, The 13AMs from June to December are available on DriveThruRPG, and we now have a bookshelf, where all of your historic orders are stored – you can register for it here – http://pelgranepress.wpengine.com/bookshelf/register.asp.

      Our office hours are 09:00 to 17:00 GMT, and there is usually someone there to answer calls at that time. The most reliable way to contact us is via our customer support email, support at pelgranepress dot com. Please email us there if you have support related queries.

  2. MattMinus says:

    Worth the price of admission just for the frogfolk. I let my players read that, under the pretense that they might want to use the race. Now, when describing a scene, all I have to do is say “You hear frogs croaking in the distance” and the players start making themselves insane! I’ve never gotten so much mileage out of a creature that has never appeared in a session.

  3. Andrew says:

    Any plans on releasing a print version of 13th Age Monthly? I’m loving the PDFs, but I know it would look great on my bookshelf and cracking open a physical book has so much more presence at the table than opening a PDF on some laptop.

    • Martin Goodson says:

      I second that. Great as the PDFs are I would willingly pay for a single printed volume I could peruse without having to boot up an electronic device. PDFs have their place, but so too do physical books.

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