Subscribe to The 13th Age Monthly Volume 2 at the Pelgrane Press Online Store and you’ll receive all-new 13th Age RPG goodness for GMs and players every month for a full year. As a subscriber, you’ll get:
- 4000+ word PDF supplements with new rules systems, 13th Age Bestiary-style monsters, player character options, and more
- Access to 13th Age organized play adventures
- Surprise bonus content exclusive to subscribers!
The 13th Age Monthly is overseen and developed by Rob Heinsoo, with a stellar list of contributors that includes Jonathan Tweet, Gareth Ryder-Hanrahan (Book of Loot, Eyes of the Stone Thief), ASH LAW (Tales of the 13th Age) and Cal Moore (Shadows of Eldolan).
You can view all the installments in 13th Age Monthly Volume 1 here.
January 2016 – Rakshasas & Reavers. A collection of new monsters that Rob Heinsoo and Jonathan Tweet enjoy inflicting on their players—and now you can unleash them at your table. These magical masterminds, icon-trained kobolds, and cloaked skeletal phantoms have surprising abilities that challenge adventurers to think hard about their tactics.
February 2016 – Phoenix. A Bestiary-style writeup of the phoenix, specific phoenixes who serve several of the icons, and a few of the effects a close connection with the phoenix might have on your player character. By ASH LAW & Rob Heinsoo.
April 2016 – Coin Tricks. Give those monster-guarded piles of coins a fun twist with ghoul-stamped currency, hellhole gold, coin zombies, and more! By Rob Heinsoo and Lynne Hardy.
May 2016 – Gladiators. Mechanical bits for characters who have gladiator backgrounds, options for involving gladiatorial combat in Dragon Empire campaigns, and other surprises involving war sports. By Rob Heinsoo.
June 2016 – Temple of the Sun Cabal. To save the world, sometimes you gotta save a vampire—particularly when the friendly neighborhood sun cult is ten solar flares past insane. An adventure for four to six 5th level characters. By Wade Rockett (based on fan suggestions at Gen Con 2015 – listen to the seminar).
July 2016 – Shades of Fey. Who are the fey, if they aren’t principally connected to the Elf Queen? Here are ten intriguing alternatives with consequences for story and mechanics, similar to what was done for devils in 13 True Ways. Also includes a double handful of fey monsters with different attributes depending on which name they are using, and at least one player character surprise. By Steven Warzeha.
August 2016 – Alarums & Incursions: Downtime for Six Icons. Fun random tables to generate mini-stories for player characters between adventures, or figure out what a character was up to when their player couldn’t make it to Game Night. Each icon-related task or experience includes a suggested contact, a temporary background, or a reward. GMs can also use these tables to generate zany plot ideas for NPCs related to the Archmage, Crusader, Diabolist, Dwarf King, Elf Queen, and Emperor. By Gareth Ryder-Hanrahan.
September 2016 – Mounted Combat. Rules for riding horses, war rhinos, giant lizards, bison, giant spiders, sable antelopes, and other critters into 13th Age battles. If you recognized some of these as Gloranthan creatures, that’s because this issue of the Monthly will include content aimed at 13th Age in Glorantha that will be perfectly at home in other fantasy campaign worlds. By Rob Heinsoo.
October 2016 – Nymphs. A 13th Age Bestiary-style entry for magical guardians created by the Elf Queen, who gradually leave the Queen’s magic behind and become part of nature’s rhythms—as controlled by the High Druid. What happens to ancient elven secrets when they’re finally allowed to blossom? By Cal Moore & Rob Heinsoo.
November 2016: Further Alarums: Downtime for Seven Icons. More random tables for your player characters’ between-adventure mini-stories—this time for heroes connected to the Great Gold Wyrm, High Druid, Lich King, Orc Lord, Priestess, Prince of Shadows, and the Three. Each mini-story includes a reward, a temporary background, or a temporary contact; plus a question or two that will help players contribute to the campaign. By Gareth Ryder-Hanrahan.
December 2016: High Druid’s World. To the followers of the High Druid, the world’s forests and mountain ranges are as distinctive as the Seven Cities are to the followers of civilized icons. Short notes on the High Druid’s motivations feed into sections on terrain and monster stats that make the wilderness’ magical distinctions meaningful in play. By Rob Heinsoo.
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