Silver ENnie award winner for Best Rules; nominee for Best Game and Product of the Year. 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: Icon relationships and One Unique Things offer exciting storytelling possibilities Backgrounds provide a simple, flexible skill system drawn from characters’ personal histories Escalation dice enable fun, fast-moving d20 combat. Owlbears will rip PC’s limbs off to feed their young. Get your copy of 13th Age today at the Pelgrane Shop or your local game store. “13th Age RPG delivers an incredible fantasy storytelling experience.” – io9 “13th Age is, perhaps, the first d20 game that I’ve ever played that treats the game inside of combat and the game outside of combat with equal love, attention, and innovation.” – Dorkadia Learn more about 13th […]

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13th Age combatby Mike Shea

For many of us, the 4th edition of Dungeons and Dragons was an excellent refinement of the tabletop roleplaying games (RPGs) we’ve enjoyed for 30 years. For some of us, it was our first exposure to D&D in any form. If 4th Edition wasn’t your bag, there are probably other reviews of 13th Age that will serve you better. Today we’re going to talk in particular about what 13th Age means for a 4th Edition D&D player and dungeon master.

Like 4th Editon, 13th Age is a tabletop fantasy roleplaying game by Rob Heinsoo, one of the developers of 4th Edition D&D, and Jonathan Tweet, one of the developers of the 3rd Edition of D&D. 13th Age is their love letter to the game they (and many of us) love dearly.

The world of tabletop RPGs has changed greatly over the past couple of years. With D&D Next on the horizon and Kickstarter giving birth to loads of new high quality RPGs, we have a whole new landscape of game systems and worlds to explore. For a 4th Edition player, however, 13th Age brings the most familiar elements of the game we love while smoothing out the rough edges. If you loved 4th Edition, you’ll definitely want to take a look at 13th Age.

Here are a few reasons why a 4th edition player might enjoy 13th Age.

13th Age KasarakEmpowered Characters with Lots of Options

As a 4e player or GM, much of 13th Age will feel familiar to you. As in 4e, characters in 13th Age begin as empowered heroes, even at level 1. Level 1 characters are tough. They represent the heroes of the world, not just farmers with swords. Level 1 characters have a good amount of choices to make, many of which feel like your traditional 4th edition character powers. Unlike the core set of 4th Edition classes, character classes in 13th Age won’t feel similar. The classes in 13th Age follow a track of complexity from the simple and straightforward barbarian to the detailed and complicated bard. The complexity of your preferred play style will dictate which classes you’re likely to want to play.

Like 4th Edition, 13th Age includes a robust list of feats which will feel familiar to you —with one exception. Many of your feat choices focus directly on specific powers so you can improve the parts of your character you use and enjoy the most.

The level spread in 13th Age will seem quite different from what you’re used to seeing in 4th Edition. There are only ten levels in 13th Age, but these levels span the full range of power you’d expect in a PC. A level 10 13th Age character will feel a lot like a mid-epic character in 4th Edition. This has the effect of matching spell levels to character levels and ensures that characters get a lot of interesting new things every time they level.

Backgrounds, Not Skills

4e players will find 13th Age’s background system to be a bit different from the rigid skill lists we’re used to in D&D. In 13th Age, skills are abstracted into large pools that form a character’s background. For example, the “Advisor of the Royal Court of the Dragon Emperor” background would bundle up a bunch of potential skills such as history and diplomacy while also tying the PC closer to the game world. These backgrounds serve both to define your character and as an open-ended skill system. It’s a refreshing difference.

13th Age Noteboard combatTactical Combat and Distance Abstraction

With 4e’s focus on combat, 13th Age’s combat system will be one of the biggest aspects on which 4e players will focus. The basic mechanics of combat in 13th Age will be very familiar to 4e players: Roll a 20, add a modifier, check it against a defense. The defenses in 13th Age are simplified to AC, Physical Defense, and Mental Defense but act the same as AC, Fortitude, Reflex, and Will defenses. Attack and defense modifiers go up every level instead of every other level, which fits the power growth of PCs in 13th Age across its ten character levels.

You’ll notice that damage scales up quite a bit in 13th Age as well. Melee attacks add an additional die of damage every level and lower level spells can be memorized at higher levels to increase their damage and effectiveness. This spell progression will look odd to many D&D players since you lose lower level spell slots as you gain higher level ones. It makes sense as soon as you see that Magic Missile can be memorized at level 9 for a whopping 10d6 damage.

Unlike 4e’s focus on gridded tabletop combat, 13th Age is designed to be played with or without maps and miniatures. 13th Age abstracts distances instead of using squares or feet for movement and ranges. Instead of “5 squares,” 13th age uses terms like “nearby,” “far away,” “grouped,” and “engaged” to describe distance. Spells and effects use these same terms. Effects that hit more than one creature usually use a term such as “1d3 nearby enemies” so you don’t have to worry about exact positioning.

On the surface, one might think that 13th Age’s distance abstraction would make it a poor choice for maps and miniatures. It turns out that’s not true at all. 13th Age is a fantastic system for playing with maps, minis, and terrain. One could certainly not use the adjective “tactical” to describe such combat but the freeform abstract nature of 13th Age combat ends up opening up a lot of fun possibilities. If a player wants to use a large miniature to represent “the largest woman in the world,” doing so doesn’t hose up combat. Who cares how big a miniature is when squares aren’t important? Want to use that gargantuan black dragon “miniature” to represent the dragon who’s only “large?” Go for it!

There’s one other mechanical component of 13th Age combat worth noting — the escalation die. 4e battles can take 60 to 90 minutes to run, and this was well known by Rob and Jonathan when they wrote 13th Age. The escalation die helps ensure that battles speed up the more rounds go by. Every round after the first, all PCs get +1 to attack on all attacks. This is represented by a six-sided die on the one position. Every additional round, the die and the bonus increases by one. This increase ends up ensuring PCs begin to hit more and more as the battle goes on. It’s a built in system for speeding up fights the longer they go on. Some PC powers and even powerful monsters trigger interesting effects based on the escalation die as well.

All of these refinements to the tactical combat we found and loved in 4th edition end up making 13th Age combat fast, furious, and fun.

13th Age - The ThreeIcon Relationships and the One Unique Thing

13th Age adds quite a few other features to catch our eye including icon relationships and each PC’s one-unique-thing. There really isn’t a similar construct in 4th edition to compare these to. Rather than describe these features here, take a look at Rob Donohue’s 13th Age review and my own 13th Age review on Critical Hits to learn more about them.

For the Game Master

So far we’ve covered much of what a 4e player will find interesting in 13th Age but there is a lot of love for game masters as well. 13th Age follows 4th Edition’s approach of treating monsters completely differently from PCs. 13th Age monsters have simple stat blocks designed to make them easy to run at the table. 13th Age also includes easy-to-use tables for improvised damage and quick monster math, something those of us who fell in love with page 42 of the 4th Edition Dungeon Master’s Guide are sure to use.

Because 13th Age abstracts many of the game elements we’re used to seeing well refined in 4th Edition D&D, a GM running 13th Age is given much more authority and responsibility to make rulings instead of following codified rules. How far is “far away?” Can a PC use that particular background for that particular scene? How will an icon relationship manifest in tonight’s adventure? The GM must adjudicate each of these questions directly and must wield that responsibility well to ensure the game is fun for everyone.

Using 13th Age to Houserule 4e

Beyond being a full game system, 13th Age can also act as a set of well-designed house rules you can drop right into your 4th edition game. Want battles to go a little faster? Add the escalation die. Want to abstract the skill system? Add in 13th Age’s backgrounds. Want to tie PCs closer to the main NPC drivers of your campaign? Add in the icon system. Any of these components plug right into 4e with hardly any core changes to 4e.

Rob Heinsoo demos 13th Age at Gen Con 2013A Refinement of the Game We Love

It’s clear that Rob and Jonathan love D&D as much as we do. They poured that love into a game that showcases the parts of 4th edition D&D we loved the most and helps polish down the rough edges. While 4e’s combat encounters ended up monopolizing much of the time we played, 13th Age slims combat down without removing PC empowerment and adds in story elements sure to entertain us for years to come.

Even if you have no intent of leaving your 4e games behind, 13th Age has a lot to offer. Give it a try.

About The Author

Mike Shea is a writer, gamer, technologist, and webmaster for the D&D website Sly Flourish. Mike has freelanced for Wizards of the Coast, and wrote the books Sly Flourish’s Dungeon Master Tips and The Lazy Dungeon Master. Mike lives in Vienna, Virginia with his gamer wife Michelle and their gamer dog Jebu.

Next, glad-hearted Hermes dragged the rich meats he had prepared and put them on a smooth, at stone, and divided them into twelve portions distributed by lot, making each portion wholly honorable.
— Homeric Hymn to Hermes
The Twelve Olympians receive Psyche, by Raphael. Pictured: Twenty Olympians

The Twelve Olympians Receive Psyche, by Raphael. Pictured: Twenty Olympians

That, you will be gobsmacked (or perhaps even godsmacked) to know, is the earliest reference known to the Twelve Olympians, and it’s not that early: the “Homeric” hymns are usually dated to around 600 BCE, which is about 75 years before the tyrant Peisistratos sets up the first known altar to the Twelve, in Athens. (A cult of the Twelve in Olympia, appropriately enough, likely dates to about the same time.) Where the Greeks got the idea remains mysterious: from the twelve Babylonian months, perhaps via a grouping of 12 gods found in Hittite rituals (and in a 13th-century BCE hall of statuary at Yazilikaya) and from thence to the Greek coasts of Asia Minor.

Why, you may well ask, am I improving our minds with Classical study at this late juncture? Because in my home game, my newest campaign is a 13th Age campaign I call Poikila Hellenistika, or “The Brightly-Colored Hellenistic Age.” It’s set in a big-eyes-and-archaic-smile anime-influenced version of the Hellenistic era, specifically in Syracuse in Sicily (for now) in 273 BCE. (More information here, should you wish it.) And that means I needed to redefine the 13 Icons as, of course, the 12 Olympian gods, because hey, Alexander the Great won. And indeed, erected “altars to the Twelve Gods” on the banks of the Hyphasis River, the eastern edge of his empire.

So my Icons are Zeus, Hera, Poseidon, Athena, Ares, Aphrodite, Hephaistos, Demeter, Apollo, Artemis, Hermes, and Dionysos. So who’s the Thirteenth God, then? Who isn’t? Dionysos famously replaced Hestia (goddess of the hearth) on Olympus; by the Hellenistic era, Heracles was much more worshipped than Ares. Hades is often considered the (unlucky) Thirteenth God, and Alexander the Great allegedly demanded the Greek cities recognize him as the Thirteenth Olympian. Olympia itself doesn’t help: its Twelve Gods swap in the Three Graces (as a unit), the River Alpheios, and the fallen gods Kronos and Rhea. Other common Hellenistic interlopers include Hekate, Asklepios, Pan, and Persephone. Given that one of my player characters is the Occultist from 13 True Ways, that means the Three Fates are likely an Icon, too. In practice, I’m letting the players pick their Icons and (much like the Greeks) not sweating the specific membership list.

The 13 Olympikons In Play

So leaving aside the question of “Who?” we get to the question of “What?” What do the Olympikons do in my game that the Icons don’t, and vice versa? Let’s start with the common factors: like the Dragon-Imperial Icons, the Olympian Ikons have a wide network of worshipers, priests, and other agents from the Seleukid dynasty claiming descent from Apollo to the various cults, mysteries, and temples all over the Mediterranean and points east. Most cities have at least one patron god (Syracuse’s are Athena and Apollo, plus there’s a big temple of Zeus just south of the city), so the Ikons have even more helpers in the shape of city governments and armies. It’s even more fun than it sounds, because the Olympians wound up with so many weird responsibilities in their portfolio: Poseidon is not just the god of the sea, but of horses, earthquakes, epilepsy, watchfulness, and even (as Poseidon Phytalmios) gardening. (For everything you could ever want to know about any figure of Greek myth, hie thee to theoi.com.)

Another thing that’s cropped up in play is the very Greek notion of the gods speaking and working through the players: we’ve already had Apollo justify a player’s 6 on the relationship die by inspiring his tongue to talk down a Spaniard. Greek gods loved to appear in dreams and oracles, so I can always drop one in if I like. Even then, given the sheer number of Ikonic interventions needed with six players (even on an average roll, that’s two or three interventions in one session, and my players do not roll average dice) we’re also adopting a house rule: if the player or the GM can’t think of something cool (or hasn’t yet) for your 6 to do during the game, you can take a +2 to something your Ikon plausibly might help you with. For clerics, that’s likely just casting a spell, but the Amazon might turn her 6 on the Artemis relationship die into a +2 to hit with a spear or bow. So far, a 5 likely gives you a +1 in similar fashion, although I’ll probably put a twist in the tail of a roll like that.

Some potential Ikons just flow together: Asklepios is the son of Apollo, so he becomes a major agent of the Ikon Apollo; Pan and Dionysos have that wild-man feel and patronage of satyrs in common, so they’re both aspects of the same Ikon. The campaign world is pretty human-centric, so the explicitly inhuman Icons like the Orc Lord wind up as aspects of godly humanist Olympians (the Orc Lord sounds pretty Ares-ish to me, although the Romans did explicitly identify Hades with their deity Orcus). Again, we’re letting that stuff emerge in play — we’ve decided that the Apollonian royalty of Hyperborea make pretty good elves, for example, at least on a mechanical basis, so the Elf Queen is likely an aspect of either Apollo or his woodsy sister Artemis.

In my game, if Alexander conquered you, your gods got subsumed into Olympian Ikon-hood: Melqart of Tyre becomes Heracles, for example, and Isis becomes Demeter. (Herodotos identified her as such; he also equated Osiris with Dionysos, Horus with Apollo, Amon with Zeus, and Bast with Artemis, among others.) That does leave a number of grumbly foreign gods: so far, I can reveal that Moloch (aka Baal-Hammon) of Carthage and Saturnus in Rome have not at all accepted their demotion. In our history, Zeus and his ilk eventually collaborated with the Romans and got subsumed in their turn into Jupiter, etc., but that’s 150 years away in my game and may not happen, depending on just how epic our epic tier gets. But that, as they say, is in the lap of the Ikons.

ROB_tileby Rob Heinsoo

Today’s column introduces a critter that was originally going to be part of the High Druid’s World issue of 13th Age Monthly. But High Druid’s World is full of stats for powerful druids and druidic dragons and the dire raccoon kinda rolled out of contention. Unlike most of our monster stats, these stats have not been blessed by an editor.

For those of you who have no interest in adding a dire raccoon to your game, these stats could easily be adapted for use for some other type of tricksy woodland creature with semi-opposable thumbs.

Dire Raccoon

Death by dire raccoon? Ignominious and regrettable, but at least your remains will be thoroughly washed.

1st level double-strength mook [beast]

Initiative: +5

Raspy teeth and claws +7 vs. AC—6 damage

[Special trigger] Suspiciously well-placed debris +7 vs. PD (1 random enemy)—7 damage

Natural even hit: Target is dazed (save ends)

Group ability: For every three dire racoons in the battle (round up), one of them can use suspiciously well-placed debris as a quick action once during the battle.

Suspiciously well-placed debris: So long as the battle is occurring in a natural setting the dire raccoons are familiar with, they can use the suspiciously well-placed debris attack, representing traps they’ve placed in the trees, pits they’ve dug in the groud, or piles of stuff that just happens to fall over at the wrong/right moment.

Run away: When a dire raccoon drops to 0 hit points, roll an easy save (6+). If the save fails, all dire raccoons spend all their actions trying to escape the fight, and get a +3 bonus to AC and PD until the end of the battle.

More suspicious debris: More traps and weird coincidental accidents occur later in the adventuring day to PCs who have angered the dire raccoons! If it feels at all appropriate, make one suspiciously  well-placed debris attack later in the day per two dire raccoons that survive a battle with the PCs. Choose moments when such attacks are either very funny or very inconvenient. If you’re a merciful GM, allow a skilled ranger or other woodsy character to put a stop to the harassment by succeeding with a difficult skill check (DC 20). If you’re not a merciful GM, make a couple such attacks even if the PCs slew all the raccoons, since there were probably more hiding in the bushes.

AC   16

PD    14                 HP 13 (mook)

MD  12

Mook: Kill one dire racoon mook for every 13 damage you deal to the mob.

 

High Druids World_cover_350A collection of playable monster stats for NPC druids and powerful druidic dragons. Creatures from level 3 to level 11 show how player-character style spells can be adapted to ‘monstrous’ applications. It also includes ideas on the philosophy of the High Druid, and notes on what’s hidden by the green canopies of the forests on our cityfolk map of the Dragon Empire. By Rob Heinsoo.

High Druid’s World is the twelfth installment of the second 13th Age Monthly subscription, You can buy it as a stand-alone PDF, or purchase the collected Volume 2 to get all 12 issues plus the 2016 Free RPG Day adventure Swords Against the Dead!


Stock #: PEL13AM26D Author: Rob Heinsoo
Artist: Naomi VanDoren Type: 11-page PDF

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ROB_tileby Rob Heinsoo

The true magic items of 13th Age are meant to be quirky. But if you’ve played several times with the same magic item, its originally-funny quirk may not seem that special anymore. A good magic item quirk is a license to roleplay, and if you or someone else in the group has exploited a quirk in a previous game, you may not want to go back to the well.

Of course some of the quirks we wrote up weren’t actually funny or interesting to begin with. A bloodthirsty weapon (13th Age core rulebook, page 290), has the quirk “has a taste for red meat.” Turn the page to puissance and you’ll find the quirk “tremendous appetite for meat.” Apparently that was the best we could do at the time.*

But you can do better!

When a character gets hold of a bloodthirsty weapon or a shield of resilience, don’t feel like the quirks we assigned are part of the rules of the game. Treat them as examples, the way we provided examples of backgrounds and One Unique Things, and see if you can come up with something better that will feel right and fit your current campaign.

The next character in my game who gets a bloodthirsty sword is going to get the quirk “Seeks peaceful resolutions against the sword’s wishes.” The next person who gets a shield of resilience gets the quirk “Remembers and quotes poetry by obscure writers of the 11th Age,” and I’ll be inviting the player to focus that, if they wish.

You don’t have to do all the work yourself. I wanted something different for the helm of the undaunted hero in my game (published as “favors traditional battle hymns.” The player who’d won the treasure suggested “Over-rationalizes everything,” which felt like a great way of explaining a hero getting to make a save at the beginning of their turn and also being a bit obnoxious about it, so yes, player input accepted!

Just remember that the quirks are meant to be something of a surprise, not a commonly understood piece of the way the world is known to work. It’s OK to make items change their minds! Maybe a true magic item will change its personality over time, responding to events in its association with the player characters. Maybe a character’s magic item quirks aren’t existing in isolation, maybe the items ‘talk’ with each other and shift to gain more influence. Maybe an item will express a strong opinion about trading places with an item owned by a different member of the party!

You probably have a sense of how much attention magic item quirks should get in your campaign, but that’s probably a rule-of-thumb that could be broken once or twice by exceptional events. Quirkify!

 

*I talked with Jonathan about why so many of our original quirks are about meat-eating or vegetarianism. He reminded me that our quirks were originally heavily influenced by the Yelmalio and maybe Humakti geases from RuneQuest. The Yelmalio geases had all kinds of stuff about not eating birds’ eggs and other elemental magic prohibitions, and we probably didn’t quite veer far enough away from our original concept.

 

further-alarums_front-cover_350More 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.

Further Alarums – Downtime for Seven Icons is the eleventh installment of the second 13th Age Monthly subscription. You can buy it as a stand-alone PDF, or purchase the collected Volume 2 to get all 12 issues plus the 2016 Free RPG Day adventure Swords Against the Dead!.


Stock #: PEL13AM25D Author: Gareth Ryder-Hanrahan
Artist: Rich Longmore Type: 17-page PDF

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by Rob Heinsoo

ROB_tileWe started a new 13th Age campaign a couple weeks ago with me in the GM-seat. Jonathan lobbied to start at 8th level. I turned down the petition, writing faux-earnest advice text as if lifting from some book that’s not quite 13A:

Although it’s not an evolutionary process, the metaphor of progress, of the capability to advance, is an important part of the F20-gaming experience. Players will try to shortchange themselves by wheedling to gain the benefits of that progress without having put in the work. The answer to the question, “Do we level up, GM?” is “Do you? Did you put in the work to become better, more capable people?”

Of course Jonathan’s response was that yes, the group had put in the work.

Have we leveled up? Have we earned it? I don’t think there’s a game group on the planet that more deserves to level up.

Paul Hughes’ answer was also funny. And half of it was printable:

That is a compelling argument. In fact, I think even at 1st level, I may be shortchanging myself too much. Can I start at negative 8th level? I don’t think I’d be a “player character” per se, just more like an evolutionary antecedent.

Yeah. Well. Fine.

It’s good to find out what type of experience the players are hoping for and run a game at that level. But in practice, we’re just now starting our first-ever 13th Age campaign that’s expressly not a playtesting campaign. I want to try playing all the way up. So I chose to ignore the votes for high level play. I can imagine doing a call-back to the worthy-to-level trope—surely at some point later this campaign, I’ll ask for an honest assessment of whether the player characters have done enough to earn a level.

Maybe I’ll do more than that. I’ve always taken the high volume of our play-group’s bantering desire to level up in the way the group intends me to take it: they’re partly serious but they also enjoy mocking me as a harsh GM who won’t give them the fun toys soon enough. Maybe it’s time to offer incentives. I have a sense of how long and how many good things it takes the party to level up. (I generally go a touch faster than the core book suggests in early levels, then stick to the book when the PCs have reached 3rd.)

So in this campaign I think I’ll mix things up a bit. I’m going to look for ways of telling the PCs that there are great things they can accomplish that will allow them to level up faster. Risky things, perhaps. Or in some cases, time pressure to finish battles in a short number of rounds so that they can prevent some off-stage atrocity.

Instead of keeping “Do we level up now?” as the post-session chorus, I need to set clear expectations, with occasional opportunities for truly heroic accomplishments that will forge true heroes.

Perhaps other GMs do this all the time. Happy to hear examples if that’s true. And I’ll mention some example of how this works out when we’ve engineered some!

nymphs_350A 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.

Nymphs is the tenth installment of the second 13th Age Monthly subscription. You can buy it as a stand-alone PDF, or purchase the collected Volume 2 to get all 12 issues plus the 2016 Free RPG Day adventure Swords Against the Dead!


Stock #: PEL13AM24D Author: Rob Heinsoo, Cal Moore
Artist: Naomi VanDoren, Rich Longmore Type: 9-page PDF

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Return to Screamhaunt Castle

Screamhaunt Castle disappeared years ago. Tonight, it returned to its birthplace of Gravenstein. Now the adventurers must contend with ghosts, ghouls, and things that go bump in the night to investigate the cursed place. To add to their worries, Madame Vex the seer has given the adventurers a very disturbing card reading. Has she read their fate…or sealed their doom?

Return to Screamhaunt Castle is the upcoming 13th Age Alliance organized play adventure, designed for characters of 2nd level to be played in four two-hour sessions. If you’re a 13th Age Monthly subscriber, you can download organized play adventures from your Bookshelf. RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly also include  organized play adventures.

Become a 13th Age Volunteer GM

There’s so much demand for 13th Age play at conventions that we can always use more help from GMs. If you want to join our crew as a volunteer GM, fill out this form!

Let’s Play: Shadows of Eldolan, Roll20 Edition

For International Pelgrane Day, GM Aaron Roudabush ran the new Roll20 edition of Shadows of Eldolan for Rob Heinsoo, Justin “The Rev. En Fuego” Robinson, Sean “The Heavy Metal GM” Clark, and Philip Pepin. Get the adventure here, and watch the sessions below:

 

Return to Screamhaunt Castle Monster Preview: The Guardian

Return to Screamhaunt CastleThis thing of reanimated bones really wants to add to its collection.

Double-strength 4th level caster [UNDEAD]

Initiative: +9

Vulnerability: holy

Bone storm +9 vs. PD—14 damage

Natural even hit: 14 negative energy damage to the enemy with the most hit points.

Natural odd hit: 14 ongoing thunder damage.

R: Bone shield +9 vs. PD—14 ongoing lightning damage, and the target is weakened (save ends both)

Frightening Thirteen: If the ghost rolls a natural 13, then for the rest of the battle the enemy with the most hit points at the start of the round (GM chooses on ties) must roll a save in order to take a move action. Failure to save indicates the character is too busy trying to stop their own skeleton from crawling out of their mouth to move.

Strength from pain: The ghost heals 4d6 hp every time an enemy rolls a death save.

Fear: While engaged with this creature, enemies that have 18 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

AC 20

PD 16      HP 100

MD 16

 

mounted-combat-cover-350Rules 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.

Mounted Combat is the ninth installment of the second 13th Age Monthly subscription. You can buy it as a stand-alone PDF, or purchase the collected Volume 2 to get all 12 issues plus the 2016 Free RPG Day adventure Swords Against the Dead!


Stock #: PEL13AM23D Author: Rob Heinsoo
Artist: Rich Longmore Type: 10-page PDF

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