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

 

Dungeon Moon

The epic conclusion of the battle against the star-masks is here! Board the legendary flying ship the Ostulti and ascend into the starlit sky, where you’ll attempt to kill the living dungeon that spawns the star-masks, and end their menace once and for all.

Dungeon Moon is the latest 13th Age Alliance organized play adventure, designed for characters of 9th and 10 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!

Dungeon Moon Monster Preview: Ghost Rider

13th-age-dungeon-moon-coverTheir faces are gaunt, their eyes are haunted, and their horses snort fire.

10th level wrecker [SPIRIT]

Initiative: +15

Burning hooves +15 vs. AC (1d3 engaged enemies)—20 thunder damage and 10 ongoing fire damage

Hit against an enemy taking ongoing fire damage from this attack already: The target becomes a valid target for burning whip.

[Only against valid targets (see burning hooves)] C: Burning whip +15 vs. AC (one nearby valid target)—60 fire damage.

Horse and rider: The riders can’t be separated from their steeds, nor vise-versa. They are as one, for better or worse.

Fear: While engaged with this creature, enemies that have 72 hp or fewer are dazed (-4 attack) and do not add the escalation die to their attacks.

Flight: Well, more of a running on air, really. They can gain altitude, but only by running forward.

Nastier specials

Endless skies: Adventurers who die in a fight that involves a ghost rider are doomed to join the great range in the sky. That means no resurrection, unless their friends can somehow rescue their soul.

Really scary: The fear threshold is now 120 hp.

AC 26

PD 20        HP 210

MD 24

Tides of Fate: Part 2

The magical ship Ostulti is a legend—created in a long-ago age, it’s a flying fortress able to ascend to the highest heavens where the living star-mask dungeons were long ago banished, and from which they have now returned. In order to reach the star-mask dungeon planet the Ostulti will be needed once again. The only problem? It was lost when the Wizard King fell.

Tides of Fate Part 2 is the latest 13th Age Alliance organized play adventure, designed for 8th level characters 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!

13th Age signing at PAX West this Friday

Rob Heinsoo, Jonathan Tweet, and Wade Rockett will be at Uncle’s Games PAX West booth on Friday, September 2nd between noon and 2:00! They’ll be happy to hear about your character’s One Unique Thing, and sign anything they’ve worked on: 13th Age, Shadowrun: Crossfire, the new Big Trouble in Little China card game, Grandmother Fish, and more.

 

13th Age at ValorCon Chicago Sept 30 – Oct 2

At least two GMs are set to run 13th Age at ValorCon: J. Michael Bestul, and General Ironicus of Six Feats Under.

Their games aren’t listed yet, but you can keep an eye on their profiles:

Play Report: Wild West Comics and Games

GM Carlo Aceytuno writes:

13th Age table at Wild West GamesSo Friday night i dropped off some 13th Age display items at Wild West Comics and Games – Arlington and on Saturday, they used them to set up a reserved table for the demo.

It worked! I got there early on Saturday and as soon as i arrived, I was already being pounced on with questions by players eager to start!

Some already reviewed the icon sheet I printed out and had relationship ideas in mind!

The demo ran about 3 hours and with a half-orc barbarian hero, a dwarven cleric with an unpredictable planar-travel sickness, and a halfing rogue who invented the only lockpick that can open any door (if only it worked).

The cleric accidentally plane-shifted into the half-orc tribe whose hero was destined to claim the an ancient Orc Lord artifact, while the rogue tagged a long to steal it for the Prince of Shadows.

A few Mooks, montages, Lizardmen, a monstrous boss, two rolls of 6s, the rogue decided to side with the Orc Lord, causing his Positive to change to Conflicted for the Prince of Shadows who won’t be pleased… but he earned the respect of the Orc Lord.

Tides of Fate Monster Preview: Squid-Shark

Large 8th level spoiler [BEAST]

Initiative: +10

Grinding maw +12 vs. AC (+14 vs AC if the target was just pulled into engagement with the shark immediately before this attack)—40 damage, and 12 ongoing damage

Natural even hit: As a free action, the squid-shark can make a second grinding maw attack against a different enemy with a –2 attack penalty. If it gets another natural even hit, it can make a third (and final) grinding maw attack against a different enemy with a –4 attack penalty as a free action.

[quick action, once per round] C: Thrashing tentacles +12 vs. AC (1d3 nearby enemies)—24 damage and the target is pulled into engagement with it

Natural even miss: The squid-shark pulls the target into engagement with it.

Land & sea: Squid-sharks can briefly emerge from water, but take a cumulative -1 penalty (-1, -2, -3, -4, -5, etc) to their attacks and defenses for each of their turns that start out of water until they are completely high and dry. Once they are back into the water the penalties go away.

AC 23

PD 21         HP 200

MD 17

Silver ENnie Winner 2016The Dragon Empire faces a terrifying threat from the skies in this FREE ENnie award winning 13th Age adventure by ASH LAW.

Fantasy adventure meets cosmic horror in the 13th Age Roleplaying Game, as the adventurers face strange beings banished to the stars in a previous age! Can they stop the creation of a portal that will bring more monsters from the stars into the Dragon Empire?

Race to Starport consists of six two-hour sessions (12 hours total run time) for characters of levels 1 to 4. There are two ways to get this free adventure:

star-thingMonster Preview: Star Things

 

Deviant, malevolent, octopus-like flying monsters from a dimension where space obeys different geometry. No one understands their language, but everyone can understand their squeals of glee when they kill and feed.

3rd level wrecker [ABERRATION]

Initiative: +8

Ripping tentacles +8 vs. AC—10 damage

Natural even hit: If the target is taking ongoing psychic damage, the attack deals +2d6 damage.

[Group ability] R: Warp-pulse +8 vs. PD (1d3 enemies in a group)—5 ongoing psychic damage

Natural 16–18: While the target is taking the ongoing psychic damage, it is dazed (–4 attacks).

Natural 19–20: While the target is taking the ongoing psychic damage, it is confused instead of dazed.

Group ability: For every two star things in the battle (round up), one of them can use warp-pulse once during the battle.

Limited flight: Star things flap and glide and hover, always within seven or eight feet of the ground. No one knows how that works.

AC 16

PD 12         HP 54

MD 15

Tides of Fate: Part 1

The Dragon Empire is under attack by strange creatures called star-masks, monsters that fall from the stars themselves. But if the legends are true, there’s a chance to take the fight to the enemy. The magical ship Ostulti, created in the age of the Wizard King, is a flying fortress that can ascend to the highest heavens. With it, one could reach the dungeon planet where the star-masks dwell. The only problem is that the Ostulti was lost when the Wizard King fell. Can the adventurers find it?

Tides of Fate Part 1 is June’s 13th Age Alliance organized play adventure, designed for 7th level characters 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!

13th Age at #Roll20Con

The nice folks at Roll20 invited us to run a game for charity at #Roll20Con, and we eagerly accepted. Online Organized Play Czar Aaron Roudabush GM’d a group consisting of Wade Rockett, Suzanne Wallace, Adam Koebel, and Tristarae. Check out the video below!

Tides of Fate Monster Preview: Crab of Death

Double-strength 6th level mook [BEAST]

Initiative: +6

Bone-crushing pincers +10 vs. AC (two attacks)—14 damage

  • Miss: 2d8 damage

Shell game: While staggered, if the crab of death doesn’t move on its turn it gains +2 AC.

Water breather: These crabs breathe underwater and swim very well.

Nastier specials

Sudden squatter: When an enemy wearing heavy armor misses with a melee attack against a crab of death and rolls a natural 1–5, the crab sheds its shell and climbs into the armor of that enemy. While sharing the armor the enemy takes 2d8 damage at the start of each of their turns. The only way to avoid this is to get out of the armor quick (usually a standard action) and try to kill the crab and retrieve the armor later, you can’t attack the crab while it is squirming around in armor that you are still wearing.

AC 22

PD 19  HP 36 (mook)

MD 14

Mook: Kill one crab of death mook for every 36 damage you deal to the mob.

Ironfire: Part 2

The dwarven city of Frostfire has a problem—raids by the Orc Lord have caused the Dwarf King to withdraw his troops from the area, and criminal gangs and cults are taking advantage of the opportunity. The Dwarf King has agreed to trade the meteorite that holds the key to stopping the pernicious star-mask menace, but only if the adventurers help restore the rule of law.

Ironfire Part 2 is the next organized play adventure, coming soon! 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!

13th Age at Evergreen Tabletop Expo

13th Age at ETX 2016Thanks to everyone who came out to play at ETX in Tacoma, WA this past weekend, and to our stellar volunteer GMs! On Saturday I got to run one session of our improvised two-hour demo, and was lucky enough to play in another demo.

In the first game, the world’s only half-elf was hunted by the evil Elf Queen, whose sinister plans were opposed by an unlikely alliance of the Priestess, High Druid, and Diabolist. In the second, a greedy wizard tried to loot the halls of the Dwarf King, accidentally giving free will to one of the dwarves’ forgeborn constructs and summoning a tiefling hellsinger—just before a pack of hungry ghouls emerged from the catacombs.

Ironfire 2 Monster Preview: Elder Bat-Shark

There is no upper limit to how large a shark-bat could grow; the only regulating factor is access to food.

Huge 5th level wrecker [BEAST]

Initiative: +11

Vulnerable: thunder

Bite and sever +10 vs. AC—55 damage

  • Crit: The target is either stuck and must move with the shark-bat and takes 15 ongoing damage (hard save ends all) OR loses a limb (target’s choice).

Scent of blood: The crit range for shark-bats expands by 1 for every staggered enemy or every staggered ally, whichever is higher.

Fly+Swim: Shark-bats can fly and swim with equal grace and speed, but are clumsy when forced to land.

AC 21

PD 19  HP 222

MD 15

Ironfire coverIronfire: Part 1

For months, strange meteorites have rained down on the Dragon Empire, bringing strange creatures known as star-masks: parasites that latch onto the faces of other beings and take over their minds and bodies. Now the Dwarf King has announced that he’s retrieved an intact meteorite and is willing to sell it to the highest bidder. Whoever uncovers the secrets of the star-masks will gain great power, so every icon has sent a delegation to bid for the meteorite—and your party is one of them.

Ironfire Part 1 is the next organized play adventure, coming soon! 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!

Icon Tokens and Dwarven Coins

cncoins_icontoken_emperorThe Campaign Coins 13th Age compatible Kickstarter was delayed a bit, but they’ve announced it will launch this week! They’re creating icon relationship tokens (green on one side for an advantage, red on the other for an advantage with complications) as well as dwarven tower coins. Follow 13th Age on Twitter, Facebook or Google+ where we’ll alert 13th Age fans as soon as the Kickstarter goes live.

Ironfire Monster Preview: Necromancer Mercenary

13th Age NecromancerThe icon delegations brought some muscle with them to this meeting. Here’s one of the hired toughs the PCs might go up against if the negotiations don’t go their employer’s way.

Necromancer Mercenary

4th level spoiler [HUMANOID]

Initiative: +7

C: Blasphemous shadows +8 vs. PD (1d3 nearby enemies)—10 ongoing negative energy damage, and the target is vulnerable (save ends both)

Natural even hit: The target is hampered (save ends).
Natural odd hit: The target is dazed (save ends).

Self-diminishing: The necromancer takes 2d6 holy damage for each creature it targets with this attack.

AC 19

PD 16  HP 60

MD 13

13th Age Alliance black bkgrnd

Into The Underworld 4: Eldwold Rises!

Into The Underworld: Eldwold Rises! is the fourth installment in the Underworld series. The adventurers have been tracking a gem that crashed into the underworld inside a meteorite—and now the gem has finally been located, in a malevolent living dungeon that’s has patterned itself after the now-ruined surface city of Eldwold. Into the Underworld: Eldwold Rises! is a 4th level 13th Age adventure in four two-hour sessions.

If you’re a 13th Age Monthly subscriber, download Into The Underworld from your Bookshelf. (RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly will include the new 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!

CC_KS_13thAge_Crusader-tokenIcon Tokens and Dwarven Coins Are Coming!

Of interest to the organized play community: Campaign Coins announced an upcoming 13th Age compatible Kickstarter on Twitter, to create icon relationship tokens (green on one side for an advantage, red on the other for an advantage with complications). They also plan to make dwarven tower coins, as described in the 13th Age core book. Keep an eye out for it on April 19.

Into The Underworld 4 Monster Preview: Dungeon-Abomination

When a living dungeon needs to spawn defenders in a hurry, the results are not pretty.

Dungeon-Abomination

This monster is barely holding itself together, liable to fall apart into its component parts at any moment. Hurriedly created by a newborn living dungeon to defend it, these horrors know only pain and rage.

3rd level wrecker [ABERRATION]

Initiative: +8

Each round roll 1d6 twice to discover what attacks dungeon-abominations have available:

  1. Antlers & hooves
  2. Tentacles
  3. Acid spit
  4. Beak
  5. Pick one of the above, but it is a quick action instead of a standard action
  6. Pick one of the above and the abomination takes 1d6 damage.

Antlers and hooves +6 vs. AC—8 damage
Natural even hit: 2 damage to each engaged enemy.

C: Tentacles +6 vs. AC (1d3 nearby enemies)—7 damage
Natural roll above target’s Strength: Target is pulled into engagement with the abomination.

C: Acid spit +6 vs. PD (one nearby or far away enemy)—5 ongoing acid damage

Beak +6 vs. AC—10 damage
Natural even hit: Make a fire breath attack as a quick action.

[special trigger] C: Fire breath +8 vs. PD (1d3 nearby enemies)—3 fire damage
Natural even hit: the fire damage is ongoing.

Nastier Specials

Sporadic flight: On rounds where the abomination rolls under the escalation die with one of its d6 rolls it can fly, though clumsily.

AC 19

PD 17  HP 50

MD 13

13th Age Alliance black bkgrnd

Game Masters Still Needed for Gen Con! And Other Cons!

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!

Download Into The Underworld 3: Among The Dead

Into The Underworld: Among The Dead is the third installment in the Underworld series. The adventurers quest ever downward: over dark seas, across bone deserts, through graveyards of dead gods, and into hell itself! Into the Underworld: Among The Dead is a 3rd level 13th Age adventure in four two-hour sessions that includes a PC class written up as a monstrous foe: the dark elf necromancer.

If you’re a 13th Age Monthly subscriber, download Into The Underworld from your Bookshelf. (RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly will include the new organized play adventures.)

13th Age at UK D&D Tweetup

One of our fantastic volunteer GMs will run 13th Age at this year’s UK D&D Tweetup March 12th at The Dice Cup in Nottingham. Also, Pelgrane Press donated £100 worth of products to the raffle! Tickets are sold out for the event, but check the @UKDNDTweetup Twitter account for pictures and video.

Into The Underworld 3 Monster Preview: Hook Scuttler

13th Age hook scuttlerScorpion? Mantis? Giant beetle? Disturbing nightmare thing? Yes, all mushed together and as big as your barbarian friend.

Hook Scuttler

2nd level blocker [BEAST]

Initiative: +5

Claws and mandibles +7 vs. AC—8 damage

Spiky bits: When a hook scuttler moves to engage an enemy it wasn’t engaged with at the start of its turn, that enemy takes 1d6 damage. When an enemy tries to disengage from the hook scuttler and fails, it takes 1d6 damage.

Nastier Specials

Corpse eater: When a nearby enemy drops to 0 hit points or below in the battle, the hook scuttler will ignore other enemies and move to attack that unconscious enemy until that enemy is dead.

AC 20

PD 15   HP 30

MD 14

13th Age Alliance black bkgrnd

Game Masters Needed for Gen Con

It’s time to submit events for Gen Con Indy 2016, and once again we plan to run tons of organized play sessions! If you want to join our crew as a volunteer GM, email cat@pelgranepress.com with your name, contact info, and days/hours you’re available at the show. Hope to see you there!

Download Into The Underworld 2: Lost In The Dark

The third adventure in Season 2 is available for 13th Age Alliance GMs! Into The Underworld is a 2nd level 13th Age adventure in four two-hour sessions, continuing the PCs’ adventure in the realms below the Dragon Empire. They’ll explore the City of Silver Webs, and sail the Demon-Queen’s ship across a sunless sea to a pale shore that might be the land of the dead….

Into The Underworld 2 includes a random encounter table for the underworld with a haunted skull, cave orcs, Dredge-tribe kobolds, and azer pirates.

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 The Rest of Season Two

Like what you’ve seen so far? Well, if you want the rest of Season Two, just subscribe to 13th Age Monthly and you’ll get ALL of Season Two as a free add-on. Plus you’ll get new 13th Age stuff every month, such as the Crusader’s dreaded elite strike force, a race of waking stones, rules for player characters’ home bases, and much more.

Into The Underworld 2 Monster Preview: Cave Croaker

Looking like rock-skinned toads, these ambush predators use their long sticky tongues to snatch travelers of paths through caverns and pull them up to their ceiling roosts.

Whichever adventurer is walking in the front must make a wisdom-based skill check:

Noticing the piles of bones before the cave croakers strike: DC 20. If the lead adventurer fails the skill check two cave croakers get a free attack against the party before initiative is rolled

Cave Croaker

3rd level spoiler [BEAST]

Initiative: +10

Kick +8 vs. AC—8 damage

Natural even hit or miss: the cave croaker pops free and bounces away.

C: Sticky tongue +8 vs. AC (one nearby or far away enemy)—10 damage OR the target loses their headgear

Target took damage and the natural roll was above their Strength: The target is pulled into engagement with the cave-croaker. If the cave croaker is on the ceiling then the target and cave croaker fall after moving, the target taking 2d6 damage.

Echolo-croak-ation: Cave croakers can see in the dark by croaking, though doing so gives away their position too.

Wall-crawler: A cave croaker can climb on ceilings and walls as easily as it moves on the ground.

Nastier Specials

Stickier tongue: If the cave croaker’s natural roll was above the target’s Constitution then the target takes an extra 1d6 damage as a patch of their face or scalp is ripped clean off!

Rocky skin: The cave croaker takes only half damage from attacks that are natural 1-5s.

AC 19

PD 17    HP 45

MD 13

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