Fallen icons, apocalyptic fire giants, and a purple dragon who throws the best parties: welcome to 13th Age Bestiary 2!

More than 250 individual stat blocks appear in 51  entries, along with with story hooks, icon relationships, customizable campaign variants, and advice on creating exciting battles.

New monsters for your campaign include:

  • The Gold King and the Forest that Walks, fallen icons who must be defeated by a blend of swords, spells, and campaign victories.
  • A wizard bonded to their spellbook, a rogue bonded to their magic cloak, and other former heroes who took shortcuts to power by merging with their magic items.
  • The Lich King’s covert undead propaganda force: the Cult of the Silver Hand.
  • Fomorians, monstrous worshipers and children of the ancient chaos gods.
  • Malatyne, the purple dragon whose entertainments are legendary—and the player characters might be the main attraction…
  • Lions (temple); tigers (elemental and rakshasa); and owlbears (snowy and great horned).

Plus an appendix on using these monsters when playing 13th Age in Glorantha!

Lead Designers: Rob Heinsoo, ASH LAW

Developer: Rob Heinsoo

Art Direction: Rob Heinsoo, Cathriona Tobin

Interior Art: Rich Longmore, Ania Kryczkowska, Aaron McConnell, Lee Moyer, Patricia Smith, Naomi VanDoren

Authors: Liz Argall, Paul Fanning, Jaym Gates, Gareth Ryder-Hanrahan, Lynne Hardy, Rob Heinsoo, ASH LAW, Cal Moore, Carrie Rasmussen-Law, Wade Rockett, Aaron Roudabush, Michael E. Shea, Ruth Tillman, Jonathan Tweet, Steven Warzeha, Emily Westfall

Product code: PEL13A14

Pages: 304pg, hardback, full colour

Buy now

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

Buy now

 

 

 

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

Buy now

 

 

ROB_tile I’ve been looking through old design files, finding interesting mechanics that we never got around to exploiting, and passages of writing that dropped through the cracks through no faults of their own. Here’s one such passage, an introductory paragraph that Jonathan must have written back when the druid was going to appear in the core book instead of waiting for its star turn in 13 True Ways. It’s often hard to tell whether Jonathan or I have written a section, even for us, but I’m pretty sure this was written by Jonathan because of the passage’s ironic parallelism, because I never highlight words using underlines, and because I would have used the word ‘rumors’ at the end instead of ‘fable.’ Three clues!

If you compare this passage to what we eventually published in 13 True Ways, you’ll see that our thinking progressed towards a storyline in which the resurgence of the High Druid was making druidical magic and the power of nature something that even folks in “more civilized lands” would have to think about very soon, if not yesterday.

 

Druid

The world isn’t just ruled by the forces of nature, the world _is_ the forces of nature. Druids devote themselves to these forces. On one hand, the forces compel the druids, pushing or drawing them along unknown paths. On the other, the druids use these forces to compel, heal, or destroy others. For druids, this means giving up mere individuality for a truer selfhood, tied flesh and bone to the natural world. In some places, especially in forgotten valleys far from the imperial highways, druids are the priests rather than clerics. In more civilized lands, druids are rarities, subjects of curiosity and fable.

 

ROB_tileInspired by the new rune narration mechanics in the upcoming 13th Age in Glorantha book, I’m experimenting with a twist on the icon relationship rules in my Dragon Empire 13th Age campaign.

As before, a roll of a 5 or a 6 on the six-sider gains an icon relationship advantage. But in this campaign, the 5 and the 6 are pretty much the same, and it’s usually up to the player to say they want to use the advantage and suggest how it’s being used.

Instead of 5 always being a complication, I roll for a possible complication when the player uses the icon relationship advantage, normally after the player has said what they’re hoping to get out of it. I roll a d20—on a 1-5, there’s a complication, and I get to tweak the story and make it interesting.

Since I’m using the new icon tiles from Campaign Coins, the players usually keep the green side up in front of them to show they have an icon relationship waiting to be used. If they end up rolling a complication and I feel like hanging on to it, keeping it poised for later use, I tell them to turn the tile over to its red side.

I like this mechanical tweak because the complication comes as a dramatic twist, not as a definite consequence of using the icon relationship advantage. We’ll see how it goes.

17_Gladiators front cover_350In the Dragon Empire, the imperial city of Axis is the hub of civilization—but even there, the barbaric spectacle of bloody arena combat draws cheering crowds. Who among the gladiators will ascend to fame and glory today, and who will fall?

Here you’ll find notes on gladiatorial armor, dragon patrons, crest-taking, staged holy wars, Dragon Empire gladiators as they compare to Roman Empire gladiators, the Lich King’s arenas, and other surprises involving war sports. By Rob Heinsoo.

Gladiators is the fifth 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 #: PEL13AM19D Author: Rob Heinsoo
Artist: Rich Longmore Type: 9-page PDF

Buy now

 

13th Age Monthly PhoenixPhoenixes are more than a symbol—they seem functionally immortal, though there may be years or decades or even centuries between some rebirths. Rob Heinsoo and ASH LAW bring these fiery elementals to 13th Age, with writeups for the flamebird phoenix, resurgent phoenix, void phoenix, and solar phoenix. You’ll also find phoenix-themed magic items, adventure hooks, and more!

Phoenix is the second 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 2015 Free RPG Day adventure Swords Against the Dead!

 

Stock #: PEL13AM16D Author: ASH LAW, Rob Heinsoo
Artist: Patricia Smith Type: 10-page PDF

Buy now

Rakshasas Reavers cover_350

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.

Rakshasas & Reavers is the first 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 #: PEL13AM15D Author: Rob Heinsoo, Jonathan Tweet
Artist: Lee Moyer, Aaron McConnell Type: 11-page PDF

Buy now

13MonthlyLogo_250

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

Buy now

Image1High Magic & Low Cunning: Battle Scenes for Five Icons is the final volume in the Battle Scenes Series.

The Battle Scenes books are independent collections of icon-themed encounters for the 13th Age Roleplaying Game  at all levels of play, packed with dangerous hand-picked foes on terrifying terrain.

Less prep, more play!

High Magic & Low Cunning: Battle Scenes for Five Icons brings you 45 challenging and memorable sets of battles, against enemies connected to the Orc Lord, Prince of Shadows, Archmage, High Druid, and The Three. Drop these fights into your game at every tier of play from adventurer to epic, and bring them to life with gorgeous maps by our expert cartographers.

With High Magic & Low Cunning, you can:

  • Give the PCs compelling reasons to fight based on their icon relationships, their stories, and your campaign
  • Pit them against NPCs and monsters whose icon connections make them meaningful opponents—not just random foes
  • Use traps and terrain to provide a challenging environment with opportunities for clever tactics
  • Unleash all-new monsters on the PCs, along with new magic items to wield in battle.
  • Easily adjust battles to make them easier, or harder
  • Use the provided storylines to link each battle to the ones that come after, taking the PCs from one full heal-up to the next using only the battles in the set – with room to expand on these stories to fill multiple sessions of gameplay.

From a white-knuckle white-water ride past orcish hordes, to abseiling kobolds and a perilous magical cloud fortress, High Magic & Low Cunning takes your players on an unforgettable journey to adventure.

The digital download includes “The Wizard’s Gifts”, a bonus scene that’s not in the printed book. You can also get the complete set of High Magic & Low Cunning printed color maps in the High Magic & Low Cunning Map Folio.

The enemy awaits. Are your heroes ready?

 

Stock #: PEL13A11 Author: Cal Moore
Artwork: Patricia Smith, Rich Longmore Developer: Rob Heinsoo
Cartographers: Pär Lindström , Gill Pearce, Ralf Schemmann Type: 192 page monochrome perfect bound book

Buy now

Previous Entries