13th Age logo t-shirtThanks to everyone who sent in their fun 13th Age t-shirt slogan ideas! Rob Heinsoo and I read and discussed them, and together we chose our three favorites.

Grand Prize goes to Tim Baker: “Well, that escalated quickly.”

Second and Third Place go to Michael Keon:
“Ask me how 3 + 4 equals 13”
“I got eaten by the Stone Thief, and all I got was this lousy t-shirt”

Tim, Michael, keep an eye on your email inboxes—we’ll be sending you credit to use at the Pelgrane Press merch store!

Pelgrane Press has a new merchandise store, and soon you’ll be able to buy 13th Age merch there! Hurrah! To celebrate the store’s launch, we’re running a 13th Age t-shirt slogan competition:

  • Email your cleverest, funniest, and/or most badass 13th Age t-shirt slogan ideas to support@pelgranepress.com with the subject line “13th Age t-shirt competition”.
  • Only one entry per person: You can send us as many slogan ideas as you want, but they have to all be in one email.
  • Deadline for entries is 11:59 p.m. Pacific Time (GMT -7) on July 21, 2019
  • Each slogan must be 50 characters or less (not counting spaces).
  • You can submit slogans related to the 13th Age RPG in general, any of the 13 icons in the core book, and the 13th Age Alliance organized play program. Slogans that could be used for any d20-rolling fantasy RPG, not just 13th Age, are much less likely to be chosen as winners. (For example, slogans about traditional character classes and races, classic mechanics such as rolling for initiative, non-living dungeons, the joys of looting treasure, etc.)
  • The actual t-shirt designs only have images and text on the front, but for this contest, you can feel free to send us front-and-back slogans.
  • All entries to this competition become the property of Pelgrane Press.
  • After the July 21st deadline, the judges will evaluate the entries and award prizes as follows:
    • GRAND PRIZE: A $20 credit at the Pelgrane Press merchandise store
    • SECOND PRIZE: A $10 credit at the Pelgrane Press merchandise store
    • THIRD PRIZE: A $5 credit at the Pelgrane Press merchandise store
  • Winners will be announced in the August See Page XX newsletter.

We look forward to seeing your ideas!


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. 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. Purchase 13th Age in print and PDF at the Pelgrane Shop.

We are pleased to announce the winners of the Cthulhu Confidential Competition.  We asked:

So, tell us who you’d One-2-One with and why in under 100 words (or 140 characters on Twitter), and our judges will choose winners to receive a signed, numbered, leatherbound, limited edition copy of Cthulhu Confidential.

Our winners are: Yohann Delalande, Tim Isakson and Darren Miguez. Congratulations! Please contact us at support@pelgranepress.zendesk.com with your shipping address.

Chris Spivey, creator of Langston Wright, selected Yohann Delalande’s entry.

“I would love to play with Takeshi Kovacs from the Altered Carbon novels. The whole resleeving dimension of this setting would sure help create and give some interesting Edges and Drawbacks, but more importantly, the line between friends and foes would be really blurred because of the regular changes of bodies and the digitized memories. Besides, that could give way to some interesting emotionally charged scenes where all the signals could be misleading.

Ruth Tillman, creator of ace reporter Vivian Sinclair said “I was most intrigued by Tim Isakson’s suggestion of Miles Naismith Vorkosigan. He’s a fantastic character in a really fun space opera universe and because he’s got a disability, he has to do a lot of different kinds of thinking and investigation. I could immediately see playing with him or playing as him!”

Robin D Laws, who wrote Cthuhlu Confidential and hardboiled detective Dex Raymond, selected Darren Miguez’s entry – Le Compte de St. Germain

Le Compte de St. Germain – an immortal investigator in a set of 3+ connected smaller mysteries that span centuries would be cool. Enigmatic St. Germain has his own secrets to deal with, reflected as Edge/Problem cards, plus alchemical/theosophical/weird science skills chosen when you “build your St. Germain”. I’d enjoy starting off investigating a Mythos case in the court of Louis XV, then moving ahead to a new case in the tail end of the French Revolution, concluding in WWI or II. What might bind these cases together into one larger adventure, impacted by prior choices of St. Germain?

This competition is now closed. Answers will be announced in March’s Page XX

Win one of three signed limited editions of Cthulhu Confidential!

GUMSHOE One-2-One is designed for a GM and one player who investigates Mythos mysteries solo. We want to know which fictional character YOU would most like to star as in a One-2-One adventure!

So, tell us who you’d One-2-One with and why in under 100 words (or 140 characters on Twitter), and our judges will choose winners to receive a signed, numbered, leatherbound, limited edition copy of Cthulhu Confidential.

We asked the Pelgranistas—as well as some friends of Pelgrane—which characters they’d most like to have a GUMSHOE One-2-One with. You can read their answers here for inspiration.

You can enter in one or more of the following places:

  • Post in the comments below.  Be sure to include your email address. Comments are moderated, so your idea might be have been pipped by someone else, even though you can’t see it.
  • Post in the comments on this thread on Facebook
  • Tweet with the hashtag #MyOne2One.


  1. You can enter once on each channel, as long as each answer is a different character.
  2. If there are duplicate characters in each channel, or across channels, any submissions after the first will not be considered.
  3. The competition will close on 28th February 2017.
  4. Additional rules for Pelgrane Press competitions can be found here.

                                      Photo by JR Korpa on Unsplash

by Yohann Delalande

[Editor’s Note: Yohann ran the the One Sheet GUMSHOE competition on RPG Geek, which had an extraordinary 18 entries. Congratulations to all the entrants! You can download all the entries here.]

One of the recurring obstacles every GM has met at least once concerns time vs preparation work. After all, it is usually considered that a good session relies heavily on the amount of details they have gathered upstream in order to create an engaging plot.

However, one among many of the advantages the GUMSHOE system offers to any GMs lies on its flexibility and versatility. As we can see with sandboxy campaigns like The Armitage Files for Trail of Cthulhu and The Dracula Dossier for Night’s Black Agents, most of the investigative work is done in-game, by the players themselves, thus lifting some of the prep work off the GM’s shoulders.

So, what about reducing all that prep work to make an adventure that would be easy and ready to run in a 10-minute read, especially in configurations like pick-up games or con games?

This is actually the idea behind Gareth Ryder-Hanrahan’s adventure The Haunting and Robin Laws’ The Frosh Week.

So when Simon Rogers asked me if I’d be interested in running a new contest on RPG Geek, I immediately saw how useful a handful of new scenarios would be for GUMSHOE GMs like me.

However, it turned out that the handful I expected became a score of amazing submissions sent to the RPG Geek One Sheet GUMSHOE Contest 2015. The instructions were simple: write a two-page adventure for the GUMSHOE game of your choice and send it to the contest organizer. Then when the time comes, cast your vote.

And among our 18 submissions, three really stood out:

  • Our 1st place winner: The Keepers of the Woods, written by Frederick Foulds, for Trail of Cthulhu. This murder mystery in a Devonshire village will lead the investigators to the discovery of a cult worshipping an ancient god.
  • Our 2nd place winner: The Barreville Flap, written by Michael Grasso, for Moon Dust Men. In the town of Barreville, Montana, strange UFO sightings prompts agents of Project Moon Dust to collect intelligence and technologies, but also to disinform its inhabitants.
  • Our 3rd place winner: Monster Squad Control, written by Tom McGrenery, for the GUMSHOE SRD. Monster Squad is an internet-based monster hunting start-up with control room administrators (the players) working from home while their agent (the GM), is on the field doing all the dirty work.

However, I would also like to highlight the fantastic quality of the other 15 submissions which truly deserve some praise – you can find the whole list here (registration to RPG Geek is 100% free).

Obviously, we at RPG Geek, would all love to see you read, run, play, enjoy, and comment all the submissions that catch your interest. But most importantly, we really hope they will incite you to write your own One Sheet GUMSHOE adventure and share them with us.

Now it is your turn to amaze us and enthrall us with your own trail of clues.

You can download all the entries here.

Heroes in the Dark have asked us if Trail of Cthulhu entries can be considered as well as entries forCthulhu Dark, and I was happy to agree.

Submit the scenario with the subject line “Horrors in the Dark Scenario Submission” by email to heroesinthedark@gmail.com, with a return receipt to ensure delivery. If the file is too big to be emailed, send the email, but submit instead a link to the file using a file hosting service like dropbox, rapidshare, or a similar service.

There will be prizes:

1st*place: $100, plus copy of the deluxe hardcover version of the book.

2nd*place: $50, plus copy of trade paperback version of the book.

3rd*place: $25, plus copy of trade paperback version of the book.

4th*and 5th*place: honorable mentions in the book.

Payment will be issued via paypal. If paypal is not an option, we will work out an alternative payment method.

The winners will be chosen one month from the end of the kickstarter, and the results will be emailed to those who submitted as well as posted on the heroesinthedark.org website. The kickstarter should be well underway by the deadline for submissions.

The five top scenarios, as well as any deemed of high enough quality, will be put into our Lovecraftian Art and Gaming book that is being produced to fund the building of a small recording studio for our registered nonprofit, Heroes in the Dark, llc. Heroes in the Dark is a registered nonprofit in the state of South Carolina. Heroes in the Dark has a simple mission: to produce audio interpretations of classic comic books for the enjoyment of blind and sight-impaired persons. Submitting a scenario grants us permission to reprint the scenarios for fundraising purposes, but grants us no ownership of the works submitted for the contest. Reprint rights expire 2 years after the end of the contest. Reprint rights extend past that date for publications created in that time period, but no new publications may be created using the scenarios past that time, unless permission is granted by the individual authors.

If you are a game designer with products for sale, this would be an excellent way to publicize them. All persons submitting material will have their name, contact information, and links to their products clearly noted in the book. It is our wish to extend the exposure we gain in the fundraising campaign back to you.

Theme:*The theme is broad…Lovecraftian. There is a lot of wiggle room here.

Submission:*Submit your game by midnight June 15th, 2012. You may resubmit a replacement for your submission if you decide to revise. You may enter more than once, but no more than three times. If you miss the deadline, don’t worry. We will be running this contest again in the fall. We hope to do it quarterly until the studio is funded, and afterwards if the exercise proves to be enjoyable! Games should be submitted in PDF format if possible. If not, contact me, and we will sort out a workaround.

Rule on Length:
The main text of your game should be 10,000 words or less, but you may also include additional materials in the form of maps, diagrams, play sheets, pertinent public domain or writer-owned photographs, etc. This is to allow you time to improve on your initial idea, and distill it down to a tightly written concept. There will be no formal word count. Just make sure you don’t exceed the word limit by more than 10% because space in the book is at a premium.

Rule on Intellectual Property
It is the designer’s responsibility to deal with all rights-related issues. Including excerpts from public domain or open source content is fine, as long as it’s cited. We will reserve the right to remove content whose ownership is in question, but this removal will be discussed with the writer beforehand. If there is a glaring issue that needs to be addressed, I will ask for a revision before the rounds of polling are conducted.

Who Picks the Winners?
I will do an initial review to make sure that are no issues with legality, copyright, or obscenity. From there, I will submit the choices to the reviewers. The reviewers will consist of people who purchased the reward that allowed them to be involved in the picking of the winners. A poll will be conducted to pick the top 5 entries, and a second poll will select the top 3 for the final prize award. Please include a short paragraph pleading your case. Tell us why YOUR submission should be the winner. Extoll its virtues. Gush. Make sure we don’t miss the clever intricacies of your though process.

What Happens to the Scenarios that are not Picked?
Non-winning and winning scenarios alike are considered property of the individual writer. The submission of these scenarios is considered permission, present and future, for Heroes in the dark to publish for fundraising purposes. Funding our studio build is ultimately the point of this exercise.

But you missed something!
If I missed something, please let me know so that I can revise the guidelines.

13th Age includes powerful icons – NPCs PCs will aid or oppose over the course of each campaign. We include a summary of the icons here so you can vote for your favourite, and The High Druid, an example icon.

The competition is quite simple. When you play 13th Age, we want you to make the campaign world unique to you. Using the format provided in The High Druid, between 500-700 words, devise a new icon who would fit into your version of the pantheon.

Email your entry to Beth before 1st June 2012 with “13th Age Competition” in the subject line. Your entry is subject to the competition terms and conditions.

The winner will receive the pre-order version and limited edition version of 13th Age.



Please read these competition rules carefully. If you enter one of our competitions, we will assume that you have read these rules and that you agree to them.

1. To enter a competition you must be 18 years old or over at the time of entry.

2. No purchase necessary.

3. Only one entry per person.

4. Sending an e-mail is not proof that we have received your entry. No responsibility can be accepted for entries that are lost or delayed, or which are not received for any reason.

4. The winner(s) will be the entrant(s) whose submission is selected to be the best of the entries by the judges.

5. The closing date is as specified in each competition, and Pelgrane Press reserves the right to amend the competition end date at any time.

6. If you win a competition, we will notify you by  e-mail. The judges’ decision will be final.

7. By entering the competition you agree to allow us to release you work under a creative commons license.

8. The prize will not be transferable to another person.

9. No part of a prize is exchangeable for cash or any other prize.

10. If an advertised prize is not available, we reserve the right to offer an alternative prize of equal or greater value.

11. Incorrectly completed entries will be disqualified.

12. This competition is being run by Pelgrane Press Ltd.

13. We will not send you marketing information or pass your email on except as is necessary to judge the competition.

14. Pelgrane Press reserves the right to amend these rules at any time. Pelgrane Press may also create rules which will apply to a specific competition only. If we do this we will publish the amended competition rules and/or specific competition rules on the relevant competition page.

15. Pelgrane Press will endeavour to send prizes within a month of the competition end date but cannot guarantee this delivery time.

In December’s Page XX we launched a competition to desgin your own Night’s Black Agents conspiracy using the Conspyramid. The section on Conspiracies starts at page 155 of Night’s Black Agents but we have included the Conspyramid information below. We’ve had a number of fantastic entries but we want more. Here are the rules –

The Rules

You have to design your own conspiracy using this blank Conspyramid.  Include a brief (200 word) summary of the conspiracy.

  1. Only one entry per person
  2. Your work must be original
  3. You must include your name and address in the entry
  4. You agree to allow us to make your work availble for non-commercial use
  5. We may use your entry for publicity, but you can remain anonymous if you wish.

Entries must be received by Friday 17th February 2012. Entries received after this date will not be eligible. Entries should be emailed as a PDF attachment.


First place will receive a Night’s Black Agents Limited Edition when it is released next year or a $100 in Pelgrane Vouchers. Two runners up will have an NPC immortalised in the forthcoming series of adventures, The Zalozhniy Sanction or $20 in vouchers.

For more details and information on the Conspyramid, click here.

The Stir Crazy Killing

The Mutant City Blues Competition

The MCB competition is now over, and you can find the solution and winners here. You can still try it out, of course!

Contest Intro

The phone rings at the Heightened Crimes Investigation Unit—or HC, as cops like you call it. As the next officer in the rotation, you catch the case. It’s a possible homicide—some big-time television guy. That’s the first thing you ascertain. The second question, as always: what’s the mutant angle?

The HC handles major crimes involving the mutant community. Under that umbrella you get crimes possibly perpetrated by gene-expressives (to use the PC terminology), as well as crimes perpetrated on them. Also you get cases that might impact the delicate politics between the community and the 99% of the population that doesn’t possess low-grade super powers.

As an HCIU detective, you don’t need to be reminded of the backstory. You live it every day. Ten years ago, the Sudden Mutation Event (SME) occurred. That’s when people began to spontaneously manifest extraordinary abilities—controlling flame, reading minds, spitting venom. A select few are considered so dangerous that those having them have to register with the government, in a provision known as Article 18.

Early on, a small handful of people who manifested mutant powers did as pop culture had programmed them to do—they donned weirdo costumes and went to to fight or commit crimes. Most, however, went on about their daily lives. That’s how it still is, ten years on. Some people remain in the closet about their weird abilities. Others use them as job qualifications, serving as, for example, super-healing doctors, ultra-strong construction workers, or fabricators of faux-gold for industrial use.

Nobody got sent to a concentration camp—not in the developed world, at least—but mutants had to fight for their rights in the face of fear and prejudice. Pressure from the mutant rights movement led to the creation of the HCIU, giving mutants an integral role in the prosecution of cases relevant to their lives. Not to mention, when the perps can toss around fire balls or control gravity, it helps to have arresting officers who can match them power for power.

Getting into another genetically heightened rumble is the last thing on your mind as you head out to the crime scene. You drive your department-issue vehicle to a newly redeveloped industrial district tucked into one of the city’s less desirable residential neighborhoods. The particular address you’ve been given leads you to a studio complex for the production of movies and TV shows. Across its anonymous brick facade hangs a polyvinyl banner advertising a reality show called STIR CRAZY—MUTANT EDITION.

Uniformed officers await you at the studio front door. They lead you to the crime scene, where the sprawled body of the vic still lies. They’ve conducted interviews with everyone in the building and have statements ready for your review. The forensic photographer has taken photos of the scene. Medical examiner Mads Jensen is on site to mournfully run down the apparent cause of death. The police forensic services unit has dispatched hipster tech dude Ed “the Ted” Riley to examine the physical evidence. Their computer techie, Mariya Zolotukhin , has something to tell you about the system that controlled the house’s automatic cameras.

You’ve got what you need to solve the case. Now go. The squad’s clearance rate depends on it.


Here’s what you have to go on:

The contestant who compiles a preliminary theory of the case closest to what actually happened is declared the winner.

A web contest, naturally, plays differently than an RPG session. In an actual game of Mutant City Blues, you and your fellow players would more than just come up with a working theory. You’d confirm it by gathering further information, continuing until you secured a confession or conviction. Chances are that you’ll blow throw several working theories as you gather new clues, ruling possibilities in and out as you progress through the investigation.

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