Due to popular demand, we’re excited to release the 13th Age Quickstart Rules!

This quickstart document includes the rules and advice you’ll need to run or play a game or three of 13th Age Roleplaying Game. You’ll also need a couple of other things: an introductory adventure, pre-generated characters, and some d20s, d8s, and other dice.

Our adventures Crown of Axis and The Strangling Sea were written with first-time players in mind. Using the rules in this Quick Start, you should have everything you need to run them. If you want to browse other free adventures, the 13th Age Resources page has a number of adventures to choose from. None are as deliberately beginner-friendly as Crown of Axis, but the Free RPG Day adventure Make Your Own Luck by Gareth Ryder-Hanrahan is intended to be played by newcomers. (Make Your Own Luck also includes a less-polished version of the rules summary in the quickstart. Use the version in the quickstart!)

If you’re inspired to pay a bit more money, there’s a good short intro adventure at the back of the 13th Age core rulebook.

You can choose from a wide variety of low-level pre-generated characters on the 13th Age Resources page.

Download the 13th Age Quickstart Rules now

Crown of Axis

The arena officially opens in a month! In the next Page XX, you’ll have the opportunity to purchase Wade Rockett’s PDF-only intro adventure. It’s in the middle of layout now and has been slotted into the schedule as Pelgrane’s March 1st release.

Until then we leave you with Simone Bannach’s illo of spirit-aided oratory from a noble of House Emberhill, dedicated to restoring Axis’ glory one decaying arena at a time.

Drakkenhall: City of Monsters

Art is complete. I’d say design is complete except that J-M DeFoggi and Liz Argall came up with some new monsters to add while J-M is finishing development work on other chapters. J-M is working on his last development pass, the next step will be teaming up with me to handle final math and storytelling questions. We aim to turn the Drakkenhall sourcebook over to the editor the first week of March. I’m not sure when it will be out of editing and into layout.

Simone Bannach gets the art preview again, this time from a couple of the citizen-monsters who give the city its epithet.

Gareth’s New Book

Cat has turned Gareth Ryder-Hanrahan loose to work on his new 13th Age adventure. We’ve learned that when Gareth is unleashed, he soon returns home with a thick manuscript held between his jaws. So we’re not entirely certain that this wicked new adventure will be slipping into the schedule in this position, but we wouldn’t be surprised. Nor would we be upset, because it would be nice to publish an adventure in between two sourcebooks.

Behemoths: Paths of the Koru

Authors are working on their second drafts. Art hasn’t been commissioned and development hasn’t begun, so this sourcebook is still a ways off. We’ll find out soon whether it moves up the schedule or down.

Icon Followers

I’ve done less work on Icon Followers than expected, which sees it moving to later in the year. Playtesting of the pieces that are finished has gone well, and regular contributors including Cal Moore, J-M DeFoggi, and Liz Argall have been adding exciting bits, so I expect to announce this Bestiary of NPCs’ next steps later this year.

Speaking of announcements/heralds, that’s the flute and quill symbol of the Axis Bardic College, a touch added by ASH LAW and illustrated by Aaron McConnell.

[[Crown of Axis cover by Aaron McConnell and Lee Moyer, Drakkenhall cover by Roena I. Rosenberger]]

When asked for his top GMing tip, Rob would normally make a Faustian bargain. Instead he reaches for a technique he has adopted relatively late in his d20-rolling career.


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

Beat the scores of our top single or team contestants as our Virtual Pub Quiz unleashes fiendish questions from Robin D. Laws, Kenneth Hite, Rob Heinsoo, Gareth Ryder-Hanrahan, Cat Tobin, and Wade Rockett.

Is that dolphin charismatic or sinister? Grab a glass, virtual or actual, and find out.

13th Age designer Rob Heinsoo takes you on a tour of the monsters he has known and loved throughout his gaming career, before finally naming on a particularly powerful and clever adversary as his favorite monster.


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

In a virtual version of their popular 13th Age Monster Design Workshop, Rob Heinsoo, ASH LAW and Wade Rockett explore principles of F20 monster design and, based on audience suggestions, spitball a joy-eating fungal threat.


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

You won’t guess Rob Heinsoo’s favorite GUMSHOE ability, but you will find it deeply Heinsovian.


GUMSHOE is the groundbreaking investigative roleplaying system by Robin D. Laws that shifts the focus of play away from finding clues (or worse, not finding them), and toward interpreting clues, solving mysteries and moving the action forward. GUMSHOE powers many Pelgrane Press games, including Trail of Cthulhu, Night’s Black Agents, Esoterrorists, Ashen Stars, Mutant City Blues and Fear Itself. Learn more about how to run GUMSHOE games, and download the GUMSHOE System Reference Document to make your own GUMSHOE products under the Creative Commons 3.0 Attribution Unported License.

Stone Skin Press Shotguns v. Cthulhu

Pulse-pounding action meets cosmic horror in this exciting collection from the rising stars of the New Cthulhuiana.

Steel your nerves, reach into your weapons locker, and tie tight your running shoes as humanity takes up arms against the monsters and gods of H. P. Lovecraft’s Cthulhu Mythos. Grab your pistols, your knives, your gearpunk grenades. Confront deep ones, mi-go, and flying polyps. Fight in the past, present and future, from the birth of the shotgun to the end of the world. Escape by car, carriage, and hot air balloon.

Above all, remember to count your bullets…you may need the last one for yourself.

Relentlessly hurtling you into madness and danger are:

Natania BARRON • Steve DEMPSEY • Dennis DETWILLER
Larry DiTILLIO • Chad FIFER • A. Scott GLANCY
Dave GROSS • Dan HARMS • Rob HEINSOO
Kenneth HITE • Chris LACKEY • Robin D. LAWS
Nick MAMATAS • Ekaterina SEDIA • Kyla WARD

 
Cover & interior illustrations by Jason Morningstar.
 
ISBN-13:    9781908983015
Format:     B Format – 198x129mm
Binding:    Paperback
Extent:     282 pages
Ebook:    PDF, EPUB, MOBI included with print book

 
This title, and all other Stone Skin Press titles, are available together in the Stone Skin Press Complete Bundle. This is also available in the Lovecraft Fiction Bundle.
 
Buy print edition now
 
Buy PDF, EPUB, MOBI now

Stone Skin Press The Lion and The Aardvark

These confusing times of Internet trolls, one-percenters, toxic fame, and impending singularity cry out for clarity—the clarity found in Aesop’s 2,500 year old fables.

70 writers from across the creative spectrum bring their modern sensibilities to this classic format. Zombies, dog-men and robot wasps mingle with cats, coyotes and cockroaches. Parables ranging from the punchy to the evocative, the wry to the disturbing, explore eternal human foibles, as displaced onto lemmings, trout, and racing cars. But beware— in these terse explorations of desire, envy, and power, certitude isn’t always as clear as it looks.

The full and phenomenal extent of the writers:

Peter M. BALL * Robert Jackson BENNETT * Jason L. BLAIR

Emily Care BOSS * Nadia BULKIN * Jesse BULLINGTON * Susannah DAINOW

Richard DANSKY * Graeme DAVIS * Jim DEMONAKOS * Steve DEMPSEY

Dennis DETWILLER * Julia Bond ELLINGBOE * Ann EWAN * Ray FAWKES

Chad FIFER * Matt FORBECK * Peter FREEMAN * Katarina GLIGORIJEVIC * Ed GREENWOOD * Dave GROSS

Rob HEINSOO * Tania HERSHMAN * Will HINDMARCH * Jonathan L. HOWARD * Stephen Graham JONES

John KOVALIC * Kathryn KUITENBROUWER * Chris LACKEY * Livia LLEWELLYN * Laura LUSH * Nick MAMATAS

Adam MAREK * Julie McARTHUR * Janqui MEHTA * Silvia MORENO-GARCIA * Sarah NEWTON * Daniel PERRY

Sandy PETERSEN * JT PETTY * Ursula PFLUG * Wena POON * Epidiah RAVACHOL * Aaron ROSENBERG

Gareth RYDER-HANRAHAN * Richard SCARSBROOK * Ekaterina SEDIA * Greg STAFFORD * Greg STOLZE

Molly TANZER * Benj TENTT * Sue TRAIN * Genevieve VALENTINE * Monica VALENTINELLI * Halli VILLEGAS

Kyla WARD * Chuck WENDIG * Heather WOOD * Jim ZUB.

Cover & interior illustrations by Shel Kahn.

ISBN-13: 9781908983022
Format: B Format – 198x129mm
Binding: Hardback
Extent: 229 pages
Ebook: PDF, EPUB, MOBI included with print book

This title, and all other Stone Skin Press titles, are available together in the Stone Skin Press Complete Bundle.

Buy print edition now

Buy PDF, EPUB, MOBI now

While working on Book of the Underworld a couple weeks ago, I realized that our advice for leveling up monsters isn’t as direct as it could be. Some of you realized this right away, for others it could be a welcome clarification.

The simplest way to level up a creature is to bump it up by three levels.

We built the 13th Age math around the idea that power doubles every three levels. Therefore, the simplest way to level up a monster is also often the most useful way of leveling up a monster, effectively bumping it up a tier.

To add three levels to a monster, follow the following four steps.

First, add +3 to each of the monster’s attack bonuses and double the damage dealt by its attacks. (See the ongoing damage note below for the exception.)

Second, add +3 to each of its defenses.

Third, double the monster’s hit points.

Fourth, if the monster has abilities connected to healing, gaining hit points, or dealing damage to itself, double the points of those abilities. (For example, if you took the 5th level huge white dragon from page 219 of the 13th Age core rulebook and raised it to an 8th level huge white dragon, you’d increase the damage it deals to itself on a natural odd hit or miss with its ice breath attack from 2d8 to 4d8.)

Note on ongoing damage: Ongoing damage tends to increase by 5 points per tier rather than doubling every 3 levels, but especially at epic tier you could bump ongoing damage up by 10 instead of 5.

Most of the time, these quick adjustments will have handled everything you need to handle a three-level jump. Since the point of 13th Age monster design is to have a fun variety of unusual effects, you’ll probably encounter monster abilities that you want to tinker with slightly to reflect a higher tier. You usually won’t have to perform that type of adjustment, but if something feels off to you, adjusting it on the fly should be a lot simpler with the baseline handled by +3 and doubling.

Actually, that might turn out to be more of an issue if you’ve taken the opposite path. Dropping a monster three levels uses the same simple math in reverse, but higher level monsters might have abilities you’re not as comfortable inflicting on lower-tier player characters.

Of course, variations on this arithmetic work for other level-up shifts, as reflected in the DIY Monster Charts. We summarized the multipliers on the GM Screen, as shown below.

Leveling a Monster

+1 Level: Multiplier 1.25

+2 Levels: Multiplier 1.6

+3 Levels: Multiplier 2.0

+4 Levels: Multiplier 2.5

+5 Levels: Multiplier 3.2

+6 Levels: Multiplier 4.0


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.

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