By John-Michelle O’Shea In this article, I’d like to share some house rules for GUMSHOE designed to increase the chances of success for your characters. Why would you want this? Well, I can offer you several reasons why I do it. First, there’s group size. I’m lucky enough to have had a regular gaming group […]
In October, home of Halloween, we dedicate ourselves to horror and assuming new identities. In other words, the patron month of tabletop roleplaying has arrived. I don’t even have to wait until the Great Pelgrane leaves his nest to deliver the latest news from the press that bears his name, as he is happily carving […]
Welcome to 13th Sage, where we answer your most perplexing 13th Age TTRPG questions and offer advice on customizing your campaign. We sometimes edit questions for clarity and concision. Q: I have a question about how the forgeborn never say die kin power works with the barbarian class feature Grim Determination. In 13th Age 2e, […]
By Jay Godden In this series, I’m presenting two different pregenerated builds for every 13th Age Heroes’ Handbook character class, at all levels. My goal is to present complete mechanical builds using only standard elements and rules from the Heroes’ Handbook, ready for you to apply your own backgrounds, icon relationships, and One Unique Thing. […]
By Jay Godden In this series, I’m presenting two different pregenerated builds for every 13th Age Heroes’ Handbook character class, at all levels. My goal is to present complete mechanical builds using only standard elements and rules from the Heroes’ Handbook, ready for you to apply your own backgrounds, icon relationships, and One Unique Thing. […]
There are, broadly, two approaches to a campaign book. You can do a book that’s one big adventure: there may be sidetracks and optional encounters and subplots, but there’s a central spine that runs through the whole thing. The Dracula Dossier and Eyes of the Stone Thief use that model; everything revolves around Dracula or […]
A Fear Itself scenario by David Springer There’s magic to a place. To some places, certainly. The whisper of wind through the trees, the glint of the sunlight off the waves, the way people are drawn in. Jekyll Island is one such place. The Guale were drawn to it many centuries ago, living, canoeing, and […]
In the latest episode of their cool and collected podcast, Ken and Robin talk stability and passion rolls, CIA gold hoarder David Rush, building quirks for fictional characters, and Art Bell’s radio eliptony.
In the latest episode of their creatively financed podcast, Ken and Robin talk paying off PC signature elements, the new Vampire edition with Diogo Nogueira, the Tibetan psychogeography of Albany NY, and alchemist George Starkey.

