View from the Pelgrane’s Nest – August 2025

It feels like a mere month since I last peered out from the nest to let you know what’s up with Pelgrane Press. That’s because it was a month. Among our efforts to ramp up our activities with my coming on board as Creative Director, we’re endeavoring to return to regular publication for this very […]

Converting 13 True Ways Classes to 13th Age 2E

(necromancer art from 13 True Ways by Aaron McConnell & Lee Moyer) People have been asking me for the basic changes needed to use character classes from 13 True Ways while playing 13th Age Second Edition. Necessary Changes The simplest answer is that there are no major changes necessary! You’ll note my emphasis on the […]

Introducing Ballad Hunters

by Tristan Zimmerman ‘My boy was scarcely ten years oldWhen he went to an eerie landWhere wind never blew, nor cocks ever crewWoe for my son, Leesome Brand!’– Leesome Brand, Child Ballad 15 Britain, 1813. You are amateur folklorists working as agents of the Crown. Across the island, the folk ballads of the common people […]

See P. XX: What’s in that Cumdach?

A column about roleplaying By Robin D. Laws   After a four decade restoration project, a book shrine found in a lake has gone on display at the National Museum of Ireland. Only seven others of its kind survive. Known as cumdachs, these elaborately decorated cases of metal-shod wood were fashioned to contain precious devotional […]

Alternative Rules for Psychics in The Fall of Delta Green

By Jason Kraus What follows are alternative rules for psychics in Fall of Delta Green that strain Health instead of Stability. Psychics use Paranormal Ability Points, which are a General Ability that can be improved and refreshed the same way. Using Paranormal Powers does not damage Stability when used, though the outcome of their effect […]

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