Take $5 off the Midgard Bestiary at Kobold Press

From now through April 1, you can take $5 off the Midgard Bestiary, 13th Age Compatible Edition at the Kobold Store with the promo code P3LGR4N3. (You can actually use it for any Kobold Press product with a minimum $5 purchase.) It’s a fine complement to our own 13th Age Bestiary, with monsters from the Midgard Campaign Setting including […]

New Barbarian Talents: Winter Storm, Infernal Frenzy and Vengeance from the Grave

by Martin Killmann  Many types of barbarians roam the wilderness of the Dragon Empire, drawing on the power of winter’s ice, infernal fury, or death itself. With these options and others in Part 1, you can enhance the relatively bare-bones barbarian class in 13th Age in all sorts of interesting ways. Winter Storm The following […]

View from the Pelgrane’s Nest: March 2014

This month I have more 13th Age projects to announce, Cthulhu Apocalypse reaches its – well – apocalyptic conclusion, and we reach the final installment of the first Ken and Robin Writes About stuff. Cthulhu Apolcalypse Graham Walmsley’s epic and award-winning Cthulhu Apocalypse concludes in Slaves of the Mother, crafted with Gareth Hanrahan. It includes […]

Avoiding the Gimmick

 Avoiding the Gimmick by Kevin Kulp TimeWatch, Pelgrane Press’s recently Kickstarted game of investigative time travel, falls into the same category of games that play quite differently as a one-shot than they do as a continuing campaign. Feng Shui, Trail of Cthulhu, and Night’s Black Agents fall into this category as well, as does Paranoia… […]

Call of Chicago: A Tremor of Foreboding

And so the time has begun for teases of Dracula Dossier content. Not least because the time is being taken up writing Dracula Dossier content instead of “Call of Chicago” content for See p. XX, but be that as it may. (If you’re wondering what The Dracula Dossier might be with all this content of […]

Cluebats and Flashbacks – Unusual Clues in GUMSHOE

In The Zalozhniy Quartet, there’s a scene (not really a spoiler) where the PCs are outmatched and are ‘supposed’ to flee, leading into a tense chase. Expecting player characters to take a particular action is always hazardous design – you can set up a situation where there’s only one valid route for the PCs to […]

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