Sometimes, a monster’s just a bag of hit points attached to some fun attacks – the heroes roll in, spend a few perfectly enjoyable combat rounds fighting the creature, and then head on to the next encounter. Sometimes, a monster’s a major recurring foe, a devilish nemesis whose schemes and counterschemes reverberate through the campaign, […]
Roena I. Rosenberger gave us three versions of the Drakkenhall: City of Monsters cover. We can see arguments in favor of each, and we think Roena must have felt the same way. So what do you think?
Charles Dickens’ A Christmas Carol is a ghost story, to begin with. It’s part of a long tradition of telling scary stories at Christmastime; and when handled well, the ghosts can provide us with a shiver even as we gleefully watch them terrorize Ebenezer Scrooge in order to turn his heart from wickedness. The other […]
The Combat Modifiers section on page 171 of the core book suggests giving +2 to attacks that have “advantageous circumstances” and -2 to attacks from adverse circumstances. The bonus can come from a particularly clever use of the terrain or a surprising combat maneuver. A bonus might also come from some special circumstance of the […]
In the latest episode of their ummissable podcast, Ken and Robin talk unskippable F20 encounters, esoteric secrets of the London Eye, dream sequences in film, and that time pirates stopped the metric system.
One of the major factions in the Eyes of the Stone Thief campaign is the Cult of the Devourer, a cabal of fanatics, wizards and fanatical wizards (wizardly fanatics) who worship the Living Dungeon as a god of vengeance. As outlined in the campaign (p. 302), the cult was originally founded, many ages ago, by […]
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 […]
My usual advice for handling iconic benefits in 13th Age is to push as much of the work as possible onto the players. The GM has enough to do running the game and playing all the monsters and non-player characters without adding the burden of working a random number of iconic associations into the storyline. […]
The Free RPG Day adventure Make Your Own Luck was the first published 13th Age adventure I ever ran. (Well, not counting The Wreck of Volund’s Glory, which I wrote!) I love how much it does within the confined space of a city under siege, and I come back to it again and again—incorporating it […]
In the latest episode of their pagoda-protecting podcast, Ken and Robin talk realism in F20, pancake restaurant tomb looting, non-Western narrative traditions, and Theosophy on the Nostromo.