Tag Archives: See Page XX

13th Sage: Shocked Condition and Disengaging

13th Age cover detail

The section on damage resistance in the core book says, “If there’s an automatic damage effect that feels like it should have a chance of being reduced by resistance, go ahead and fake an attack roll to see if the effect penetrates resistance.” My question is, if the attacker has the shocked condition from the […]

Don’t Panic! Alternate Fear rules for Fear Itself

Fear Itself and most other GUMSHOE games use a Stability system that’s inspired by the classic Call of Cthulhu ‘mental hit points’ approach – your character has a big pool of Stability that gets ablated over time by horrific encounters, until you’re eventually forced to ‘heal’ or get taken out. This approach works well for […]

Rosencrantz and Guildenstern Roll For Initiative

One of my favourite techniques for livening up a campaign is to hand out a bunch of disposable characters for the players to play for a single session. It’s certainly not original to me: Ken’s often spoken of the genius of the Raid on Innsmouth scenario for Call of Cthulhu, which gives the players command […]

Time, Dracula and Investigations

Dracula Daily emails you once a day with the text of whatever elements of (the redacted) Dracula happened on that date. So, a day’s email might be a single entry from Jonathan Harker’s diary, or some pieces of correspondence between Lucy’s suitors. Or nothing at all, if no letters or diary entries are dated that […]

One-Shot Unique Things

The redoubtable Tim Baker asks over at the Piazza forum for some tips and tricks for integrating One Unique Things into convention games. One of the delights of running 13th Age is the high-wire act of taking the players’, ah, interesting ideas and working them into your scenario, so here’s how I do it. Before […]

Underkraken Battles

It’s once again the time of year when the Ancient of Pelgranes flaps its hoary wings and takes flight across the Dying Earth, when Simon runs his annual 13th Age game and – entirely co-incidentally – asks me to write up a monster. This time, it’s Underkrakens. Now, Underkrakens are described in 13 True Ways […]

 13th Age Ideas That Aren’t Worth A Full Page XX Article

When brainstorming for new See Page XX articles, one comes up with lots of ideas that aren’t enough for a full piece, but might spark something if you put them out into the world. So, here’s a grab bag of ideas that almost, but not quite, made it. Maybe they’ll take root in one of your games. […]

See Page XX: Sketching Out Your Yellow King: This Is Normal Now Series (Part One)

The series outlines for The Yellow King Roleplaying Game now reaches the last of the canonical four sequences, This is Normal Now. Previous installments cover Paris Part One and Part Two, and The Wars, Part One and Part Two, and Aftermath, Part One and Part Two. As before, this outline presents one way to do […]

See Page XX – March 2022

New Releases A Cigarette, A Blindfold and You – A PDF one-shot The Yellow King RPG adventure for The Wars setting. Drakkenhall: City of Monsters pre-order – A 13th Age choose-your-own-elements city sourcebook for GMs running adventurer and champion-tier campaigns. Fearful Symmetries pre-order – A William Blake-inspired magical 1930s England sandbox campaign setting for Trail of Cthulhu […]

View from the Pelgrane’s Nest – March 2022

Since last I wrote, Russia has invaded Ukraine. We join with the international community in condemning this action, and we support the Ukrainian people’s defiant stand in the face of this oppression. To that end, we’ll be donating 50% of all our sales for the next week to the International Red Cross’s Ukraine fund. And […]

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