We don't have SRDs for the Bestiary or 13TW yet, sorry. (Anticipating your next question: we don't have an ETA for them either.)
Introduction of the system that’s taking the place of the icon relationships in the core 13th Age rulebook. The system appears to have two parts, worship and rune affiliation. Although the system is phrased as ‘worship’ in Glorantha it could easily be used in 13th Age games played in the Dragon Empire or any campaign world with icons. I’m excited about this revision of our freeform storytelling mechanics. We’ve started over, searching for what we most want to use for Glorantha-style games instead of just translating our existing mechanics.
Jeder liebt Glorantha, und ich kriegs einfach nicht unter.. :D
weil es kein Standard-EDO-Tolkien oder Mittelalter-Clon ist.
13th Age Soundtrack
Die offizielle Musik zum Rollenspiel von James Semple wird noch dieses Jahr als digitales Album erscheinen. Die Arbeiten daran werden in den nächsten Wochen abgeschlossen. Auf Soundcloud findet sich unter anderem eine Hörprobe des 13th Age Themas. (https://soundcloud.com/james-a-semple/the-13th-age-theme)
October 2014: View from the Pelgrane’s Nest
The Eyes of the Stone Thief
The Eyes of the Stone Thief is days away from layout completion.
It is gloriously monstrous and beautiful, and I am happy we made the decision to go full colour . Lee Moyer has run his eye over the art and with the permission of the artists, enhancing the images to better match the 13th Age style.
To give you an idea of the scope, there are an extraordinary 222 new monsters and variations in the Stone Thief, along side cat270 magic items.
13th Age Orders and Pre-Orders
All the 13 True Ways and 13th Age Bestiary books have shipped – limited and otherwise. If you haven’t received yours, go to the support page.
Shadows of Eldolan, Book of Loot and 13 True Ways PDFs will be on sale in December.
Eyes of the Stone Thief will be available on preorder in December.
Robin Laws designed (...) The Strangling Sea adventure for 13th Age, an adventure [Rob Heinsoo] finished development work on a few weeks ago that is now being playtested again
Deep Magic for 13th Age Now Available
(http://www.koboldquarterly.com/kqstore/bmz_cache/9/9dc21a099dd9acdb225778f55355161d.image.92x120.jpg)
Deep Magic 13th Age coverAn Age of Wizardy has arrived!
Magic is everywhere. Whether it’s a hidden power wielded by a secret few or the energy that powers an entire realm, magic is a vital part of any fantasy world. And now its secrets are yours!
Now available from the Kobold Store, DriveThruRPG, Paizo and Amazon, Deep Magic: 13th Age Compatible Edition is for 13th Age players who want new options that allow them to bend reality to their wills and perform spectacular feats of sword and sorcery. Designer ASH LAW (Midgard Bestiary: 13th Age Compatible Edition) brings an astounding variety of new magic options to the game, including:
555 wizard spells ranging from clever tricks to summoning the World Serpent itself to wreak havoc
4 new class talents that put wizard spells within the grasp of every class—play an arcane ranger, a spirit-calling barbarian, a time-warping commander, or face-stealing trickster druid
30 new schools of magic including the Cult of Ouroboros, the Red Inquisition, and the Scholars of Dust, with guidelines for creating your own magical tradition
5 magical campaign options: post-apocalyptic vril magic, the mysteries of the ley lines, a class-warfare arcanopunk campaign option, and more!
For GMs looking for new material, or players looking for character customization options, this massive tome is the book you’ve been dreaming of. Dive into Deep Magic today!
Can you kill the dungeon before it kills you?
In 13th Age, living dungeons slither up through the underworld and invade the surface lands. The Stone Thief is the most ancient and cunning of its kind; a vast monster that preys on the cities and structures you love, swallows them, and remakes them into more deathtrap-filled levels inside itself. Now, it’s hunting YOU.
For players:
Embark on a saga of madness, revenge and giant monsters
Aid or thwart the schemes of the Icons as they battle for control of the dungeon
Slay, loot and survive deep in the bowels of the earth
Destroy this age-old threat forever
For GMs:
A monstrous campaign covering the entire Champion tier (4th to 8th level)
Thirteen levels of peril from the dungeon’s opening Maw to the orc hordes of the Deep Keep, the terrors of the Pit of Undigested Ages, and the nightmare city beyond the Onyx Catacombs
New monsters, new treasures, new traps, and new factions for your 13th Age campaign
The Stone Thief rises. Enter it, find its secrets and defeat it – or die trying.
Stock #: PEL13A07 Author: Gareth Ryder-Hanrahan
Artist: Anna Kryczkowska, Pat Loboyko, Rich Longmore, Juha Makkonen, Russ Nicholson, Ben Wooten Pages: 360 page hardback
Kann man schon sagen, wann das fertige Buch versendet wird?Nein, es ist aber schon durch's Layout - hängt also beim Drucker, allerdings in UK. Meiner Erfahrung nach wird das dieses Jahr eher nichts mehr.
Wer hat's schon? Wie ist es?Großartig, massiv und von der Herangehensweise eine dicke 13th-Age-mäßige Toolbox. Man erhält jede Menge Werkzeug und Ideen, einen Megadungeon auf die Gegebenheiten seines 13th Age Empires und der konkreten Helden der Spieler anzupassen. Gut gefällt mir bisher, dass keine überflüssigen Wall-of-Texts und read-aloud-Texte da sind, sondern kurz und knapp das relevante in erfrischend umgangssprachlicher und witziger Weise dargestellt wird.
But the 13th Age has not been forgotten – on the contrary – welcome to Eyes of the Stone Thief! Welcome to the vastest colour book we have ever done. Delve deep into the Living Dungeon, come back to the surface barely alive and delve again, until you or your indomitable foe sucks in their last breath.
Three issues of the 13th Age Subscription have been approved by Rob Heinsoo for layout.
Cal Moore has delivered a polished first draft of Battle Scenes – a huge collection of loosely linked adventures and encounters to plug into your 13th Age game. We’ll set the scene, you add the story. It’s available for playtesting here. I’ve played it myself.
James Semple’s amazing music for 13th Age has been mastered, and there will be a world premiere video in the Pelgrane seminar at Dragonmeet.
Gareth has began work on Demonology, which includes a new class of his devising.
If you're interested in expanding the spells available to your 13th Age character or campaign, look no further! With 555 new spells, this book is packed with an amazing variety of spells. 13th Age is my system of choice, but being fairly new to the RPG family, there hasn't been a lot of support for spell options until now. I often found myself working closely with my players to create signature spells that they'd envisioned -- a fun, but time-consuming process. With Deep Magic, I've recently been able to hand the book over to a player who had a clear vision for his PC, and he was able to create a character that was even cooler than he'd first imagined.
The book provides 30 specialty schools of magic, as well as advice for GMs on how to make schools of their own. The schools are related to Kobold Press' Midgard Campaign Setting, but I had no problem re-fluffing the school's description to fit 13th Age's default setting, the Dragon Empire.
The section on the use of mana points, a resource that exists separately from PCs' prepared spell slots, and the talents that are available to provide characters with access to Deep Magic spells and mana points raised a few questions. ASH LAW was incredibly helpful in answering my questions on the 13th Age Google+ community immediately. It would be helpful if these clarifications were included in the book, however. For this reason, I'm giving this 4 stars, but would happily change my rating if an updated PDF is provided.
Even if you don't want to add any new mechanics around mana points, this book is quite valuable for its incredible list of new spells. Mix and match these spells with other spells from the 13th Age core book to produce a wizard that is far from ordinary. Many of these spells would be quite reasonable to give other classes access to, as well. Additionally, if you're the GM, these flavorful spells are a lot of fun to give your monsters. It's worth it when your party faces a foe whose spell shatters their very bones. This isn't just a book for wizard characters.
Rating: [4 of 5 Stars!]
13th Agehttp://pelgranepress.com/site/?p=16704 (http://pelgranepress.com/site/?p=16704)
I’d like to start with an apology for the delay in getting the 13 True Ways PDF out to you – a rather convoluted set of circumstances combined to make it a December release – but it is at least in your hands a month after it was in stores. 13 True Ways Kickstarter backers can expect to see their dice rewards going out in January.
We’ve made up for the delay be releasing The Book of Loot PDF and the Shadows of Eldolan PDF at the same time – and The Eyes of the Stone Thief video, a taste of what’s to come if you pre-order now.
Next Year
You can look forward to the 13th Age Album by James Semple and team (you can get a taste of the music the Making of video and on SoundCloud) next month
The 13th Age Monthly subscription kicks off early next year with Dragon Riding.
(http://pelgranepress.com/site/wp-content/uploads/2014/12/sublogo.png)
Iconic Battles Scenes (working title) consists of 39 sets of four themed encounters, one Adventure, one Champion and one Epic level for each icon is in playtesting, as is Shards of the Broken Sky and Strangling Sea – both adventures for 13th Age.
Demonology for 13th Age by Gareth Ryder-Harrahan and Iconic Organisations by Rob Heinsoo and ASH LAW.
(http://rpg.drivethrustuff.com/images/2189/140003.jpg)
http://rpg.drivethrustuff.com/product/140003/Deep-Magic-13th-Age-Compatible-Edition (http://rpg.drivethrustuff.com/product/140003/Deep-Magic-13th-Age-Compatible-Edition)
http://www.amazon.de/Deep-Magic-13th-Age-Compatible/dp/1936781336/ref=sr_1_1?ie=UTF8&qid=1419975355&sr=8-1&keywords=deep+magic+13th+age (http://www.amazon.de/Deep-Magic-13th-Age-Compatible/dp/1936781336/ref=sr_1_1?ie=UTF8&qid=1419975355&sr=8-1&keywords=deep+magic+13th+age)
Hm ... Ich habe ja noch die 4E Version hier rumstehen und ich war damals schon und bin immer noch underwhelmed. Von dieser Conversion verspreche ich mir daher nicht viel.Offenbar handelt es sich um eine Kickstarter-Neuauflage. Auf den ersten Blick sieht das ganz gut aus: 411 Seiten, knackiges Artwork und man kann seine 13th Age Charaktere jetzt endlich auch mit Panzer und Flammenwerfer ausrüsten :headbang:
Subscribe to The 13th Age Monthly and you’ll receive all-new 13th Age RPG goodness for GMs and players every month for a full year. These 4000+ word PDFs offer new rules systems, Bestiary-style monsters, player character options, and more.
The 13th Age Monthly is overseen and developed by Rob Heinsoo, with a stellar list of contributors that includes Jonathan Tweet, Gareth Ryder-Hanrahan (Book of Loot, Eyes of the Stone Thief), ASH LAW (Tales of the 13th Age) and Cal Moore (Shadows of Eldolan).
Installments
January 2015: Dragon Riding, by Rob Heinsoo & ASH LAW. The lethal combination of dragon and rider helped create the Dragon Empire. Now unleash the fury on your foes! Full rules for player character dragon riders appear alongside story advice for campaigns looking to add dragon-riding options. Plus, we’ve made it easy to hack the system so you can devise other styles of riding. (Anyone up for tarrasque racing?)
February 2015: Temples of the Frogfolk, by Gareth Ryder-Hanrahan. The perfect gift for the player in your group who has been waiting to portray a jumpy murderous amphibian. Evil frogspawn lurk just below the threat threshold. Then the chants echo through the mist, the temples surface, and suddenly you’re dead. This installment includes five froggish monsters with four racial abilities to choose from, thirteen reasons to be paranoid, toadstone treasures, five icon-related frogfolk temples, and race stats and special abilities for playing a frogfolk adventurer.
March 2015: Candles, Clay & Dancing Shoes, by ASH LAW. Your PC has gold to burn? Spend it on something that could make everyone’s lives more interesting—especially the GM! Here are six new useful, bizarre, and effective one-use magic items, festooned with multiple adventure hooks and campaign variants. Is that dwarf wearing a featherlight skirt beneath his kilt? If you fire an exorcist missile at a dybbuk at twilight, which one of you screams first? What happens to your spell list if you drink too much gnomish tinto wine (secret ingredient: grave dust)? Answers to these and 75 other magic-item related questions, yours for one low monthly price!
Subscribe to The 13th Age Monthly at the Pelgrane Press Online Store and you’ll receive all-new 13th Age RPG goodness for GMs and players every month for a full year. These 4000+ word PDFs offer new rules systems, Bestiary-style monsters, player character options, and more.http://pelgranepress.com/site/?p=16787 (http://pelgranepress.com/site/?p=16787)
The 13th Age Monthly is overseen and developed by Rob Heinsoo, with a stellar list of contributors that includes Jonathan Tweet, Gareth Ryder-Hanrahan (Book of Loot, Eyes of the Stone Thief), ASH LAW (Tales of the 13th Age) and Cal Moore (Shadows of Eldolan).
Installments
January 2015: Dragon Riding, by Rob Heinsoo & ASH LAW. The lethal combination of dragon and rider helped create the Dragon Empire. Now unleash the fury on your foes! Full rules for player character dragon riders appear alongside story advice for campaigns looking to add dragon-riding options. Plus, we’ve made it easy to hack the system so you can devise other styles of riding. (Anyone up for tarrasque racing?)
February 2015: Temples of the Frogfolk, by Gareth Ryder-Hanrahan. The perfect gift for the player in your group who has been waiting to portray a jumpy murderous amphibian. Evil frogspawn lurk just below the threat threshold. Then the chants echo through the mist, the temples surface, and suddenly you’re dead. This installment includes five froggish monsters with four racial abilities to choose from, thirteen reasons to be paranoid, toadstone treasures, five icon-related frogfolk temples, and race stats and special abilities for playing a frogfolk adventurer.
March 2015: Candles, Clay & Dancing Shoes, by ASH LAW. Your PC has gold to burn? Spend it on something that could make everyone’s lives more interesting—especially the GM! Here are six new useful, bizarre, and effective one-use magic items, festooned with multiple adventure hooks and campaign variants. Is that dwarf wearing a featherlight skirt beneath his kilt? If you fire an exorcist missile at a dybbuk at twilight, which one of you screams first? What happens to your spell list if you drink too much gnomish tinto wine (secret ingredient: grave dust)? Answers to these and 75 other magic-item related questions, yours for one low monthly price!
Give your 13th Age game the soundtrack it deserveshttp://pelgranepress.com/site/?tag=13th-age-2 (http://pelgranepress.com/site/?tag=13th-age-2)
The 13th Age Age Soundtrack brings you 30 pieces of music to evoke excitement, suspense, wonder and mystery at your gaming table. Keep it running in the background, play individual tracks to herald the arrival of battle, the icons or a change in location, or use it as inspiration while building worlds, characters and monsters. (Or, you know, just enjoy it as a really great album.)
The 13th Age Age Soundtrack by James Semple and an array of talented musicians and composers includes:
Themes for the icons (wait – one’s missing…?)
Themes for key locations in the Dragon Empire, or ones of your own creation that have a similar atmosphere
Music for frantic chases, fierce combat, exploration, resting and remembrance
Special utility tracks – play “Chase Music” and “Escalation 0-6″ on a loop to sustain the mood for as long as you need
Greg Stolze? Geiler Scheiß!Kannst Du zu Greg Stolze ein bisschen was sagen? Was könnte uns da erwarten?
Kannst Du zu Greg Stolze ein bisschen was sagen? Was könnte uns da erwarten?
Kannst Du zu Greg Stolze ein bisschen was sagen? Was könnte uns da erwarten?
Other 13th Age News
The Eyes of the Stone Thief is on the presses. The proofs are epic.
Battle Scenes and Shards of the Borken Sky are in playtest.
Strangling Sea is ready for layout
We are planning player-facing class-based books which draw from the Bestiary, from actual play and the setting to give more options, tactics and mash-ups for classes.
Rob and Jonathan are in Rob’s garage creating 13th Age Glorantha – and that work is inspiring a lot of thoughts which will spread into the rest of the 13th Age.
Battle Scenes (working title) is all a 13th Age group will ever need to improvise their story around carefully planned and balanced encounters. It’s in play testing. Shards of the Broken Sky and The Strangling Sea are in editing.
Mir gefällt Temples of the Frogfolk auch gut. Dragonriding war nicht so mein Ding.Mir hilft es sehr, weil es en passant die Regeln für alle Reittiere mitbringt. So kann ich meine kleine 3 Leute-Gruppe buffen und zugleich kommen sie flotter im Imperium herum.
As we enter epic tier, join us on the search for the Archmage’s Orrery. An epic quest that takes adventurers from the Iron Sea to the Overworld, from the Necropolis to the heart of a terrifying living dungeon— the Archmage’s Orrery kicks off epic tier in style.
A classic dungeon crawl, 13th Age style! Any journey to Drakkenhall, the city of monsters, would be eventful enough. But when disaster strikes, you have an opportunity to infiltrate the personal vault of the Blue and steal her secrets. You’ll have to face cunning traps, horrific monsters and dragonic mother of all sorcery herself. Can you survive the Dungeons of Drakkenhall? Dungeons of Drakkenhall is an 8-hour organized play adventure for 3-7 8th level characters, designed to be played in four weekly 2-hour sessions. It is the 12th icon-themed adventure in the Tales of the 13th Age series and comes with a free, full-size downloadable 22″ x 25.5″ poster-sized dungeon map.
A city in chaos to infiltrate, an ambassador to rescue, and a frozen hell to escape.
Savage battlecries and screams of pain echo through the streets and off the she raw sheer walls that make up the carved stronghold of Forstor Nagar. The cannibalistic troops of The Hungering Legion have breached the gates, and the defenders have been routed.
Trapped in the heart of Forstor Nagar, a devout holy man and ambassador from Ithulandis, the City of Adventure, must be rescued. But the redoubt is cut from the living ice of the Forstorheim glacier, and enemies rip the very life from the inhabitants, only scant hours remain before the alleys are slick with a crimson slush.
Adventurers must cross the invaders’ lines to infiltrate the fortress, locate the diplomatic compound and escape with the ambassador before filed teeth sink into their flesh and the fate of the city is sealed forever. Will they succeed, or just become more corpses for the conquerors’’ larder?
This raucous and harrowing adventure is fully compatible with 13th Age, and is designed for 4th level characters.
Welcome to The Breaking of Forstor Nagar.
Author: ENnie award winner Ben Mcfarland (Streets of Zobeck)
Cartography: ENnie award winner Jonthan Roberts (George R.R. Martin's Lands of Ice and Fire)
Pages: 68 (Full-color)
Break out of your class!
You are hereby cordially invited to a party inspired by adventurous storytelling, daring actions and dark villains. Pick one of these new options and redefine your character concept.
For Feats, a Gentleman Thief always gets treasure, can bluff his way out of almost any tight spot and will never be held for long. A skilled combatant shall Seize an Attack climb up a monster at strike at its weakest point. A spellcaster can use Freezing Spell to slow opponents or freeze liquids, in addition to normally inflicted damage. There are also options for your companions, pets, and animated icky things.
And if you want changes to be more profound, with Talents your character may exploit Infernal-Born Heritage so you can bind your bargains in blood, learn backgrounds like a genius savant with Eccentric Specialist, or just become unto some eldritch abomination with Tentacles.
For Game Masters, your monsters and NPCs can become special, too. Remember Nastier Specials? Here is over a hundred ways to make life interesting for people who think this is just another zombie, an orc, or a whale. You can make that mean mastiff possess its owner via Companion of Possession, or you can have that gambler use Invisible Spell to carefully part some PCs from their loot.
(http://www.uhrwerk-verlag.de/wp-content/uploads/2015/04/13Age_GRW.jpg)
13th Age Grundregelwerk
Achtung - der Artikel erscheint voraussichtlich im Juli 2015 und ist derzeit noch nicht lieferbar!
Die Welt kann sich nicht selber retten
Prophezeiungen treffen nicht ein, Dämonen überfluten alles, lebende Dungeons brechen zur Oberfläche durch und die Wächter des Drachenreiches wanken. Die Ikonen, die die Welt formen, bereiten sich auf den Krieg vor. Also, ihr Helden, wie stellt ihr euch die Zukunft vor? Geht ihr auf’s Ganze, um eure eigene epische Geschichte zu schreiben? Oder schnappt ihr euch die besten Schätze und verbergt euch in den Schatten? 13th Age ist ein d20-Spiel voller Schlachten, Schätze, gemeinsam erzählter Geschichten und heroischer Abenteuer.
Für die Spieler:
-Das „einzigartige Merkmal“ deines Charakters stellt sicher, dass du absolut einzigartig bist.
-Allianzen und Feindschaften mit den Ikonen wie dem Erzmagier, dem Leichenkönig oder dem Prinzen der Schatten weisen deinem Charakter – sogar schon auf der ersten Stufe – seinen Platz in der Geschichte der Welt zu.
-Gestraffte und flexible Kampfregeln erlauben schnelle, flüssige Schlachten.
-Die Charakterhintergründe gestatten es dir, die Geschichte zu den Fähigkeiten deines Charakters zu erfinden.
Als Spielleiter:
-Entwirf blitzschnell Monster und Abenteuer.
-Überrasche sowohl dich selbst als auch deine Spieler mit Abenteueraufhängern aus den Hintergründen und einzigartigen Merkmalen der Charaktere
-Optimiere jedes d20-System mit Mechanismen wie dem Eskalationswürfel oder schrittweisem Stufenaufstieg.
13th Age: Schmiedet Helden! Drückt der Welt euren Stempel auf! Werdet zu Legenden!
Zwei Titanen des Rollenspiels dringen tief in den Dungeon der Traditionen ein, töten die Monster und griffen sich die Schätze! Robin D. Laws, Spielentwickler GUMSHOE & Feng Shui
Eine aufregende Hintergrundwelt, ein frischer Wind in den althergebrachten Spielmechanismen und absolut angenehme und klare Regeln. Das ist genau das Spiel, das die OGL erschaffen sollte. 13th Age ist ein perfekter Nachfolger von sowohl der dritten als auch der vierten Edition des so geschätzten wie auch mächtigen Urahnen. Jeff Grubb, Spielentwickler vieler Spiele, die du gespielt hast
Ich habe jede Menge 12th Age gespielt, aber dieses Spiel ist wirklich ein Schritt vorwärts. Jerry „Tycho“ Holkins, PENNY ARCADE
344 Seiten, vollfarbig, Hardcover
Geb. VK 39,95 € inkl. 7% MWSt
13th Age Grundregelwerk - LIMITIERT
Achtung - der Artikel erscheint voraussichtlich im Juli 2015 und ist derzeit noch nicht lieferbar!
344 Seiten, vollfarbig, Hardcover, in Kunstleder gebunden, Goldfoliendruck Veredlung und auf ca. 75 Stück limitiert
VK 75,00 € inkl. 7% MWSt
Lieferbare St.: 48
Enter the graveyard of doomed ships
Experienced seafarers know better than to risk the dangers of the Stranglesea: that terrible place where castaways cling to existence in the rotting hulks of trapped ships, and deadly creatures feast on the unwary.
Now a band of adventurers must enter the Stranglesea and attempt to rescue the enigmatic engineer Inigo Sharpe from his imprisonment. But Sharpe is both more and less than they were prepared for — and the forces of an enemy icon want him for their own sinister purposes.
The Strangling Sea is a seafaring 13th Age Roleplaying Game adventure by Robin D. Laws for a party of 4-6 1st-level adventurers.
I’m the child of an icon.” This One Unique Thing taps into one of fantasy’s most powerful archetypes — and generates a huge amount of player investment in the campaign. Here, players will find inspiration and advice on how this deep connection can play out at the table. For GMs, Gareth presents four possible “children of the icons” campaigns along with two tough monsters that show how iconic parentage can be used to create interesting NPCs.
Children of the Icons is the fourth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in May. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
The Strangling Sea
(http://www.pelgranepress.com/images/Strangling_Sea_Cover_350.png)
These bizarre, other-dimensional creatures present themselves as aspects of mortal concepts — meanwhile twisting reality into shapes that have nothing to do with mortal concepts. This comprehensive 13th Age Bestiary-style monster writeup is a gift to GMs who don’t mind shaking the tree until walruses and new philosophies fall out.http://pelgranepress.com/index.php/eidolons/ (http://pelgranepress.com/index.php/eidolons/)
Eidolons is the fifth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in June. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
13 True Ways introduced druids and necromancers as the first summoning spellcasters. Now this installment of the Monthly adds:http://pelgranepress.com/index.php/summoning-spells/ (http://pelgranepress.com/index.php/summoning-spells/)
Updated summoning mechanics for 13th Age
New demon and elemental summoning spells for the wizard’s spellbook
New archon summoning spells for the cleric’s prayer-roster
Stats for summoned archons, demons and elementals
A new demon type: the laughing demon!
Summoning Spells is the sixth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in July. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
A thrillride of an adventure for 3rd or 4th level heroes, designed to be played in one or two sessions. If you play Robin D. Laws’ The Strangling Sea at first level you can use Sharpe Initiatives as a callback to events earlier in the PCs’ careers; but this adventure is designed to bulldoze itself into any campaign in which dwarves aspire to re-engineer the broken underworld.
You set off with a fair wind behind you and the blessings of the Icons lighting your way. You hoped for an easy voyage.
That was before the unnatural storm shipwrecked you.
That was before a gigantic living dungeon rose out of the ocean and vomited a swarm of monsters.
That was before everything went wrong.
Now you’ve got to – quite literally – salvage the situation. Reunite your crew, repair the ship, plumb the mysteries of this strange island, and escape before the living dungeon returns. You’re right on the precipice of doom here, in AT LAND’S EDGE.
13th Age is a d20 game of battle, treasure, group storytelling and heroic adventure. This introduction to the game includes pre-generated characters and a full adventure for the GM and 3-6 players.
13th Age organized play is more than creating and delivering new content: it’s a community of GMs and players. That’s why, starting with the new season, the 13th Age Alliance will take its place among the Societies and Leagues of the roleplaying world.
(If you signed up for Tales, you are already in the Alliance — no need to complete a separate sign-up process.)
Signing up for organized play will continue to be free.
13th Age Alliance members will have access to all Season 1 adventures for free. We have other exclusive OP community stuff planned, but it’s too early to talk about those right now.
13th Age Alliance members will ALSO get the first three episodes of Season 2 for free. If you aren’t already familiar with our OP adventures, download the ENnie award nominated Archmage’s Orrery to get an idea of their quality.
The remaining ten Season 2 adventures will be bundled with 13th Age Monthly, and will be available exclusively to 13AM subscribers over the next year. We knew that we couldn’t repeat the Season 1 experience of giving away 70+ hours worth of official adventures for free, but we also didn’t want to charge for OP. Bundling the adventures with 13AM was the best solution, especially if we included a free option that would help take 13th Age OP to the next level.
The original team of Lee Moyer and Aaron McConnel are creating the artwork for the 13th Age GM’s Screen.
I believe you need a dragon on an d20 screen, and we don’t want to do things by halves, or even thirds, so our screen features the tripart Icon – The Three. Why they’ve come together from the black marshes (the Black), the outskirts of the Empire (the Red) and Drakenhall (the Blue), who knows, but it can’t be good -perhaps freeing the Green from the guardianship of the Elf Queen?
I love the light and depth in the image of the The Three with their sorcerers in the foreground, and what this promises for the final image. Click on the image to see its full glory.
Last week I put the finishing design touches on the next issue of the 13th Age Monthly, due out at the end of August.
7 Icon Campaign is a change of pace for us, and it was great fun to create. It started as a thought experiment: Jonathan wondered how it would work to compress our game's 13 icons into 7. The experiment was a success, and it led to his new campaign. If you already know the 13th Age icons, you can probably figure out who has been combined with who by inspecting Lee's wonderful cover above.
7 Icon Campaign is based on Jonathan's original campaign notes, and the questionnaires that he handed out to us players before we created our characters. I've elaborated on the original notes with a mix of feats, talents, and spells. They're inspired by the new composite icons but will work fine in any 13th Age game. In just under 6K words, there's a new racial feat for dwarves, a feat for either clerics or wizards, a new necromancer spell, and one new talent apiece for the bard, sorcerer, and paladin. My favorite is probably the necromancer spell, but you may be a nicer person than me and have other preferences.
You can wait until some time in September to buy the single issue, or pick up a subscription to the full year of 13 issues in the Pelgrane store. Or you can take advantage of the sale that Drive-Thru RPG is running until August 19th, and subscribe at $3 off the usual price, so it's only $21.95.
13th Age Monthly & Organized Play
The big news is the start new season of the Organized Play. In short, the first year’s 13 adventures are free and will remain free, as are the next three. The other nine adventures will be available as part of the 13th Age Monthly.
GM-Screen
The 13th Age GM’s Screen is a go! We hope to have it out by the end of the year. Written by Cal Moore and Wade Rockett, it will feature art of the original 13th Age pair: Lee Moyer and Aaron McConnell.
Battle Scenes
Battle Scenes is being broken into manageable, icon-featured chunks, starting with High Magic & Low Cunning: Battle Scenes for Five Icons which will feature Archmage, High Druid, Orc Lord, Prince of Shadows, The Three.
Magic Circles and Dread Massacres
We’ve commisioned a book of followers for these five icons, Magic Circles and Dread Massacres.
Book of Class Expansions
We are also working the first book of class expansions which incorporate a Bestiary-like take on each class, a sprinkling of icon involvement, suggested builds, working well with others, tactics and multiclass mash-ups. We suggest organisations they could be part of, class-specific items and new talents, feats and spells.
A Man Without A Past
A novel of the 13th Age
Cipher is a monk: a master of the Deadly Arts, able to dismantle enemies using his bare hands. He is immune to lies, and can see volumes of information in the smallest detail.
Unfortunately, that’s all he knows. His real name, his history – all stolen by an unknown foe.
Without memory or purpose, Cipher can only follow his instinct to find bad people, and hit them until they stop doing bad things. Joining a crime-fighting cavalry unit in a remote corner of the Dragon Empire, he finds himself allied with a singing orc, an indecisive elf, and a flying carpet that doesn’t like heights. Together they’ll take on a crazy halfling death cultist, a love-maddened alchemist, a charming drunkard dog-thief, a blinded arch-demon in chains, and the bizarre Mantischorgoth.
The Forgotten Monk is high fantasy and high adventure, woven into a story of strong friendships, deadly hatreds, ingenious criminal mysteries and baffling affairs of the heart.
Download Chapter One in PDF format.
When you pre-order The Forgotten Monk, you get the EPUB, AZW3 and PDF version.
Start with anthropology fieldwork among the redscale barbarians of the Red Wastes. No, cancel that: the redscale dragonics ate the researchers. Restart with a dig into the myths and aspirations of dragonics influenced by chromatic dragons and the Three. The dig is dicey, but we expect to find monster stats, hierarchy options, adventure hooks, and player character options including feats, talents, and maneuvers.
Kroma Draconics is the ninth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in October. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
Ich hab mir einen dreiseitigen in Querformat gemacht und was höheres kommt mir definitiv nicht ins Haus.
The 13th Age GM’s Screen and Resource Book features incredible new art from 13th Age lead artists Aaron McConnell and Lee Moyer, a 32 page resource book, and a fold out map of the Dragon Empire.
The screen is three-ply and portrait-oriented, with the essential information a GM needs to run the game presented in an easy to reference layout.
The resource book includes advice, guidance and rules for:
•Using icon relationship rolls, with variations on the icon roll mechanic and examples of how benefits and complications can work in play
•Creating 13th Age adventures on the spot, with zero preparation
•Running montages (introduced in Organized Play, and expanded here)
•Incorporating terrain into battles, including creating environments and locations for different tiers of play
•Building better battles
•Helping players craft useful and interesting backgrounds, with advice on handling backgrounds that seem too powerful or too weak
•Creating memorable NPCs, with a sampling of icon-related NPCs—each with a brief description, Three Things that bring them to life in player’s minds, and suggested monster roles and initiative to guide GMs in building them out using the DIY monster rules
•And more!
Start with a nasty magical strike force that works for the Crusader. Continue in a supernatural landscape that speeds their magic. Finish with campaign hooks, the implications of a ruined world that exists alongside the world, and a possible origin story for the Crusader.
Echo & Gauntlet is the tenth installment of the 13th Age Monthly subscription. It will be available to buy in the webstore in November. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
Download Into The Underworld
The second adventure in Season 2 just went out to 13th Age Alliance GMs! Into The Underworld is a 1st level 13th Age adventure in four two-hour sessions, taking PCs into the realms below the Dragon Empire to investigate a fallen meteorite. But first they must face new enemies, as well as some familiar foes with new twists. Along the way they will encounter gods, strange subterranean seas, and the ever-present threat from the Star-Masks.
Into The Underworld includes a fun random encounter table for the underworld with a collapsed mine, a lost tomb (with optional trap), a slippery rock bridge over a torrent of water, and abominations spawned by a newborn living dungeon.
A megalith is just a set of standing stones—unless they’re actually members of an ancient stone race, reawakening in the 13th age! This full 13th Age Bestiary-style writeup has heroic, ambiguous, and villainous options that should fit into most any campaign.
The Waking Stones is the eleventh installment of the 13th Age Monthly subscription, and is available to download for subscribers now. It will be available to buy in the webstore in December. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
Simple new mechanics for player characters who want a castle, tavern, sacred grove to call home and build stories around. Includes rules for the obligations that can make or break your base, examples to suit many different campaigns, and new magic items for characters who want to put down roots.
... (http://pelgranepress.com/?p=20202)
The GMs Screen and Resource Book is off the presses and will be shipped out at the end of January. (...)
(http://pelgranepress.com/site/wp-content/uploads/2015/12/GMscreen.png)
The first Battle Scenes (http://pelgranepress.com/index.php/battle-scenes/) book High Magic and Low Cunning is ready for layout now, and the next book is underway. It will be on pre-order in January or February 2016.
Gareth Hanrahan has delivered the first draft of the Book of Demons, and I’ve playtested the Demonologist – a character which makes pacts with demons and gives them offerings. Each pact is either disfavoured, neutral or favoured at any one time, and it’s important to the demonologist to give offerings to prevent the creatures breaking free and wreaking havoc.
Here is an example of a spell from the Pact of Cruelty:
Tormenting Chains
Ranged Spell
Once per battle
Targets: 1 nearby enemy
Attack: Intelligence + Level vs PD
Hit: 2d8 + Intelligence damage
Special: You may maintain this spell by expending a quick action every round. As long as you maintain the spell, the target takes 1d8+Intelligence damage whenever it makes an attack or move action. The target may break free of the spell by making a hard save (16+). This damage counts as ongoing damage.
Miss: 3d8 + Intelligence damage
3rd level spell: 4d8 damage (2d8 damage if the target struggles)
5th level spell: 6d8 damage (3d8 damage if the target struggles)
7th level spell: 8d10 damage (5d8 damage if the target struggles)
9th level spell: 10d10 damage (7d8 damage if the target struggles)
High Magic & Low Cunning Preview. (http://www.enworld.org/forum/content.php?3210-13TH-AGE-Battle-Scenes-A-Sneak-Preview-Of-The-Upcoming-Book-Of-Set-Piece-Battles#.VrMVtVnR98E)
High Magic & Low Cunning: Battle Scenes for Five Icons (http://pelgranepress.com/index.php/high-magic-low-cunning-battle-scenes-for-five-icons/)Kann nun von den Vorbestellern heruntergeladen werden (genauer gesagt seit zwei Tagen). Das Map Folio sieht schon einmal bezaubernd aus.
kann gepreordert werden.
You suffer the rudest of awakenings when zombies crash through the walls of the inn, and battle is joined. But where do these shambling menaces arise – the misnamed Isle of Sanctuary, the strangely silent tower of Xuthana, or the Cliff Graves of the Demon Coast? And who or what raised this army of restless undead?
Swords Against the Dead is a quick-start adventure for 13th Age, the d20 fantasy game of battle, treasure and epic story telling. Grab a pregenerated character, decide your One Unique Thing, and get ready to fight for your life!
There are few things a sword-and-spell-slinging adventurer loves more than a full coin purse — so why not take advantage of it? Coin Tricks by Rob Heinsoo and Lynne Hardy turns the one thing that all PCs will literally die to obtain into a rich source of plot hooks and monsters. It includes:
Coin zombies, who make up for their slowness by using adventurers’ greed to ensnare them.
Coins found in living dungeons that appear to be from alternate versions of the Empire.
Ghoul-stamped coins, the mutilated currency of the undead.
Rules for Tower Thump, the dwarves’ favorite coin-based drinking game.
Normal-seeming gold coins that are also bat-winged demons devoted to chaos and destruction.
In the Dragon Empire, the imperial city of Axis is the hub of civilization—but even there, the barbaric spectacle of bloody arena combat draws cheering crowds. Who among the gladiators will ascend to fame and glory today, and who will fall?
Here you’ll find notes on gladiatorial armor, dragon patrons, crest-taking, staged holy wars, Dragon Empire gladiators as they compare to Roman Empire gladiators, the Lich King’s arenas, and other surprises involving war sports. By Rob Heinsoo.
by Jonathan Tweet and Rob Heinsoo
When creating characters in a d20-rolling RPG, some of us will always want to roll ability scores. Others hate the randomness, or the risk of rolling up a less-then-competent characters, and opt for point-buy systems. In our games, we let players choose the method they like. When we make our own characters, Rob has always opted for rolling ability scores while Jonathan uses the point-buy system from the core rulebook.
But while we were creating 13th Age in Glorantha, Jonathan came up with an alternative we both like. It creates more diverse characters, it’s simple, and it’s what we have been using lately and suggesting to our players.
Assign these six scores to your abilities: 17, 15, 14, 13, 12, 10.
This alternative array is better than the point-buy arrays on page 309 of 13th Age, but it’s better on the bottom end. Low scores usually get ignored with point-buy systems; but a bit more emphasis on the low end of the scores helps characters in 13th Age because skill checks call on many different abilities, and your defenses are based on multiple ability scores.
Try it, and see if you like the results!
To save the world, sometimes you gotta save a vampire—especially when they have information you need, but they’ve been captured by the not-so-friendly neighborhood sun cult. Getting to their island temple won’t be easy, though. Will you choose the Path of Battle, the Path of Cunning, or the (suspiciously named) Path of Welcome? This adventure for four to six 5th level characters can be run as a standalone session, or as a way to introduce the Wild Garden dungeon from 13 True Ways (http://site.pelgranepress.com/index.php/13-true-ways/) into your campaign. It includes an improved version of the hydra from the 13th Age (http://site.pelgranepress.com/index.php/13th-age-core-book/) core book, a different take on harpies, a wild and watery skill challenge, and some potential recurring villains for your campaign. By Wade Rockett.
Temple of the Sun Cabal is the sixth installment of the second 13th Age Monthly subscription (http://site.pelgranepress.com/index.php?p=16787). When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
Who are the fey, if they aren’t principally connected to the Elf Queen? Here are ten intriguing alternatives with consequences for story and mechanics, similar to what was done for devils in 13 True Ways. Also includes a double handful of fey monsters with different attributes depending on which name they are using, and at least one player character surprise.
Shades of Fey is the seventh installment of the second 13th Age Monthly subscription. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
Klassenerweiterungen zu 13th AGE von DASTOW Games
1 Seite Quick NPCs (Level 1, 5, 8 ).
Quick NPCs? Gekauft! Einer der wenigen Kritikpunkte, die ich bei 13A habe, ist, dass es im Bestiary und den Bestiary-Teilen der zwei Spieler-Bücher nicht allzu viele humanoide Gegner gibt mit so was Ähnlichem wie Klassen-Fähigkeiten gibt (also welche, die man als den Spielern ähnliche Gegner hernehmen kann). Klar, man kann mal einen Ork als Barbaren reskinnen und einen Drow als Menschen-Magier, aber ne große Auswahl ist nicht da. Das hier dürfte helfen.
spielt das ihm selben Kosmos wie Patfinder ?Das Spiel gibt keinen "Kosmos" als solchen vor. Der implizierte Welthintergrund verweist auf vollkommen generische ikonische Gestalten, die man in jeder Fantasy-Geschichte antreffen würde (Herr der Orks, Drachenkaiser, Hochdruidin, Schattenprinz usw.) und ist mehr als Zündstoff für eigenes improvisatorisches Spiel und Weltentwicklung gedacht. Hierbei entwickeln Spielleitung, Spielerinnen und Spieler den Hintergrund gemeinsam am Spieltisch während des Spiels weiter. Da es ein D&D-Derivat ist, gelten dieselben Grundannahmen wie bei D&D oder Pathfinder.
Meet Frankenstein’s monster with a vorpal sword… welcome to the realm of Dark Fantasy, and Gothic Horror for 13th Age!
Within a twisted realm shaped by the malignant power of The Nightfall, your adventure comes to life using the Archmage Engine to explore the many lands of the realm. These lands are as varied as the denizens themselves, taking the place of traditional 13th Age Icons: good against evil, order against chaos, tyranny against freedom… but at every stage the lines are blurred.
Nocturne is a 13th Age product, but also part of Savage Mojo’s Suzerain campaign setting, fitting neatly with the many realms of the Continuum.
The darkness is a friend, a weapon and a mystery.
Hear the midnight song. Heed the nocturne.
For Players Nocturne provides:
* New options for adventurers: several custom classes such as the mysterious Bloodshire Slayer.
* New races: the vampire, werebeast, and sallowfolk.
* New equipment such as the diving suit for The Churn, so you can explore the mysterious depths of this watery “land”. Alternatively, there’s the fire sword, a non-magical item of ingenious technology which draws fuel from a reservoir in the handle.
* New magic items such as Daemonic Wings, allowing your hero to fly. However, this is Nocturne and such magic comes with a price!
For GMs Nocturne provides:
* A complete dark fantasy setting with tones of gothic horror, steampunk, clockpunk, and more. Every land of Nocturne is detailed, with maps, and packed with story hooks to spin adventures galore.
* A dozen new Icons for your players to discover, twisted beings pulled here by The Nightfall. They rule the lands but battle in opposed pairs for control.
* A complete campaign, in the style of Savage Mojo’s award-winning Suzerain setting.
* A whole slew of side quests, short adventures to slot between the main beats of your gaming group’s grand adventure.
* A sandbox of ideas to use in the Nightfall realm, or to incorporate in your own campaign world.
Welcome to Nocturne. The Nightfall is but a breath behind; if you have the courage and strength, you might just survive for one more day.
Product contains: A 146 page full color PDF with all you need to play in this setting using the 13th Age rules system.
Fun random tables to generate mini-stories for player characters between adventures, or figure out what a character was up to when their player couldn’t make it to Game Night. Each icon-related task or experience includes a suggested contact, a temporary background, or a reward. GMs can also use these tables to generate zany plot ideas for NPCs related to the Archmage, Crusader, Diabolist, Dwarf King, Elf Queen, and Emperor. By Gareth Ryder-Hanrahan.
Alarums & Incursions: Downtime for Six Icons is the eighth installment of the second 13th Age Monthly subscription. When you subscribe to 13th Age Monthly, you will get all issues of the subscription to date.
Iconic battles!
GMs: Crush a dwarven city beneath your mighty Gearwork Dungeon! Plunder the elven goldenwood library that holds the secrets of the Green! Soak the sands of the Emperor’s arena with the blood of his living champions in the name of the One-Eyed King!
PLAYERS: Please, stop the GM’s wicked schemes!
The Crown Commands: Battle Scenes for Four Icons by Cal Moore offers icon-themed 13th Age Roleplaying Game encounters for the Dwarf King, Elf Queen, Emperor, and Lich King. You’ll find challenging fights at all levels of play, packed with dangerous foes on terrifying terrain.
The Crown Commands includes:
40 illustrated and mapped battle scenes for the Dwarf King, Elf Queen, Emperor, and Lich King: one set of battles for each of the three tiers of play.
New monsters and NPCs, including dwarf warriors, drow wizards, arena pit fighters, and owlbear cubs; along with new magic items to wield in battle.
Story ideas for getting the PCs into the battle scene, and possible outcomes that result from their actions.
Traps and terrain which make an exciting, challenging environment for PCs to face their foes.
Simple options to increase or decrease the difficulty of a battle.
Storylines that link each battle to the ones that come after, so you can take the PCs from one full heal-up to the next using only the battles in the set—with room to expand on these stories to fill multiple sessions of gameplay.
Battle Scenes are packed with ideas so that you can can incorporate them into your existing campaign, use them in a game when don’t have anything prepared; or when an icon relationship roll calls for a complication.
Four crowned icons of the Dragon Empire. Forty battles. Are you ready?
Bring your battles to life!Status: Layout
“Ye asked for it.”
Kella – Dwarf Mercenary
The Crown Commands Map Folio brings you 40 maps from The Crown Commands – Battle Scenes for Four Icons, in glorious full color by expert cartographers! This folio includes:
Player-facing maps for exciting battles in a gladiatorial arena, a haunted crypt, city streets, and more
GM-only versions of each map with the encounter title, page references, monster positions, and hidden terrain feature
A full index so you can easily cross-reference the maps with scenes in The Crown Commands
Why run static combat scenes when you can make ghouls burst from graves, pet baby owlbears, fight running street battles, and face a ziggurat crawling with orcs in front of a roaring crowd? Get The Crown Commands Map Folio—your players will thank you for it (once they’ve removed the dwarven axe from their breastplate and the Redcap blades from elsewhere)!
The magical ship Ostulti is a legend—created in a long-ago age, it’s a flying fortress able to ascend to the highest heavens where the living star-mask dungeons were long ago banished, and from which they have now returned. In order to reach the star-mask dungeon planet the Ostulti will be needed once again. The only problem? It was lost when the Wizard King fell.
Tides of Fate Part 2 is the latest 13th Age Alliance organized play adventure, designed for 8th level characters in four two-hour sessions. If you’re a 13th Age Monthly subscriber, you can download organized play adventures from your Bookshelf. RPGNow/DriveThruRPG/OneBookshelf subscriptions to 13th Age Monthly also include organized play adventures.
Iconic battles!
GMs: Crush a dwarven city beneath your mighty Gearwork Dungeon! Plunder the elven goldenwood library that holds the secrets of the Green! Soak the sands of the Emperor’s arena with the blood of his living champions in the name of the One-Eyed King!
PLAYERS: Please, stop the GM’s wicked schemes!
The Crown Commands: Battle Scenes for Four Icons by Cal Moore offers icon-themed 13th Age Roleplaying Game encounters for the Dwarf King, Elf Queen, Emperor, and Lich King. You’ll find challenging fights at all levels of play, packed with dangerous foes on terrifying terrain.
The Crown Commands includes:
40 illustrated and mapped battle scenes for the Dwarf King, Elf Queen, Emperor, and Lich King: one set of battles for each of the three tiers of play.
New monsters and NPCs, including dwarf warriors, drow wizards, arena pit fighters, and owlbear cubs; along with new magic items to wield in battle.
Story ideas for getting the PCs into the battle scene, and possible outcomes that result from their actions.
Traps and terrain which make an exciting, challenging environment for PCs to face their foes.
Simple options to increase or decrease the difficulty of a battle.
Storylines that link each battle to the ones that come after, so you can take the PCs from one full heal-up to the next using only the battles in the set—with room to expand on these stories to fill multiple sessions of gameplay.
Battle Scenes are packed with ideas so that you can can incorporate them into your existing campaign, use them in a game when don’t have anything prepared; or when an icon relationship roll calls for a complication.
Four crowned icons of the Dragon Empire. Forty battles. Are you ready?
More random tables for your player characters’ between-adventure mini-stories—this time for heroes connected to the Great Gold Wyrm, High Druid, Lich King, Orc Lord, Priestess, Prince of Shadows, and the Three. Each mini-story includes a reward, a temporary background, or a temporary contact; plus a question or two that will help players contribute to the campaign. By Gareth Ryder-Hanrahan.
Further Alarums – Downtime for Seven Icons is the eleventh installment of the second 13th Age Monthly subscription.
High Druid's World will be the final issue of 13th Age Monthly. The decision not to renew the Monthly for a third volume was a difficult one: we took account of the sales, and the resources and creative energy it took to run it, and decided that Rob’s time was better used concentrating on new books for 13th Age—including the 13th Age Bestiary 2.
13th Age Monthly has been the source and inspiration for many new ideas, some of which we’ll develop further in future products. Thank you so much for supporting us, and keep enjoying 13th Age!
Gibt es eigentlich schon etwas Konkretes zu weiteren Bänden, seien es Abenteuer oder Supplements? Oder sind Heinsoo und Tweet mit 13th Age Glorantha gerade völlig eingedeckt?Die Arbeiten der Herren zu Glorantha sind im Spätsommer abgeschlossen gewesen, jetzt hakt es dafür bei Moon Design...
Können die was, hat das schon jemand gecheckt?
Ich finde die können nix.
Da wird findet man passenderes Material im Vault
Bin persönlich froh, dass Monthly aufhört, wenn's dafür schneller Kampagne+Bestiary gibt - ich fand von den Monthlys nur ungefähr die Hälfte nützlich, aber so gut wie jedes Monster aus dem Bestiary wurde schon in unsere Kampagne eingebaut. Wenn's jetzt noch ein Buch mit mehr Klassenfähigkeiten gäbe, etwa etwas komplexere Talente für Pala/Barbar ...
Ich fand's immer schön. Einfach, dass da monatlich was kam, wo man sich drauf freuen konnte. Auch wenn es letztendlich - das sehe ich wie Du - nicht immer nützlich war.
13th Age Monthly was financially viable, but it was holding Rob Heinsoo back from delivering the many new books we have planned for the line. Rob has been able to work towards finishing the Demonologist and push forward with icon follower and class-based books and concentrate on getting the Bestiary 2 developed.
(http://www.drivethrurpg.com/images/9740/204433.jpg)
Meine gesammelten NPCs/Gegner zum Thema "Diebesgilden & Dunkle Straßen" kann man sich nun hier auf DTRPG (http://www.drivethrurpg.com/product/204433/Faces-of-the-Shadows) runterladen. Vielleicht findet ja jemand was für sich darin.
Posted by Michael O'Brien on January 31, 2017
By Rob Heinsoo
Let's start this update with what you probably care about most: what we know about the publication date of 13th Age in Glorantha and the [/size][/color]Glorantha Source Book[/font]. Neither book will be published by GenCon. Our goal is to publish both books as soon as possible after GenCon, this calendar year. We'll distribute the PDFs asap after the books are laid out. At present, it looks like the [/size][/color]Glorantha Source Book[/font] PDF will be available way ahead of the 13G PDF.
The transition from Moon Design to Chaosium has been a great deal of work and schedules have slipped. This project has been bigger and more challenging than anyone expected. Yes, Jonathan and I were in love with our subject matter, and creating a book that's at least twice the size that was planned hasn't helped the production process.
I'll be making updates (on Kickstarter (https://www.kickstarter.com/projects/416625372/13th-age-in-glorantha), then repeated here) at least twice a month. That starts with the art below, which is the 13th Age in Glorantha cover drawing by Aaron McConnell. I say it's the 'drawing' because the next step is that it's being painted by Lee Moyer, a team-up between the two original 13th Age artists. I'm very happy with the cover as a powerful demonstration of the Chaos Rises theme of 13G! Details are shifting, and it will be fun to share the cover as Lee paints-it-up.
[...] dass dieses einfach gut designte Spiel so schlecht in Deutschland rezipiert wird.
Leider hatte 13A von Anfang an den falschen Projektleiter...
@ Scimi: Sicher alles gute Gründe. Aber vor allem die Veröffentlichungspraxis war ja nun auch DER HAMMER - Grundbuch, Grundbuch Deluxe, .... nichts ... nichts ... Beutebuch angekündigt .... Monate vergehen ... Ui, da isses! - Und SCHLUSS!
Auf englisch läuft es... also gibt es eine Nische die genutzt wird und ich halte es regelmechnisch immer noch für das beste DnD.Natürlich läuft es auf englisch...aber heißt das im Umkehrschluss, dass es auf Deutsch laufen würde?
Man hätte aber definitiv beim Übersetzen viel schneller sein müssen, hat es aber einfach verpennt. (und das meine ich genau so)
Und Nische im englischen Markt != Nische im deutschen Markt.
Das Problem sind da auch die absoluten Zahlen. Wenn ein Produkt 1% der englischsprachigen Rollenspieler potentiell interessieren könnte, super, dann kann man schonmal 3000 Stück drucken, die man sicher los wird. Wenn ein Produkt 1% der deutschsprachigen Rollenspieler interessieren könnte, kann man die bei PoD zum Selbstausbeutungspreis herstellen und freut sich, wenn man im Jahr 20 Stück verkauft kriegt...Eben.
Ich glaube auch das der deutsche Markt zu klein für ein Produkt wie 13th Age ist.
Hmmm, ... ist Splittermond das Pathfinder zu DSA?Ich kenne DSA nicht. ~;D
Kenne das System nicht, weiß aber, dass sich dort viele DSA-Renegaten tummeln. Der Erfolg von Splittermond hat mich auch überrascht - hätte da keinen Groschen drauf gesetzt.
Ich kenne DSA nicht. ~;DWas unterscheidet denn Splittermond von den anderen Kitchensink--Settings wie 2E-FR oder Golarion?
Aber Ja, Splittermond wird wohl einige DSA-Fans gezogen haben.
Splittermond hat für mich erstmal damit gepunktet, dass ich die Darstellung der Welt schön finde. Etwas, was mir bei 13th Age vollkommen abgeht. Und da es kein einziges 13th Age-Setting (also eines, das auch für 13th Age gemacht wurde) zur Übersetzung geschafft hat, fehlt da noch etwas.
Ergo:
Ein Regelsystem, das schwierig ist für Einsteiger, ohne eine wirklich ausgearbeitete Welt in Konkurrenz zu deutschen Produkten.
New monsters for your campaign include:
- Fallen icons like the Gold King and the Forest that Walks, powerful beings who must be defeated by a blend of swords, spells, and campaign victories.
- A wizard bonded to their spellbook, a rogue bonded to their magic cloak, and other former heroes who took shortcuts to power by merging with their magic items.
- The Lich King’s covert undead propaganda force: the Cult of the Silver Hand.
- Fomorians, monstrous worshipers and children of the ancient chaos gods (fomorian art by Ania Kryczkowska).
- Rattletales, dangerous spirits who will probably leave you alone if you can tell them a truly scary story (ideally, one about rattletales).
- Malatyne, the purple dragon whose entertainments are legendary—and the player characters might be the main attraction…
- Lions (temple); tigers (elemental & rakshasa); and owlbears (plumed).
The Archmage BANISHES them. The Crusader CONQUERS them. The Great Gold Wyrm DEFIES them. The Diabolist SUMMONS them. When the world cracks open and the demons attack, what will YOU do? The Book of Demons takes an in-depth look at the Abyssal enemies of the 13th Age – the demonic hordes whose eternal struggle to shatter reality causes hellholes, dimensional breaches, and other, even weirder assaults on the world.[/list]
For Players:
For Game Masters:
- Master the forbidden arts of the demonologist class
- Claim demon-tainted magic items (or be claimed by them…)
- Discover how to seal a hellhole and save the world
- Five detailed hellholes, and advice on making your own
- Secrets of the Crusader and the Diabolist
- Demons! Demons! Demons![/l][/l]
Pelgrane hat das Bestiary 2 für 13th Age (http://site.pelgranepress.com/index.php/lions-tigers-owlbears-the-13th-age-bestiary-2/) angekündigt.
The game is called 13th Age—so what’s in those 12 previous Ages? What fantastic treasures, brooding monsters, perilous dungeons, or ancient secrets survive from past centuries? What now-vanished icons shaped history, and what legacies did they leave behind?
Designed by Gareth Ryder-Hanrahan (Eyes of the Stone Thief), The Book of Ages includes:
- The Engine of the Ages, a collaborative method for designing the ancient history of your campaign, producing a chronology of past Ages, plus a wealth of legacies, legends, and lairs to trouble the present day
- Prompts, suggestions and random tables to spur creativity
- More than a dozen sample Ages with new icons, monsters, treasures and powers: Explore the wolf-haunted Age of the Silver Moon, preserve civilization in the Age of Walled Cities, or fight for freedom in the Age of the Terrible Emperor
- Six ways PCs can travel into the past in search of adventure!
(http://www.drivethrurpg.com/images/11929/219473.jpg)
Martin Killmanns Buch mit sechs neuen Klassen ist jetzt auf DrivethruRPG (http://www.drivethrurpg.com/product/219473/Dark-Pacts--Ancient-Secrets-13th-Age-Compatible?src=hottest_filtered&filters=0_0_45211_0_0)
The Archmage BANISHES them. The Crusader CONQUERS them. The Great Gold Wyrm DEFIES them. The Diabolist SUMMONS them. When the world cracks open and the demons attack, what will YOU do? The Book of Demons takes an in-depth look at the Abyssal enemies of the 13th Age – the demonic hordes whose eternal struggle to shatter reality causes hellholes, dimensional breaches, and other, even weirder assaults on the world.
For Players:
For Game Masters:
- Master the three paths of the demonologist class: the path of corruption, path of flame, and path of slaughter.
- Discover how to seal a hellhole and save the world
- Six detailed hellholes, and advice on making your own
- Secrets of the Crusader and the Diabolist
- Demons! Demons! Demons!
Rob Heinsoo has just informed 13th Age Glorantha Kickstarter (https://www.kickstarter.com/projects/416625372/13th-age-in-glorantha) backers that we plan to start distributing the 13th Age Glorantha and the Glorantha Sourcebook PDFs next week!
Right now, we're in the we're in the approvals phase now rather than the production phase, and we're all thrilled! More details about next steps in the most recent backer update (https://www.kickstarter.com/projects/416625372/13th-age-in-glorantha/posts/2109090), but as a preview of what's coming next week, here's a near-final version of the 13G front cover, as designed by Lee Moyer & Chris Huth.
The Book of Ages is the next book in the production schedule, and we’ve unknotted the Cartography Conundrum which has plagued Shards of the Broken Sky (http://site.pelgranepress.com/index.php/shards-of-the-broken-sky/). I can’t make any promises for a release date as yet. You know what the most popular book at my table is? The Book of Loot (http://site.pelgranepress.com/index.php/the-book-of-loot/)! And players can never get enough treasure, so we are following up with Loot Harder (http://site.pelgranepress.com/index.php/loot-harder-a-book-of-treasures/) – hundreds of new magic items including campaign-changing artifacts.
We are having a 13th Age production meeting next week to hammer out the next two years’ releases but I have learned my lesson and won’t promise concrete news until I am sure what’s up.
You’ve defeated the monsters, now it’s time to loot the lair! By ENnie award-winning author ASH LAW, Loot Harder: A Book of Treasures brings you hundreds of new magic items for your 13th Age game, including true magic items, consumables, and items for new classes.
Brave adventurers (and GMs) will also find game-changing, campaign-defining iconic relics; “minor” magical treasures that require no attunement; and of course (or should we say, “of curse”), those rare riches that exact a price. Plus: adventure hooks, new item types (scepters, chalices, orbs), lair items, linked thematic item sets, and iconic artifacts!
Think you’ve looted as hard as you can? Get ready to LOOT HARDER!
by the way: Was bringt mir fantasyground?
Immer mal wieder bin ich traurig, dass es ewig dauert, bis es neue Veröffentlichungen zu 13th Age gibt. Geht's euch ähnlich? Oder seid ihr eher froh, dass die Welt nicht mit 13th-Age-Material überflutet wird?
Oder seid ihr eher froh, dass die Welt nicht mit 13th-Age-Material überflutet wird?Kurz gesagt: ja. :)
Loot Harder: A Book of Treasures
You’ve defeated the monsters, now it’s time to loot the lair!
By ENnie award-winning author ASH LAW, Loot Harder: A Book of Treasures brings you hundreds of new magic items for your 13th Age game, including true magic items, consumables, and items for new classes.
Brave adventurers (and GMs) will also find game-changing, campaign-defining iconic relics; “minor” magical treasures that require no attunement; and of course (or should we say, “of curse”), those rare riches that exact a price. Plus: adventure hooks, new item types (scepters, chalices, orbs), lair items, linked thematic item sets, and iconic artifacts!
Think you’ve looted as hard as you can? Get ready to LOOT HARDER!
ASH LAW ist jetzt auf Patreon (https://www.patreon.com/ASHLAW) und erstellt für Unterstützer Abenteuer, Talents, Klassen u.a.Und er plant seine Abenteuer Module mittelfristig auch auf RPGNow reinzustellen, wie er mir geschrieben hat. 🙂
In the latest episode of the Iconic Podcast, Cat Tobin gives us some insight into the products in the 13th Age pipeline. In case you didn't listen to the episode, here are some notes that I took:
• Shards of the Broken Sky – It’s a giant sandbox adventure area where one of the Archmage’s flying realms has crashed to earth, and depending on what your icon relationships are, you’ll have different goals. They hope to have it on pre-order toward the end of the year.
• Icon Followers – One of Rob’s personal pet projects. Similar to the Bestiary but with NPCs and organizations related to the icons. They hope to have it towards the middle of 2019.
• Gangs of Drakkenhall – Street level gangs in the Blue's bloody city of monsters.
• Dragons of the Pyre – Gareth wants to write a Stone Thief-sized epic campaign about dragons. You’d start at level 1 playing an adventure that would escalate you to each level. Your one unique thing would be that you’d have the soul of a dragon, and then you’d invent your unique dragon.
• A book of living dungeons – Advice for creating lots of different types of living dungeons, how to use them in campaigns, integrating them with icons, how to generate them on the fly, and the consequences of having living dungeons in the Dragon Empire. It may include undead living dungeons.
Aber bei Pelgrane - so schön die Sachen dann ja sind - muss man ja viel Geduld haben. Auf jeden Fall sehr cool, dass es mit 13th Age so weitergeht.
Mit 13G, Book of Ages,Book of Demonsund Loot Harder habe ich persönlich aber gerade genug auf meinem Pelgrane-Pile of Shame liegen, da können die mit dem Nachlegen gern mal kurz Pause machen… ;D
Kickstarting Soon for 13th Age. A collection of adventures by Ash Law. Take your 13th Age campaign to the planes!
Visit the City at the Edge of Dawn.
Where the Psychedelic Ocean trips into the Waterfall of Eternity lies the City at the Edge of Dawn, known to various cultures throughout the many worlds as the City of Portals, the Eternal City, The Wheel of Angels, the One True City, and many other names—to its inhabitants it is simply ‘the City’. On wide streets and narrow alleyways demons, demigods and dragons rub shoulders with heroes and villains from a hundred worlds. Here you can find every architectural style real or imagined, and anything you dream or dread can be found in its sprawling markets.
Everything subject to change prior to publication.
The Underworld calls! Can you resist its dark lure?
The expanse of the Dragon Empire is as nothing compared to the vast and mysterious realms that lie beneath it. Deep within the Underworld lie adventure and treasure—as well as madness and death. But what is reward without risk?
With The Book of the Underworld, designer Gareth Ryder-Hanrahan (Eyes of the Stone Thief, Book of Demons, Book of Ages), reveals the Underworld’s secrets for 13th Age, including:
The lands of the Underworld: the Underland, the kingdoms of the Hollow Realms, and what lies within the Deeps
The mighty dwarven city of Forge, rallying point for the inevitable war to reclaim Underhome
The domains of the Silver Folk elves, and their underground icons: She Who Spins in Darkness, and He Who Weaves with Joy
The threats of Malice, the Drowfort, and the four kingdoms of the Mechanical Sun
New Icons, forgotten gods, spells, feats, magic items, monsters, and more!
You’ll also find rules for traveling in the Underworld—including ways to make travel montages more interesting (and hazardous!)—and advice for GMs who want to create adventures and campaigns set in the Underworld.
The passage downward lies ahead. Cold air chills your bones, and you can hear the echoes of something huge and ancient stirring far below. Mutter one last prayer to the Gods of Light, set your torches ablaze, and prepare to enter the Underworld!
Author: Gareth Ryder-Hanrahan
Developers: Rob Heinsoo, John-Matthew DeFoggi
Status: In development
• Further Adventurers—A book of classes. There will be things for existing classes, especially where they don't have enough things to make them interesting, a couple full classes, and some classes that are different from everything else (including the Ice Priest class).
Darauf freue ich mich am meisten. Schon 13G war allein von den Klassen her großartig - wenn man jetzt nur nicht so lang warten müsste...
- The lands of the Underworld: the Underland, the kingdoms of the Hollow Realms, and what lies within the Deeps
- The mighty dwarven city of Forge, rallying point for the inevitable war to reclaim Underhome
- The domains of the Silver Folk elves, and their underground icons: She Who Spins in Darkness, and He Who Weaves with Joy
- The threats of Malice, the Drowfort, and the four kingdoms of the Mechanical Sun
- Forgotten gods, the gnome academy of magic, monsters, magic treasure, and more!
Das Book of Underworld kann jetzt bei PG vorbestellt werden, es ist also abzusehen, dass es in die Läden kommt:
https://site.pelgranepress.com/index.php/book-of-the-underworld/ (https://site.pelgranepress.com/index.php/book-of-the-underworld/)
(https://site.pelgranepress.com//nas/content/live/pelgranepress/wp-content/uploads/2019/08/Book-of-the-Underworld_350.png)
-Dragons of the Pyre. Gareth Hanrahan's 10-level campaign where the PCs are dragons. The adventurer tier portion is done and in playtesting. Unfortunately, COVID has caused some re-prioritization, so it's unclear when Gar will get around to finishing it.find ich so unnötig wie eine Analöffnung am Ellbogen...
Warum so abwertend kommentieren?Der Spruch ist aus Kill Bill. ;)