Trapmaster: The Hands of Time

The Hands of Time Mira cursed as a gobbet of molten iron landed on her shoulder. A partner would have made the riddle of the clock easy to bypass. As it was, her only course had been to spike the pendulum. She thought the sweat on her brow beaded from concentration as she picked the lock, but looking up, she realized it was from the heat of the iron spike that was now red hot and flexing under the pressure of the axe-shaped pendulum. Breaking...

Trapmaster: Spike-Eating Pit Trap

Spike-Eating Pit Trap Brushing the flakes of rust from her hands, Mira reached into her pouch and withdrew a wooden spike. Glad now that she had paid the druids of the grove to enchant it, the young rogue carefully tapped it into the seam of the pit trap ahead, ignoring the statues of horrific creatures awaiting her at the end of the corridor… At the far end of the 10-ft-wide corridor, six stone monsters flank a door, the heads of each of the...

Trapmaster: Path of the Barefoot Mariner

Mira smiled fondly at the inscription inscribed onto the leather flap on her tool pouch as she returned the magnifying glass: Grand-daughter, may these tools grant you the blessings they once brought me, though the paths you seek to walk are dark and fraught with ancient perils. The traps you encounter will most definitely be of the old school. —Gavin Setting aside the ship-in-the-bottle, the young tomb robber sat down in the corridor and began...

Scaler’s Alley: A 13th Age Compatible Battle

It’s been my privilege to work with Kobold Press almost since its inception—first as a copywriter and marketer, and later as a designer, developer and editor. My favorite Kobold books to work on have been for the 13th Age Roleplaying Game by Rob Heinsoo and Jonathan Tweet. So, to help celebrate the 10th anniversary of Kobold Press, I’ve converted Christina Stiles’ Scaler’s Alley scenario in Streets of Zobeck for use in a...

Monster Monday: Star Song

It is said that for every idea there is a star in the sky, and every star sings a song honoring that ideal. This is one of those songs. Although not all are malevolent, star songs adhere to their ideals with alien fervor and this makes them dangerous. Furthermore, they attempt to cause and thereby incorporate sounds that they feel strengthen their songs. This leads them to seek out like-minded beings with whom to work and strengthen in return...

Deep Magic for 13th Age Now Available

An 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...

Deep Magic for 13th Age Preview: Five Schools of Magic

Chapter 2 of Deep Magic: 13th Age Compatible Edition describes 30 specialty schools and magical traditions, each with flavor text to give you an idea of how the school fits into the world, a brief description of how they like to use their spells, and a list of their spells. Here are some of our favorites: The Daughters of Freyja, The Forlorn Elementalists, The Inklings, The Red Inquisition and the Zobeck School for Scoundrels. Any listed spell...

Deep Magic for 13th Age Preview: Duel

I’m busy editing the manuscript for Deep Magic: 13th Age Compatible Edition by ASH LAW, now available to pre-order. There’s so much cool stuff in here that I can’t wait to share with you. So I wont! Here’s a sneak preview from the book: a conversion of the duel cantrip. Duel You create an illusory combat terrain for magical duels, lasting 1 hour or until you end the effect. Duelists go through all the motions of casting...

Monster Mondays: Anima

Anima are raw emotions given tangible form. Unfortunately for those encountering this creature, the strongest emotions can come at the time of death. Fear, pain, and despair are some of these passions turned into monstrosities. Some among society know the secrets of pulling the power of emotions from a dying person; the time when emotions can be at their highest peak. An even smaller subset of these individuals even know how to manipulate the...

Victory’s Bestiary: Living Cloudkill Hurricane

For days, schools of dead deep-sea fish washed ashore on tall waves violent with green foam. An olive-colored cloud then stretched across the entire horizon, blotting out the rising sun and casting bolts of jagged lightning down into the tempestuous sea. All ships were moored, and the people of the coastal cities were warned to flee to steadings more inland. The cloud continued to creep toward shore with a malign intelligence, bringing with it...

Victory’s Bestiary: Two-Headed Rustmaw Displacer Purple Worm

Countless strange and terrifying creatures lurk in the subterranean world that sprawls beneath the mortal empires. Through lightless tunnels, caves, and dungeons they burrow, most driven only by a primal desire to hunt, to mate, and to nest. Many of these creatures, however, are warped by the feral magic of the underworld, their already monstrous forms transmogrified into aberrant beasts unlike anything produced by the hand of nature. The...

Victory’s Bestiary: Half-Tarrasque Hydraic Medusa Serpent Queen

For centuries, rangers from the Queen’s Wood have traded rumors of a blighted fortress built from hundreds of thousands of petrified sacrifices. It is here that the half-tarrasque hydraic medusa serpent queen is said to dwell, reigning over a court of snake cultists drenched in the blood of displacer beast young. Believed to be an icon in her own right, the serpent queen is the progeny of the tarrasque and the first hydra, who in turn laid the...

Victory’s Bestiary: Lich-Touched Siege Kraken Monumentbringer

In the center of a great saltwater sea floats an island necropolis: a city of twisting catacombs, looming mausoleums, and sprawling graveyards rivaling in size the capitol city of the empire itself. It is from this nether citadel that the arch-lich lays his schemes, forever plotting to overrun the shores of civilization with his hordes of ravenous dead. Though the arch-lich commands vast legions with which to launch campaigns, the spearhead of...

Victory’s Bestiary: Hand of Drought and Famine

From her obex beneath the rotting corpse of the First Titan, a goddess known as Mother Pestilence rules over an endless dust bowl that once was an azure sea teeming with fish the size of carriages. For centuries, the civilizations along the edge of her wasteland have offered Mother Pestilence tribute–the surplus of their harvest–as a show of humility before the ever-present threat of scarcity, disease, and hunger. Every few decades,...

Theurge Class – 13th Age Compatible

The theurge is one of the most popular classes in our New Paths Compendium for Pathfinder RPG.  Now, Ryven Cedrylle offers this distinctive class for your 13th Age roleplaying game… Theurge Wizards cast spells. Clerics utter prayers. Sorcerers draw on their magical bloodlines and druids draw on the power of nature. You do none of these things, or perhaps all of them. For you, magic is simply magic, regardless of from whence it arises. ...


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