Want to run a 13th Age game but don’t have anyone who will play? Or do you want to play but cannot get anyone to run a game regularly? If so, take a look at the 13th Age Organized Play, Tales of the 13th Age. In this episode, we discuss the format of the Tales of the 13th Age as well as doing a review of one of their recent Tales, The Crusader’s Fist.
For more information on the 13th Age organized play, check out their website.
To access the 15+ adventures that are already out, you’ll need to sign up here.
And to find a game near you, check out the sticky thread on the forums!
We’d love to hear what you think of the Tales of the 13th Age or any of the adventures you may have run or participated in. Leave us a comment!
We looked at 13th Age Demons back in Episode 10, so we’re taking a look at Devils this time. Both are evil, but they are not equal. Listen in as we talk about Devils and how to use them in your 13th Age adventure.
Cue Monte Python’s famous ‘Run Away!’ line, for in this episode, we explore what it means to have a campaign loss in 13th Age. When should the party flee? What happens if they do? We want to hear your stories of when your players fled – send us your stories or leave a comment below!