Let’s Play The 13th Age: 64-76
“13th Age combines the best parts of traditional d20-rolling fantasy gaming with new story-focused rules, designed so you can run the kind of game you most want to play with your group. Created by Rob Heinsoo and Jonathan Tweet, 13th Age gives you all the tools you need to make unique characters who are immediately embedded in the setting in important ways; quickly prepare adventures based on the PCs’ backgrounds and goals; create your own monsters; fight exciting battles; and focus on what’s always been cool and fun about fantasy adventure gaming.”
- Pelgrane Press
Created by some of the designers behind D&D4e, 13th Age combines strategic turn-based combat with a new focus on roleplay and character development.
This is one of the longest-running actual play campaigns out there: it began back when 13th Age was still in development! This campaign stars the Rogue Elements, a bizarre band of troublemakers that have been tasked with saving the Dragon Empire.
Pheia
The next piece of the puzzle is at the bottom of the ocean, in the Longfin Empire’s capital city.
Glitterhaegen and Shadowport
A pair of twin cities, split into light and dark. The Rogue Elements take this dichotomy a little too literally and make the cities punch each other.
Weird Magic
We discover the truth of Bella Canto’s magic, just in time to fight the Final Devil, protect Equinox Manor, and maybe sorta impress the Archmage.