Pelgrane Press

 

Pelgrane Press Ltd

Ken and Robin Talk About Stuff: More Poison Duck

May 25 2018

In the latest episode of their incorruptible podcast, Ken and Robin talk fantasy heists, Fat Leonard, invented slang and the Poison King.

Privacy Policy

May 25 2018

At Pelgrane Press Ltd, we’re committed to protecting your privacy.

This Policy explains how and why we collect personal information about our customers, how we use it, the conditions under which we may disclose it to others and how we keep it secure. By using our website, you’re agreeing to be bound by this Policy. Contact us if you have any questions about this policy.

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We obtain information about you when you place an order, sign up to the newsletter resgister for a bookshelf or enter a competition.

What type of information is collected from you?

The personal information we might collect include your name, address, email address, IP address, and information regarding what pages are accessed and when. We do not hold your card information, or other financial details. We store your email address to allow you to access your account and so we can send you order related emails, and notify you of important changes to your account. We store your country so we can use the correct currency for your purchases and comply with data protection law.

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We may use your information to:

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We will hold your personal information on our systems for as long as is necessary for the relevant activity, or as long as is set out in any relevant contract you hold with us.

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We may analyse your personal information to create a profile of your interests and preferences so that if you’ve chosen to receive marketing information we can tailor any communication we send to you.

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We may pass your information to our third party service providers for example to process your orders and send you mailings. However, when we use third party service providers, we disclose only the personal information that is necessary to deliver the service and we have a contract in place that requires them to keep your information secure and not to use it for their own direct marketing purposes. Please be reassured that we will not release your information to third parties unless we are required to do so by law, for example, by a court order or for the purposes of prevention of fraud or other crime.

We may transfer your personal information to a third party as part of a sale of some or all of our business and assets to any third party or as part of any business restructuring or reorganisation, or if we’re under a duty to disclose or share your personal data in order to comply with any legal obligation or to enforce or apply our terms of use. However, we will do our utmost to ensure that your privacy rights continue to be protected.

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We take steps to ensure your information is secure. Any sensitive information (such as card or paypal payment details) are encrypted and protected with [whatever encryption we use]. Other information is transmitted normally over the Internet, and as this can never be guaranteed to be entirely secure,. so you do so at your own risk. When we’ve received your information, we make our best effort to ensure its security on our systems. You are responsible for keeping your password confidential. We ask you not to share your password with anyone, and we will not share it either.

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Review of this Policy

We keep this Policy under review. This Policy was last updated in April 2018

Ken and Robin Talk About Stuff: Kill America’s Famous Pigs

May 18 2018

In the latest episode of their XP-grubbing podcast, Ken and Robin talk in-game reward, how Ken picks games, persuasive maps and Hobby Lobby’s Sumerian incantations.

Sheeple

May 16 2018

A creature for The Esoterrorists

The Outer Dark Entities known as sheeple slip through thin spots in the membrane caused by the belief that a dangerous contaminant or source of disease exists nearby. They enter our reality only in rural areas where domestic livestock roam. Sheeple feed on the fatal terror of farm animals. Cows, pigs, sheep and horses all instinctively fear these quadrupedal, pseudo-mammalian creatures. When a sheeple fixes its terrible gaze on its animal target, the poor dumb beast suffers an immediate, fatal heart attack. The psychic energy released by this sudden death nourishes a sheeple for weeks.

Though sheeple vary in appearance, investigating agents of the Ordo Veritatis can generally expect a demonic entity with the body of a sheep and the distorted face of a bat, snapping turtle, or ogre-like human.

Sheeple exude a psychic residue exerting a mind-control effect on humans exposed to it over a period of months or years. They employ this to command locals to defend against external threats. With glassy eyes, upturned pitchforks and outraged cries against outsiders messing in their affairs, these peasants, farmers and shepherds chase away anyone getting too close to a sheeple lair. Those who don’t take the hint get stabbed or shot.

Mostly interested in feeding and with no great boons to offer Esoterrorists, sheeple rarely take part in overarching conspiracies. When they do, they’re forced into it by more powerful ODEs. They hate to be rousted from a fruitful earthly habitat. Hikers, real estate developers and property surveyors stumbling into a sheeple lair may be killed by the entities or their human defenders. This can trigger a wider search, another influx of visitors, more killings, and a monstrous cycle of bloodletting that eventually leads to a briefing from Mr. Verity.

One area recently overrun by sheeple surrounds a US-sponsored disease research facility near Tbilisi in the Republic of Georgia. Efforts of Russian propagandists to use the installation to fan anti-American sentiment are certainly paying off for the sheeple, who find it easier to come through the membrane with each passing month.

Abilities: Athletics 6, Health 7, Scuffling 8

Hit Threshold: 3

Alertness Modifier: 0

Stealth Modifier: +2

Weapon: +1 (Jaws)

Armor: +1 vs. Scuffling

Book of Demons: Demonologist Path Mechanics

May 14 2018

Sometimes a class is a bit more than a single class! The new demonologist class in Book of Demons is a bit like the druid in 13 True Ways in that it uses talent choices to define its class features and spell lists. The three demonologist paths—corruption, flame, and slaughter—have features in common, including resist abilities to specific types of damage and demon summoning. However, two demonologists with talent choices in different paths can play extremely differently.

As with the druid, you can mix demonologist talents from the different paths to create the character you want to play. With a single talent in a path, you’re said to be an initiate. You’ll have access to the path’s spells and its summoned demon, but not as much access as a demonologist who has become a devotee of a path with two of its talents. Use all three talents in the same path and you’re a fanatic—which may be a worthwhile choice for raw power, but will cut down on your versatility.

If you’re curious about the mechanical feel of the characters you can create using the different paths, here are the arguments for why each path might be the most interesting.

Corruption is the best path because you already know your enemies are weak, and your spells and talents will ensure it.

Talents from the path of corruption tend to power-up the effects and conditions your spells (and sometimes your allies’ spells) place on enemies. Examples include Contagion, a talent that transfers a condition to a different enemy when an enemy suffering from one of your spells drops; and Inimical, a talent which raises the saves required against all your spells. These bonuses apply to any spells you cast, not just corruption spells. For example, if you take Inimical as your one corruption talent and choose two talents from the flame path, all the ongoing fire damage your flame path spells deal will be harder to save against.

The demons summoned by corruption path demonologists are spoilers, oozing creatures that somehow daze or weaken enemies, creating conditions your corruption path talents may be able to manipulate.

Flame is the best path because everyone burns when you say so. 

A demonologist heavily invested in the flame path might play something like a summoning-capable sorcerer who specializes in fire spells. Unlike the hypothetical sorcerer, however, the flame path demonologist gets better at overcoming resist fire abilities the more talents they invest in the path. In playtesting, that made the difference between a path that no one could see themselves playing, and a path that could handle descending into a hellhole.

The path’s spell selection is more than just fiery offense. Spells like flaming teleport and flame shroud and golden claw (pictured at right!) interpret fire control as a source of improved mobility, so that demonologists on the flame path are a bit more survivable than similar brittle spellcasters.

Slaughter is the best path because you get to wear heavy armor, chop enemies up with swords and melee spells, and still summon demons.

I admit that it’s hard to dispute the slaughter path argument. Previously you could multiclass into a character who wirlds both swords and sorceries in 13th Age, but this is the first class implementation that deliberately invokes at least three Elric-tropes.

I’m not sure that the slaughter path is better, per se; but I know it’s popular, whether mixed with one of the other paths or followed to a full-fanatic three talents.

The demons summoned by slaughter path demonologists include two of the new demons added in this book, the claw demon and the hungry maw.

Art by Rich Longmore

Ken and Robin Talk About Stuff: Double Skeleton Town

May 11 2018

In the latest episode of their lightly resined podcast, Ken and Robin talk CIA boardgames, game fiction, fantasy world wine and the Roanoke colony.

Ken and Robin Talk About Stuff: Where Magic Goes to Die

May 4 2018

In the latest episode of their expose-filled podcast, Ken and Robin talk Counterspy, con man films, Alex Roberts and the geomancy of the L.A. Times.

New See Page XX out now!

May 2 2018

The latest edition of See Page XX is out now!

Featuring the release of a 13th Age dice tray and the 13th Age Battle Scenes bundle, as well as the first three episodes of the returned Iconic 13th Age podcast, we also look at Cthulhu culture and tabletop in China, the QuickShock iteration of GUMSHOE, and demons in 13th Age (both demonic boons and higher level summonings).

It’s all in this month’s See Page XX!

13th Sage: Updating Druid & Necromancer Summonings

May 2 2018

Recently we’ve gotten some feedback from players on the summoning mechanics for champion and epic tier druids and necromancers that  coincides with how we handle summoning in new books like 13th Age Glorantha and Book of Demons. In this column, I’m going to take the opportunity to extend one of our summoning improvements to the classes in 13 True Ways.

The change is simple. Use the following rules adapted from 13G and Book of Demons to help summoned creatures contribute to higher level battles.

Attack bonuses: Summoned creatures use the default bonuses of their summoner’s magic weapon or implement, if any. In other words, if you have an attack and damage bonus from a magic weapon or implement, so do any creatures you summon.

Defense bonuses: Similarly, summoned creatures use the default bonuses of their summoner’s armor, cloak, and head items, if any. In other words, default bonuses to AC, PD, and MD from magic items also apply to your summoned creatures. As with the attack bonuses covered above, this only applies to default bonuses. Bonuses and abilities that come along with an item that are not default bonuses only apply to summoned creatures if they specify that. At present, not many do.

This is the only change. Stick with the current rule that druidic and necromantic summonings don’t automatically add the escalation die to their attacks—both classes have feats that get around that, or you can spend a quick action to add the escalation die to the druidic/necromantic summoned creature’s attack (see 13TW page 11).

See Page XX – May 2018

May 2 2018

Page XX logo (2015_04_01 16_53_09 UTC)

It was International Tabletop Day over the weekend, and we hope you had a great day, whatever you ended up playing! We’re gearing up for another Big Day in the gaming calendar – namely, Free RPG Day 2018 – and our bumper-sized offering for this year, an adventure for both The Fall of DELTA GREEN and Cthulhu Confidential, is shuffling its way off the printing presses as we speak. We’ve also been busy with other work; we were so impressed with a 13th Age dice tray produced by one of our foreign language licensees that we decided to get some made ourselves. We’re releasing the PDFs of the final Battle Scenes book, Fire & Faith: Battle Scenes for Four Icons, and the accompanying full-colour Map Folio, and with those, a collection of all six Battle Scenes books & map folios in print or PDF only format. 13th Age Glorantha is still on pre-order, as is The Fall of DELTA GREEN; the Book of Demons for 13th Age is now available, and all pre-orders have been shipped.

New Releases

Articles

Resource page updates

13th Age

      • 13th Sage: Updating Druidic & Necromantic Summonings – Rob Heinsoo adapts rules from 13G and Book of Demons to help summoned creatures contribute to higher level battles
      • The Iconic podcast is back! In April, they launched their first three episodes. You can listen to them here:
      • 13th Age Character Builds. In this series by ASH LAW, we feature two different builds for every 13th Age character class, at all levels. ASH suggests how the builds might be used, and offers tips on playing each character. Stats are based on the point-buy method, and the characters have no non-standard elements

See Page XX Poll

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