Kickstarter RPG Projects - 2018
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The following is a listing of various RPG and RPG-related Kickstarters for 2018.

The previous KS list can be found here, and tracked projects through 2017.

Please feel free to add any projects that either catch your eye or you are supporting.

The template I use for my posts (minus some spaces so the code stays code):

[size = 14][ b ][url=KS link]KS Name[/url][/b][/size]

[ q ]As much KS text as I feel like copying.[/q]
[ b ]Goal:[/b] £$¥XXXX

[ b ]Deadline:[/b] Date

[IMG]Mini chart image link from Kicktraq page[/IMG]





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Steve Dubya
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Castle of the Mad Archmage: Musicland

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This is the third expansion to the Castle of the Mad Archmage megadungeon adventure. In this adventure, the characters are catapulted to a parallel dimension called Musicland where musical instruments are alive, people speak in musical notes, and the King of Instruments produces melodies that embody the Platonic ideal of music itself.

Not only will the adventurers need to navigate this strange and deadly place, but they will need to figure out a way home, as well. But where there is great peril, there is always promise of great reward, and treasures both mundane and magical await those who enter Musicland.

This Kickstarter will be used to fund art and editing for the adventure. In addition to the PDF version, there will be a limited edition hand-produced print version in a very limited numbered edition of 100 numbered and signed copies, exclusive to this Kickstarter, which will never, ever, be produced again. This is a truly unique opportunity to get a bit of OSR gaming history.

The original Castle of the Mad Archmage has more than thirteen levels and over 1,500 keyed encounters of perils, monsters, traps, and treasure to bedevil your players. There are levels of warring humanoids, the deadly Arena, ancient artifacts, lost temples, portals to other worlds, and the ultimate secret of the dungeons... the Mad Archmage himself. And now it's getting even bigger!

Goal: $1,000

Deadline:January 29, 2018

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Steve Dubya
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Children of the Apocalypse for Savage Worlds

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Children of the Apocalypse is a post-apocalyptic epic fantasy setting for Savage Worlds. In Children of the Apocalypse, bold adventurers explore the ruins of our world, seeking lost technologies to empower the creations of Tinker Mages.

In the world of Children of the Apocalypse, the Nine Gods exert a daily influence on societies, scheming for the advantage of their followers and the downfall of their enemies. The setting book includes a complete Plot Point campaign in which the players contend with the Gods themselves to determine the future of all humanity.

Children of the Apocalypse requires the Savage Worlds core book and the Fantasy Companion.

Players take on the roles of newly-minted adventurers of the city-state of Peterborough, in the service of the Lord Protector. Some might follow the path of the psion, learning the arts of mental power; others might master musketry or fencing; still others could study alchemy or wizardry.

The Kickstarter for Children of the Apocalypse will fund awesome art and expanded content for the setting book, which already includes 8 new races, new setting rules, a complete Plot Point Campaign, and details of how to convert your hometown into a post-apocalyptic fantasy world.

It's Earth! The default setting is an alternate version of New England, but you can easily adapt any local area as a site for adventuring. For the gamemaster, map-making becomes trivial, and for the players, you have the opportunity to repurpose artifacts from our time as magic devices using Weird Science. Toy blaster? Now it has the Bolt power! Use a smartphone for Divination or a French Horn for a sonic Blast.

The Children of the Apocalypse setting book contains:

Descriptions of the Nine Gods, their followers, and their motives
Eight new races created by the Nine Gods
A complete description of post-apocalyptic Boston and the surrounding communities
Setting rules to represent a high-magic, high-theology world
A complete Plot Point campaign leading to a confrontation with the Gods themselves
Guidelines for converting your own hometown into a campaign setting

Goal: $6,500

Deadline: January 31, 2018

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3. RPG: Frankenstein Faktoria [Average Rating:8.75 Unranked]
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Frankenstein Faktoria Role Playing Game

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Frankenstein Faktoria is a tabletop horror roleplaying game unlike any you have seen before. It might well contain the usual dead bodies, corpses, and demonical villainy, but in this case you are the corpse, or at least an amalgam thereof.

In Frankenstein Faktoria you and your friends play a Frankensteiner. One of the tortured creations of Doctor Victor Frankenstein, created out of a composite of body parts from cadavers and reanimated through science and electricity.

(Fun Fact: Mary Shelley's "Frankenstein" novel was first published 200 years ago on 1st January 1818! Happy Anniversary Frankenstein!)

The Doctor, Doctor Victor Von Frankenstein, has constructed a small Factory in the town of Shalleymouth. Here in his infernal facility, unnatural Creatures, denying nature’s laws, Frankenstein’s children, are produced on an assembly line, endlessly, day-by-day.

Why does he do it? Nobody knows. The Doctor appears to have gone completely insane. He has severed his ties with the world outside and has shut himself up inside his crumbling castle alone with his experiments. He does not give his “children” much attention, instead he spends his time endlessly experimenting, synthesising chemical solutions, scribbling labyrinthine formulae on blackboards, and tinkering with mysterious devices. He is manifestly uninterested in the operation of the production line. Instead a hunchbacked servant, Igor, adopted by Frankenstein many years ago, oversees the day-to-day operation of the Factory.

During a Frankenstein Faktoria game, the players take on the role of the tortured monsters created by the Doctor. His hideous Frankensteiners...

Every Frankensteiner is composed of four basic elements: head, torso, arms, and legs. The player rolls a d3 four times and assigns the resulting values to their chosen Traits.

The value assigned to each area determine the following:

Legs = Speed

Head = Mind

Arms = Agility

Torso = Strength

During the game, when players undertake an action, they will need to make a Trait roll to see if those actions are successful. These rolls are made using a number of d10s equal to the value of the Trait involved with a target number required, depending on the complexity of the task.

Sometimes, when appropriate limbs are lacking, Igor constructs makeshift prosthetics of various kinds from whatever he finds lying around the Factory. These might be a pair of scissors, a piano leg with a wheel, or something even more peculiar. Because of this the next step in character creation is determining the origins of specific body parts.

Each player can choose three types of characteristics, from the lists in the book or ones that their GM invents, and roll on the tables to find out what special abilities, or drawbacks, their Frankensteiner has.

Characteristics are split into the following:

General Characteristics - such as Natural Smell, Loud Roar, or Additional Brain.

Head Characteristics - such as Intelligent Face, Missing Eye, or Sewn-Up Windpipe.

Hand Characteristics - such as Thief's Hands, Mechanic's Hands, or Long Arms.

Torso Characteristics - such as Tattoo, Fish tank Torso, or Subsutaneous Armour.

Leg Characteristics - such as Sprinter's Legs, Wheeled Feet, or Monkey Toes.

Skulls do not come in one size. Some brains are larger, some are smaller and still others are missing little bits. In this situation there is no guarantee that the brain will be fully co-ordinated with the body and to solve this problem Frankenstein devised the bolts. An iron band is fastened inside the empty skull and then connected to electrodes. Next, the brain is placed inside the band. The temples are drilled and threaded, and finally the bolts are pushed into the holes.

When the bolts are tightened, Mind Trait is reduced to 1. The Frankensteiner is not able to think clearly or perform complicated tasks. Only when the bolts are loosened is the ability to think restored, sadly at the expense of bodily control. Agility, Strength and Speed are then, in turn, reduced to 1, as the character becomes clumsy, weak, and unbalanced. During a game session the players will be forced to tighten and loosen the bolts constantly to ensure the best possible performance of their minds and bodies.

Shalleymouth is the nearest town to The Factory. Indeed, the Factory and Castle are built on a hill overlooking the town, its presence casting a cloak of malevolence, suspicion and dread across the townsfolk.

Whilst Shalleymouth is spoken about in the original game there isn't a lot of information available. As part of this campaign we are also looking at producing a new Shalleymouth supplement for Frankenstein Faktoria, which you can pledge for in certain tiers (Visitor of Shalleymouth and above).

Some of these tiers will allow you to leave your mark on the town... become a citizen or dignitary or maybe even help establish one of the establishments there. Landlord of a pub? The local Undertakers? Matron of the Orphanage? Or maybe a simple Tailor? There are also opportunities for an illustration based upon your likeness to appear in the Shalleymouth book.

Goal: £1,000

Deadline: January 16, 2018

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4. RPG: 5e Game System Product (D&D 5th Edition Compatible) [Average Rating:8.00 Unranked]
Steve Dubya
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Fantasy Magic Item Cards: RPG Items for 5E

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New magic item cards for use in RPG's. We are also doing the Make 100 campaign. Your magic item can be part of this campaign now.

Goal: $5,000

Deadline: February 1, 2018

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5. RPG Item: A Night in Seyvoth Manor [Average Rating:0.00 Unranked]
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"A Night in Seyvoth Manor" for D&D 5th Edition

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A Night in Seyvoth Manor is a Halloween-themed "challenge" adventure that was originally designed for Dungeons and Dragons 4th Edition (published under the 4th Edition Game System License) and published for free in 2013. It was subsequently nominated for a 2013 ENnie award in the "Best Free Product" category.

This project is to do a complete conversion of A Night in Seyvoth Manor to the Dungeons and Dragons 5th Edition system and publish it through the 5th Edition Open Gaming License (OGL for short), while giving it the attention it deserves in terms of a proper editing pass and additional artwork.

Few people in the village of Ravenshire spoke of the manor atop the hill to the north, and even fewer dared approach it. After the horrific events that happened there so many years ago many believe the mansion and the estate grounds to be cursed, haunted by the restless dead, and some of the village residents could swear they have seen movement and lights coming from the seemingly abandoned mansion.

Throughout the years the village has had its share of disappearances; most of them had been blamed on the harsh environment of the surrounding forest and the natural dangers of the world we live in, but recent evidence leads to the doorstep of the Seyvoth estate. And when two young women – Jessi and Lyssa Hawthorne, daughters of a village elder – go missing, the village immediately sent out search parties in to the surrounding area. Two separate groups of scouts passed through the iron gate at the entrance to the estate… and have never returned.

Now a local mystic warns of the danger looming in Seyvoth manor, how the daughters will soon be led towards the darkness and turn against the village they once called home. Are you brave enough to step through the gates and seek out the missing scouts and rescue the two women in distress? Are you willing to unravel the mysteries of the Seyvoth estate, even if it means risking your own life?

The adventure is a "challenge" adventure in that it is not intended to be part of a larger campaign; it is designed as a one shot adventure, using throwaway characters that are highly optimized, and for that reason the adventure is designed to be pretty brutal. Expect characters to die, possibly more than once, but if they do they can simply walk right back in to the adventure and try again... there are only two limiting factors: time (it's designed to be between 4 and 6 hours... we'll get to that shortly) and an optional scoring system at the end of the adventure. It is also designed to be replayable: players can take what they have learned in one run through and carry it over to the next one.

I do have to point out something... when I say it is "desgined to be between 4 and 6 hours", that's really depends on the party and how you go about it. But it *can* be done... technically... and was almost done by the guys at The Incomparable Podcast who have done a single run through of Seyvoth Manor, continuing it every Halloween, that has run for the last four years. Granted, they were doing it for fun and not for the challenge, but you get the idea.

A Night in Seyvoth Manor also uses cards for treasure, quest items, rumors, abilities and other items in game. There are a total of 112 cards that can be physically printed through Drive Thru Cards (see backer rewards), and some of these items are pretty over the top...

Yes, A Night in Seyvoth Manor is also loaded full of pop culture references from literature and movies. Some are pretty obscure, others are pretty obvious to anyone that has ever heard of the origin. And, to be honest, knowing these pop culture references will likely make your adventure a lot less painful and a lot more entertaining.

Finally, A Night in Seyvoth Manor embraces the style of early adventures where taking risks are rewarded. Sure, you might be able to go through the entire adventure without taking any chances, but if you really want a better chance at being successful you're going to have to risk death or severe bodily injury at least more than once. Amazing treasures like the above do exist, but you're going to have to put your neck on the line to have any chance of getting them.

Every part of the adventure - even areas that do not have the possibility of an encounter - has a tactical map so that players can see what's where in the room. It also instills the fear in players that, wherever they go, there *might* be an encounter.

All the existing cartography was done by myself using Adobe Fireworks CS6 (we can just hear designers twitching out there over that one, but yeah) and creative assets from ProFantasy Campaign Cartographer 3.

There are at least two areas that we feel will need to be re-done entirely ("Blood Caves" and "Hall of Mirrors", for those familiar with the old version) and a few that need to be reoriented (Seyvoth's "Inner Sanctum" needs to be rotated 90 degrees to make sense), but all in all it's definitely manageable.

A Night in Seyvoth Manor exists as a published product for Dungeons and Dragons 4th Edition and it currently stands at 43 pages, but it's going to need a reasonable amount of work to be converted to 5th Edition. Some areas (like, for example, the entire "bats bats bats bats..." scene) simply would work terribly in 5th Edition so they would have to be reworked. And of course there's the issue of converting all the monsters into something that's not only challenging but surmountable; I mean, let's face it, an 5th Edition vampire straight out of the Monster Manual will eat a 6th level party for lunch, so we'll have to do some adjustments to make it possible - albeit unlikely - for players to not get instantly killed.

The expectation is to get all the mechanics converted by April or May 2018, if not sooner. How long editing and art will take is unclear, but that shouldn't stop this campaign from being ready well in advance of next Halloween. One the mechanics are available, it will be provided to backers for review while the product is edited and the artwork is completed.

We have not decided on who will be doing are art or editing the product; we do have a short list of some really talented people, but a decision has not been made.

Goal: $750

Deadline: February 1, 2018


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6. RPG Publisher: Gun Metal Games
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The Widow's Tear: Cosmic Horror For Starfinder (Revised)

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The galaxy in which the Starfinder game is set is a vast, largely unexplored region of space, just waiting for intrepid adventurers to discover it's secrets.

Gun Metal Games brings Starfinder fans new, exotic locations for their characters to visit during a campaign in a new line of Starfinder-compatible products: Descent Engine: The Spacefarers Guide to the Cosmos!

Each product in this game line will reveal new regions filled with a multitude of star systems, strange phenomena, new creatures and much more! The flagship book in this line is The Widow's Tear!

A 160 page, full color, hard cover book, The Widow’s Tear will explore some of the inhabited star systems in the nebula and introduce you to the beings who live there. You’ll learn about their unique histories, their goals for the future and the challenges they face. You’ll read about new technologies, including special weapons and armor, new psionic abilities, magic items, spacecraft, and more!

Many of the creatures you'll find in The Widow's Tear are inspired by the works of H.P Lovecraft, whose Great Old Ones and their spawn are found not only in this book, but are also in the Starfinder pantheon. This book will also provide new, horrific grafts you can easily apply to any creature or race, new hazards for planets and space travel, and rules for insanity. We also have a limited pledge that allows some of you to create your own creatures and hazards!

We’ll introduce new races available for play, including Angarri, the Defiled, Jendova, the Tieflings of the Hellfire Syndicate, and more! Each star system will come with its own map. We even have a limited pledge that will allow some of you to create your own unique star system for inclusion in the nebula!

The Widow’s Tear is designed to be a “plug and play” setting you can easily drop into your own Starfinder game regardless of whether or not you are playing in the Starfinder universe, or in a world of your creation! You can use the entire nebula as is or pull any of the star systems, creatures, or races out and drop them right into your game! Likewise, all of the rules are modular, so you can use them however you like.

Like a dancing mote of dust in a sunbeam might draw the human eye, so is the wandering gaze of the Elder Gods drawn to the Widow's Tear. The area of space within the nebula is like a snarl in the fabric of space-time, a rough burr that chafes the hides of the Great Old Ones, stirring them from their death-like slumber. Central to the idea of this locale is its tie to the darker themes lurking in the Mythos genre. But why? The worst terrors found in the works of Lovecraft and other authors of mythos fiction are extraterrestrial in origin. If races are bold enough to leave their planets of origin and traverse the vast emptiness between the stars, then it is only fitting that they encounter the terrors that spawn there.

Rather than sitting on a speck in some corner of the galaxy waiting for these terrors to descend, the protagonists boldly head into space and confront them. These travelers have advanced technology and a greater understanding of the universe than is currently known. Yet as Lovecraft says, there are things undreamed of in the vast reaches, and in comparison to the horrors that lurk in the expanses of space, they are still frail and finite. It will take more than technology and knowledge to survive. They will need courage, determination, and luck. The blessings of more benign powers would not hurt either.

The Widow's Tear seeks to build on the cosmology of H.P Lovecraft's Great Old Ones. We introduce new Elder Gods to the mythos, along with the creatures and cults which serve them, and we'll even work with some of you to create your own!

Goal: $7,000

Deadline: January 31, 2018

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Steve Dubya
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WyvernsTales Exeter LARP & Cosplay Store Take 2

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Over the years I have run various projects, (details from other projects, shop etc. can be found here: www.wyvernstales.co.uk) but when I was offered a space in McCoy's Arcade in Exeter to run a pop up, I was sceptical. After all, how much interest could there be in an odd little shop selling Live Action Role Play kit?

Turns out: quite a lot!!

In just under two months my little space attracted customers from all walks of life: LARPers (of course, 7 - 8 local groups, 3 or so festivals... turns out the hobby is growing!) but also people looking for costume, props to play with and even horns for their upcoming nuptials! We introduced a host of people to our little corner of strange.

From a limited stock at the start, we managed to attract some fantastic traders such as Offa Studios, Skian Mhor, Jaunty and Rakish, even David Oliver (of Dumnonni larp and Rattlebox theatre fame).

So, we are looking for a new space, we have some in mind, and the more money we raise, the bigger we can go, and the more we can fill it with fantastic art, workshop space, etc.

What we want in the shop is as follows:

- In or around the city centre (specifically Fore Street as that is a hub of bespoke shops).

- A large window frontage (having plenty of stock on display drew a lot of people in!)

- A large floor space so that people can handle the props and make an informed decision.

- If possible workshop space so we can get in traders and prop/costume makers to show off their skills to interested parties.

Thank you for reading through our proposal and I hope we can count on your support as we embark on a new and wonderful journey into vistas we didn't expect ever to enjoy!

Goal: £2,000

Deadline: March 4, 2018

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8. RPG: Starfinder System Compatible Product [Average Rating:0.00 Unranked]
Steve Dubya
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FROM BEYOND: DISTRESS CALL Sci-fi RPG Adventure

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Imagine you are on an outpost two months far from the closest civilized area in a newly discovered star system. Far from supplies, far from home , relying only on your mates and skills to solve the many problems an isolated outpost has to face. Four alien planets are orbiting around a dim dwarf brown star.

Everything was going fine, and all you had to do was waiting the next shipment with the fresh provisions, until one day you receive an automatic distress call coming from the Sawshark, a hi-tech mining vessel operating in the star system asteroid belt that is supposed to be under your protection.

After the call the ship goes silent and any attempt to hail back the Sawshark fails.

You jump on your rescue shuttle to save the crew with a clear goal in mind fix the problem and be back as soon as possible with the ship and its crewmembers.

What could possibly go wrong ?

The adventure is ready to be delivered in pdf, so you will receive it the same day the backing time is over.

Publishing and having this adventure backed will allow me to better make the following five episodes and planning subsequently the setting which will describe in detail the star system where this adventure and the following ones will take place.

The adventure includes:
- 3 new creatures
- 2 new ships
- 3 new trade goods
- 7 new equipments
- the B&W printable maps

Goal: MX$2,000

Deadline: February 3, 2018

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9. RPG Item: Dice [Average Rating:9.08 Unranked]
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MINI Metal Polyhedral Dice Sets from Metallic Dice Games

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We're Metallic Dice Games. We've run numerous Kickstarters in the past with thousands of satisfied backers.

We've been making full-sized 16mm metal dice for several years, but gamers are always asking us for the ever rare MINI metal dice. Well, they're here!!

10mm Mini Metal dice will be available in 4 great color options:
Antique Copper
Antique Gold
Antique Silver
Torched Rainbow

We are making these mini metal dice in 7-die polyhedral sets, but we are also offering sets of d6's and d20's. If you would like individual d4's, d8's, d10's, d10 percentiles, or d12's, we did also add a reward for a mix of 6 dice with any of these shapes/colors that you choose.

Goal: $10,000

Deadline: February 4, 2018

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10. RPG Item: The Folio #01 [Average Rating:5.00 Unranked]
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Folio #1 1E & 5E Adventure Reprint

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Three years ago I started the Folio series with a dream of creating OSR inspired adventures that also fit into today's gaming styles. My first adventure was entitled 'Beneath Roslof Keep'. At the time, I had no idea that The Folio would become a 'thing', or that so many fans the world over would enjoy the exploits of this particular dungeon delve. So, as I ring in 2018, I wanted to once again touch base with Roslof Keep, and try to allow new players who might have missed this long out of print module the opportunity to lay hands on it. As it was the first module ever produced by Art of the Genre, I also wanted to have a chance to go back in, modify the content and presentation to match what later became out standard Folio process, and also add-in content not included on first publication.

So, if you've ever wanted to own a Folio, start a new campaign, or just want to see what we do here are Art of the Genre, this is a perfect opportunity to get in on the ground floor, or should I say, Beneath Roslof Keep.

My Project: The Folio is a 1st Edition & 5th Edition gaming module. It will be produced as an 8x11”, removable cover [11x17" once removed], adventure with mostly b/w interior artwork. The final size is roughly 32 pages of content.

Who’s it for? ALL gamers, both new gamers and old gamers as it is easily expandable or playable as is.The concept is to allow gamers a starting point for adventure that can be modified to their liking while providing excellent reference content and framework.The base mechanic will be for 1st Edition AD&D, while having 'grey block' stat blocks for 5th Edition D&D, but I’ve designed it to be readily modified to any fantasy game.

What’s in it? It has been written by myself and my OSR compatriot Mark Timm, with incredible cover art from old school masters and interior artwork by skilled black and white illustrators Travis Hanson and Michael Wilson, and even a bit of Jim Holloway because I can never get enough Holloway. We are intent on providing a polished and modern design with creatively nostalgic content that transcends a particular age. The Folio will contain a 3-D map, a Gazetteer, a monster section, a new monster unique to the setting, DM’s notes and guides, and a full adventure.

Why Roslof Keep? Well, because I loved gaming artist Jim Roslof, have toured his studio, and always thought he should have received more credit for his work in the dawn of RPGs. This tribute is for his work on the cover of B2 Keep on the Borderlands, and I'll be making a special limited edition run of modules that feature Jim's final color gaming art that was produced for Art of the Genre before his death.

Is there more to Roslof Keep? YES! This is a six part epic dungeon crawl that takes players from 1st level all the way to the low teens. If you'd like to own all six parts, you can find them in the pledge levels!

Goal: $2,500

Deadline: January 12, 2018

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11. RPG: DestinyQuest [Average Rating:7.20 Overall Rank:577]
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DestinyQuest IV: The Raiders of Dune Sea

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DestinyQuest is a new style of gamebook that draws on modern fantasy action games such as World of Warcraft and Diablo, and fuses them with the old-style ‘choose your own adventure’ books of the 80s.

In DestinyQuest, readers use an innovative map system to experience exciting quests, battle fearsome monsters and discover valuable rewards.

Throughout their adventure, the reader can customize their hero from hundreds of collectable items and special abilities, allowing them to take on ever-greater challenges as they seek to build their hero from a starting newbie to a legendary champion.

How do I play?
All you need to play DestinyQuest is a copy of the book, a handful of six-sided dice, a pencil and some paper – then you are ready to embark on an epic narrative adventure where you are the hero. You get to make the decisions for your hero, deciding where they will go, what they will do, and how they will react to the myriad of challenging dilemmas that will be set before them. Book Four of DestinyQuest pushes these choices even further, ensuring that no two adventures will ever be the same.

Do I need to have read the other books?
No. Every DestinyQuest book is written as a standalone adventure, but together they create an ongoing narrative that tells a larger story. While readers will always benefit from having experienced the other adventures in the series, it is not essential that you have any prior knowledge of the characters and game world. If you want to take your first plunge into DestinyQuest with Book Four, then there’s nothing to hold you back. Grab your sword and backpack, and get ready for an exciting ride!

DestinyQuest IV: The Raiders of Dune Sea
Dark fury will rain down from the heavens.

A lost race returns from the shrouds of time, armed with the powerful magics of Ragnarok to unleash their bitter vengeance on an unsuspecting world. The shifting sands of the southern desert will run red with blood as the robbers and pirate captains of the Dune Sea are dragged into a deadly war – one which could unravel time and change the destiny of all.

You are an orphan with a strange gift for magic. Hunted by the church, you have fled south to the desert lands of Khitesh, seeking to make a fresh start as a sell sword. However, a simple treasure-seeking mission quickly turns sour, plunging you into the heart of a criminal underworld, where shady dealings and poisoned blades hide a deadly secret.

Do you have what it takes to survive on the cut-throat tides of the Dune Sea? You decide in this epic fantasy adventure – one where you make the decisions.

All new careers
From the political intrigues of the Sultan’s palace, where poisons and subtle magics do their work, to the rowdy frontier towns of the Badlands, where a fast fist and a sharp blade are the order of the day, there are many opportunities to hone your craft and grow in power.

Perhaps you will favour the path of the warrior, mastering wind-forged blades and becoming a whirling dervish of spinning death…
… or take up the shield of a dark templar and use shadow magic to bolster your armour and weather your opponents’ strikes.

Thieves are thick on the Dune Seas, where gold and lost artefacts draw many a rogue.

Tomb robbers have perfected the acrobatics to navigate the broken pyramids and avoid their traps…
…while the deadly buccaneers sail the sand seas, their aim with a flintlock as deadly as their finesse with a blade.

Magic spins its own mysteries across the sand-seared plains, waiting to be harnessed by those with mastery of the art.

The powerful aeronauts have learnt to tap the winds of magic, shaping them into fast-moving currents or devastating storms…
…but few are as skilled as the summoner, whose elemental magics are capable of bolstering powerful minions with the fury of the elements.

Over a hundred new abilities
The wastelands of the south are deadly and unforgiving. Only those who learn to adapt will survive, honing their skills to face the fearsome adversaries of the Dune Sea. Uncover new weapons and armour of arcane power and unlock their hidden magics to perform fatal moves and unstoppable combos.

Healing magics will purge poisons and keep you in the fight, whilst all-new warp abilities will have you teleporting across the battlefield, leaving opponents confused and off guard while you deliver punishing sneak attacks.

All new epic loot cards!
Level up your hero with Kickstarter-exclusive loot cards. Each card features a unique item of equipment that does not appear in the book.

Once you meet the criteria for the item (such as learning a new career) you can immediately equip this special item. Loot cards feature powerful items, often with unique powers or attribute bonuses, to give you that vital edge in combat!

Greater tactics
Your own personal vault will now allow you to store the weapons and items you collect on your quests. These can all be accessed at a moment’s notice, allowing you to change your hero on the fly. The monsters and enemies of the Dune Sea have many immunities and resistances, therefore choosing your equipment for each encounter is now more crucial than ever to secure success. However, your vault is not limitless in space, so you will have to make careful decisions over what you choose to keep and what gets thrown away!

More choices
You take control of your adventure, choosing who you will ally with, who you will thwart and those who you will turn into bitter adversaries. Earn reputation as you join one of the many factions that scheme and battle across the Dune Sea. Your loyalty may earn you special rewards and loot, as well as opportunities to embark on secret side missions. Uncover relics and lost magics from the ruins, tombs and pyramids, then take them to market, negotiating deals with wealthy collectors or bartering in the bazaars for items that will boost your powers. Every quest will present you with hard choices to make – and some may come with fateful consequences…

Goal: €8,000

Deadline: February 11, 2018

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Dice Dungeons — Instant Encounters for DND, Pathfinder, RPGs

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Have you ever wanted a simple and fun way to build an original encounter from the ground up? Do you sometimes wish that planning your group's next session could be as fun as actually playing your group's next session?

Enter: Dice Dungeons!

Dice Dungeons is a collection of 20 different encounter scenarios, designed to work with D&D, Pathfinder, or any other fantasy-based RPG! Dice Dungeons turns the act of detailing your encounters into a game of dice; it provides a fun and easy framework for your encounters, so you can generate ideas instantly and pick and choose from all of your favourite results!

You start by gathering your favourite set of dice and rolling your trusty d20! The result of your twenty-sided dice roll will give you your DUNGEON SETTING, corresponding to what you rolled. From there, you flip to the chapter of the book that coincides with your result, and you will be given an overview of the location, lore about the dungeon itself, and other interesting sidenotes about potential hazards and inhabitants. After that, you can further customize the dungeon by rolling other dice on ADVENTURE HOOKS, the BOSS FIGHT of the dungeon, a variety of ENEMIES and DANGERS, and, of course, totally customized TREASURE!

Each of the 20 dungeons are diverse, so each encounter will offer a completely different and endlessly customizable experience. Whether you prefer your campaign with epic combat, Lovecraftian horror, or heart-pounding exploration, Dice Dungeons has something for all types of GMs and players alike. The process can be as detailed as reading every single possible scenario, or simply rolling every required dice all at once and instantly having a completed dungeon prompt. It really is that simple!

The Kickstarter campaign is simple: You back this project (either the normal or earlybird tier), and you get the entire thing! Depending on the success of the campaign, stretch goals will be added to further add perks to the project. Throughout this campaign, teaser updates will be released to explore some of the trials and tribulations included in the twenty chapters of the book!

Dice Dungeons will be released as a beautifully-designed PDF, including original graphics and artwork. The project is already under way and will be finished and released in Spring 2018 to all backers.

Goal: $1,000 CAD

Deadline: February 5, 2018

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13. RPG Item: Dice [Average Rating:9.08 Unranked]
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ANDice - The World's First Series of Ancient Numerical Dice

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Dice - Small throwable objects with multiple resting positions, used for generating random numbers. One of the oldest traceable game pieces and earliest divination tools in history.

The earliest evidence of dice was found in an Egyptian game called Senet that was played with dice. It was played before 3000 BC and up to the 2nd century AD.

Numbers, counting, and dice have been intrinsically related throughout time.

We are proud to present ANDice.

Bringing you an ultra-modern design of dice with a truly unique historical touch!

In this first series of Ancient Numerical Dice, we have chosen The Babylon, The Mayan and The Egyptian. All the number systems used are non-alphabetic and are represented by captivating symbols and patterns.

The BABYLON

The Babylonian cuneiform method of recording quantities is approximately 5000 years old, and it is one of the oldest numeral systems in existence.

The MAYAN

The Mayan system was a base- 20 system (vigesimal) that used a system of bars and dots in a vertical place value system. A dot stood for one, and a bar stood for five.

The EGYPTIAN

The system of ancient Egyptian numerals was used in Ancient Egypt around 3000 BC until the early first millennium AD.

Specifications:

The ANDice are carefully constructed with zinc alloy; This gives it a nice weighty feel in the palm of your hand when you roll the dice. It will be anodized in three different coatings in order to achieve the perfect ancient look.

We have meticulously tested the probability of the dice rolling, as a result of this, the below chart has been produced.

Goal: $3,700 AUD

Deadline: February 7, 2018

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14. RPG: 5e Game System Product (D&D 5th Edition Compatible) [Average Rating:8.00 Unranked]
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Faerie Fire, a 5e supplemental

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Faerie Fire is a bestiary and supplemental expansion intended for the fifth edition of the world's most popular tabletop RPG. We wanted to explore the world of the fairy wilds in more depth--so we've made a court full of 10 wild, dangerous, and chaotic fey, and 20 new and unique monsters to add to your campaign bestiary--and an additional 20 magical items to fill your players with wonder (and avarice).

The base edition of Faerie Fire will be full-colour, hardcover, and feature approximately 104 pages of content; it will match the same dimensions as your other 5e books, so that they all line up nicely on your bookshelf.

The Creatures

The book is divided into two sections: the Fey Court, and the Wilds. In the Fey Court you'll meet a cast of ten strange and complicated beings: from the childlike Monarch to the mischievous Pox & Pilfer--and the mysterious, isolated Sepal, warden of the fairy prisons.

Members of the court are just as likely to turn on one another as they are to uphold any kind of order, and a player who finds themselves in the court's capricious graces could make a lot of trouble--or wind up dead.

In the Wilds, you'll encounter an even stranger collection of beings--some sentient, some not--who all operate by the fairy realm's arbitrary and downright chaotic rules. While not every creature in the book is immediately deadly (some would simply like to ask you a few questions), not one of them should be underestimated. An adventurer navigating the wilds may find themselves ensnared by the deadly Chondrofeyr--only to be rescued by their new, strange fairy familiar.

All 30 entries will come complete with beautiful, bold illustrations provided by an incredible line-up of talented artists--not to mention balanced stats, inventive mechanics, and vibrant lore for ideas on how to insert them into your own campaign.

The Items

We'll also be including a library of magical items in the book, perfect for any explorer with sticky fingers and time to sort out a curse or two. Five new weapons, five new armours, and ten new magical items--including a potions table filled with various tricks, grenades, and concoctions. In our own tabletop campaigns, we like to encourage players to think outside the box and use their magic items for roleplay as much as combat, so we've created items that we hope will give you lots of opportunities to be inventive.

Aesthetic

Faerie Fire is inspired by the neon noir aesthetic of the late 80s, with a touch of Trapper Keeper, and a spot of 90s Lisa Frank thrown in for good measure--we're calling it fairypunk. Adventurers making their way to the fairy wilds will meet creatures strange and new: some beautiful, some curious--but all of them dangerous in their own way. We also introduce the Plane of Living Light, a mysterious realm that can be skillfully manipulated by warlocks imbued with the Living Light. With magic reminiscent of neon lights and holograms, and a fey court full of glamour, the fairy wilds are filled with creatures dazzling and deadly in equal measure.

Part artbook, part bestiary, Faerie Fire is guaranteed to be a stunning addition to your bookshelf. But stay tuned: when the campaign funds, stretch goals will unlock even more monsters, new player races and subclasses, more illustrations and aesthetic upgrades, and even a module.

Goal: $22,000

Deadline: February 7, 2018

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15. Board Game Publisher: Modiphius Entertainment
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John Carter of Mars - The Roleplaying Game

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With scarcely a parting glance I turned my eyes again toward Mars, lifted my hands toward his lurid rays, and waited..." - John Carter, Gods of Mars

John Carter of Mars - Adventures on The Dying World of Barsoom is a planetary romance tabletop role-playing game. We've created it under license and with the cooperation of the estate of Edgar Rice Burroughs, author of the original Barsoom novels. We've also had guidance of Scott Tracy Griffin one of the leading scholars of his works to ensure utmost authenticity. Using a pulp-action inspired narrative variant of Modiphius' 2d20 system, Momentum, John Carter of Mars allows players to take the role of various adventurers and heroes as they travel, battle, and romance their way across the wondrous and dangerous world known to its natives as Barsoom. Play as John Carter, the princess Dejah Thoris or the fearsome Thark warrior Tars Tarkas - or create your own new heroes from a wide variety of options.

We've spent the last two years working on the John Carter of Mars roleplaying game as a labor of love, everything you see in the project is of utmost quality, from the beautiful landscape book to the stunning resin 32mm multi-part miniatures. We hope to unlock additional art budget to fill our core book with stunning works, to unleash the Swords of Mars campaign book which will include the battle rules for miniatures but also a full RPG campaign. We also want to bring you dozens of gorgeous miniatures to let you see our beloved heroes in action and lots of great geomorphic adventure locations such as airships and ruins.

The core book is being laid out in stunning landscape format which allows us to create extra long landscape artworks bringing Barsoom to life in vivid detail. Produced in our European print house which is renowned for its excellent hardback binding quality we can assure you of a truly beautiful book to last the ages. The Collectors slipcase is designed in portrait format so you can store your book upright if desired and will also house the Swords of Mars Campaign book once unlocked.

This will be just the beginning of an all encompassing John Carter of Mars tabletop games line with a planned boardgame coming next.

The core book is fully written, and now in layout, depending on what other books are unlocked in the line, we will be aiming for one shipment in the summer prior to a retail release in the fall. As soon as the Kickstarter closes and payments have been processed you will be given access to the complete documents for the core book as well as the full PDF before we go to print, to provide last minute proofreading.

"As I gazed upon it I felt a spell of overpowering fascination - it was Mars, the god of war, and for me, the fighting man, it had always held the power of irresistible enchantment." - John Carter, Princess of Mars

Included in the core book are:

An overview of Burroughs' Barsoom and its peoples, perfect to introduce new players to the wondrous world of John Carter of Mars.
Detailed chapters on technology, creatures, and various cultures.
A new skill-less Talent focused narrative variation of the 2d20 system called Momentum, including a step-by-step character generation system designed to create heroes from a variety of backgrounds and concepts.
Choose a wide variety of characters such as a dashing Red Martian duelist, a brilliant First Born scientist, a savage Beastmaster, a courageous airship officer, a disciplined assassin, or even Earthborn characters, so players can follow in the bounding footsteps of John Carter himself!
A detailed Narrator's section with information on how to run genre-and-setting appropriate games and campaigns, including information about the great secrets of Barsoom.
Three eras of play based on the adventures of John Carter himself. Play during the early days of Dotar Sojat, adventure during the time when Carter was a Prince of Helium and in the years after when he was believed dead, or fight alongside Carter and his allies during the later Jeddak of Jeddaks era.
An introductory adventure, the Mind Merchants of Mars, to get players and Narrators started on their adventures.
Click below to read our sample chapter of the Red Kingdoms

The Momentum system is a streamlined version of the 2d20 system used in other games such as Conan, Infinity, Mutant Chronicles and Star Trek Adventures. It focuses entirely on the abilities of the characters you play by allowing characters to build talents out of whole cloth and eschewing granular details that just aren’t important in describing the ultra-competent characters of Barsoom.

Characters in Momentum are described by six attributes that combine to form the Target numbers of all tests. There are no skills, instead your background and archetype determines your role in the world. You’ll also be told what your character will find harder. This guidance for your GM will help them decide if a test is low or high difficulty. Secondly if you’re a talented scientist then you will have a Talent that describes how you use science. It might be that you make discoveries after hours of painstaking research or perhaps your best leaps of intuition only happen when under fire; however how you relate to the activity is custom described for your character.

The Momentum system cuts down on the descriptive terms such as status effects and weapon qualities. Once you understand how to do a skill test and have chosen how you want talents to describe your character, you’re ready to go! There is also an entire chapter of example talents for you to choose, reword, combine and ignore as you see fit. Expect a free to download Quickstart booklet very soon so you can try the game for yourself!

Goal: £20,000

Deadline: February 11, 2018

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16. RPG: Infinite Galaxies [Average Rating:0.00 Unranked]
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Infinite Galaxies Core Rules

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Infinite Galaxies is a science-fiction role playing game of epic adventure for 3-6 players. The game is based on the Apocalypse engine with some cool tweaks to better model stuff like star ship combat, robots, aliens and other hallmarks of Sci-Fi!

Have you ever wanted to see a robot with a jet pack and rocket launcher arms? Ever wanted to fly your ship to the furthest reaches of the galaxy to explore alien ruins? Ever wanted to use your psionic powers to free the people of Arachnis 9 from the evil lord Zor? Well, with Infinite Galaxies, you can! You can do all of this with as much or as little prep as you want. If you want to run a zero-prep one shot, it’s easy. If you would rather create a complex society and hundreds of planets, you can do that too! It all works seamlessly with Infinite Galaxies rules.

There are eight separate playbooks – or character classes - representing a lot of sci-fi character tropes. Each playbook includes three separate starting packages allowing for a great deal of flexibility in character creation. This flexibility allows for some interesting party combinations – a squadron of Aces all with their own ships, a party of robots making their way in a meatbags world or a squadron of soldiers ridding a planet of bugs!

The Ace
You are the consummate pilot of all things that move. You start the game with your own starship and you can upgrade this ship as the game continues.

The Explorer
You excel at finding people and places no one else can. You start with the ability to lead a group into unknown or hostile territory.

The Jack
You are connected and you know how to get the things you need to get the job done. You start with the ability to use your network of contacts to get important information.

The Leader
Your skills and talents reside in providing guidance and instructions to others, in planning, and in strategy. You start with the ability to provide bonuses to your allies’ rolled moves.

The Psi
You are an enigmatic master of mental powers. Depending on what package you select, you have access to many different psionic abilities, including telepathy, telekinesis, and the ability to manifest a weapon from your psionic energy.

The Robot
You are a robot, an artificial creation of first-rate metal alloys, high-grade plastics, and gadgets beyond the imaginations of most. You may be designed for combat, to defend those under your protection. You may be designed to serve as a translator or guide. You may even be specialized in navigation.

The Scientist
Your talents lie in studying the natural world, repairing broken things, and creating devices of your own design. You start play with an innate ability to know things – a lot of things.

The Soldier
You are a trained warrior, skilled in the arts of combat and defense. Primarily, you excel in fight scenes. You may wield a laser rifle or perhaps heavy weapons. You might be trained in tactics and leading small teams of military units. You might even be skilled at healing others.

The Ship
The Ace's starship gets its own playbook and acts in many ways like a character. The Ship has its own ability scores, its own damage system, and can advance much like a character does.

New Systems

Scenes
In Infinite Galaxies, the story is broken down into scenes, discrete chunks of the story. A run through a crumbling hallway on a derelict space station, working out what all those weird gears do on that ancient alien door, or a space combat.

Drives
During play, players mark a series of drives. These are motives, such as ‘Destroy something important in a spectacular way’ or ‘Heal someone who is dangerously close to death’. Whenever they complete one of these drives, they mark experience. Players can change their drives when a new milestone is introduced.

Milestones
Milestones represent the group's general goals for the current session. They are something the group wants to accomplish, like 'Free the Princess' or 'Infiltrate the bug hive'. Whenever these milestones are completed, everyone marks experience and a new milestone is created.

Relationships
Like bonds in other Apocalypse Engine games, relationships give your character direct connections to the other characters. Whenever you complete one a Relationship, you mark experience.

Vitality and Wounds
Vitality is your ability to jump, duck and dodge. When you’ve used up all your Vitality, you start to take Wounds and taking wounds can lead to you being knocked out or taking a debility.

All the examples and equipment, as well as sample missions, are drawn from the default "Star Patrol" setting. In "Star Patrol", humans have spread across the Milky Way galaxy and have met a number of other alien races, including the hyper advanced Greys, reptilian Masskai, and savage White Apes!

The organization known as Star Patrol is the law enforcement arm of the Terran Alliance, a political group made up of humans and many of the other space faring races.

While we include all of this in the core rule book, this is for your convenience; it’s not required to use the setting for your game.

Infinite Galaxies has been in development since 2015 and extensively play tested in both private groups and at Origins Games on Demand. Over two years of feedback and revisions have gone into the game and we’re now ready to present it to the world and move into the next phase of production! Once the game is funded, we'll be commissioning interior art and the cover art. Concurrently, we'll be going through the editing process for the manuscript. Once both of those steps are completed, we'll move on to layout and final character sheet designs. We hope to have the book available for backers by September of 2018 -- barring any unforeseen delays. During this time, we'll be doing our best to keep you well informed on the current state of the project.

Goal: $6,000

Deadline: February 7, 2018

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17. RPG Publisher: Bloat Games
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The Complete Vigilante Hack - Make/100 L.E. 3-in-1 RPG

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As part of the Make/100 Kickstarter Campaign 2018, Bloat Games (The Creators of Dark Places & Demogorgons) proudly brings to you: The Complete Vigilante Hack, 3-in-1 OSR RPG Game Book, Limited to 100, signed and numbered by the author. Once finished, this unique multi-supplement game collection shall never be reprinted or made available online in PDF format.

This book compiles The Vigilante Hack, A City Full of Sinners & the all new, previously unreleased: Sanctuary Asylum RPGs by Bloat Games Based off The Black Hack by David Black.

The Complete Vigilante Hack features writing by Eric Bloat & Jodie Brandt and art by Jeshields, Bradley K. McDevitt, Peter Saga & Jacob Blackmon.

Due to the nature of this Make/100 campaign, we will not be able to do any additional add ons at this time.

Goal: $640

Deadline: January 16, 2018

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18. RPG Publisher: Infinium Game Studio
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FlexTale Encounter Generator GM Toolkit (Pathfinder / 5E)

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Summary: An Infinitely Versatile Toolkit for DMs/GMs of Pathfinder, 5E, or Any RPG Rules System

Are you a GM for any fantasy RPG? Good! This PDF and full-color hardcover book will be useful to you. It's as simple as that.

Not sold? Read on. Or, just download a free preview and see if it's the sort of thing that would be useful to you.

The FlexTale Encounter Generator is a set of flexible, creative tables that quickly let you generate all of the following:

Treasure
Mundane equipment contents
Monster encounters
NPC gear
Traps
Secret doors
Locks
Skill challenges
A simple roll of the dice, and you have your result.

Make any adventure, in any campaign setting, in practically any rules system, infinitely reusable and dynamic with the FlexTale Encounter Generator.

Hasn't Something Like This Been Done Before?
Yes.

So Why Should I Care About This Iteration?
We firmly believe this approach is better, and much more useful to all GMs/DMs.

FlexTale takes a different, and even more flexible approach, to generating dynamic content.

Here's what sets the FTEG apart from other tools:

Scalable: The tables in the FTEG are meant to scale to any level of difficulty. In practice, this means there are difficulty bands: Low, Standard, Advanced, and Elite. Each corresponds to a range of character levels of the party who is adventuring.
Context-Appropriate: Different tables provide contextually-appropriate content for a variety of circumstances. In addition, four Contexts dictate what to do with your dice roll, depending on the circumstances; this dictates a contextually-appropriate probability to each possible outcome.
Sized: Most tables are usable for a variety of sizes of result. For example, you may need a Treasure that's in a huge shipping crate: use the Large size. Or, a Treasure that's in a hip-high barrel: use the Medium size.
Thorough: Over 100 tables are planned for the next version, with dozens more beyond that intended for future versions.
Easy to Use: A single dice roll starts things off. Further rolls may be required, but it still takes merely seconds to produce a result.
Integrated with IGS Adventure Products: Beginning with Dark Obelisk 2: The Mondarian Elective, all Infinium Game Studio adventures and campaign settings will reference FTEG tables. This has two invaluable impacts: first, it simplifies the adventure books themselves; and second, it makes every adventure infinitely reusable, since each random encounter, each room, each door even, is different each time.

How Do You Get Infinite Dynamic Content?
There's three levels at which a FlexContent lookup table offers dynamicness that's appropriate to your situation:

The Table Itself:

With over 100 tables planned, there's a huge variety to choose from. Middling potions? Advanced coins? Trivial beasties, in the savannah? Pick the right FlexContent table for your needs from a huge variety.

Contexts:

Each FlexContent table has four Contexts. You use one of these to interpret your dice roll.

Variable Difficulty:

Each dice result, in each table, lists separate outcomes for each of four difficulty bands: Low, Standard, Advanced, and Elite.
Furthermore, each monster that's referenced has, itself, four statblocks across these difficulty bands. So even with a result of "1d4 Ankhegs", each monster used means something terribly different depending on the difficulty band your PCs are at.

Goal: $500

Deadline: February 8, 2018

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19. Board Game Publisher: Gallant Knight Games
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For Coin & Blood: Grimdark Old-School Fantasy Roleplaying

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For Coin & Blood is an old-school inspired roleplaying fantasy roleplaying game, which takes the direction of playing the scum and villains in most fantasy campaigns!

Playing assassins, cult leaders, blackguards and more, For Coin & Blood is a different look at the otherside of the coin of fantasy roleplaying games. Inspired by the writings of authors such as Kate Elliot, Joe Abercrombie, Sarah Monette, Glen Cook, Anna Smith Spark, Scott Lynch, and more, For Coin & Blood is fantasy roleplaying about antiheroes, thieves and assassins, rooted in the darkest recess of mankind’s depredations.

While most roleplaying games hide their murderers under the mantle of “hero” (I mean, what “hero” invades underground complexes in search of treasure and murders the denizens because their whole species is “evil?”), For Coin & Blood makes no pretenses about what it asks you to be. You’re the villains that other campaigns fight. You’re the cult leaders, assassins, fallen nobles, murderers, mercenaries, necromancers and thugs.

For Coin & Blood is over 100 pages and is a complete roleplaying game with seven classes, dozens of spells, magic items, and all new rules for managing criminal enterprises!

Important: For Coin & Blood does contain mature language and themes.

Powered by a modified d20 system based on some of the classic OSR roleplaying games, there's a lot that's familiar about For Coin & Blood. Classes, levels, Hit Points and Hit Dice are all here. The spells will ring very familiar, as will the magic items!

But throughout the game, you'll find subtle tweaks introduced to bring the feel of the OSR to the "grimdark" genre of storytelling. Special rules around critical hits, new lethality benchmarks, corruption and new classes designed to capture the feel of the genre.

There's new mechanics around measuring the Infamy of your character, how to build, grow and manage a criminal organization and cult, and much more!

FOR COIN & BLOOD is the first game in the new VENERABLE KNIGHT CLASSICS from Gallant Knight Games, a line of old-school RPGs in various genres and themes!

The game is written, the art is done, the fiction is turned in, the editing is finished and layout is nearly done (7 of 9 chapters!) The layout will be finished before this campaign closes, and the PDF will be uploaded to DriveThruRPG, and proof copies ordered!

This game is ready to go. We just need your help to get the word out about it, and help make sure everyone gets paid!

This is a fast campaign to help recoup some of the expenses incurred in making the game. The day the funds are delivered to Gallant Knight Games you'll get your PDF and your codes for print-on-demand.

Goal: $1,000

Deadline: January 16, 2018

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20. Board Game Designer: Lester Smith
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D13 RPG - Personalized Premium Ltd Ed

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The goal of this project is to publish a limited edition of a new horror RPG by an industry veteran—in a premium 104-page, Smythe-sewn, 6"x9" hardbound book—personalized with your name stamped on the cover!

What is the D13 RPG?
Conceptually it's a game for running truly horrific adventures in campaigns across time and space. Characters face the real threat of death or madness in individual adventures—unaware that they are also threads of existence for supernatural beings battling a greater darkness.

Mechanically it's an easy attribute-and-skill based system—4 attributes, any sort of skill. Actions use 1d4+1d10 (read 0-9) for a number range of 1-13, with beneficial doubles at the low end. For adventures involving psychic abilities, a tarot deck (or a poker deck) depicts the uncertainty and danger of those powers. For combat actions and turn sequence, a Ouija* board can be used.

Why a D13 RPG?
When I designed the Dark Conspiracy RPG in 1991, I envisioned a world into which any sort of horror tale could be adapted. But that setting's framework also constrained the time, place, and even themes of those adventures. I've long wanted to do something more far-reaching.

Also, most horror RPGs either dial back the danger to let PCs survive from one adventure to the next, or make them part of a secret society, or abandon altogether the idea of campaigning so as to convey true horror.

The D13 RPG is a solution to all those problems. It lets GMs run truly horrific adventures that may maim, madden, or kill PCs—without killing the campaign.

Why a Premium Limited Edition?
I've never before published a premium edition of a game, but this is a dream project. January is Kickstarter's "Make 100" month, so this seems a perfect time for a limited edition. Smythe-sewn is the best binding possible, and research led me to a printer who can actually personalize the cover. I've seen their quality in books by my friend Andy Hopp, and it's excellent.

What is Smythe-Sewn?
In most books nowadays, the pages are trimmed on all four edges, then the inside edge is roughened and glued to the binding. Sometimes individual pages come loose from the book.

Smythe-sewn pages are stitched together in to groups called "signatures," and those signatures are then glued to the binding, which makes the book more durable. It also makes the book easier to stay open at any page.

Who Am I?
I'm an Origins-award-winning game designer with 30+ years of publishing history, best known for the Dark Conspiracy RPG, the Dragon Dice game, Mechwarrior 2nd Ed., the Planes of Chaos boxed set (with Wolfgang Baur), and the core mechanics for the Sovereign Stone and Serenity RPGs. I've been on staff at GDW and TSR, worked with Gary Gygax, and freelanced for many other game publishers. Nowadays I'm retired in rural Nebraska where I self-publish games for the joy of it.

Goal: $4,000

Deadline: February 1, 2018

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21. RPG Item: Dice [Average Rating:9.08 Unranked]
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Frost d8 Dice for RPGs

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Greetings! I am Andy with Studio 6d6. We are the producers of several great game products including; our custom game tables, Magic Missile dice, Fireball dice, and Miniature Wood Furniture. We have had great success with these products thanks to YOU! Thanks!

Frost d8s for your Game!
Some players are happy with just some regular set of dice, nothing fancy. Not us! We want great dice for every great moment of your game.

Each of these d8s is expertly made, engraved and paint filled. No cheap screen printing! Each face of the die has our awesome Frost graphics.

These dice will be a big hit at your table whether you are rolling Cone of Cold or are playing PC who is just so very "cool".

Goal: $2,000

Deadline: February 9, 2018

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22. RPG: Pathfinder System Compatible Product [Average Rating:7.25 Unranked]
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Path of the Black Flag Anarchist RPG Supplement

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I like playing roleplaying games. And, I'm an anarchist. I've often thought there was a lack of anarchist, and even anti-authoritarian, themes and game options in most roleplaying games. So, I've written an RPG supplement that gives players and GMs the option to play anarchist characters, and introduce anarchist themes and plots into adventures. This supplement is compatible with Paizo's Pathfinder game (if this goes well, I might put out other versions to be compatible with other systems.)

The supplement, as I said, is already written. However, I don't want to release a book filled with nothing but text, so I am partnering with Lim Chuan Shin to provide illustrations.

Goal: $1,600

Deadline: February 10, 2018

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23. RPG Publisher: Sinopa Publishing LLC
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Comet over Echo Rock, a 5th edition adventure level 2-4

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Tarot Adventures, Book Two: Comet over Echo Rock

What is this about?
Comet over Echo Rock is a gritty adventure and also contains setting information for Glenfallow, as it stands after the liberation of Glenfallow Keep by Pieron and his friends. This book details new non-player characters, changes to the area, and adds information of use for extended game play. With this book you get a piece of setting you can drop into any world for your use, along with a tough adventure.

This adventure is setting neutral, meaning it doesn’t rely upon setting specific information and is suitable for use in most fantasy settings.

This book includes art created specifically for the adventure. The art done for this project consists of black and white, as well as some color images, and consists of an array of styles with each illustration done specifically for the scenes they enhance.

Available in PDF and print formats (soft cover premium color, and hard cover premium color collector's edition). All backers receiving a copy of this adventure will also receive copy of the Encounter Scale System (tm) map pack created for Comet over Echo Rock. The ESS map pack, is a black and white printable PDF file that allows you to print and assemble maps that are scaled for miniature use.

Designed to be a difficult to deadly challenge for characters of second through fourth level of ability, this adventure requires courage, cunning, and strength to overcome. This is a gritty adventure, designed to challenge your group.

Written as a follow up story to The Draw of Glenfallow, this adventure builds upon the relationship characters develop with Pieron, the newly installed lord of Glenfallow Keep. Characters who have not played through The Draw of Glenfallow have an opportunity to build a relationship with this newly minted lord. Characters who survived and helped elevate Pieron to his new station can further enhance their standing in his eyes and may firmly establish themselves as trusted heroes.

What is it about?
In this book, the characters are once again asked by Pieron to come to his aid. While Pieron is busy rebuilding Glenfallow Keep and overseeing the settlement of his lands, dark forces are making themselves known in the mountains to the north. Dwarves seeking to reopen the Echo Rock silver mine have been killed, and their fellows are calling for the blood of the monsters who struck them down. Pieron wants the monsters in the mine destroyed and the player characters are just the people for the job.

There is treasure to be had, innocents to avenge, and political clout to be earned. All that need be done is to triumph where all others have failed. Climb the mountains to face deadly peril. Wield steel and magic to put down the monsters of the north.

What secrets will you uncover in the stygian depths of the mine?

Victory over the monstrous creatures in the mountains brings glory and wealth for those characters brave enough to undertake the challenge, and skilled enough to survive.

Goal: $600

Deadline: February 10, 2018

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24. RPG: AD&D First Edition (1e) Compatible Products [Average Rating:8.00 Unranked]
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Dungeon Delve #1: Tower of the Black Sorcerers

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“Tower of the Black Sorcerers” is the first project of Dungeoneers Guild Games' DUNGEON DELVES adventure modules. This game adventure is designed specifically for the first edition of the original and everyone’s favorite fantasy role-playing game. It can easily be adapted to most fantasy role-playing games including the advanced 2nd edition game, the original game, the BECMI (“Basic”) game, and most old-school renaissance (OSR) role-playing systems or other game systems.

The module consists of 24 pages of high adventure, sorcery, and mystery with minimal plot that allows it to fit easily into any campaign world. It is designed to have the look and feel of the classic Dungeons & Dragons modules of the early and mid-1980s. The module’s origins come from an adventure I wrote for my current AD&D campaign that has been running for the last 15 years. The evil wizards and their minions proved to be quite a challenge for my players.

“Tower of the Black Sorcerers” will be available in print and PDF versions. The print version has a classic module format with stapled booklet and cardstock cover. Maps are printed in dungeon blue on the inside the cover for that genuine old school gaming feel. Creating a module that consists of quality production, artwork, and printing that is also great to play is the ultimate goal of this project. If the first proof from the printer is any indication, that goal has been achieved.

As of this moment, all editing, layout, and artwork for the “Tower of the Black Sorcerers” are fully completed. All that is left is to have the physical copies printed. I have a professional, quality printer selected and ready to go.

THE MODULE:

The black sorcerers have dwelled within their baleful tower for hundreds of years. Now something evil stirs in the town of Bal-Curz — strange happenings of malefic magics and persons disappearing in the night. The fearful townsfolk whisper that its source stems from the Black Tower. Possibly a few bold heroes could Investigate the tower to uncover its secrets and put an end to this unseen terror?

"Tower of the Black Sorcerers" is an adventure for 5 to 7 characters of intermediate levels 5 to 8. In this module, the adventurers will explore a tower inhabited by a cabal of sorcerers. Set in a town, the DM can easily place this tower in an urban location in any fantasy role-playing game world they prefer.

MODULE FEATURES:

24 page saddle-stitched booklet printed in black-and-white.
Removable cardstock cover printed in color.
A cut-away map of the tower, a map of the tower levels, and a dungeon map printed in classic dungeon blue in the inside cover.
27 numbered encounters, adventure background for the DM, scenario hook suggestions, and a rumors table.
Four new monsters: the balweeg, corodaemon, lammikin, and werepanther.

Goal: $1,200

Deadline: February 14, 2018

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The Navarro Knight First Edition

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What is The Navarro Knight?
The Navarro Knight began as a passion project that started in a Christopher Newport University dorm room. Originally fashioned out of cannibalized tabletop game rulesets, the post-reality setting of The Navarro Knight was developed to address the fact that no other game focused on humanity's possible future.

What is TNK's Setting?
Set in the wake of a metaphysical event known as 'The Collapse', an event that shattered axioms of reality that mankind today considers immutable fact, The Navarro Knight takes place on the roaming continent-sized ships that are all that remains of Earth. Focusing on humanity's ability to cope with devastation, loss, and challenge, this game allows characters to choose what defines them without the artificial limitations of class or specialization.

The worst addition to the world are the nightmares made flesh. Creatures born from the subconscious fears of mortal men roam streets in packs, consuming victims. Alien machines wander abandoned complexes, tearing apart walls to consume the wiring protected within. The tortured dead rise, haunting homes and offices seeking to create more of their own kind. Even the terrain itself can prove treacherous; roaming patches of weakened gravity, fields of entropy that cause living matter to wither, and inconsistencies in the nature of time are all dangers that survivors are forced to withstand.

Players control a small collection of these survivors. Featuring a modular system, the players are no longer limited to aesthetic and basic mechanical choices such as gender, eye color, or an assortment of fantastic races. Instead, every player character is built from a collection of genetic alterations, psionic powers, cybernetic enhancements, and histories, each of which makes an alteration to the character's capacities.

The core system of the tabletop RPG is the comparison of these capacities to the environment or to an opponent. Featuring an active rolling system with high lethality, both parties involved are encouraged to be aggressive and to seek as much advantage as they can, altering and warping the terrain through the use of cover, barricades, and explosives. Social interaction is dealt with in a similar fashion, with dice rolled representing the ability to turn a conversation to your favor while making contacts, friends, and murderous enemies.

These allies and enemies, operating on the favor and debt they owe the player characters, may in time allow the players to decide the reality they wish to live in. These will allow players, and characters by extension, to choose to reform the world as it was, return it to nothing but a scattering of atoms, or simply leave it as it stands, the culmination of a journey that begins with men and women simply trying to eke out a living in a ruined reality.

Goal: $12,000

Deadline: March 5, 2018

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