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Since its first publication in 2003—with the tagline Fast! Furious! Fun!—Savage Worlds has spread across the globe to become one of the most beloved tabletop roleplaying game systems. To celebrate the 20th anniversary of that original edition, we are proud to present a newly updated printing of Savage Worlds Adventure Edition along with a host of amazing accessories! $45 : Fifth Printing $20 : Player's handbook $25 : Accessory Box SG's include a nifty player's box. https://www.kickstarter.com/projects/545820095/savage-worlds-20th-anniversary-celebration/
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Four mini-expansions for $1 by longtime RPG author and SJG bean counter, Phil Reed. I usually just pledge a buck for the PDF, and he sometimes provides additional PDF content in the updates even at that level. Usually, they all unlock during the campaign. You can pick up his earlier works for a higher price during the campaign, but I wouldn't bother. Crunchy RPGs would require you do the statting, but narrative ones, like Dungeon World, would use these ideas as springboards for play. https://www.kickstarter.com/projects/philipreed/bizarre-citizens-and-foes-for-use-with-fantasy-rpgs?ref=9ikohn
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Ok. Prepping for the next Bones I WIP. The Eyes Have It! I have this in metal too, so I’m planning to do both together. You can see I did some surgery on the metal one. Lots of hole drilling after cleaning mold lines.
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If this has been posted I'm not finding it. This kickstarter is a rules conversion type. The game exists in Swedish and has been translated into English. The next step appears to be releasing a version for 5E. Of course, if you are like me and enjoy reading different rule sets, the original books are obviously still for sale. The price point for the kickstarter doesn't appear to be much different from what they have published, unless I'm missing something in the currency conversion. Ruins of Symbaroum for 5E They also have a gallery of some of their art. https://imgur.com/a/fqHJy The acclaimed setting of Symbaroum has enticed and fascinated fans of tabletop roleplaying games since the launch of the game in 2016. Now this dark and mysterious world welcomes an even wider audience, with the production of a Player’s Guide, Gamemaster’s Guide and Bestiary adapted for 5E, published under the Open Gaming License. Note that you will need the core 5E rulebooks to fully enjoy Ruins of Symbaroum. Welcome to the world of Symbaroum The rich and nuanced Symbaroum setting revolves around the Ambrians – a civilization that two decades ago were forced to flee their ancestral soil after a devastating war. Their new and promised land borders on the vast forest of Davokar, covering the remnants of the Empire of Symbaroum which fell into ruin hundreds of years ago. Brimming with natural resources and mythical treasures, the forest calls out to the Ambrians to be explored and plundered, but the road into its depths lays far from open. Not only are the shadows beneath the foliage fraught with danger, monsters and infectious Corruption; there are also the elves of the Iron Pact who have vowed to die to keep anyone from disturbing the ruins of old, warning that the ancient evil of Symbaroum stirs in its sleep. About ten years ago, Queen Korinthia of the Ambrians finally vanquished Chieftan Haloban and his Jezites. Now you can join in the adventure! Seek out the barbarian clans to trade or to plunder their treasuries; establish a base of power among princes, guilds, or rebellious refugees in the capital city of Yndaros; survive encounters with trolls, dark-minded beasts, and undead warlords. But always remember the warnings spoken by the wardens of the forest: tread carefully and do not disturb the ruins of old, for the horrors of Davokar are about to awaken!
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This looks pretty fun. Apologies for formatting on my phone and stuff got lost. They pay a living wage
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Hi people. Im going to start another PBP. So far I have interest from @ShadowRaven, @dwarvenranger, @Dilvish the Deliverer, and @Kangaroorex. We’re going to start the Serpent’s Skull adventure path. Pathfinder 1e. All books are in play, but I reserve the right to veto something if it seems too gross/bloated. Please utilize the Serpent’s Skull Players Guide from the Paizo website. Abilities: 4d6, reroll all 1’s, drop lowest score, yielding ranges from 2-18 pre mods. Avg. Starting gold. We’ll follow the AP leveling track when possible. We’ll have individual initiative. I hope to get this started soon, so please post those characters. -edits- House Rules 1. HP beyond first level. Roll the hit die. If the roll is less than”avg” then take avg instead. Example: Wizard d6. Rolls a 1. Gets 4hp instead, before Con mod. 2. Acrobatics can be used to avoid AOO when standing from prone. 3. If someone is not responding and action is waiting for them, I’ll send a pm after 24 hours. If no response 24 hours later, I’ll take over that character to get action rolling again.
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Part 1 of the Serpent’s Skull Adventure Path. By James Jacobs, (c) 2010. Paizo Publishing. Using the Pathfinder Rules from the Pathfinder Core Rulebook Sixth Printing, 2013 and copyright 2009 and on Also uses Open Game License Content 1.0a Copyright 2000 Wizards of the Coast
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Copyright 2012 Paizo Publishing. Using the Pathfinder Rules from the Pathfinder Core Rulebook Sixth Printing, 2013 and copyright 2009 and on Also uses Open Game License Content 1.0a Copyright 2000 Wizards of the Coast You can decide if you know each other before the start of the adventure, or are all randomly passing through this small rural town on your way to or from Korvosa. You have heard rumor that a carnival passes through this town, and have come to investigate and have some fun. As you mill about the carnival grounds, you can sample delicious food from vendors, view exotic sights or shows, and participate in games of skill and chance. Let me know what types of things you are interested in, and if/how you know each other.
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Hey guys, I've been lurking and posting around these forums for nigh a while now and i thought i'd share a project that i've been working on for quite some time. It's a tabletop roleplaying Game that i've been working on for about 20 years now as a personal hobby. After much convincing, I've decided to create a 4th Edition and make it available to the world at large. The Quickstart guide is a free starter pack for the System, including how to make a character, equip them and conduct simple adventures. I'm looking at releasing a Kickstarter next year to release the full core system, but for now i'm just looking for feedback and interest. https://www.drivethrurpg.com/product/282100/Tides-of-Prophecy-Quickstart-Guide Check it out, hey, it's free. I'd be very appreciative for any feedback, comments or constructive critique you could provide! Cheers, Christopher George
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Deadlands Lost Colony is a roleplaying game setting for the Deadlands universe and uses the Savage Worlds Adventure Edition game system. It takes place in 2097, thirteen years after the Last War in Deadlands Hell on Earth. Hellstromme Industries created a “Tunnel” between Earth and a distant star system later called Faraway. Millions of colonists settled on asteroid mining stations and the only inhabitable planet, Banshee, before the Tunnel collapsed and left them stranded. Now the humans must fend for themselves against a rogue military, ruthless pirates, angry anouks, the rise of an evil alien presence, and worst of all, the arrival of the Reckoners—made flesh on Earth and exiled to Banshee! https://www.kickstarter.com/projects/545820095/deadlands-lost-colony
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A DCC RPG boxed setting for Lankhmar, officially licensed by the estate of Fritz Leiber. Adventure with Fafhrd and the Gray Mouser! There are three basic pledge levels: The PDF pledge level includes an electronic edition of the final boxed set. (Obviously there will be no box!) This level does not include any physical rewards, add-ons or stretch goals. The boxed set includes the core boxed set as described above. All electronic stretch goals (PDFs) will apply to this level. Some of the physical stretch goals will apply to this level, generally those that fit in the box. The final level includes the boxed set as well as the "print pack." All electronic stretch goals (PDFs) will apply to this level. All of the physical stretch goals will apply, as well. Those that do not fit in the box will be shipped in a separate "print pack." See below for more information on these stretch goals. Stretch Goals DCC Lankhmar continues a long tradition in RPG gaming, and we want to do right by the estate of Fritz Leiber. The stretch goals associated with this Kickstarter will help create an even more amazing tribute to the world of Fafhrd and the Gray Mouser. Stretch goals fall into three categories: PDF stretch goals that all backers receive Print stretch goals that can fit into the boxed set, which will be included with any pledge that has the physical boxed set The "Print Pack," which is a printed collection of the stretch goals which don't fit in the boxed set Here is a rough outline of possible stretch goals, which may evolve as the Kickstarter continues. At $40,000: Cleared! We will add a new Lankhmar adventure module (PDF for all backers; print copy in the Print Pack) At $60,000: We will print the poster map larger (included in boxed set) At $80,000: We will add a second Lankhmar adventure module (PDF for all backers; print copy in the Print Pack) At $100,000: We will add a supplement called "A Dozen Lankhmar Locations," which will provide information, maps, and floorplans on setting adventures in a dozen famous Lankhmar locales (including the Silver Eel!) (PDF for all backers; print copy in the boxed set) At $120,000: We will add a third Lankhmar adventure module (PDF for all backers; print copy in the Print Pack) At $140,000: We will add a supplement called "Random NPCs in Lankhmar," which will provide tables and information for generating random NPCs that your PCs can encounter in Lankhmar (PDF for all backers; print copy in the Print Pack) At $160,000: We will add a fourth Lankhmar adventure module (PDF for all backers; print copy in the Print Pack) At $180,000: We will add a Lankhmar-themed three-panel Judges Screen (PDF for all backers; print copy in the boxed set) At $200,000: We will add a fifth Lankhmar adventure module (PDF for all backers; print copy in the Print Pack) At $220,000: We will add a cloth map in the boxed set (print copy in the boxed set) At $240,000: We will add a sixth Lankhmar adventure module (PDF for all backers; print copy in the Print Pack) At $250,000: We will add send Michael Curtis to Houston for a week to research the Fritz Leiber archives in the University of Houston. We anticipate this may result in a new product of some kind to be delivered to backers of this Kickstarter, but exactly what we'll discover in the archives - and what product may result from it - can't be determined until Michael sets foot in the archives!
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A little more than 48 hours left for this one, I think it looks really cool. http://kck.st/2z0HjUk Kamigakari: God Hunters is a tabletop role-playing game set in modern-day Japan that combines centuries of Japanese mythology with a modern-day setting and urban fantasy action. You play as a God Hunter, a being wielding supernatural strength, magical abilities, and reality-warping spiritual powers. Your mission is to protect an unsuspecting populace from evil beings known as Aramitama, and to prevent the supernatural from leaking into the public eye. Originally, the game was released in Japan by Arclight Games on November 2013 as Legendary Arms RPG Kamigakari, to great popularity. In January 2017, a text-only fan translation appeared on the internet, exposing Kamigakari to the attention of English-speaking RPG fans world wide, and creating a thriving fanbase that continues to grow to this day! Serpent Sea Games is a team of experienced RPG translation and development professionals, including the creator of the fan translation, who have licensed Kamigakari from the creators at Arclight Games for publication in English and want to bring the game officially to Western audiences. But we need your help to bring this book into existence! The Game The world of Kamigakari features a distinctly seinen action anime and style to it. With crazy abilities and flashy powers, it's an over-the-top world where you can battle kaijus, giant robots, gods and demons all under the same umbrella. The system is designed to keep interactions as simple and intuitive as possible, for an easy pick-up-and-play. Kamigakari splits its play up into "scenes", which are short, episodic and will often split the focus onto individual players. It's a different experience compared to western systems that often assume the party is always together, which allows for more varied and engaging character focus and development. So what is a God Hunter? A God Hunter is a person who, through one means or another, has gained supernatural powers by possessing a shard of a legendary weapon, relic, suit of armor, or maybe even the crystallized soul of a legendary hero. These powers can be anything from a master of the sword or magic, transforming hero, a living avatar of flame, or the ultimate hacker. Instead of a familiar class-based system, Kamigakari uses its own character generation called Styles, which lets you mix and match your power sets to create a gun-slinging samurai, a chainsaw-wielding magical girl, a hacker who codes his magic into existence, or a hunter who stalks his victims through the shadows. And it's not just limited to your class: weapons and gear are utilized under the Arms system, a mechanic where a base weapon is upgraded over time by using materials or spending gold. Two basic swords, in the hands of two different god hunters, can end up very different weapons after extensive modification! An average God Hunter on a normal day. Does being a God Hunter mean that you hunt gods? Of course it does! With concepts rooted in Shintoism and traditional Japanese folklore, a God Hunter is tasked with tracking down dangerous beings known as Aramitama - a dark god that is born and grows in power by devouring the souls of its victims. Aramitama come in many forms - from recognizable Japanese icons like oni and tengu, mythical beings like the Pegasus or Griffin, to eldritch monstrosities made of gnashing teeth and glowing orbs. Upon defeating an Aramitama, God Hunters can use their remains to create stronger Regalia - magical weapons and equipment, in order to face even even more powerful Aramitama. It's not just a fun gameplay loop, either: These creatures threaten the sanctity of innocents and the world in their lust to reach their ultimate form, the Avatar of Ruin, a true god of destruction capable of ending the world. It's up to the God Hunters to prevent that! An Aramitama awakens. Kamigakari utilizes the unique Numen Dice pool. Numen Dice are resource wherein you roll a set of dice and use it to pay for abilities or change the outcome of a roll. There's many ways change, swap and spend dice. Players must be careful how they manage their Numen Pool to both survive the battle and save the perfect set of Numen Dice to activate their ultimate abilities! We'd like to support this game far into the future, and plan on translating and releasing supplements if financially viable. Arclight Games has also requested the creation of original content exclusive to the western release, but that can probably wait until we have a few expansion books finished, we're only mentioning it now in the interests of full transparency.
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A news post on the Eclipse Phase site just announced a Kickstarter campaign for a second edition of the main rules. No exact date yet, but they're planning to release in October, so very soon. I will be backing this one.
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My 5 1/2 yo son is super into Batman. I had set up a Pathfinder game for the grownups, but only filled 2/4 seats. My son has shown a little and growing interest in tabletop gaming. So I made some stats for Batman as a Pathfinder character and used his LEGO Batman on the battle grid. Here are how it came out: attributes were rolled. Race Human Class Ranger (Urban) lvl 1 Str 16 Dex 19 (+2 human) Con 14 Int 13 Wis 14 Cha 8 Favored Class Ranger +1 HP Trait: Rich Parents Trait: Deft Dodger (+1 Reflex) Favored Enemy Humanoid (human) Feat - Improved Unarmed Strike Feat Human - Exotic Weapon Prof - Shuriken Skills - don’t remember exactly, sheet isn’t in front of me: Acrobatics, Craft (alchemy), Disable Device, knowledge (local), perception, Survival, Stealth Gear- I took some liberties here for flavor: Mwk Studded Leather, Batarangs(shuriken shaped like a bat available in a lethal or non lethal variety), smoke bombs (combine thunderstone and smoke stick in one thrown item same price as both combined), Mwk thieves tools, sap, spiked gauntlets x 2 (his sharp things sticking out of his arms), Grapnel: (Light Crossbow + 50ft silk rope + Mwk grappling hook + 100gp to account for the “gnomish winch”) I would have loved to make it a hand crossbow, but didn’t want to waste two feats on exotics. I just tacked on cost to the various gear to use up the gold from rich parents and still leave him with a good kit. He made level two and I chose an alt. Option for weapon style: thrown weapon. That gave him bonus feat of Precise Shot without needing Point Blank Shot, but I plan on adding it later. Let me know what you think. My son didn’t have the attention span to stay at the table for long: his cousins were in the pool, so he ended up there. My friend always plays the Cleric, but he ran Batman as a second character and had a blast with it.
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The MapForge software (which runs on Mac & Windows) was designed to create customized tactical-scale battlemaps for RPGs, and is already supported by an impressive 80+ mapping content Add-Ons (12 of which are free!) covering all major game genres. Maps produced with the software can either be printed for use at the gaming table, or used in virtual tabletop software such as Roll20 or Fantasy Grounds. But despite the wealth of fantasy mapping content already available, GMs have been clamoring for even more. So we've got some great new content lined up, and are raising funds to cover the porting/development costs. Click here or on the image below to check out the latest Kickstarter campaign for MapForge, which just launched two days ago. Note that the software itself is already developed and available (though a new version is due out later this month); this crowdfunding campaign is only to fund the development/porting of the new fantasy-genre mapping content. Fairly quick delivery of rewards is expected (August), and there are no shipping costs involved, since it's all digital downloads. Campaign launched on: May 22, 2019 Campaign ends on: June 17, 2019 Some boardgamers and wargamers were quick to catch on that the software can also be used to produce custom game boards or tiles for games such as Myth, Descent, HeroQuest, Aliens, Skull Tales, and many others.
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The Shadows of Esteren team is finally getting around to launching the campaign. It is 500 pages and being split into two books. In something of an interesting choice, the "High Farl" pledge covers everything from this KS as well as being a preorder for the next KS. It is limited to 200 backers, with only 66 left as of this writing. https://www.kickstarter.com/projects/1176616619/shadows-of-esteren-a-medieval-horror-rpg-dearg?ref=hero_thanks
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https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description Forests in fantasy roleplaying games are dark places, full of secrets. With this project, we bring the Old Margreve to the 5th Edition of the world's most popular RPG. The Margreve is an ancient, enchanted forest that defends itself from those who come to cut its timber, poach its creatures, or steal its magic. Within its borders the Old Ways are strong, the word of the druids carries great weight, and griffons, dragons, and stranger creatures nest and hunt, undisturbed by humans, dwarves, or other lordlings. Until your adventuring party shows up. Then things get really interesting. The Margreve Kickstarter offers three main elements: 1) the Tales of the Old Margreve adventure campaign hardcover for the GM, with adventures from levels 1 to 10 2) a Margreve Player's Guide softcover book of new player options, including new races, druid and ranger subclasses and tools, backgrounds, and forest-themed spells. 3) (if unlocked) a set of thick cardboard standups, the Margreve Pawns, which are similar to those created for Tome of Beastsand the Creature Codex. Here is a small sample of what that would look like; we anticipate producing 150 to 200 pawns (depending on stretch goals). Together with some book-expanding stretch goals, this project provides new deep-forest character options and a full sequence of adventures to draw adventurers into the wilderness and keep them on their toes. WHY KICKSTART THIS? Initially we debated this as a softcover adventure collection, but we soon realized that it was large enough and compelling enough to make into a hardcover volume playable in 5th Edition fantasy campaigns, together with a player supplement. Why not go big? Kobold Press is doing something a little different with its digital offerings this time. We're putting our effort into the two print books, and possibly a custom set of pawns—and digitally, full sets of virtual tabletop (VTT) files. That means that we'll have the Old Margreve adventures and source material available on Roll20 and on Fantasy Grounds shortly after the hardcover and softcover volumes ship. With terrific map management, full suites of digital tokens, pre-set monster stats, and more, virtual tabletops make it easier than ever to just sit down and play. The VTT packages for the Old Margreve will be extensive and include everything provided in the print edition—plus the flexibility and speed of online play. We're partnering directly with Roll20 and Fantasy Gournds, two of the leading VTT companies, to make these digital versions complete and powerful. Contributors The designers on this project include lead designer Matt Corley plus contributing designers Dan Dillon, Jon Sawatsky, James Introcaso, and Wolfgang Baur. They build on earlier Margreve work by Richard Pett, Ben McFarland, Tim & Eileen Connors, Dan Voyce, Michael Furlanetto, Wolfgang Baur, and others. Shipping costs from the US to anywhere outside North America have risen sharply in recent years, so we are once again partnering with groups in Canada, in the EU, and likely in Australia (depending on the volume of backers there), and if so then Kobold Press will pay customs and import duties for those packages. Our best guess for those Canada-friendly and EU-friendly costs right now are roughly $22 shipping for Canada and roughly $30-and-a-bit for shipping to the EU. We do not have an Australia estimate yet. To calculate shipping to your location from the US, you can use the US Postal Service calculator and assume a Medium size flat rate box: https://postcalc.usps.com/ https://www.kickstarter.com/projects/350683997/tales-of-the-old-margreve-5th-edition-forest-adven/description
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https://www.kickstarter.com/projects/smiteworks/fantasy-grounds-unity/description Fantasy Grounds Unity is the name of the upcoming version of our virtual tabletop software, Fantasy Grounds. It's been completely rebuilt from the ground up in Unity. Read on to find out what this all means and why we are excited for this project. Fantasy Grounds is a popular system for playing a host of different roleplaying games online. It is used by more than 130,000 gamers worldwide to connect and play popular games such as Dungeons and Dragons, Pathfinder, Savage Worlds, Call of Cthulhu, and more. This type of program is commonly referred to as a virtual tabletop, or VTT, due to their ability to emulate various part of an RPG session in a digital form. What makes Fantasy Grounds different than competitors is how we expose character sheets and automate large portions of gameplay specifically for each system we support. This is done through rulesets. Your experience playing Deadlands Reloaded will differ from D&D and will be unique to that environment, contain custom graphics, character sheets, and automation specific to that game system. One feature shared across most game systems is maps. Some may use hexes while others use square grids and some may not use grids at all. Facing is important in some and less so in others. While FG has featured maps for many years, they have been primarily focused as reproductions of maps in existing adventure modules from our many licensed publishers. We believe that we can enhance these to provide dynamic line of sight, fog of war, and even map building support with painting and tiles. What you get for backing this project will be a license for Fantasy Grounds Unity (or FGU). This new game engine has all the great features of current version of Fantasy Grounds (soon to be called Fantasy Grounds Classic) along with new enhanced features. Original Features Supported: Multiplayer support for playing tabletop games of Dungeons & Dragons (2E, 3.5E, 4E and 5E), Pathfinder RPG 1, Pathfinder RPG 2, Starfinder. Built-in content for D&D 3.5E, 5E and Pathfinder 1 Officially licensed add-on content available for D&D, D&D Classics (2E), Pathfinder, Starfinder, Savage Worlds, Call of Cthulhu, Basic Roleplaying, Castles & Crusades, Mutants & Masterminds, 13th Age, W.O.I.N., Traveller, and Rolemaster Classic Generic system support through our CoreRPG ruleset Brilliant Campaign Management Integrated character sheets with lots of automation built in for playing and leveling (depending on ruleset and content owned) Combat Tracking 3D dice Fantasy Grounds Unity Enhanced Features Include: 64-bit support to allow for more content (quality and quantity) Native support for Mac, Linux and Windows PC Network lobby for easy hosting and joining of games (no port forwarding required) Tile based map building Enhanced Drawing Tools Additional Dice Macros support A new FGU only skin Dynamic Line of Sight with enhanced toggle blockers Paint with images, such as walls Animated image effects Backward compatibility with all existing campaigns and DLC from FGC In addition to these features, we are now poised to add even greater functionality going forward. We have lots of ideas for new features and this rebuilt engine will make it easier for us reach those goals and deliver consistent updates for free. Tile based Map Building Dynamic Line of Sight (LOS) and Fog of War (FOW) Map Fx Layers We have already devoted over 4 years and 10,000 developer hours to this project. Any funds raised will help us push it over the edge and begin work on new features and functionality. If the project does exceptionally well, this may even allow us to add even more resources to the team. We have over 1200 existing DLC and add-ons. Our goal is to prioritize these by popularity and work on enhancing as many of these as we can. Without enhancements, they will continue to function as they always have in Fantasy Grounds Classic. You will be able to add dynamic line of sight to maps and begin using the new features straight away. As we work through this large back catalog of DLC, we will do all the enhancement and upgrade work for you so you can just load it up and begin using the advanced features without having to define any Line of Sight blockers yourself. https://www.kickstarter.com/projects/smiteworks/fantasy-grounds-unity/description
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I've been playing D&D for over a decade now, and while there are a lot of great terrain solutions for dungeon crawls, I always felt there wasn't a great option when it came to generic random encounters, like setting up camp for the night. As a player, and a DM these random encounters often lacked meaning because they didn't have the same customization as encounters core to the campaign. So I decided to come up with a solution that was simple for a DM, and that made the encounter more meaningful for the player. I made a 36” by 24” iron rubber base on which you can layer smaller magnetic terrain. For a DM It takes second to throw some trees, rocks, and other terrain down to make the scenario unique. Then your players can quickly arrange their tents, wagons and other equipment in thoughtful ways that make random encounters more meaningful. There is 44 pieces of double sided magnetic terrain, so you can run pretty much any random encounter in the wilderness that you can think of. If this sounds like something you'd use check out the kickstarter for more information. http://kck.st/2UiDByd I love feedback so please let me know what you think of the product. I designed it how I would want to use it, so if you feel like something's lacking, or should be changes Id like to know. <mod> Full link: https://www.kickstarter.com/projects/dmloot/dmloot?ref=project_link
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https://www.kickstarter.com/projects/battlefieldpress/terry-mancours-spellmonger? Terry Mancour's Spellmonger Bringing Terry Mancour's Spellmonger series to the Pathfinder RPG and the Fifth Edition of the Worlds most popular role playing game. About Now, Terry Mancour's Spellmonger series is soon coming to a fantasy rpg near you from Battlefield Press International. This will be a setting book for the Fifth Edition of the world's most popular role playing game and the First Edition of the Pathfinder Role Playing Game. REVIEWS FOR THE SPELLMONGER NOVEL " If you are into magic, wizardry, fantasy and badass spellmongers this is the book for you. " - Kindle Customer (posted on Amazon.com) " In Spellmonger by Terry Mancour, we have a pretty much textbook case of Minalan the mage, who just wants to be a simple village spellmonger, but the local goblins have other ideas. They decide to attack his village, along with several others. Of course, being an Academy trained veteran Warmage, he steps in to combat the gurvani, as they call themselves." - David Fernau (posted on Otherworldly Gazette) ABOUT THE NOVEL Minalan gave up a promising career as a professional warmage to live the quiet life of a village spellmonger in the remote mountain valley of Boval. It was a peaceful, beautiful little fief, far from the dangerous feudal petty squabbles of the Five Duchies, on the world of Callidore. There were cows. Lots of cows. And cheese. For six months things went well: he found a quaint little shop, befriended the local lord, the village folk loved him, he found a sharp young apprentice to help out, and best yet, he met a comely young widow with the prettiest eyes . . . Then one night Minalan is forced to once again pick up his mageblade, this time to defend his adopted home from the vanguard of an army of goblins, or gurvani as they call themselves, bent on a genocidal crusade against all mankind, and that’s the good news. The bad news is that their shamans are armed with far more magical power than has been seen since the days of the ancient Imperial Magocracy. This gurvani army, led by a mysterious, vengeful force of hate and dark magic, is headed directly to Boval Vale to strike the first blow in their crusade, and all that stands between the gurvani horde and the people of the Five Duchies is one tired, overwhelmed baker’s son who wants nothing more than to be a simple village spellmonger. WHAT THIS BOOK CONTAINS This book contains rules on adapting Terry Mancour's Spellmonger series to the 1st edition of the Pathfinder RPG and the Fifth Edition of the worlds most popular role playing game. Included in the books for both editions: New Archetypes for classes, especially for the various types of magic users. Information on how the existing classes fit inside the world of Callidore Write ups on the pantheon of Callidore New spells and magical developments, including how divine magic works in the realm. Rules concerning the witch stone, irionite, and its usage. Information on the Censorite, an organization of magic users designed to limit the abilities of mages. Details on mage blades used by the warmages in the realm. Background information and maps of the five duchies and the location of the conquered lands Information on the Farisian Campaign. History of Callidore from the Magocracy to the Five Duchies, terminating in the Gurvani and the Dark Lord, Shereul the Dead god's, attack on the Boval Vale. Write ups on non human races such as the Alka Alon, the Karshak Alon (the Stonesingers), the Gurvani, and others. Character write ups on the notable characters. Bestiary of Callidore ABOUT THIS SETTING A Brief History of Humans on Callidore It is said that when humanity appeared, they arrived in great sky ships, descending from the heavens above Callidore and there found that it was inhabited by two races. The first race, now called simply the Seafolk, for the seas is where they lived, and the more numerous, the Alka Alon, who lived on dry land. These newcomers had come looking for a new home and after negotiating with the Seafolk and the Alka Alon, humanity was allowed to settle upon a small part of Callidore, with the primary concentration for its new home being an archipelago called the Isles of Perwyn, from which the humans slowly spread. Now humanity’s power was great, but it was a power of machines and constructs such as is seen in their sky ships and many other such cunning and powerful devices. It is with such power that they changed their environment and built their new home. The Alka Alon and the Seafolk had power of their own. An inborn power that could reach out and affect the world directly. A power that the Alka called rajira, or magical talent. After but a few generations on Callidore, humanity began to feel the stirrings of rajira in the unsuspecting population. The effects were erratic and ambiguous, at first, but soon it became clear that the conscious (or unconscious) manipulation of reality was emerging in a small percentage of the humans. While considered an “acceptable evolutionary anomaly” by the sages of the humans, it soon became evident that the emergence of rajira in a scant few would have massive implications for humanity’s tenure on Perwyn, and on all of Callidore. In an effort to contain humanity’s emerging Talent in a peaceful way, the Alka Alon sent learned masters to act as midwives through the process. Adapting their sophisticated magic to the simpler-minded mortals was a challenge, but within a decade the Alkan songmasters and human sages had mapped what they felt were the limits of the change and had contrived a means of giving humans some control over their new powers: the basis for the Imperial System of magic. Alas, the manifestation of simple magic was compounded by the emergence with what became known as the Divine Powers: the personified manifestation of subconscious human desires, fears, and emotions. The Gods. Unique in the history of Callidore, the appearance of the first of these quasi-independent entities was met with amazement by the Alka, who had never encountered such random, wild powers before. The gods could do things that ordinary magic could not, and belied explanation by the immortals. The gods were uncontrollable, unmanageable, and were apt to disappear back into the ether as fast as they came. The Early Magocracy and the Fall of Perwyn Just as the implications of these manifestations were becoming clear, a series of events plunged Perwyn into the first of a series of disasters. Though the details have been lost in the mists of time and are preserved in part in only a handful of records, a rebellion amongst the humans and an incident with the Alka Alon sparked a dramatic change in Perwyn’s government, and the fate of humans over-all. The great sky ships were removed from common use and most humans were left alone on the world to fend for themselves while powerful magi ruled using their powers to make up for the loss of their ships. For nearly three hundred years a series of Archmagi ruled Perwyn and the mainland communities in relative peace. While there were rebellions and an increasing threat of independence from the various mainland communities, the military and magical power of the Archmagi successfully maintained the nations it grew into the lands that had been prepared for it. Skirmishes with the Sea Lords of Cormeer, the dour Northmen, Narasi tribes on the northern steppes, the raiders from the Eastern lands, and even the Unstarans were kept in place as the great river valleys of Merwyn and Vore were settled. The few sky ships left were used by the Archmagi to dominate their potential rivals, eventually evolving into a powerful empire. Yet even as the sophistication of their magic grew, the Archmagi indulged in petty struggles to maintain their secular power. As time passed, the island became crowded and fewer were willing to relocate from its rich and well-developed cities, until the last Archmage of the Early Magocracy, Kephan the Damned, undertook a Great Work: to raise a portion of the seabed around Perwyn with magic, to increase its arable lands. It was a mighty and ambitious undertaking and many in the Magocracy and among the Alka Alon objected to the feat. But Kephan persisted and, at first, his spells were effective, and the land began to rise. But whether by chance or by design, something went horribly awry. Instead of creating hundreds of hectares of croplands for the island, Kephan’s spell, over the next two years, sunk most of the island into the sea. While most of the folk of Perwyn were able to evacuate, much of their great machines, were abandoned to the sea. For almost fifty years there was chaos as the humans, with the help of the Alka Alon, resettled and re-organized themselves on the mainland. This was the time of the great Mage Wars, as various families and factions of the old Magocracy fought for control over the colony’s remaining resources. It took half a century for one of them to assume control over the others and re-found the empire as the first Archmage of the Later Magocracy. The Later Magocracy of Merwyn By this point, most of humanity had devolved to being smallholding farmers, woodsmen, and even subsistence-level peasants. The great promise of human civilization, a power that had overcome short life and crossed the Void, had failed. As potent as the gods were in this new world, their interventions were haphazard, short sighted, and bound by the limits of human need. Even as the study of Imperial Magic reached its zenith in the great cities of Merwyn, the last useful remnants of human civilization all but collapsed, leaving humanity at the mercy of its own frailties. The effort to preserve humanity from itself led the Archmagi to slowly accumulate the magical irionite, called witchstones by the common folk, that allowed the Magelords of the Empire to utilize magic to its greatest extent. Originally gifts from the Alka Alon and used to assist humanity in exploring their rajira, the stones had become hereditary objects used by various noble families against each other. They became instrumental tools of the great magelords of the day to support and reinforce their control. Mid-way through the Later Magocracy, in an effort to save humanity, or so say the Imperial Histories, from the terrors of its elite, or as a means to consolidate his own absolute power, according to his opponents, over the Empire, the Archmage disposed of the majority of irionite at sea, over the site of drowned Perwyn. The Narasi Conquest If left unmolested, there’s no doubt that the Magocracy would have eventually recovered some of the functionality of the early colony, but fate intervened, and history was changed. Ancient settlers in the far northern steppes above the fertile lands of Vore had greatly decivilized into horse-riding nomadic tribes. When raiding their southern neighbors proved profitable, a regular series of harassing attacks forced the Archmage to deploy troops to defend Vore. Over the years the size and intensity of the attacks grew, as did the Imperial response. Eventually, some of the barbarian Narasi were hired to screen off their kinsman from further attacks. Chief amongst these mercenaries was Klaven the Great, also known as Kamaklavan. Klaven was a chief with three legitimate sons and two bastards, all great horsemen and cunning warriors. After three years of successfully keeping the rest of the Narasi at bay, a dispute over pay with the Governor of Upper Vore saw Klaven withdraw at the end of his contract. The next year, when no attacks came, the Archmage withdrew many of the troops in the north to face the rebellious Cormeeran Sea Lords in the south. In their place he sent warmagi, as the Narasi feared the powers that only their greatest shamans possessed. Alas, Klaven was not merely sulking on the steppes; he took his knowledge of Imperial defenses and the wealth he’d accumulated as an Imperial auxiliary, and he hired four other clans to ride south with him and overwhelm the citadels of the Empire. Though skeptical, his sons led the mercenaries in a surprise attack that was the first success of the Conquest. For six years Klaven and his sons ransacked Vore, Upper and Lower, and made steady incursions into Merwyn, the heart of the Empire. The long, brutal campaign that followed is detailed elsewhere in the histories, but after six years Klaven and his sons and their Narasi barbarians overwhelmed one Imperial army after another. Magic helped keep the invaders at bay, but the powers of the magi were greatly diminished, after giving up their irionite. Eventually Kamaklaven was crowned King, and made each of his sons dukes over portions of his kingdom. When he refused to name a successor among the jealous brothers, the kingdom fractured into the Five Duchies: Vore, Merwyn, Remere, Castal, and Alshar. For a time, Imperial forces withdrew to pockets of resistance in Alshar, Wenshar, and Farise, but eventually all but Farise fell to the Narasi horsemens’ fearsome blades. The Alka Alon who had been serving as advisors to the Magocracy were horrified at the bloody, anti-magical regime that now treated respected scholars like peasants. Thousands of books were burned by the suspicious and illiterate Narasi, and the magi were imprisoned or executed for resisting the barbarians. Survivors were forced to police themselves by means of the Censorate of Magic, an order of warmagi responsible only to the King, charged with regulating magic and magi within the kingdom and empowered to take life, liberty, or property from those who violated their strict terms. For the most part, the Alka Alon withdrew in disgust from the affairs of men after the Conquest. Watching a brilliant civilization to succumb to barbarism, ignorance, and squalor in less than one of their lifetimes was too disheartening for the Alon to witness. The Five Duchies The death of Kamaklaven was the birth of the five feudal duchies that ruled over most of the human lands of Callidore for four hundred years of purposeful ignorance. The Narasi warriors quickly settled into the role of an equestrian aristocracy, intermarrying heavily with the native nobility in Vore, Merwyn, and Remere. In Castal and Alshar, the original Narasi bloodlines and culture were preserved more intact, though they, too, underwent a transformation. The priesthoods of the two cultures merged and the Magelords eventually accepted their subservience to the chivalry, becoming mere artisans in a tightly-regulated environment . . . not lords of the world, as before. Though thousands of petty feudal domains permit a subsistence existence to the majority of people in the Five Duchies, the Censorate of Magic maintains its ancient prerogatives and acts without restraint. Each Ducal house has a long history of both warring and wedding the others, and vicious court politics has shaped the destinies of millions. Rarely does one have the ambition, drive, or means to improve their power over the others . . . Shereul the Dead god Where is this money going? It would be remiss of us to not tell you what we are going to use this money for, as it is your right to know. We are going to do the following things with the funds: Pay the authors that have worked on the project. Pay the layout and graphic design personnel. Pay for printing. Buy art (what is a book without art?) Pay for advertising space Pay for any incidentals that may come up after the KS finishes Stretch Goals $12, 000 - If we reach this stretch goal we will publish a book of pregenerated characters for play in PDF. These will be characters suitable for conventions, one shots or even for your gaming group if someone should not want to go through the time of making up a character or if they are new to your group. Release date TBD. $15,000 - If we reach this stretch goal we will produce an adventure booklet for Spellmonger in PDF. This should contain about four separate but linked adventures for your Spellmonger gaming. Release date TBD. $21,000 - If we reach this stretch goal you will get a brand new novella containing a story set during the Farisian Campaign. This will be given to all backers as a pdf and mobi file. Release Date March 2020 $25, 000 - If we reach this stretch goal we will publish the Atlas of the Five Duchies. All backers will receive a free PDF, and will get an opportunity afterwards to purchase a print version. Release date TBD. SHIPPING THE REWARDS Shipping is not included in the pledge levels. That's because for this Kickstarter campaign, we're going to send out surveys and collect shipping fees through BackerKit once we're ready to ship out all physical rewards. This not only means all funds raised in the Kickstarter are going towards covering the costs of production. The cost of production include licensing fees, layout, and printing) but it gives us plenty of time to source the best and least expensive international shipping options through fulfillment agents in Europe and Asia. Thanks for being understanding! We know that for some it's much easier just to take care of the total costs all at once upon pledging, but we hope you'll see that this approach is not only better for the project but affords you the lowest shipping costs when the time comes. Author and Artist Bios: Terry Mancour (Co-Author & Setting creator): Terry Mancour is a science fiction and fantasy writer, author of more than 32 books and innumerable articles under various pseudonyms, including the New York Times Best Selling Star Trek Novel "Spartacus", the sequels to H. Beam Piper's Space Viking, and his original epic fantasy series The Spellmonger Series. He lives in Durham, North Carolina with his beautiful wife and three children. Jonathan M. Thompson (Co-Author & Publisher): A gamer since 1980 Jonathan has always been fascinated with the art of design. He designed Robotech: Macross for Savage Worlds (with Jason Lang), The Dinosaur Protocol for Savage Worlds (with Chris Halliday), Gaslight Victorian Fantasy (with Stephen J Miller), Agents of G.A.I.A (with Alan Bahr), Ninja High School the Anime and Manga RPG, Cityscape: City on the Nexus of the Omniverse (with B.L. Sisemore and Ian Liddle), Open Core gaming system (with Christopher Helton), Sherwood: The Legend of Robin Hood (with Wil Upchurch) and Pulp Fantastic (with Christopher Helton & Christopher Halliday). He is responsible for additionally publishing Eldritch Skies and Kaisers Gate.He has also worked freelance for such companies as Amarillo Design Bureau and Modiphus Entertainment. He currently is the head of the ENnie Award winning publishing company Battlefield Press. He lives in Shreveport, Louisiana with his games, books, a son and five cats. Morne Shaap (Graphic Design): Graphic designer, gamer and rpg publisher for going on 18 years. Enjoys making battle maps for epic battles and creating beautiful books that really draws in the reader. Morné's only regret that he can't have himself cloned, so he has time to write down all the adventures and settings drifting in his imagination. Risks and challenges The estimated delivery date is intended to serve as our hope as to when you will receive rewards. Setbacks are possible with any project. Like other projects of this type, this project is not without risks. Delays can happen, as we are only human. We will keep in contact with you concerning potential delays and such. The biggest possible delay will come from any stretch goals that we may include. The risk of delay happens anytime you put control in the hands of another person, who has their own issues they must deal with as well.
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So I figured I'd just start a WIP thread, rather than clutter up the forum with unnecessary extras. I hate disorder (although you wouldn't be able to tell that from looking at my workspace! LOL) This week's been mostly working on Gremlins from Malifaux, I have Somer, Slophaulers and Skeeters almost done. Still waiting on flying stand order to come in for Skeeters. Somer's the Bayou Boss, and I have other Bayou Gremlins in my pile of to-be-done but we'll see how long it takes me to get to them. Betrayal at Calth (BAC) is a GW box set of Space Marines that's both a board game and a kind of starter set for Horus Heresy 30k (which takes place before the Warhammer 40k sci fi - just for those who don't follow this). My LGS is doing an escalation league for 30k, and is running a contest for painting the box set. it's about 38 miniatures I think. Really hoping I win, even if I don't play the game because the prize is a free Horus Heresy book of our choice And I love books, even more than I love models so books about models... I'm THERE! Anyway here's my pics (except for the BAC which is still currently in its box lol) ^^ Slophaulers - because they, wait for it, haul slop Just finishing base really on these guys Somer - almost done, working on base now and just need cloth highlighted I think ^^ Skeeters (mosquitos) - trying out colour scheme, pretty much still basecoating although I did highlight their backs, wings and eyes (which still need glaze) Also trying to work on getting more lighting in my room for my light box :( so maybe my pictures will come out better =/ C&C is always welcome :) It helps me get better!
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Authors: Logan Bonner, Jason Bulmahn, James Jacobs, Amanda Hamon Kunz, Stephen Radney-MacFarland, and Mark Seifter Based on the Playtest Version of the Pathfinder 2.0 Rules Compliant with the Open Game License 1.0a.
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Ends 12/17/18! Legendary Games makes a massive mythic rules upgrade with the amazing Mythic Character Codex & Mythic Monster Manual II for Pathfinder! Mythic Mania II encompasses two books, and incorporates mythic material for hardbacks like the Advanced Class Guide, Forest Kingdom Campaign Compendium, Horror Adventures, Occult Adventures, Ultimate Intrigue, and Ultimate Wilderness, as well as potentially adding in more material from the Adventurer’s Guide, Monster Codex, Planar Adventures, Villain Codex, Book of the Damned, Pirate Campaign Compendium, and more! Mythic Character Codex – Three new mythic paths - the bound, mystic, and reluctant hero - along with over a thousand new mythic path abilities, hybrid class features, feats, spells, magic items, and more! Mythic Monster Manual II – Over 200 mythic monsters… and maybe a whole lot more! Plus appendices and bonus content! https://www.kickstarter.com/projects/legendarygames/mythic-mania-2-two-new-mythic-rulebooks-for-pathfi?ref=bwj5wz
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