4 RPG Kickstarters You Should Back – Children of the Apocalypse, D13 RPG, A Night in Seyvoth Manor, and Faerie Fire

Savage Worlds. Two for 5e. D13. Horror, the end of the world, monsters, and stunning art. It’s another week and there are four RPGs that need your support. Go!

 

Children of the Apocalypse for Savage Worlds RPG by Happy Monster Press
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“Children of the Apocalypse is a post-apocalyptic epic fantasy setting for Savage Worlds, including a full Plot Point campaign.

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.

“…a very well thought out setting. There is enough of the history and world information to whet your appetite!” Patrick “Shadowdad” Greenlaw, Role Player’s Imaginarium

 The Setting

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 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

Sneak Peek: Taps

Taps bills itself as an “Adventurer’s Town” – in reality it is at least as much a safe harbor for brigands as a base of operations for adventurers seeking treasure in Boston. Taps is a fort consisting of a large inn, stables, tavern, and general store, all run by a pair of retired sherzi wizards. The town welcomes anyone solvent and doesn’t ask many questions about how they got that way- the wizards ruthlessly enforce their rule of no bloodshed within the walls. Travelers taking the Greatroad south from Haverhill will see placards advertising Taps’ services, including the implied eponymous beer. Just about any sort of adventurer may be found in Taps, and it is a common meeting place for parties of adventurers braving either nearby Salem or more distant Boston in search of artifacts.

Curious about the setting? See more in the free Children of the Apocalypse demo kit on DriveThruRPG.”

 

Egg’s Thoughts:

 

The [savage] world ended. New gods and new races sprang up. Not sure if it’s for you? Sample it here for free Children of the Apocalypse demo kit on DriveThruRPG.

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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D13 RPG – Personalized Premium Ltd Ed by Popcorn Press
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“True Horror Campaign RPG

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.

 

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. You can learn more about me at www.lestersmith.com, or search for “Popcorn Press” on DriveThruRPG.com and DriveThruCards.com.

Who Is the Artist?

Lenka Šimečková is an amazing young illustrator of the dark and bizarre, from the Czech Republic. I first became aware of her work while designing the D6xD6 RPG in 2014. She provided two character illos for that book, and I’ve wanted her illustrations for the D13 RPG ever since. I’ve already purchased rights for several pieces (the game cover and illos on this page); this Kickstarter will help to fund more.”

 

Egg’s Thoughts:

 

This is the first of two art RPGs on this week’s list. “Lenka Šimečková is an amazing young illustrator of the dark and bizarre, from the Czech Republic. I first became aware of her work while designing the D6xD6 RPG in 2014. She provided two character illos for that book, and I’ve wanted her illustrations for the D13 RPG ever since. I’ve already purchased rights for several pieces (the game cover and illos on this page); this Kickstarter will help to fund more.”

Lenka Šimečková‘s work is going to drive this RPG’s success. Just the few glimpses of art we have are enough to make me believe that D13 RPG is going to be worth checking out.

Oh, and Lester “Dark Conspiracy RPG, Dragon Dice game, Mechwarrior 2nd Ed., Planes of Chaos, Sovereign Stone, Serenity RPGs” Smith is a contributing factor. [Big wink @ “contributing factor” since, you know, Lester’s driving this ship with decades of experience and a proven track record.]

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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“A Night in Seyvoth Manor” for D&D 5th Edition by Darklight Interactive
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“A conversion of the 2013 ENnie-nominated adventure “A Night in Seyvoth Manor” for D&D 5th Edition, published under the 5E OGL

A conversion of the 2013 ENnie-nominated adventure "A Night in Seyvoth Manor" for D&D 5th Edition, published under the 5E OGL

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.”

 

Egg’s Thoughts:

 

It was a 4e ENnie Award nominated product. To be nominated for an ENnie means they made 4e work. Again, they made 4e work. That means they can’t fail in 5e!

 

You can see examples of their work at DriveThruRPG here.

You can support this Kickstarter campaign here.

 

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Faerie Fire, a 5e supplemental by Astrolago Press
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“A stylish, glamorous fey bestiary and setting inspired by the 80s and 90s, for use with 5e tabletop campaigns.

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

Bosca, Lord of Wildfire by Nina Matsumoto
Bosca, Lord of Wildfire by Nina Matsumoto

 

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.

Conglomodog, by Kory Bing
Conglomodog, by Kory Bing

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 fewquestions), 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

Item design by Jesse Turner
Item design by Jesse Turner

 

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.

Previews of some of our creature and item stats will be revealed throughout the campaign on our Tumblr or you can follow us in Twitter for details about upcoming playtesting livestreams

Cover art by Yuko Ota (design not final)
Cover art by Yuko Ota (design not final)

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.

Keighton, the Haunt of Auldermere by Dylan Meconis
Keighton, the Haunt of Auldermere by Dylan Meconis

 

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.

Faerie Fire is designed by Shannon Campbell, Dillon MacPherson, and Malcolm Wilson–professional game designers and passionate GMs from Vancouver, BC. Shannon previously served as an editor on The Underground RPG and Bones of the Coast.

 

Egg’s Thoughts:

 

Not that this needs pointing out, but this is the other art RPG this week. Fey and other D&D monsters in an 80s/90s art style that they’re calling fairypunk. The artwork is everything with this project and will decide most customer’s interest. If you are looking for a campaign of unique flair, this is going to be your calling.

 

You can support this Kickstarter campaign here.

 

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Want your RPG Kickstarter reviewed? Have some RPG wanna-lancer thoughts to share? Contact me here or on Facebook (Egg Embry) or on Google Plus (+Egg Embry).

Disclosure: This article contains affiliate links to DriveThruRPG.com and Amazon.com.

Savage Worlds: Fast, Furious, and Fun! - Available Now @ DriveThruRPG.com

 

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Egg Embry, Wanna-lancer™

Wanna-lancer™ Checklist T-shirt available at Cafepress

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Egg Embry wrote comic book short stories, edited comic book series, wrote and drew a webcomic, and contributed to comic book journalism across the 2000s. Now, he buys the opportunity to write for a variety of tabletop role-playing games in the tradition of vanity press. His purchases have been published by:

Want your RPG Kickstarter reviewed? Have some RPG wanna-lancer thoughts to share? Contact me here or onFacebook (Egg Embry) or on Google Plus (+Egg Embry).