RPG Crowdfunding News 052: The Lost Citadel, Ebonclad, The Chapel on the Cliffs, Tale of the Wizard’

Welcome back to our weekly look at tabletop roleplaying game, and accessories, crowdfunding roundup! Each week we’ll be looking at a few campaigns currently running that have caught our eye as well as occasionally speaking to some of the creators about their campaigns, or looking at some of the ‘behind the scenes’ business aspects of putting together, launching, operating and then delivering a crowdfunded project. If you have anything you’d like us to cover, or questions about anything we talk about, please don’t hesitate to leave a comment or contact me directly. This week we look at a selection of settings, adventures and supplements for 5th Edition and Pathfinder.


[h=3]The Lost Citadel – Post-Apocalyptic Fantasy Roleplaying by Nicole Lindross of Green Ronin[/h](Campaign Ends : Monday 3rd July 2017; 07:00 UTC)

Seven decades ago, there were cities upon cities.

Kingdoms and nations; the remains of ancient empire. Cultures at war and cultures at trade. Humans, dwarves, elves, and others. Magic and monsters, rare but real. And so it was for millennia, through two dynamic ages the lorekeepers and scribes called Ascensions.

Until the world ended.

Most call it the Fall, but whatever term a given people choose to use, it marked the time when everything changes.

Nations crumbled. Races died. Magic spluttered. Nature sickened.

The dead work.



The Lost Citadel is a brand new 5th Edition campaign setting Green Ronin are producing in partnership with C.A. Suleiman, Ari Marmell and Jaym Gates (the developers of Lost Citadel). In addition to the campaign setting there is an anthology of stories being released as well as a host of support material planned for The Lost Citadels game line. If 5th Edition isn’t your cup of tea then one of the ‘system hacks’ Green Ronin are producing might be of interest, such as Pathfinder, the Axiom System or A.G.E.

The already talented design team is also being bolstered by an impressive team of writers such as Keith baker (Eberron), Jess Hartley (Changeling: The Lost), Malcolm Sheppard (Mummy: The Curse) and Jesse Heinig (Fallout) to name just a few.

So, what’s the campaign setting that is going to fill these 278 pages of full-color dark fantasy goodness…

Welcome to Zileska, a world ravaged by death and undeath. In the Lost Citadel Roleplaying Game, you take on the role of a last remaining survivor of your race, be it human, dwarf, elf, or ghul.

Seven decades ago, the Second Ascension came to a brutal end in a worldwide cataclysm called the Fall. During this period of stark decline, magic began to fail even the mighty elf civilization that was the pinnacle of the age, and as it did, the world’s fallen began to rise from their graves. Whether because the doors to the Underworld flew from their hinges, or because the God of the Dead went mad (a popular theory), the end result was the same.

The dead became the Dead.

As the tide of death swept across the lands of Zileska, taking with it city after city, as well as the entirety of the vaunted elf army, the remnants of each fractured culture and racial hold began to retreat to the same place of sanctuary – the mountain citadel of the dwarves, called Elldimek.

Bidden by the Venmir, the humans of the nearby hills and mountains, the other desperate tribes of humanity followed suit. The Ouazi, nomadic clans from the sands of the Eternal Sea. The proud Surinzan, denizens of Zileska’s forests and riverland. The Menhada, peoples of the steppes and former allies of the elves. And the Angat of the southern plains, who until then boasted the most powerful human civilizations of the age.

All that remained of huddled humanity found refuge behind Elldimek’s dwarf-built walls.

Seven decades is a long time, however. More than enough time to watch refugees become rulers; to see hosts become slaves in their own homes.

Come the modern day, Elldimek is no more. It has been replaced by the city of Redoubt, so named and decreed in the Accord of Last Redoubt – a human treaty drafted by an Angat-led power structure called the Magisterium. Under its terms, the dwarves were stripped of their claims to the city, and those dwarves who weren’t executed or exiled became slaves to human masters. In the time since the Accord, some have earned back their freedom, but many still toil under indenture.
Life in Redoubt is especially hard for the poor and the non-human under the Magisterium. Its draconian system squeezes resources and civil liberties like, all in the name of protecting all that’s left of civilization from the threats and depredations of the Dead. Security trumps all concerns.

Redoubt is big, larger than many modern-day cities, home to hundreds of thousands of people. It requires over a day to cross. Its districts are, in some respects, fiefdoms unto themselves, and while they currently work together to rule what remains of sentient life on the planet, every leader knows that ultimate authority is only a few schemes away.

Stiflingly tyrannical where the rich and powerful dwell, hideously crime-ridden where want and poverty nest, and all around – and sometimes within the walls themselves – the ever-hungry Dead. Redoubt is a city, a culture, possibly even an entire world, in what certainly seems to be its final hours. And with the exception of certain religious zealots, still convinced mankind is merely being tested, every man, woman, and child knows it.

As a player, you’ll get to play characters from all the races and walks of life in the last city of Redoubt: dwarves, elves, and the bestial ghul; humans of Ouazi, Surinzan, Menhada, Venmir, and Angat cultural extraction, and every combination thereof; merchants, guild members, and nobles, sellswords, slaves, and thieves; members of the elite Foresters, the Undertaking, and the Watch.



[h=3]Ebonclad: A 5E DnD Thieves’ Guild Setting + 7 New Adventures by Dan Coleman[/h](Campaign Ends : Saturday 1st July 2017; 03:59 UTC)

Ebonclad is a book that has got me excited. Not only does it sound like it’s a fantastic resource for your (not-so)friendly neighbourhood rogue but it also includes a Thieves Guild setting and seven adventures for 1st to 4th level characters!

The book is 170 pages and includes tons of new character options such as new backgrounds, subclasses, feats, equipment, poisons and spells, tools for the GM to generate random citizens (including the contents of their pockets or purses, their connections, and how they’d react to witnessing crimes), dozens of new NPCs, over 30 customizable random street encounters, Urban Chase Complications, and of course the Ebonclad setting.

The campaign setting is designed around the following themes of play:

· Theft: Most of the guild’s income is derived from its lowest-ranking street thieves, burglars, and con artists who blend in with the citizens of Kintalla and prey upon them daily. Recruits won’t gain full membership without proving they have the skill to a pick pocket or the mettle to pull off a heist. The guild keeps its eyes on big scores moving around Kintalla, sending its best agents after the most valuable prizes.
· Subtlety: The world’s best thieves, spies, and assassins are the ones you’ve never heard of. Ebonclad asks its members to blend in, pick locks, cut purses, and operate from within the shadows. That’s not to say there’s no room for less discreet personnel among the Ebonclad ranks however, as guild enforcers and body guards are every bit as important to protect these spies and scoundrels.

· Assassination: The guild’s major players are constantly at work, manipulating citizens of Kintalla like moving pawns on a chessboard. Sometimes, it’s necessary to sacrifice a pawn. When such a time arises, the guild sends parties of enforcers and assassins to ensure these pawns never return to the board again.
· Sabotage: Secrecy is paramount, but some things can’t help but be noticed. Ebonclad carefully plans acts of sabotage to ensure such deeds do not expose its members. Better still is when the dirty work can be pinned on the unwitting; many citizens of Kintalla are locked in the city’s dungeons, serving sentences for crimes they never committed.
· Espionage: Knowledge is power, and no one understands that better than the brothers and sisters of the guild. The spies of Ebonclad routinely bring information of what’s going on in the city, new scores to claim, new people to manipulate, and new places to explore.
· The Great Wheel: Members of Ebonclad constantly refer to the turning of the “Great Wheel”, a metaphor for how the guild works to manufacture important events within Kintalla and across the world. When the Great Wheel spins, kings are crowned, armies go to war, and nations are forged.



[h=3]The Chapel on the Cliffs – A Horror Module for 5th Edition by Goblin Stone[/h](Campaign Ends : Thursday 6th July 2017; 14:16 UTC)

The Chapel on the Cliffs is a 5th edition horror adventure for 4 to 5 characters of 3rd level. It will take up to around 10 hours of gameplay so should keep your group busy for a few sessions while they explore the ruined village of Kennmouth and try and find out why a small army of skeletons rise from their graves every night and how to lift the unholy curse that troubles the area.

Uncover Dark Secrets… The adventure’s main location is the abandoned village of Kennmouth. As the characters explore its forlorn ruins and its surroundings, it will become clear the quiet little fishing village everyone used to know is gone…. Only whispers remain of what happened in the cellars of Kennmouth and the ancient barrow mound in the marshes to the north. Are you ready to unearth its dark secrets?

Survive the Horde… The clattering of metal against bone rolls like thunder across the cobble stones, as over a hundred shambling skeletons march the streets of Kennmouth at night. Brash adventurers may find themselves surrounded by an army of undead, and their only hopes of survival will be to barricade themselves in a house or outrun their relentless foes. Your heroes will need to survive against desperate odds, using thrilling new combat rules specifically designed to handle dozens of opponents!



[h=3]Tale of the Wizard’s Eye, a 5th edition adventure module by W.S. Quinton[/h](Campaign Ends : Wednesday 21st June 2017; 21:00 UTC)

Designed for 3 to 5 player characters of 6th to 9th levels, Tales of the Wizard’s Eye should take a single 3 to 4 hour game session to complete. Being setting neutral it should be easy to drop the adventure into your existing campaign.

The writings of a dead paladin record the legend of the ruined city of Pintlas. Once home to the wizard Salen, Pintlas was abandoned when flooding changed the course of the river, leaving the city underwater. Salen is said to have escaped the disaster, but was forced to leave his most treasured possession, a powerful magical orb, as he fled for his life.

In the centuries since Pintlas was lost, the surrounding forest has grown dark with menace. Now the Howling Forest erupts each night with the howls of the dying and blood curdling cries of the damned. Dark creatures haunt the night stalking man and beast alike.

In drowned Pintlas something stirs under the waters.

Will you brave the terror of the Howling Forest? Do you dare to explore the drowned city?

If you dare, if you survive, then you can tell the tale of the Wizard’s Eye!



[h=3]Lost Artifacts of Greyghast – A 5e Magic Item Compendium by Many-Sided Dice[/h](Campaign Ends : Thursday 22nd June 2017; 04:59 UTC)

It’s hard to believe that Lost Artifacts of Greyghast is Many-Sided Dice’s first print product as they’ve been around for years with their gaming site producing the popular Magic Items That Are Better Than Nothing and Traps to Worry Your Players series. But this enormous 350 page book featuring hundreds of magic items for your 5e games is indeed their first foray into print.

Every single one [hq/](of the magic items comes) with rich backstories, mechanics for interesting identification using our Variant Rules or your own, and mechanics that will give your characters vibrant and unique new ways of interacting with the game and adventuring without breaking campaigns due to out of control power levels. We’re convinced the items in our book will add layers of depth, fun, and function to virtually any setting an nearly any game. Why settle for boring “+1 swords” or ridiculous “staff that does some spells from the PHB” when you can have items that make characters part of a larger history and world that allow them to embrace whole new ways of role-playing their characters?

Our items push the rules a little, give players new features to interact with or tactics to try in combat – and none of it is game-breaking or campaign wrecking. Some of our items have more dramatic and exciting effects, do great damage and/or allow a character vastly exceed what they can normally do… but all have been play-tested, balanced, and added to this compendium as “Safe for Play” items that may not be as amazingly powerful as a +3 Vorpal Sword of Wounding and Returning, but it’ll be a magic item your player will wrap their character around and have a hard time letting go of.



[h=3]Culinary Magic Cookbook for the Pathfinder Roleplaying Game by Alex Shanks-Abel[/h](Campaign Ends : Sunday 2nd July 2017; 03:00 UTC)

There has been a small, but steady, increase of gaming and cookery articles and books over the last couple of years. Whether it’s webshows such as Dice & Slice, Blog series such as T. R. Knight's Gaming Gastronomy or gaming cookbooks such as the recently funded Cooking With Dice .

The Culinary Magic Cookbook is both a real world cook book as well as a Pathfinder supplement introducing the Culinary Magic subsystem and enhancing the Craft (culinary) skill. The Culinary Magic Cookbook contains updated rules for the Culinary Magic subsystem, previously introduced in Letters from the Flaming Crab: Culinary Magic. The Cookbook features 75+ recipes that both you and your character can make. What better way to enhance your RP than to share with our gaming group the same Breakfast Pizza that you character makes!


[h=3]Atlas Animalia – A book of monster variants by Andreas Walters[/h](Campaign Ends : Saturday 8th July 2017; 23:59 UTC)

Whilst Atlas Animalia is technically a systemless book there is an option in the campaign to also get companion PDFs which will supply you the stats for both D&D 5e and Pathfinder. The book is an alternative and expanded monster manual. Alternative in the sense that it looks at some classic creatures and shakes things up – adapting them to suit a variety of environs that the creature wouldn’t usually inhabit – such as the panda owlbear. Expanded in that each of the 20 entries get a pretty indepth treatment and offer four versions of each beast – three variants plus the publishers own take on the base version of the creature.

The book is initially aiming to be a Hardcover around 85-pages in length. “Each entry will dive deep into the creature, covering biology, hunting, and mating (perhaps even some rearing tips for the daring beastmaster). Best to think of it like an extended lore monster manual entry. For each of the variants, the book will cover the creature’s unique environmental adaptations in addition to local uses for the creature (being legendary myths of traditions that could tie into adventure hooks).”

18 of the creatures have already been determined for inclusion, with the remaining two from the base funding goal being selected by backers in a vote. The included beasts so far are as follows: Blink Dog, Basilisk, Bulettte, Chimera, Couatl, Griffon, Hippocampus, Hydra, Otyugh, Owlbear, Phasecat, Rust Monster, Sphinx, Treant, Wyvern with the Faerie Dragon, Manticore and Unicorn already having been added through backer voting.

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If you like what we do here at EN World (the Forums, Columns, News, ENnies, etc) and would like to help support us to bring you MORE please consider supporting our Patreon. Even a single dollar helps Thanks!

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If you have a forthcoming Kickstarter, or see one that excites you, please feel free to drop me an email on angus.abranson@gmail.com You can follow me on Twitter @ Angus_A or on Facebook where I often post about gaming.

Until next week, have fun and happy gaming!

Angus Abranson
 

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Desh-Rae-Halra

Explorer
I have been watching The Lost Citadel and one small element bothers me. A backer asked what keeps the dead (undead) away from the city, and the answer was basically "Well, that's a secret".
Maybe that is supposed to be intriguing and intended to make me want to pledge for the book, but if this is the main factor that supports why your setting is different, and you are banking that I will shell out $25 for the base PDF, or $57 for the print version without knowing this, you are wrong. To me, it would be better to say almost anything about this facet "It is a highly guarded secret, metaphysical theories abound on this, the city is protected by (insert God/Goddess) name, but faith has been slowly eroding" etc. Being that it is a low-magic setting, its clearly not as simple as a big ward. Keeping this a secret until you buy a copy (or wait for a review, which means you don't participate in the funding process) is a mistake in my opinion.

The other thing briefly mentioned is that this is one of those multi-media Kickstarters, meaning that stretch goals include things like a Fiction anthology, soundtracks, etc. So the campaign is structured via stretch goals to unlock those kinds of things.

If you are a fan of that approach (like the series of Shadows of Esteren Kickstarters), then this is probably a good thing. However, if you are really just into the rules and direct game supplements, its a little bit harder of a sell because some of the stretch goals probably wont matter to you.
Fortunately, it is already funded.

I'm a fan of our own Mousferatu (Ari Marmell), but I can't say I am completely sold on this Kickstarter. From looking at the page and the comments, it seems like he was involved in the idea of this project and will be doing some writing, but he seems to have a smaller role than I would prefer.

As far as Atlas Animalia, do we need to know the mating patterns of things like a Chimera or an Otyugh? Is that a thing? I can't imagine that one of the selling points of this book is that you can tell your friends "Dude, this has an illustrations of two Otyughs f**king!"
Different strokes for......uh...nevermind.
 
Last edited by a moderator:

ddaley

Explorer
I'll probably take a closer look at this one before it ends. I am with you on the add-ons. The only ones of interest to me are the poster map and the GM screen. I would rather see adventures or other supplements that are directly usable in gaming as opposed to novels and sound tracks. I might eventually get around to reading the novel if it were included, but would rather have an adventure in its place.

The other thing briefly mentioned is that this is one of those multi-media Kickstarters, meaning that stretch goals include things like a Fiction anthology, soundtracks, etc. So the campaign is structured via stretch goals to unlock those kinds of things.

If you are a fan of that approach (like the series of Shadows of Esteren Kickstarters), then this is probably a good thing. However, if you are really just into the rules and direct game supplements, its a little bit harder of a sell because some of the stretch goals probably wont matter to you.
Fortunately, it is already funded.
 

ddaley

Explorer
Still haven't seen any mention of Mike Schley's kickstarter. Maybe I missed it in another article. It's apparently going to be the first in a series and will serve as a base of operations for future adventures. I am backing it to see what he does with it in the future and based on the incredible work he has done in the past. It's only about $250 away from funding, so funding shouldn't be an issue.

www.kickstarter.com/projects/854158822/schleyscapes-an-rpg-adventure-series
 

[MENTION=81852]Desh-Rae-Halra[/MENTION],

I'm certainly flattered you'd like me more involved. While it's true that I'm only writing a small portion of the sourcebook, I'm one of the people on the design team, and I was one of the three co-creators of the setting and co-writers of the authors' bible, which means I had a hand in designing the entire setting. (It's why I wrote my story in the anthology to be the first, and to deliberately introduce readers to many of the setting's basic concepts.) I promise, my fingerprints are all over this thing. ;)

As far as what keeps the Dead from overrunning Redoubt, let me see if I can expand on that without stepping on CA's toes in terms of secrets.

The Dead that infest the world move in tides, unseen patterns. Some days, Redoubt is literally under siege by them; others, you can't see a single walking corpse from atop the walls. (Usually it's somewhere in between.)

The city's soldiers are focused on keeping Redoubt safe. The walls are tall, thick, always patrolled, and there are always a lot of soldiers ready to be called up at a second's notice. They've come up with numerous ways to keep track of the ebb and flow of the Dead. Some of the Foresters (the name for the rare, highly trained few who leave the city, usually on supply runs) sometimes travel almost suicidally far, in order to track the Dead. The city keeps flocks of crows who are released every day. As crows are carrion birds and fairly intelligent, it's often possible to tell if the Dead are massing--and what direction they're moving--by watching those flocks on the horizon.

Inside the city you have the Undertaking--a constantly running program of corpse collection and disposal. (My own short story from the anthology, which is available as a free sample, involves a Taker.) Where possible, those corpses are processed for materials; leather, bone for tool handles, etc. Where not possible, corpses are simply burned, or fed to the ghuls--anything to make sure that none of them are capable of rising. And the Takers are licensed to do whatever is necessary to ensure people's compliance with the Undertaking.

If an outbreak does occur within the walls, the Takers, the Watch, and others are trained to respond quickly, to contain, and then to eliminate the problem.

Basically, massive swathes of the city's entire governmental structure, its laws, and its traditions are focused entirely around protection and prevention of the Dead. It's not a perfect system--no system is--but it's worked so far.

The question is, is there more to it? Are there patterns in the behavior of the Dead, are there factors at work--either among the Dead or here among the living--of which most people of Redoubt remain unaware? And the answer, being that this is a dark fantasy, is "duh." But those answers, I think, we're entitled to keep secret for a time. ;)
 



Desh-Rae-Halra

Explorer
Ari,
Thanks, This already makes me feel better about the project.
I also hope that some day in the future, we see a project on Kickstarter with the title
Ari Marmell's __________________ (insert gaming world/campaign setting)
 

Ari,
Thanks, This already makes me feel better about the project.
I also hope that some day in the future, we see a project on Kickstarter with the title
Ari Marmell's __________________ (insert gaming world/campaign setting)

You're very welcome. And I certainly wouldn't mind seeing that myself someday. ;)
 

AngusA

First Post
Still haven't seen any mention of Mike Schley's kickstarter. Maybe I missed it in another article. It's apparently going to be the first in a series and will serve as a base of operations for future adventures. I am backing it to see what he does with it in the future and based on the incredible work he has done in the past. It's only about $250 away from funding, so funding shouldn't be an issue.

www.kickstarter.com/projects/854158822/schleyscapes-an-rpg-adventure-series

Noty as yet. That's on the shortlist for a future column though. Still has 24 days left to run :)
 

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