The five stories in Volume 1 include:
The present is haunted by echoes of the past.
Dealing With Your Demons is divided into three parts, designed to be played a bit at a time as characters progress through their adventuring career.
In Part 1, the PCs discover a lost temple in the wilderness - guarded by a foul demon - who they will almost certainly feel honor bound to dispatch. The first adventure will feel very much like a standard, short, introductory adventure: find a mysterious temple, investigate, clear it of foul creatures and collect the treasure.
In Part 2, the group will continue their careers, assuming that the events from Part 1 are just distant memories. Except, they find themselves plagued by increasingly frequent attacks and ambushes. Someone or something is holding a grudge and the PCs need to figure out why.
In Part 3, the party finally realizes that the "demon" they dispatched in part 1 was no evil fiend, and that they have perpetrated a great evil on an ancient civilization. As the attacks ratchet up in frequency, the group must find a way to atone for their sins before being judged.
A deadly plague is sweeping the land, and worse, there are rumors of a demonic army following just behind. The panic-stricken people of Bannmar beg the party to seek aid from the walled town of Glaingow.
Arriving at the fortified town, the PCs are horrified to find it in flame and ruin. A giant demon, larger even than the town hall, is rampaging, threatening to destroy and consume the entire land.
No army or wizard can stand before the hellish beast and the group must do the unthinkable - find a way inside and kill the demon from within.
The demon, Shabrexibex, has decided to make a new home at the bottom of a dwarven mithril mine. He needs to make a few changes to give it that home-y abyssal feel, so he's sent a few minions to clear the way.
Infused throughout with dark humor, this adventure would be downright funny, if it weren't so horrifying.
The Lady Melora is young, wealthy, and well traveled. She's also just been cut off by her older sister, the Lady Hansley.
Unfortunately, for Hansley, Melora has learned of dark magic during her wanderings and is going to put it to good use to keep the money flowing.
It's that time of year, time for Duryard's harvest festival. There's singing, dancing, and feasting. Madame Chellac, the finest potter in the region, has donated several lovingly made teapots to be auctioned off to help the needy.
Everything was going so well. Until, that is, Madame Chellac's teapots started exploding and demons begin attacking the crowd.
In Darkness Delve doesn't just come with great stories, it comes with resources that you can use as inspiration for your own adventures.
The new creatures, such as John Teehan's greed demon or Rory Toma's wonderfully weird staph infection are covered by the Open Gaming License, meaning you can use them in your own creations if you like. At last count, there were more than 20 new creatures and magic items (with more of each possible through stretch goals!).
Where you find a greed demon, you'll always find a treasure. He likes to snuggle down and hide amidst the coins. Even more than counting its money, the greed demon loves to ensnare those who covet its glimmering hoard. Those unfortunate enough to feel the greed demon's bite will become enthralled by the shiny gold cache and be unable to bear being away from it. The greed demon will then take its time bleeding the life and spirit out of the hapless victim until he is just another bauble for the pile.
Weapon (war pick), rare
You gain a +2 bonus to attack and damage rolls made with this magic weapon. Against demons, the Sunderer is considered a +3 weapon and is always in a Blood Rage state in their presence.
Blood Rage: When you score a critical hit (natural 20) or roll an 8 for damage (max damage) with this weapon, it enters a state of rage that cannot be sated until it kills something. While it's enraged, all successful attacks made with it deal and additional 1d8 radiant damage.
While the Sunderer is raging, it must attack a living creature with every action. The only way to end this effect and temporarily sate the weapon is to use it to drop a creature to 0 hit points. If no enemies are present when the weapon is raging, the wielder will attack the nearest creature, even an ally. Any attempt by the wielder to oppose the will of the weapon while it's raging (including not attacking, throwing the weapon down, etc.) results in the wielder immediately taking 2d8 psychic damage, after which the weapon will calm.
In June, we sent out an open call for writers and received dozens of inquiries from authors around the world. From the synopses they sent us, we chose the best stories for this inaugural volume of In Darkness Delve.
We were looking for stories that brought something new and different to the genre - clever stories a little out of the ordinary. With ideas in hand, we worked with individual writers to hone and focus their stories into exciting adventures.
$5 - Familiar
You'll receive your choice of one adventure from Volume 1 of In Darkness Delve, in PDF format.
$15 - Imp
You'll receive the entire first volume of In Darkness Delve and all stretch goals, in PDF format.
$35 - Minion
You'll receive the entire first volume of In Darkness Delve and all stretch goals, in both PDF and softcover format. Hardcover is available as an addon upgrade for an additional $10.
$50 - Summoner
You'll receive the entire first volume of In Darkness Delve and all stretch goals, in PDF format.
You will also receive the first two books of our Asatania campaign series, Crashing Chaos and Darkness Surges in PDF format.
$95 - Puppet Master
You'll receive the entire first volume of In Darkness Delve and all stretch goals, in both PDF and softcover format.
You will also receive the first two books of our Asatania campaign series, Crashing Chaos and Darkness Surges in PDF and softcover format.
Hardcover is available on all three books for as an addon upgrade of $10 per book.
Our previous two Kickstarter projects were both set in the Asatania campaign world. Crashing Chaos is 181 pages of campaign guide and adventures for players new to the campaign. It sets out an epic struggle between order and chaos, as violent raiders from across the Dawn Sea ravage the sleepy lands of southern Tere.
Darkness Surges was the successful follow-on to Crashing Chaos. The PCs have escaped the carnage of Tere only to be sent back by their new liege lord to negotiate an alliance with the dwarven nations. Along the way, they'll face challenges ranging from demonic invasion to deceit and diplomacy.
The Asatania campaign and adventures are available at the Summoner and Puppet Master backer levels.
We're using DriveThruRPG to ship In Darkness Delve. We've used them on our previous projects and have always been happy with the results. They are quick, efficient, and they use printers around the world - which can speed shipping times and keep costs minimal.
For physical rewards, the cost of shipping to US addresses is included in the applicable backer tier. Backers outside the US will be charged the following shipping costs:
USA: No additional cost.
OTHER: $19* (estimate, will provide actual cost upon request)
The shipping costs cover only the delivery expenses. You may be asked to cover duties and/or taxes by the carrier, depending on your location.
Hardcover Edition - Add $10 to receive a hardcover rather than softcover of In Darkness Delve. Crashing Chaos and Darkness Surges are also available in hardcover.
Terror at Thistletown - Add $5 to receive a PDF copy of Terror at Thistletown, a short adventure about a sleepy halfling village filled with vampires.
We love stretch goals! They're a great way for us to give added value to backers.
Stretch goals for In Darkness Delve, Volume 1, will unlock one at a time. Each time we pass a goal, we'll unlock another. Backers at the Imp level and above will receive all stretch goals.
With In Darkness Delve, I wanted to create a series of thematic adventures highlighting the talents of under-represented writers in the genre. I wanted to give a voice to those with interesting stories and who need nothing more than a little push and a good editor.
I sifted through the work of dozens of writers - both aspiring and experienced - to find the best ideas and the clearest voices. Then we went to work, bouncing ideas off each other and improving the adventures with each pass. There are some great stories in this volume - stories that will bring out the magic of roleplaying, allowing players to turn a piece of paper covered with notes and statistics into heroes.
We're story tellers and world builders. We believe that the best role playing games are immersive. Worlds should feel vibrant, alive, and real. They should be fantastic, and magical, and unique, but the actors that players will meet and the situations that they encounter should never feel random.
We never want players to feel like the game master is just rolling dice on tables of encounters (even if he is). Every encounter and situation should feel organically like a part of a living world. The more the game master understands about the nature of the world, the more effective he or she will be at guiding the game.
We aspire to create layers in our games that will appeal to different types of players. Hack and slash types can go a long way just hacking and slashing their way through conflict. But, we also want to provide clues to the "whys" and "hows" of events.
Insightful and curious players will discover backstory and motivational elements which may not be completely obvious. Those insights may help them more cleanly navigate the challenges in front of them.
Fundamentally, our worlds and adventures are about pitting a group of players against their environment. We love nothing more than seeing a random group of players set aside their differences and forge an alliance toward a common goal.
If you share our vision of immersive game play in living fantasy worlds, then please show your passion for table-top roleplaying games by supporting this Kickstarter campaign.
Risks and challenges
Every Kickstarter project comes with risks. We've tried to reduce those as much as possible by developing as much content as possible prior to launching the project.
The writing is done, as is much of the editing, and we've even paid artists and cartographers to get started now rather than waiting for the Kickstarter to complete.
This is our third Kickstarter project and we've got a veteran group putting the project together.
But, even with all that, sometimes things go wrong or get delayed. I promise that I'll never allow schedule to pressure us to release an inferior product.Learn about accountability on Kickstarter
- (28 days)