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$2,704
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All or nothing. This project will only be funded if it reaches its goal by Tue, October 1 2019 3:02 PM UTC +00:00.

Savage Realms - Escape from Darkmoor Keep

The highly-anticipated, second gamebook in the Savage Realms Legorian Kings Saga!

Savage Realms - Escape from Darkmoor Keep

The highly-anticipated, second gamebook in the Savage Realms Legorian Kings Saga!

$2,704
pledged of $1,000pledged of $1,000 goal
60
backers
15days to go

All or nothing. This project will only be funded if it reaches its goal by Tue, October 1 2019 3:02 PM UTC +00:00.

About

Escape from Darkmoor Keep (EFDK) is the second title in the Legorian Kings Saga, with the first being Labyrinth: The Lich Lord's Lair. A multi-quest gamebook written in the style of the Choose Your Own Adventure and Fighting Fantasy gamebooks, YOU (and/or your party, if you are playing with multiple players) determine the outcome of the story by the choices that you make!  In fact, sometimes, your very fate(s) will even depend on the roll of the dice themselves! 

The second title in the Legorian Kings Saga finds you, the adventurer, trapped on the mysterious and savage island of Darkmoor Keep with no memory or knowledge of how you got there, or even why. But can you survive long enough to solve the mystery, or will you become just another one of the island's many casualties? 

EndGame Gaming is also excited to announce that fantasy artist, Ilya Shkipin, will be returning to do the artwork for EFDK. These are samples of the incredible work he did for our first gamebook.  

You awaken with a start, still lost in the lingering haze from a restless and tormented sleep. As your eyes gradually adjust to the dim light of your surroundings, you realize that you are in a strange and unfamiliar place. A quick surveil of your environment tells you everything in an instant. You are in what appears to be some sort of holding cell, a prisoner no doubt within the dark and dank confines of some unknown dungeon. Rough-hewn brick and mortar-daubed walls greet you on all sides, and other than the one single, wooden door with a small barred window at eye-level, there is no other means in, or out of your place of confinement. 

Even more disturbing are the nagging questions now flooding your mind. ‘How did you get here?’ And, ‘Where exactly is HERE?’

Groggy and still somewhat disoriented, you make your way over to the door, and much to your surprise, find that it is ajar. The door groans reluctantly as you swing it open upon its rusty hinges, and step out into corridor beyond.

You find yourself in a wide corridor, its entire length lined on both sides with the very same holding cells like the one you awoke in. Your first instinctive reaction is to be on the lookout for the inevitable arrival of the guards, for most certainly they must have heard your cell door opening. But even after an indefinite amount of time has passed, no one comes, and except for the flickering of the torches and the occasional squeaky chatter of the rats, the dungeon hall is as silent as a tomb. A few randomly-placed torches throughout dispel the darkness.

A cursory scan of your surroundings helps you to quickly determine your next move, with you immediately making for the flight of stairs at the far end, and heading up them. 

The stairway spirals upward, terminating at a large wooden door. Placing your ear to the wood, you listen closely, but are unable to hear anything through the heavy, oaken panel. Quietly and cautiously, you open the door, but only just wide enough to see what lies beyond.

A dimly lit chamber greets you on the other side, and other than a large wooden chest in one of the corners, the room is completely empty. There is another door directly opposite of you on the far facing wall.

Making your way to the chest, you discover that it is unlocked, and carefully raise the lid, knowing full well that there might be traps. You are astonished by what you find, for inside of the chest, is an incredible assortment of weapons, and with the only exception being the mage’s staff, every one of them has been forged out of silver.

(From the list below, and based on the CHARACTER CLASS that you elected at the start of the game, you must now choose your weapon. If you chose to be a WARRIOR, you must select ONE of the melee weapons below. If, however, the CHARACTER CLASS you chose to be was a mage, your weapons by default will automatically be the mage’s staff and the silver dagger. The shield may be used in conjunction with any of the one-handed weapons. 

You do have the option to change your CHARACTER CLASS now, if you would like to do so.

SILVER TWO-HANDED BROADSWORD

SILVER TWO-HANDED BATTLE AXE

SILVER TWO-HANDED MACE

SILVER ONE-HANDED SWORD

SILVER ONE-HANDED BATTLE AXE

SILVER ONE-HANDED MACE

SILVER DAGGER

SHIELD

MAGE’S STAFF

The chest also contains several TORCHES and a SATCHEL (which from here on out, will represent your INVENTORY(s). 

Add the weapon(s) you chose, as well as the torch, to your INVENTORY(s) now).

After arming yourself, and listening for a brief moment at the other door, you cautiously open the door and exit the chamber.

Go to 66 

66 

The door introduces you to a long and narrow corridor, which eventually finds its end at yet another door, this one much larger than the previous two. With your weapon in hand and ready for whatever might await you on the other side, you open the door.

Dazzling sunlight immediately floods in, and for more than a moment, you are temporarily blinded by the unexpected, and sudden brightness, as you step through the open doorway and outside. 

You are standing on a massive shelf of rock that juts out from the precipitous face of a cliff. Below you, gigantic waves crash violently and relentlessly against its rocky base, with the thundering impact of the pounding surf punctuated only by the stuttering squawks of seagulls. 

Doing a quick visual scan of the jagged cliff’s exterior, you discover what appear to be hand and footholds carved into the cliffside, starting right where you are standing, and going all the way to the very top.

To your right, you can see a pathway that precariously hugs the precipice as it descends, gradually making its way down the side of the cliff until it reaches a sand-covered beach at the very bottom.

On your immediate left, and disappearing over the edge of the shelf of rock on which you are standing, is a crude ladder constructed out of rope and driftwood. Peering downward, you see another outcropping of rock a short distance below, and what looks like the entrance to a small cave. 

If you decide to try and scale the cliff face, go to 172

If you want to head down the path, go to 27

Maybe the rope ladder is the safest bet. If this is your choice, go to 111

And so begins the next chapter of the Legorian Kings Saga!

PLAYING WITH MULTIPLE PLAYERS

Not only can this gamebook be played as a single-player, solo adventure, but it can also be modified to create a multiplayer co-op experience for up to 4 PLAYERS for you and your friends. This especially comes into play when facing an opponent. In order to make these encounters more challenging for you and your party, you may be asked at times to INCREASE the NUMBER OF OPPONENTS you are fighting to accommodate the number of members in your party. In other instances, you may be told to INCREASE the HEALTH score(s) of your opponent(s).

In addition, when doing a co-op, unless otherwise specified, whatever items you and your fellow adventurers may discover during your quest are MULTIPLIED as well by the NUMBER OF PLAYERS in your party. Each one of you can then add these items to your own individual inventories.

Items in your INVENTORY(s), including potions and even gold pieces, may also be given to your teammates, but must be removed from your INVENTORY(s) when you do so.

COMBAT

The combat in this RPG fantasy adventure gamebook is a TURN-BASED, DICE ROLL system. 

WHO ATTACKS FIRST?

Who attacks first, whether it is you and your partner(s), or your opponent(s), can be based on a number of factors. For example, in some scenarios, if you surprise your opponent, then by default, you would get to attack first, and vice versa, the same would apply if a monster gets the jump on you. There may also be instances where you perform a sneak attack. Otherwise, in most cases, you will have to roll to see who will be attacking first. To determine who, roll ONE die for you (and your party), and then roll ONE die for your opponent(s). The person/party that has the highest roll gets to attack first.

THE BATTLE MECHANICS

(The 3d6 attack, defense, and damage roll system) 

If you are the one attacking, roll ALL THREE dice for your attack and then ALL THREE dice for your opponent. If you are doing a co-op, each one of you, in turn, gets an attack roll. If your roll is the HIGHER of the two, then your attack is successful. If your opponent’s roll is EQUAL TO or HIGHER than your roll, your attack either missed, or was deflected by your opponent. If your attack is successful, roll ALL THREE dice to determine the AMOUNT OF DAMAGE that was inflicted by your attack, and subtract that amount from your opponent’s HEALTH score. If you are doing a co-op, each member of your party, in turn, also get an attack roll, and your opponent(s) must counter roll to defend against each one of those attack(s). You can keep a tally of that damage on a separate sheet of paper.

The sequence of combat is exactly the same when your opponent is attacking you. Roll ALL THREE dice for your opponent(s)’ attack and then roll all THREE dice for your defense roll(s). If you are doing a co-op, each one of you individually will have to do defense rolls and roll individually for damage.

Typical COMBAT encounters will look something like this:

ROUND 1

YOU:  Roll an attack roll of 5+5+4 for a three dice total of 14

ORC:  Rolls a defensive roll of 6+3+3 for a three dice total of 12

(Because your attack roll of 14 is GREATER than the orc’s defensive counter roll of 12, your attack is successful! All three dice are then rolled to determine how much DAMAGE was inflicted by your attack, and is then SUBTRACTED from the orc’s HEALTH score)

ROUND 2

ORC:  Rolls an attack roll of 3+5+3 for a three dice total of 11 

YOU:  Roll a defensive roll of 6+2+3 for a three dice total of 11

(Because your defensive roll was EQUAL to the attack roll of the orc, the orc’s attack either missed or was successfully deflected by you, so no damage was taken by you this round).

MULTIPLE PLAYERS VERSUS MULTIPLE OPPONENTS 

YOU:  Roll a 3d6 attack roll 

PARTY MEMBER: Rolls a 3d6 attack roll 

PARTY MEMBER: Rolls a 3d6 attack roll 

GOBLINOIDS: Roll a 3d6 defense roll as a SINGLE opponent

Combat continues until you and your party, or the opposing side are eliminated!

MULTIPLE OPPONENTS

Multiple opponents are treated as a SINGLE MONSTER, and only get one attack roll because in real-life scenarios they would attack simultaneously. They also defend as ONE with a SINGLE roll.

MULTIPLAYER ATTACK AND DEFENSE ROLLS

When doing a multiplayer co-op, when it is your turn to attack, each player in your party gets an individual attack roll, but your opponent(s) roll a SINGLE defensive roll against each one of those attacks. The same holds true if your party is being attacked. Your opponent(s) roll a SINGLE attack roll, but each member in your party gets to do a counter roll.

Both the paperback and hardback editions of the book will be approximately 6" x 9" and will be between 250 and 300 pages in total length, depending on the final number of illustrations. The book will have a total of 30 black-and-white interior illustrations, with more to be added if the Stretch Goal is unlocked. Should you decide not to partner with us in this campaign, paperback copies will be available after the pledges have been fulfilled on Amazon.

Rewards include:

  •  digital wallpaper featuring exclusive art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
  • PDFs of both Labyrinth: The Lich Lord's Lair and Escape from Darkmoor Keep
  • signed copies of the EFDK paperback, and signed copies of both the original and new cover editions of our first gamebook, Labyrinth: The Lich Lord's Lair* 
  • four exclusive bookmarks featuring exclusive art from EFDK
  • a SET OF SIX EndGame Gaming custom dice (one set of 3 HERO dice and one set of 3 ENEMY dice)
  • signed limited-edition, hardback copies of Escape from Darkmoor Keep
  • and finally, limited-edition artwork by Ilya Shkipin that WILL NOT be in the book, or featured anywhere else, including promotional use! 

* Both EFDK and Labyrinth will have brand new cover designs where the artwork below is featured more prominently on each one and wraps around the entire front and back of both books' covers!

All rewards will be shipped from our base of operations in beautiful Colorado Springs, CO in the United States. 

  • Unlocks 10 more incredible pieces of interior artwork by Ilya for this book.

Thank you in advance for your support!

Be sure to join our Facebook group to stay up-to-speed on all things Savage Realms: 

Savage Realms Multi-Quest Gamebooks

https://www.facebook.com/groups/240797886828681/ 

 Follow us on Twitter: Savage Realms Gamebooks @SGamebooks 

Please message us with any feedback, questions, or concerns at: endgamegamingcompany@gmail.com or savagerealmsgamebooks@gmail.com

Risks and challenges

For us as the creators, the challenge that looms before us is whether or not to make the Legorian Kings Saga a trilogy or a 4-part series. The question really is, Can we tell this epic story in just three volumes? Inevitably, funding could also play a major part in that decision as well.

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    UNDERSTUDY

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    * virtual high-five
    * our grateful thanks
    * your name in the Acknowledgements
    * digital wallpaper featuring exclusive art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * PDF copies of both Escape from Darkmoor Keep, and our first gamebook, Labyrinth: The Lich Lord's Lair
    * a paperback copy of Escape from Darkmoor Keep signed by Brian Henson and TroyAnthony Schermer
    * and FOUR exclusive EndGame Gaming bookmarks featuring art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep

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    SPELL SHAPER

    You get a
    * virtual high-five
    * our grateful thanks
    * your name in the Acknowledgements
    * digital wallpaper featuring exclusive art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * PDF copies of both Escape from Darkmoor Keep, and our first gamebook, Labyrinth: The Lich Lord's Lair
    * paperback copies of both, Escape from Darkmoor Keep, and our first gamebook, Labyrinth: The Lich Lord's Lair (with the brand new cover design) both signed by Brian Henson and TroyAnthony Schermer
    * and FOUR exclusive EndGame Gaming bookmarks featuring art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep

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    ADEPT

    You get a
    * virtual high-five
    * our grateful thanks
    * your name in the Acknowledgements
    * digital wallpaper featuring exclusive art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * PDF copies of both Escape from Darkmoor Keep, and our first gamebook, Labyrinth: The Lich Lord's Lair
    * a signed paperback copy of Escape from Darkmoor Keep
    * TWO signed paperback copies of Labyrinth: The Lich Lord's Lair (You get one with the brand new cover design and one with the original cover as well) BOTH!
    * FOUR exclusive EndGame Gaming bookmarks featuring art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * and a SET OF SIX EndGame Gaming CUSTOM six-sided dice (one set of 3 HERO dice and one set of 3 ENEMY dice)

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    HELL CASTER

    You get a
    * virtual high-five
    * our grateful thanks
    * your name in the Acknowledgements
    * digital wallpaper featuring exclusive art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * PDF copies of both Escape from Darkmoor Keep, and our first gamebook, Labyrinth: The Lich Lord's Lair
    * a signed paperback copy of Escape from Darkmoor Keep
    * TWO signed paperback copies of Labyrinth: The Lich Lord's Lair (You get one with the brand new cover design and one with the original cover as well) BOTH!
    * FOUR exclusive EndGame Gaming bookmarks featuring art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * a SET OF SIX EndGame Gaming CUSTOM six-sided dice (one set of 3 HERO dice and one set of 3 ENEMY dice)
    * and a LIMITED EDITION HARDBACK copy of Escape from Darkmoor Keep signed by Brian Henson and TroyAnthony Schermer

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    ARCH MAGE

    You get a
    * virtual high-five
    * our grateful thanks
    * your name in the Acknowledgements
    * digital wallpaper featuring exclusive art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * PDF copies of both Escape from Darkmoor Keep, and our first gamebook, Labyrinth: The Lich Lord's Lair
    * a signed paperback copy of Escape from Darkmoor Keep
    * TWO signed paperback copies of Labyrinth: The Lich Lord's Lair (You get one with the brand new cover design and one with the original cover as well) BOTH!
    * FOUR exclusive EndGame Gaming bookmarks featuring art by fantasy artist, Ilya Shkipin, from Escape from Darkmoor Keep
    * a SET OF SIX EndGame Gaming CUSTOM six-sided dice (one set of 3 HERO dice and one set of 3 ENEMY dice)
    * a LIMITED EDITION HARDBACK copy of Escape from Darkmoor Keep signed by Brian Henson and TroyAnthony Sc
    * and an EXCLUSIVE, LIMITED EDITION ORIGINAL artwork print by Ilya Shkipin that will NOT BE featured in the book or anywhere else, including promotional use

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