Mistborn: House War Now of Kickstarter!

18 June, 2016

Mistborn: House War puts you in command of the Final Empire's great Houses during the cataclysmic events of Mistborn: The Final Empire

Together, players must cooperate to solve myriad problems facing the empire, from environmental and social turmoil to political strife and outright rebellion. You'll even face off with Kelsier, Vin, Sazed, and the other heroes of the novels to maintain the delicate balance held in place for the last thousand years.

Simultaneously, you’ll compete to become the most powerful House in the land by currying favor from the almighty Lord Ruler. To win, you must build alliances, negotiate deals, and undermine both your enemies and your allies — all at just the right time. But be careful! Should your stewardship fail, unrest will tear the Final Empire asunder and the House most distanced from the Lord Ruler shall emerge the victor.

Mistborn: House War is created and developed by Crafty Games, publishers of the Mistborn Adventure Game, in cooperation with Brandon Sanderson and Dragonsteel Entertainment.

Designed by Kevin Wilson (Arkham Horror, The X-Files, Teenage Mutant Ninja Turtles: Shadows of the Past), Mistborn: House War is the perfect addition to any gamer's table, and every Sanderson fan's collection. Whether you're a cunning strategist or cautious diplomat, there's plenty to love in this box...

$5.00 Flat Rate Shipping!

01 February, 2016

All orders shipped to an address in the 48 Continental United States now qualify for $5.00 Flat Rate shipping.  This $5.00 rate applies to orders placed by retailers as well.  The more you order the better the value!

Accursed: World of Morden Now on Kickstarter!

19 January, 2016

Accursed: World of Morden

About this project

In a world of dark fantasy and perilous adventure, the forces of evil triumphed. Only monsters remain to fight against the darkness. Witches rule the land, but their Grand Coven has been sundered. The remnants of their massive army include captured citizens of the conquered nations who fought as the Witches’ shock troops.

These are the Accursed—Witchmarks burned into their flesh and souls transformed these men and women into monstrous forms. Unable to return to their former lives, the Accursed wander the land, giving aid to those in need in an attempt to atone for past sins.

Light has failed, darkness is ascendant. The Accursed are this world’s only hope. They must embrace their curse or fight against it, using their powers to free their world from dark tyranny.

The Thin Blue Line Now on Kickstarter!

08 July, 2015

The Thin Blue Line: A Detroit Police Story

Calamity brews in Detroit. Paranormal activity is on the rise. An angry spirit, a dangerous creature, or a pack of desperate cultists hides under every sewer cover and within every abandoned building. Corktown has a secret, though. Its crew of supposed washouts are either psychics or have encountered the paranormal. The officers of Corktown Precinct stand between the city and paranormal onslaught. These damaged, over-worked, and under-paid officers must keep paranormal activity in Detroit under wraps and out of sight. No mean feat in a city as old, large, and haunted as Detroit. Corktown officers face constant threats from mundane crime, paranormal forces, as well as their inner demons and growing madness.

Do they have what it takes? Can they stand against the growing threats, or will they be consumed, along with the city they guard? The Thin Blue Line is a modern horror setting for Savage Worlds tabletop role playing game.

Outbreak: Undead - 2nd Edition Starter Kit Now Funding on Kickstarter

11 May, 2015

Outbreak: Undead - 2nd Edition Starter Kit

Have you ever considered playing out the zombie apocalypse in your own hometown? With your own friends? Pitting yourself against the hordes of undead. As a SURVIVOR?

Thousands have tested their Zombie Survival Plan with Outbreak: Undead…  and now we’ve made it even better...

Outbreak: Undead originally premiered at GenCon 2010, and won several awards (ENnies 2011 - Judges Choice, GenCon Marketing Fellowship Award) it was vastly popular with the Zombie/Survivalist community and sold a great many books, obtaining a 'GOLD SELLER' Rating on DTRPG and many very flattering (and well thought out) reviews.

You are currently visiting the Kickstarter for the FIRST LOOK AT the highly anticipated SECOND EDITION of Outbreak: Undead in its STARTER KIT form.

We've taken the feedback and challenges from our first edition and improved upon it, simplifying the rules while still allowing you to run any kind of situation you want, with any kind of Zombies you want, with a degree of Realism to create YOURSELF as a character using our sophisticated SPEW-AI.


Short for the Strength, Perception, Empathy, and Willpower Assessment Inventory, SPEW-AI is an online test that was designed under close advisement of a PhD of Social Psychology strictly for the use in this game.

The SPEW-AI also includes professional insight from Psychologists, Social Scientists, Police, Fire, Military, and Search/Rescue: it has been regarded as highly accurate, and been constructed to minimize bias, and to prevent ego and opinion from dictating results (unlike some other systems which boast a "create yourself as a character" function).

Finally the test also reference it’s own data to help decide what is the universal bell curve. It has been taken by over 200,000 individuals and is completely free.

Take it right here, find YOUR score!

Player Resources for Easy Character Creation Including:

  • 5 Template Character Cards with basic Stats
  • Trait Cards (Abilities, Paradigms, and Disadvantages)
  • Basic Equipment Cards for easy referencing
  • 24 rip sheets for basic skills and Advancement using “Gestalt”
  • Set of Custom “D5!” dice and percentile dice

GM Resources for Easy Gameplay including:

  • Opponent Cards (Easy reference to strike the fear into your players)
  • Injury Cards (Players who take enough damage acquire Wounds)
  • Mission Cards (To help in allocating players current tasks)
  • Location/Stronghold Cards

Despite what it may appear, Outbreak: Undead - 2nd Ed. Starter Kit is NOT A CARD GAME. It is a Role Playing Game and does not require cards to play.

There are also no scripted scenarios, only highly adaptable mission frameworks which allow for tremendous replay value with multiple settings, comparable to any fully-developed role-playing game!

This is not just a Starter Kit, it... it is THE GAME.

But most importantly, included in Outbreak: Undead - 2nd Edition Starter Kit is the 160 page booklet that contains the FULL PLAYABLE RULES for 2nd Edition; and will continue to serve as a handy pocket reference for players and GMs alike, even when the core rulebooks are released.

Witch Hunter: Grand Tome of Adversaries RPG Sourcebook Now Funding on Kickstarter!

05 May, 2015

Witch Hunter: Grand Tome of Adversaries RPG Sourcebook

A collection of villainous organizations, foul creatures and diabolical masterminds to pit against your Witch Hunters in the 1690's.

About this project

With each passing year, the great Seal of Solomon fades; it's power waning as the cracks engineered by the Adversary widen, letting more fouls creatures from the Invisible World to slip into ours. 

Tales whisper of a blood-red book, cracked with age and malignancy containing the words of the Grey Pilgrim, a mysterious figure which hunts Witch Hunters with deadly success. That book, the Incabulum Malificante, is said to be a catalog of beings, both vicious and malign, and their purported powers and weaknesses. But great care should be taken when using the cursed tome lest its malignant power turn a Witch Hunter into that which it most hates - a servant of the Adversary. 

The Second Edition of the Grand Tome of Adversaries is a 256 page full- color hard back which converts all of the original entries of the first edition to the new second edition rule set. Additionally, it adds several new entries of Villainous Organizations, (such as the Howling Teeth, the Revelers of the Wild Hunt and the Shango Lodge) and horrors (such as the Grim, the Mirrorlings, the Ravensmockers, and the Rakshasah). 

Written by fan-favorite horror writer, Rucht Lilavivat and heavily illustrated by the very talented Pat Loboyko. the Grand Tome of Adversaries is a wonderful addition to your gaming library and an invaluable resource for your Witch Hunter campaign. 

What is Witch Hunter: The Invisible World?

Witch Hunter: The Invisible World is a role playing game that is set in 1690 where the players take on the role of Heroes that have survived an encounter with the Supernatural and have been chosen to fight against these malevolent forces and protect an unsuspecting world. 

A cinematic role playing game, Witch Hunter: The Invisible World doesn't rely on miniatures or grid maps (although you can certainly use them if you wish) but pushes the mechanics in the background allowing the Grand Master (the GM) and the players to concentrate on the story and the fun, rather than the minutiae of game mechanics.

As for the feel of the game, Witch Hunter: The Invisible World is equal parts swashbuckling heroics and mind numbing horror, with a dash of investigating ancient prophecies and cryptic tomes. The game is also set in an alternate history due to the fact that magic is real and not a secret. All the Royal Courts of Europe have a Court Magi, sanctioned by the Catholic Church and purified so that he or she may practice magic without being tainted by the Adversary.

Secondly, we don’t want our female players from feeling disenfranchised, given that the 17th Century in our world treated women as little more than property, the Rosie the Riveter effect of the 1940’s takes place back in the 1300’s. As the Black Plague devastates Europe, it kills a disproportionate number of men to women, forcing the women to take up traditional “male” duties and roles, such as blacksmithing, hunting and even as soldiers to protect their land. It takes a couple of generations before the male population is back up to the pre-plague numbers and by then women are too entrenched in their new roles to turn back the clock.

Lastly, using their foul blood magic, the Aztec Empire has survived its encounter with Cortez and the Spanish Empire and has become a force to be reckoned with in the New World. With the clandestine support of the Chinese Empire, which made contact via their fabled Treasure Fleet during the 15th Century, the Aztecs now have access to gun powder and weapons equal to that of the Europeans. Denied colonies in Central America, the Spanish fortify their position in the Caribbean and the south-eastern portion of North America as they wait to see if the Pope will grant their request of launching a new Crusade against the bloody, heart-ripping savages.

Codex Infernus: The Savage Guide to Hell Now Funding on Kickstarter!

23 April, 2015

Codex Infernus: The Savage Guide to Hell

About this project

A holy warrior fighting back infernal beasts on the precipice of a fiery pit. Cloaked figures chanting an incantation to bring forth a nameless beast. A man standing at a crossroads bartering with a demonic temptress for fame and fortune; the price of which is his very soul.

Advisers to kings and queens, dictators and presidents, whispering lies at the behest of their demon lords with the fate of nations resting on whether or not the advice is heeded. A scientist examining a strange artifact found on a distant planet that, unbeknownst to him, opens a mysterious gate to a nightmarish dimension when a button is pushed.

These are just a sampling of the myriad images which come to mind when we think of Hell. Codex Infernus: The Savage Guide to Hell, brings those images to life and shows you how to plug them into your games, regardless of what genre you love to play!

The goal of Codex Infernus: The Savage Guide to Hell is not to produce a “One Size Fits All” book on Hell which pigeonholes you into a certain style of play. Concepts of Hell, Demons, Devils, etc. mean many things to many different people. While this book includes a built-in, ready to use Infernal Realm, it also gives you everything you need to design a Hellish dimension that caters to your specific group, because the concepts  and rules we introduce in this book transcend genre, encouraging you to explore new possibilities for your Savage Worlds game.

Want to play a game set in a distant future, where fringe science has ripped a hole in the fabric of reality, unleashing the hordes of Hell on earth?

How about a gritty, "Constantine-esque" type of setting where demons and angels fight a shadow war, with humanity caught in the middle?

Maybe an Over-the-top 70’s style super hero action game in the vein of the Nocturnals, Hellboy, Ghost Rider, Spawn, or Clive Barker’s Harrowers is more your style?

Perhaps you’re looking to run a fantasy game in the vein of Robert Jordan’s Wheel of Time epic, or the Diablo III and World of Warcraft franchises, where your heroes must confront the forces of darkness to save the world?

We’ve got you covered.

With this book, you can easily create your own unique, sinister realm, and memorable villains that compliment those types of games.

So, what’s in this 128 page full color  Graphic Novel-size book?

In a word: Potential.

Potential to create character concepts ranging from anti-heroes, champions of the light, tragic heroes cursed their own choices, and everything in between.

Potential to design new creatures, demon cults, and entire Hellscapes using advice from the best writers in the genre, specialized setting rules, and genre trappings! You’ll also find:

  • Ready-to-play character archetypes for a variety of genres
  • A ready-to-play setting where your players battle to escape a Hellish realm...or perhaps try to control it for themselves.
  • New Demonic races
  • New Edges and Arcane Backgrounds
  • New magic items and relics of power
  • Campaign models for a variety of genres
  • An optional "Vancian" spell system.
  • Rules for exorcism, demonic pacts, demonic possession, and an optional corruption system
  • Rules for playing immortal characters!
  • Rules for enchanting items, and much more!

 Oh... Didn't we mention monsters? Yeah, We got you covered there spades.

The pledge levels on your right grant you access to Adventure Packs; short adventures that take up one or two game sessions each. Each adventure (or series of adventures, as you’ll see below) in these seven packs highlights a different type of genre of play, but they all have hellish themes, highlighting the utility of Codex Infernus: The Savage Guide to Hell! In total, there are 30 adventures from some of the best writers and game designers in the industry!

Adventure Pack 1: John Dunn: "Prisoner of Time" Teams of heroes confront the immortal demon Maltheus in different eras. Each attempts to recapture it and contain its militant and destructive tendencies.

Adventure Pack 2: Gareth Michael Skarka: "The Spectacular Supernaturals!" Gareth delivers some old-school comic action, writing five 70s-horror-hero-inspired Infernal superhero adventures in the vein of Marvel's GHOST RIDER, SON OF SATAN, and WEREWOLF BY NIGHT, and DC's DEADMAN and SWAMP THING!

Adventure Pack 3: Sean Patrick Fannon: "The Final Trumpet Pact" It began in Sarajevo in 1914, and it continues a century later in Sevastopol - a desperate cat-and-mouse game and running battle between those who've worn the pins of the Silver Blade and those who seek to hear the sound of the Final Trumpet. A secret order works behind the scenes of terrible strife and crisis, trying to stop demons and their cultists from sounding the call for Armageddon. Can the heroes stop them?

Adventure Pack 4: Monica Valentinelli: "The Abyssal Crusade" A five-part series of adventures taking the heroes through five different hell dimensions on a quest to return the "Codex Gigas," or, The Devil’s Bible, to its rightful place before all hell breaks loose on the earthly plane!

Adventure Pack 5: Eddy Webb: "The Spheres"  This Adventure pack is a set of 5 loosely connected adventures, all based around a collection of mysterious spheres, and the troubles they bring to anyone connected with them!

Adventure Pack 6: Adventure Pack 6 is filled with all manner of hellish goodness from four celebrated authors and game designers.

  • Clint Black: Critically Acclaimed author of  Necessary Evil, Clint Black takes you on “The Road to Hell.” God is gone and no one in Heaven or Hell knows where, but a group of angels decides it's a sign to start the Apocalypse on Earth. Since the other angels won't act without God's Word and Hell can't act directly on the mortal world, the Lords call on those touched by Hell's power; the Infernals. These dark heroes must protect humanity...or there will be Hell to pay.
  • Shane Hensley: The creator of Savage Worlds himself brings you "Shrouded Turin" Some say the famous Piazza Statuto depicts an angel watching over the souls of fallen workers of the Frejus Tunnel--crushed to death in the dark bowels of the earth. Others say the figure atop this strange and macabre statue is no angel. They point to the inverted star above its head, the "blessing" cast with its left hand, and the horrible, pallid, crushed figures beneath as proof of a much more Hellish origin. Are the sewers below truly a doorway to Hell itself? What foul things may even now be slinking forth from the depraved depths to cast the city--perhaps even the world--in darkness?
  • John Wick: "Hell Hunters" The players take the roles of angels hunting down demons who have escaped the Pit. Their jobs are simple: get the demon, throw it back down. At least, the job sounds simple.
  • John Goff: "Good Intentions" The heroes respond to an urgent request to rescue a local noble and his household who are under attack by a band of brigands. Upon arrival, they find the raiders appear to have far darker goals than mere robbery or ransom, as the noble's residence sits atop an old Templar stronghold--one which legend claims guarded a gate to Hell itself.

Adventure Pack 7:Dead Planet” David Jarvis takes you to a distant future and crash lands you on a planet that isn’t supposed to exist; Nibiru. In this five-part series, you’ll struggle to survive and maintain your sanity as you contend with the hellish inhabitants of this planet.

Can you escape the Dead Planet?

Westbound, Steampunk Wild West for Pathfinder Now Funding on Kickstarter!

17 April, 2015


Westbound, Steampunk Wild West for Pathfinder

About this project

Westbound is the second book from the makers of the Pure Steam Campaign Setting. Take your game westward with unique races, new classes, archetypes, gear, and western monsters, all perfect for a rootin’ tootin’ steampunk wild west adventure. The base funding will produce a premium quality, 230-page PDF and print version chock full of Steampunk Wild West goodness.   

Pure Steam:

Our previous Kickstarter campaign brought Pure Steam to life. Pure Steam is an alternate history campaign setting which takes place in the age of steam. It presented two new base classes, the Gearhead, a tech 'wizard' whose contraptions can bring the power of science to bear; and the Chaplain, whose force of charisma can bolster allies and stifle foes. 

Pure Steam presented new steam-themed equipment, weapons, vehicles, and monsters. It has truly become the definitive steampunk supplement for pathfinder. But it’s time to head west.

New Stuff:

In Westbound, you get everything you need to expand your game to the West.

New base classes like:

  • The Marshal, a lawkeeper whose jurisdiction grows with his renown.
  • The Savant, an intuitive contraption builder (think tech 'sorcerer')

Wild West archetypes such as:

  • The Wrangler, who can outrope, outride, and outgun her foes
  • The Gaucho, crazy enough to bring a knife to a gunfight
  • The Gun Devotee, a gun-slinging monk who uses ki for deeds

There is expanded support for the Chaplain and Gearhead, like:

  • New Chaplain organizations
  • New Gearhead archetypes like the Arsenalist
  • Clockwork schematics - expanding your contraption capabilities with options like delayed activation and self-propulsion.

A bevy of new monsters like the sand troll, the loch satyr, and the eternal soul, all with stunning art.

New vehicles to span the desert, like the skiff and the ornithopter.

We’ve got a new gameplay soundtrack, too, to evoke the feel of the Ulleran West!

Premium Quality

What really sets Pure Steam and Westbound apart as a third-party offering is the quality. We’ve got a great team, including dynamite designers and writers, as well as artists--even down to our printer. 

Just like it's predecessor, Westbound is fully compatible with Pathfinder RPG. The book has new races, classes, archetypes, equipment, monsters, factions, NPCs, and tons more!

Westbound will be at (and above) the same high quality mark we set with our first book, The Pure Steam Campaign Setting, which: 

-has 4.5 stars across virtually every rating site available. 
-is compared to Paizo-level quality in terms of content and production.
-is a SILVER best seller on DriveThruRPG!
-is THE definitive steampunk offering for Pathfinder RPG.

Why Back Westbound?

We have some great rewards for our backers, with benefits you won't get if you wait. For example, our PDF will launch at $20 retail, but backers can get a PDF for as low a pledge as $15, and that PDF will be delivered to backers well before it's commercially available. The same is true for the print copy, which you can snag for as low a pledge as $35 and ship to backers ahead of commercial release, and will retail for $40.

Of course, there are plenty of great rewards for folks who want to make an impression on the game. You can help design a faction in the game, or be made into a character or deity with artwork, stats, and story. Some reward levels can even get your character on the cover, AND have the potential of turning your character into a mini!

Awaken Now Funding of Kickstarter!

15 April, 2015


We are proud to present Awaken, a tabletop roleplaying game set in a dark, war-ravaged fantasy world, heavily influenced by Slavic and Mediterranean folklore, where the forgotten mythologies have resurfaced as Vasalli, powerful humans gifted with abilities capable of changing the course of history.

Dark times have arrived for the denizens of the Alliance. Their trusted Colossi, guardians of the Great Cities, are slowly dying out. The monstrous Vargans, who once caused a war that nearly devastated the continent, still hide in the shadows of the underground. At the same time, strange nations from the North continue their incursions at a faster clip, all while the lords and leaders of the Alliance bicker over petty politics.

In such desperate times, the only possible torchbearers are the Vasalli, gifted people spoken of by the old mythologies. But can they bear the burden of being the protectors of humanity, or will they succumb to the darkness that delves in every heart?

Experience a story-driven game that emphasizes player interaction, immersive mood, and narration.

Play as Vasalli, powerful beings destined for greatness, and discover the secrets of your lineage—and your fate.

Enjoy the intuitive and light rules, which help you tell a story rather than burden you down.

Shadow of the Demon Lord Now Funding of Kickstarter!

07 April, 2015

Shadow of the Demon Lord is a roleplaying game of dark fantasy—a genre that weaves elements of horror into a fantasy world. In the game, you create and play characters struggling to survive in a land sliding toward oblivion, a place infested by demons, roaming mobs of undead, strange magic, unhinged cultists, and all in the ruins of the last great empire of mankind. If you love Warhammer Fantasy Roleplay, the Ravenloft and Midnight settings, Joe Abercrombie’s The First Law series, Glen Cook’s Black Company books, or heavy metal music, then this is the game is for you.

The game takes place in a world standing on the brink of the apocalypse.  What is the cause? Who is responsible? The Demon Lord, of course! This being of staggering power and boundless evil authors the catastrophes blighting the landscape. Each new horror released reflects the Demon Lord's approach, the touch of its shadow, and its growing hunger for not only the planet but the entirety of all things. Although near, the Demon Lord remains outside the cosmos, rattling the cage of its prison as it strains to escape the Void to visit catastrophic destruction to your world.

The apocalyptic tone is on a dial. If you don’t want to blow everything up right away, tune it down low and the game plays fine as a less perilous, dark fantasy roleplaying game. But if you are inclined to crank up the volume, the game provides several catastrophic templates you can use to model how the world is falling apart. These templates represent the Shadow of the Demon Lord; wherever the Shadow falls, chaos and upheaval are born. The Shadow might loose global pandemics, famines, droughts, earthquakes, demon princes to stomp across the countryside, the living dead, and other world-spanning disasters and threats.

The game system helps you tell interesting and exciting stories. To make this happen, the game system is easy to learn, plays fast, and requires little preparation to play. All these ensure both novice and veteran players can enjoy the game together. Here are a few ways the game met its goals:

Easy to Learn: The GM decides if a character’s action happens, doesn’t happen, or might happen. If it might happen, a roll of the die determines the outcome. You use the core mechanic to resolve any task, whether you're punching a demon in the face, trying to kick down a door to get away from that demon, or dodge the vomit it spews from its mouth.

Your character develops with the story. Each time your group completes an adventure, the group's level increases. Each increase adds cool stuff to your character. You might learn spells, a trick with a weapon, or some thing else that might help you survive. All benefits you gain come from the paths your character follows. The first adventure you play through helps you decide the first path you will choose. If you spend a lot of time fighting, you might become a warrior. If you cast a spell from a tome bound in human skin and barbwire, you might become a magician. At higher group levels, you choose additional paths that might extend previous choices or take your character in all new directions. You can choose any path you like so you can play the character you want to play.

Plays Fast: Stories (adventures) are playable in one game session lasting from 3 to 5 hours. Stories are short, covering about one page per hour of expected play. You can also complete a typical campaign (a string of 11 connected adventures) in 11 game sessions. The core book has rules for playing characters up to level 10. This means that if you meet once a week for a 4-hour session each time, you can complete your campaign in about two months. That’s six campaigns a year!

The benefit of short campaigns is that the game lets you tell more stories, create more characters, and experience more of the game's options. As a player, you’re not locked into one character for one year or longer. You can have several. And, as a Game Master, it is possible to run a complete campaign in a compressed time span. Best of all, the campaign brevity gives other interested members of the group a chance to become the  Game Master.

Little Preparation: You can make a starting character in about 5 minutes. You make one big choice, note the information on your character sheet, and you’re ready to go. And a Game Master can prepare for a game in the time it takes to read a couple of pages of text. 

If you'd like more information about the game design, please visit There, you’ll find news about the game, design diaries, and much more! 

The game’s complete and ready to move into production. I spent most of 2014 writing, designing, testing, developing, and putting the game in front of hundreds of people. Now I need your help getting Shadow of the Demon Lord into the hands of my editors and then into layout, through printing, and onto your gaming table. It’s ready, but I need your help to make it happen.