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Brilliant Botanics #2: The Bane Rose

The deadly Bane Rose, a pre-generated magic plant for Dice & Glory. It adds a different type of monstrous danger to a campaign. This large rose-like bush is envenomed with a nasty magic toxin but produces a beautiful red-orange and gold rose. The plant also shelters swarms of scorpions, spiders, and vipers that protect it. The plant itself may not be that physically formidable but it has its tricks. Its venom, magic, and dangerous swarms combine to make it a deadly challenge. Likewise, its magical properties may intrigue the adventurous mage.

Brilliant Botanics can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. This “rosebush” is fleshed out enough for GM’s to drop it into game-sessions with little prep-work beyond reading the document. Finally, the Bane Rose and its fruit are a great addition to any GM’s bag of tricks & treasure. Well, a treasure for those with an alchemical edge and a desire for spell components.

Brilliant Botanics also includes a brief Magic Abstract. This describes how mages may use these supernal vegetables in their spells and potions as components.

Brilliant Botanics #2 – 612k

A deadly rose bush that conceals hordes of stinging, biting vermin!

Bizarre Beasties #13 – The Boar-Wolf

The Boar-Wolf, a nasty wolf and wild boar conglomeration. A new pregenerated monster for Dice & Glory that has a wicked surprise on occasion. Especially a challenge when confronted as war-beasts these large beasts rip, gore, and trample all foes!

I’ve been experimenting with mixing various mundane animals together and adding some strange abilities. I did find an identical creature already created for a crappy television special decades ago. I had already had this as a concept so, I let that influence me a little. Though the creature is a simple brute with a few surprises should the GM see fit to make use of those.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. GM’s can drop the fully fleshed Boar-Wolf into game sessions immediately without any prep-work beyond reading the document. Finally, the Boar-Wolf is a great addition to any GM’s bestiary.

Bizarre Beasties #13 – 787k

Dangerous Boar-Wolf beasts that gore with their tusks and rend with their powerful jaws!

Manifold Maps #2: Tabernacle of the Bottomless Gorge

Tabernacle
The Tabernacle Map

This is a map to the Tabernacle of the Bottomless Gorge, a hidden temple carved from the living rock of a hollow mountain top. This is a free fully marked-up map (only lacking encounters, traps, treasures, etc.) for use with Dice & Glory. It uses a basic key (Note: the small triangular arrows denote edges of a domed ceiling) and numbered portions for the ease of GM’s wanting to populate them. A legend is included as this map uses a variety of symbols.

Manifold maps can be used at the discretion of Game-Masters to add a new crawl type adventure or dueling field to their game. These are self-contained maps that fit on a single page and require only the prep-work to populate them as well as descriptions to flesh out certain areas.

This map was designed around the idea of a hidden temple/tabernacle built around a large gorge. There is a chamber designed to catch rainwater in a reservoir and a simple cave system serving as a secret escape route. The map is contained enough for a brief raid or limited crawl. The terrain is also varied with roughly hewn chambers, temple chambers, caverns, and cliffsides. The scale is meant to be 5 sq.ft. per square.

Manifold Maps #2 – 1 MB

The Map PDF is hosted on Mediafire.

Manifold Maps #1: Deadfall Cavern

Deadfall Cave Map
The Cave Map

This is the map to the Deadfall Caverns, a pre-generated and marked up map for use with Dice & Glory. It uses a basic key (Note: the small triangular arrows denote edges of a domed ceiling) and numbered portions for the ease of GM’s wanting to populate them.

Manifold maps can be used at the discretion of Game-Masters to add a new crawl type adventure or dueling field to their game. These are self-contained maps that fit on a single page and require only the prep-work to populate them as well as descriptions to flesh out certain areas.

This map was designed around the idea of a cavern with a large body of water flowing underneath it. This body of water accessible from outside near the mouth of the cave although the water goes quite deep. There are many potential ambush points and plenty of nooks and crannies where enemies can hide. The terrain is also varied with water traps, sandpits, cliffs, and holes that fall into other parts of the cave system (indicated by the 8-pointed black stars). The scale is meant to be 5 sq.ft. per square.

Manifold Maps #1 – 1 MB

The Map PDF is hosted on Mediafire.

Bizarre Beasties #12 – Ullarhg

The Ullarhg are a fierce herd beast that tramples enemies with their hooves. As well as goring them with their tusks and horns, and resist attack with their spikes and thick hides. A new pregenerated monster for Dice & Glory that will add some danger and awe to any GM’s campaign. These tough and monstrously strong brutes are a challenge to any adventurer.

These appear as terrifying bull-boar-rhino hybrids. They are ponderous in weight and large in size. Ullarhg use their boar-like tusks, bovine horns, and rhino-nose-horns to great effect in battle. Their thick rhino-like hide and spikes grant them protection from most weapon-strikes.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. So that GM’s can drop the fully fleshed Ullarhg into game sessions immediately without any prep-work beyond reading the document. Finally, the Ullarhg is a great addition to any GM’s bestiary.

Bizarre Beasties #12 – 625k

Powerful Bull-Boar-Rhino herd beasts with an array of horns and tusks!

Genera #1: Clergy Class Spellcasting List

For a while now a few people have asked for a spell list. A list that those playing Clerics, Paladins, Priests, andspellcasting list for clergy characters other Clergy Class characters with spellcasting abilities can use. So, I have come up with a very general spell list conveniently sub-categorized into levels.

Genera will consist of requested material and various self-contained excisions from published material that would not otherwise see the light of day. Click the link below to download the PDF via the Mediafire website.

The Clergy Class Spell List – 596k

This file can also be had via the Dice & Glory Players League on FB as well in the Files section.

Bizarre Beasties #11 – The Wolf-Bat

The Wolf-Bat, a fiendish beast resulting from the combination of a bat and a wolf. A new pregenerated monster for Dice & Glory that will definitely add a nasty surprise to any GM’s campaign. These murderous winged monsters are fresh from Hades.

I wondered what this combination would present then I added the fiendish template. I found the trademark of a similar image after. They appear as shaggy, black wolves with a greasy coat and the wings of bats on two legs instead of four. They fear the light and have a horrendously vicious bite. In addition, they are also pure chaotic evil.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. So that GM’s can drop the fully fleshed Wolf-Bat into game sessions immediately without any prep-work beyond reading the document. Finally, the Wolf-Bat is a great addition to any GM’s bestiary.

Bizarre Beasties #11 – 639k

Fiendish bat-winged wolves with a hellish bite!

Wondrous Objects #6 – The Wondrous Armory

Here’s another fantastic item to drop into any Dice & Glory campaign. However, it is not strictly speaking an object. Instead it’s a clever use of a combination of spells, a locale, and some mundane but high quality weapons. It has the potential to pull double-duty as a hidden stash and an enemy’s clever gimmick.

A sudden need to flex the magic system inspired it. There are endless variations depending only on character resources and their scope of spell knowledge.

Wondrous Objects are pregenerated fantastic items, mostly magical, for Dice & Glory. At the discretion of the GM wondrous objects can add a reward or additional threat to their game world easily and quickly. Also as pregenerated items Game Masters can drop them into a game session with little prep-work beyond reading the PDF.

Wondrous Objects #6: The Wondrous Armory – 663k

A hidden room of weapons summoned only by its master!

Bizarre Beasties #10 – The Crow Sloth

The Crow Sloth, a pregenerated monster for Dice & Glory that can add a little surprise to any GM’s campaign. These creatures are massive brutes that will attack and kill any targets smaller than themselves. They leave the corpses of their victims to “ripen” for a few days before returning and devouring the corpse.

Inspired by the classic Owl Bear. However, combining instead the best abilities of a Crow/Raven with those of the Giant Ground Sloth (Megatherium). They are a giant brute type creature that will fight to the death and highly aggressive.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. So that GM’s can drop the fully fleshed Crow Sloth into game sessions immediately without any prep-work beyond reading the document. Finally, the Crow Sloth is a great addition to any GM’s bestiary.

Bizarre Beasties #10 – 624k

A giant crow-headed sloth-beast that kills with its massive claws and dagger-like beak!

Weird Races #6 – The Okisibuso

Okisibuso, a strange race of para-elemental humanoids where one-half of their bodies is solid stone. The PDF contains stats for the base race itself, a warrior and Stone-Walker NPCs. Also a brief description of their culture and ethnicity, and mass combat unit stats. The package also includes a unique racial class, the Stone-Walker, and a form of stylized martial arts, Stone Fist Wrestling.

Weird Races are pre-generated fantasy races for Dice & Glory. At the discretion of Game-Masters (GMs) Weird Races can add richness and variety to their game worlds easily and quickly. Because the Okisibuso are fleshed out enough GM’s can drop them into game-sessions using them immediately without any prep-work beyond reading the document.

Weird Races #6 – 760k

Earth worshiping half-stone Men!