Space Oddities #2

Space Oddities #2

Publisher: Beefy Press

Space Oddities is an adventure/comedy story about the crew of the Aftosa; Jorge MacSanchez & Dirk.

They are in the business of locating and procuring “misappropriated” antiquities. A young woman named Jhett Paxton suddenly becomes an unsolicited crew member. Jhett’s quest to find her mother will point them toward a fabled artifact of immense power and all the trouble that comes with it.

In this issue; Dirk & Jorge try to figure out what to do with Jhett as they head to the drop for their recently acquired artifact. What could possibly go wrong?

Note: This digital edition includes PDF and CBR versions of the comic.

Written By: Jon Williams & Ben Robinson
Illustrated By: Jon Williams
Colors By: Dan Olvera
Lettered By: Ben Robinson
Edited By: Chuck Pineau

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Space Oddities #2

Home Sweet Home

Publisher: Dungeon Masters Guild

     A short adventure meant to last about 3 hours for a group of tier one characters. Since this adventure focuses on roleplay, exploration, and introducing the Eberron setting it can easily be adjusted for any level! Includes two original maps for an Adventurer Guild and Forest Home!

     This adventure begins with the Player Characters being hired to evict an old woman from her property just outside the city so the noble who owns it can begin renovations for a park or factory or something. It’ll make jobs probably? It will be up to you and the PCs to determine how this story ends; but can you really get a happy ending in a world like this? 

     Look out for future installments! This adventure is made to be able to run on it’s own while also being able to set up for the other installments if you so wish.  

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Space Oddities #2

Tome of Horrible Horrors II

Publisher: Dungeon Masters Guild

Need something to help with your planned session?


Presented is an encounter that you can drop into your game. It is more than a random encounter. It offers roleplaying, combat, and original content.


The heroes encounter animated served heads on pikes. The heads beg the heroes to help them. It is for a 4 PC of 3rd level.


Check out my site: Darkeaglegames.com

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Space Oddities #2

Heroes of the Infinite Planes (Fantasy Grounds)

Publisher: Dungeon Masters Guild

Heroes of the Infinite Planes

Now available for Fantasy Grounds Unity!

Character Options from Across the Multiverse!

45 new subclasses, 30 backgrounds, 34 new spells, and cultural overviews!

The planes hold an abundance of wonders, treasure, and excitement, enough to fill any campaign with untold sights, riches beyond compare, and horrendous monsters never before seen. These aspects are the purview of the Dungeon Master, who has an infinite sandbox with which to play around and construct extraordinary settings in which to stage countless stories.

But what about the players? There’s no reason to leave them out – they’re the stars of the show after all! The multiverse holds infinite varieties and possibilities ranging from just off from standard to the truly bizarre. Heroes of the Infinite Planes helps you harness those possibilities and build a character cut from a wholly different cloth. 

Within these pages are new subclass options for all 13 of the base classes in D&D, along with overviews of the cultures found throughout the planes. New backgrounds are provided to ground a character in the multiverse, and over 30 new spells can be found to allow a magic-using character to grab hold the planes and make it do their bidding – for a short time, at least.

Contents in Brief

This book provides options for characters inspired by or set within the infinite planes of the multiverse.

Chapter 1 Cultures of the Infinite Planes reviews the races found in D&D and how they fit into the larger multiverse. No new features or attributes are provided here, with the full statistics reserved for the original cited source material, but you’ll find information regarding the unusual races of Mythic Odysseys of Theros, Eberron: Rising from the Last War, and Guildmasters’ Guide to Ravnica among other sources.

Chapter 2 Classes of the Infinite Planes includes 45 new subclasses spread across the spectrum of the 13 base classes: artificer, barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, and wizard. Each class has its own dedicated section with information on how the class features on the planes, such as highlighting organizations, groups, and legends.

Chapter 3 Backgrounds of the Infinite Planes provides six fully detailed new backgrounds for characters to select, representing core backgrounds not easily replicated from existing material. These backgrounds include the Astral Drifter, Deep Miner, Dream Savant, Former Slave, Planar Agent, and Vacated. Also included are more than 20 modified versions of existing backgrounds. Examples here include the Janissary and Nameless Legionnaire, both based on the soldier background from the Player’s Handbook but providing alternate features to fit the specific described role.

Chapter 4 Spells of the Infinite Planes details over 30 new spells, inspired by or directly related to the functions and hazards of the multiverse. Summon and maintain a powerful flow of magma with lava geyser, entrap foes in acidic muck with torrent of slime, and cast your enemies across the planes themselves through a gauntlet of dangerous locales with dimensional cascade.

Subclass Overviews

Heroes of the Infinite Planes contains 45 new subclasses spanning all 13 base classes.

ARTIFICER: Includes information on artificer organizations with influence across the planes.

Clockwork Engineer. Mastering the clockwork wonders of Mechanus, these artificers craft unique weapons and companions to help them in their adventuring.

Gem Binder. Gem binders capture magical power in a star gem to enhance their arcane features and unlock new capabilities.

Wonderkin. These artificers pull dreamstuff from the Plane of Dreams to create wondrous items seemingly out of thin air.

BARBARIAN: Includes some thrilling barbarian legends.

Path of the Primal Host. Barbarians of this path learn to synchronize themselves with the Primal Host, a powerful nature element originating from Arborea.

Path of the Reaver. A reaver is a barbarian who has learned to take exploit every weakness of their opponent. They are fast moving warriors capable of lightning-quick strikes.

Path of the Skald. Many barbarians of Ysgard follow the Path of the Skald, bolstering their companions in battle with fierce songs and keeping the legends of their people alive.

Path of Umbra. The Plane of Shadow is a dark, malevolent place, but those following the Path of Umbra have learned to take its power and weave it in their fury.

BARDS: Includes a look at the bard troupes performing across the planes

College of the Circus. Entertainers and acrobats, bards of the College of the Circus are always on the move, dazzling others with amazing feats of acrobatic expertise.

College of Joy. Bards of the College of Joy tap into the latent energy of Mount Celestia to spread tidings of good will to everyone they meet.

College of Memories. On the Astral Plane, bards from the College of Memories learn to access long-buried memories and recall lost information.

College of Storms. Thunder and lightning crash down around bards of this college, who are often referred to as heavy metal masters.

CLERIC: Includes a look at the divine realms found throughout the planes.

Elemental Domain. Elemental clerics see greatness in the raw power of the Inner Planes, where deities and powerful forces control the building blocks of the multiverse.

DRUID: Includes an overview of druidic forces across the multiverse.

Circle of the Hive. The insect world is tiny but vast. Druids who follow this circle see beauty and power in that world.

Circle of the Hunt. Predators are a part of the natural cycle, and these druids take on predatory features as part of their place in that cycle.

Circle of the River. The River Oceanus is a wellspring of health and revitalization, and its purifying waters can be harnessed by these druids.

FIGHTERS: Includes a review of some noteworthy martial orders

Greenblade. The archfey are capricious creatures of the Plane of Faerie, and sometimes they choose to bestow boons upon a fighter who serves as their agent in the planes.

Juggernaut. Few warriors can match the heavily armored juggernaut in sheer battlefield domination, who utilize their armor to wage ultimate war.

Mad Howler. Wild, unpredictable, and chaotic, the mad howler zigs when others think they’re going to zag, throwing opponents off balance while they take advantage of arising situations.

Stone Breaker. The lessons of stone are hard and unyielding, but to the patient it can become a crucible capable of producing perfectly timed strikes.

MONKS: Includes a brief description of a few planar monasteries

Way of the Honed Mind. Amidst the endless churning chaos of Limbo, monks who follow the Way of the Honed Mind learn to calm their bodies and achieve intense focus.

Way of the Silver Lantern. The Astral Plane is a vast unending Silver Void, and the monks of the Silver Lantern take up the task of aiding those lost in their ways. 

Way of the Warrior Soul. Acheron breeds iron-willed warriors, and some monks take this inspiration to perfect their inner warrior soul.

PALADINS: Includes general information on planar causes and crusades

Oath of Anarchy. The multiverse is in a constant state of flux, and the paladins who adhere to the Oath of Anarchy strive to make sure it stays that way.

Oath of Clarity. In order to confront a problem, the problem must be seen. The Oath of Clarity pushes to make sure everyone can see clearly in an endless multiverse.

Oath of the White Flame. Demons and fiends represent not only a physical danger but an existential threat to everyone, everywhere, and they must be stopped at any cost. The White Flame illuminates the ways to stop these creatures of pure evil and chaos.

RANGERS: Includes a brief description of ranger enclaves across the planes

Arcane Warden. Arcane wardens are the warriors and scouts of the Plane of Faerie, using the power of ancient elven magic to attack and defend.

Demonskin. Demonskin rangers use the power of demons against their foes.

Unicorn Knight. The Unicorn Knights are noble defenders of goodness and justice across the multiverse, harnessing unicorn-like powers to aid in their endeavors.

Windrunner. Windrunners move with the speed of the wind wherever they go, and few are better than they at navigating difficult terrain.

ROGUES: Includes information on the various thieves’ guilds operating in the multiverse

Fire Dancer. Blending beauty and danger, the fire dancer weaves a delicate balance using fire to enhance their natural talents.

Gatecrasher. The multiverse is riddled with gates and portals, and the gatecrasher specializes in finding these paths and exploiting them for their own personal gain.

Luckspinner. Luck is a fickle mistress, but it’s not an untamable one. The luckspinner grabs luck, good and bad, and captures it for later use.

Mind Stalker. Illithids and other aberrations are scourges of reality wherever they are found. The mind stalker specializes in hunting them down and turning their telepathic powers against them.

SORCERER: Includes some thoughts on the magical sources of sorcerers in the planes

Glittertouched. The residents of Bytopia recognize the strange but brilliant power of glitter, a heritage passed down from the gnome gods of the Golden Hills.

Hero Blood. Arborea is a plane of heroes and gods, and while much of their former glory has passed, their legacy continues in these competent sorcerers.

Ooze Magic. Oozes slither and crawl through the dark places of the multiverse. Long ago, a band of powerful wizard-lords on the Plane of Ooze sought to tame their power, and the legacy of their meddling extends far beyond the lost city.

WARLOCK: Includes some information on how the various patrons operate across the planes

The Metal Master. A being made of metal, such as a powerful golem or golden god, has need of an agent across the planes. 

The Scorched. Your pact is made with a creature of passionate fire, burning rage, and relentless fury.

WIZARDS: Includes general information on the arcane institutions of the multiverse

School of Aeromancy. Air is arguably the most common element across the planes, and the wizards of aeromancy capture and harness its power to create wondrous effects.

School of Cryomancy. The frozen magic of the Plane of Ice is the domain of the School of Cryomancy.

School of Geomancy. Earth and stone are the playgrounds of the School of Geomancy, who keep their feet on the ground and can summon powerful elemental forces.

School of Hydromancy. The flowing power of water itself is at the beck and call of the School of Hydromancy. Summoning and stealing water are all part of their magical repertoire.

School of Nomomancy. Magic is a powerful force that obeys its own set of ubiquitous laws. The School of Nomomancy seeks to understand those laws, and by doing so they learn to manipulate magic in new ways.

School of Oneiromancy. The Plane of Dreams is a wondrous, strange realm, and the School of Oneiromancy is concerned with capturing the dream magic latent in that plane to power their spells and effects.

School of Pyromancy. Fire burns, and the School of Pyromancy studies that burn with intense scrutiny. Their fire magic is second to none.

Note: This product is for use in the Fantasy Grounds Unity virtual tabletop. If you would like to purchase the PDF version, click here.


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