We finally have news. We’re planning to launch the APEX: Collected Edition on Tuesday, December 10th. Here’s a preview of the campaign that you can check out before launch!
This is a hard date – we have everything we need to launch. Thank you for being patient with us!
And by all means, let us know your thoughts!
We just launched a stock art initiative on Patreon!
Outland Entertainment has provided thousands of images to publishers over the years, ranging from black/white quarter page illustration to full color covers, interior artwork, and graphic design. Over the years, Outland has also generated many, many illustrations for in-house use and we have a massive library of illustration that has never been released…until now!
If you become our patron, you will contribute every time we release new stock art! We aim to release 2 to 3 creations per week. You can select a pledge level, and you can also set a maximum number of illustrations to support each month. By doing this, you only pay what you can budget.
- Stock Art releases every Monday and Friday
- PLUS one full color cover image per month
- Creations can be:
- Characters/Figures & Creatures [close-up to full body]
- Landscapes & Scenes
- Items and more
About the Illustrations
We will be uploading illustrations each week from the various artists that we work with.
Patron tiers give you access to a high resolution version of the art. Every single illustration uploaded will be sold as stock art in our store and on various online stores at a minimum of $6.95 (and up), offering you huge savings via this Patreon. Each image will be provided as a 300dpi image.
Other Stock Art
Every illustration will be uploaded to our various stores the week after it releases through our Patreon. So you not only get big savings, but you also get first shot at each new illustration!
You can download a commercial license for review at the following link: Stock Art License.
This license will be included in all stock art provided.
You may use any artwork posted here for personal use (non-commercial) projects as long as you provide a credit notice (Copyright 20XX Outland Entertainment LLC) and a link to this Patreon page.
Feel free to ask us any questions you might have! In the mean time, please go check it out!
A fast and fun Lovecraft-inspired dice game played in the pubs and bars of Innsmouth. Roll the Bones, pray to Dagon.
Utility Games, LLC is proud to announce our first game, debuting on Kickstarter, Dagon’s Bones.
Dagon’s Bones can be taught in minutes, is designed to be played casually, yet players have to make quick decisions to win. It makes a great warm-up for Game Nights or as a fun mini-game in Lovecraft-themed RPGs. Either way, it’s a fun and fast beer-and-pretzels game that’s easy to play while plotting to overthrow the accursed land-dwellers.
In the seaside pubs of Innsmouth they play a game of chance and fortune called Dagon’s Bones. It’s a dice game that requires both luck and daring and maybe a small blessing from the Elder Gods.
Will you steal from the other players, rob Cthulhu himself, or be granted, however fleetingly, Dagon’s blessings? Roll the Bones…and pray.
Included with each game are three dice with unique combinations of Innsmouth inspired symbols and 25 plastic replica coins from The Marsh Refinery, all packaged in a sturdy storage tube. Backing begins at $20.
Shipping for each backer will be determined after the campaign has ended and will be added to the bid amount. We will always strive to find the lowest cost shipping solution possible.
About Utility Games, LLC:
Our gaming passions span the gamut, from dice to board games, RPGs to minis, simple to complex. Together, we have over 80 years gaming experience.
Brian S. Roe is a graphic designer, sculptor, and writer and the creator of Zombie Plague and Trash Bash Bits.
Cinda Lybarger is a gaming hobbyist, with a background in production, logistics/shipping, and technical writing.
Ryan Lybarger is a scientific/technical writer, project manager, and lifetime gamer who has decided to apply his skills to game design and production.
Visit us on Kickstarter, Facebook, and Instagram:
When I started out on the adventure that is a Dwarven Forge Dungeon, it’s fair to say that I started without experience or a clear idea of exactly what the challenges would be. This isn’t type of thing that deters me. It seemed reasonable at the time that I could purchase 162 unpainted miniatures, then share my progress as I improve as a miniature painter.
Then I started painting my first miniature, made several missteps, and decided that it wasn’t worth sharing. The results of my second miniature were not an improvement. The third time was not a charm. As it turns out, my mistakes outnumbered my improvements by wide margin. So this week I’ll be sharing my three biggest frustrations as a new miniature painter.
Primer isn’t easy, or “I can’t even use a can of spray paint!”
This subject brings me to the fourth miniature I painted, a repaint of the Dreamblade miniature Beetleback Mass, that will illustrate some of my frustrations with primer. While in some ways this miniature looks better than several of my later miniatures, it has signs of the same issue that caused me to strip the paint for my first three attempts–the primer came out looking speckled. This caused the paint on my earlier attempts to easily rub off, and the speckle pattern was visible through multiple base coats. I was fortunate that with Beetleback Mass the effect was a positive, as the speckles looked like the tiny specks that you see on beetles.
Tutorials often assume that you know how to paint.
This certainly isn’t true of all the miniature painting tutorials out there, but it is pretty common for “miniature painting 101” tutorials to assume that you have some knowledge about how to use paints and brushes. I went through a Baker’s dozen of miniature painting tutorials for beginners before learning how to properly apply paint to my brush. I went through a half-dozen tutorials before I learned not to dab paint onto the miniature.
Those eyes are EXTREMELY small.
While I’m too inexperienced to offer much in terms of painting advice, I can offer this single tidbit: purchase miniatures without eyes. When you run out of those, purchase miniatures where the eyes won’t require pupils. While the size of the eyes on miniatures of the same scale seem to come in a wide range of sizes, none of them are large enough (at least in the 25mm-30mm range) for a beginner.
This series of posts follows my attempts to purchase, paint, and otherwise procure a collection of miniatures for my Dwarven Forge terrain. I’ll explore painting for talent-challenged, budget miniatures, and what types of tabletop scenarios give miniatures their maximum impact. Part I can be found here.
Fiery orange feathers cover the wings and tail of this ink-black, serpentine dragon. Its dark eyes dart about, and its claws fidget with nervous energy.
Aitvaras CR 2
CN Tiny dragon (shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +8
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 22 (3d12+3)
Fort +4, Ref +6, Will +5
Immune paralysis, sleep; SR 13
Speed 10 ft., fly 60 ft. (good)
Melee bite +4 (1d3–1)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks breath weapon (5-ft. cone, confused, Will DC 12 negates, usable every 1d4 rounds)
Spell-Like Abilities (CL 3rd; concentration +6)
At will–hold portal
3/day–greater invisibility (self only), unseen servant (within domain of fortune only)
Spells Known (CL 3rd; concentration +6)
1st (6/day)–cause fear (DC 14), silent image (DC 14), ventriloquism (DC 14)
0th (at will)–flare (DC 13), ghost sound (DC 13), mage hand, open/close, spark
Str 9, Dex 17, Con 13, Int 16, Wis 14, Cha 16
Base Atk +3; CMB +4; CMD 13 (17 vs. trip)
Feats Deft Hands, Improved Initiative
Skills Appraise +9, Bluff +9, Climb +5, Disable Device +8, Fly +17, Perception +8, Sense Motive +8, Sleight of Hand +8, Stealth +17
Languages Common, Draconic, Halfling, Sylvan
SQ change shape (cat, beast shape II), domain of fortune
Environment any urban
Organization solitary or pair
Breath weapon (Su) 5-foot cone, confusion for 1d4 rounds, DC 12 negates. Creatures compelled to attack the nearest creature never target the aitvaras or creatures benefiting from its domain of fortune. An aitvaras can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Domain of Fortune (Su) An aitvaras can adopt a structure as its domain, blessing it with supernatural luck and hindering enemies within its walls. Creatures that live in the bonded structure receive a +2 luck bonus on all skill checks within its walls. Non-chaotic intruders suffer a –2 penalty on attack rolls, damage rolls, saves, and caster level checks to overcome spell resistance within the structure.
An aitvaras can only have one bonded domain at a time, which can be no larger than 100 squares. If the aitvaras ends its connection to a structure, it must wait 24 hours before it can adopt a new domain.
Spells An aitvaras casts spells as a 3rd-level sorcerer.
Mischievous, honorless cousins of pseudodragons, aitvaras (singular and plural) thrive in the bustling chaos of the city, where their actions often go unnoticed. An aitvaras uses the form of a stray cat to find a residence or business which it can claim as its domain. Once it adopts a home, the aitvaras works tirelessly to bring prosperity to its inhabitants, using its magic to bless residents with luck while stealing from neighbors and sabotaging competitive businesses. The residents’ new fortune is short-lived, however, for if the aitvaras’ mischief is traced back to its home, the dragon abandons its former benefactors to face the consequences of its actions while it slinks away in search of a new domain.
An aitvaras typically follows some kind of pattern when choosing homes, though these predilections vary widely between individuals. Some favor certain races or professions, while others have more unusual preferences, such as a specific number of children or musicians who play a unique instrument. Their chaotic nature makes it difficult to attract an aitvaras to one residence or predict where it will go next. Even those who successfully win an aitvaras’ favor find its blessings fickle, for the dragon often has unspoken expectations when adopting a domain, and those who violate its “terms” risk drawing the beast’s ire. As a result, even the most amicable relationship with an aitvaras is typically brief and disastrous to the hosts.
Aitvaras are territorial and never share a domain. Mated pairs fight to decide which domain will hold their eggs, though the parents forget about their young once they move to a new domain, leaving the hatchlings to fend for themselves.
A chaotic neutral arcane spellcaster of at least 7th level who has the Improved Familiar feat may select an aitvaras as a familiar.
Branching, jagged antlers line this ink-black salamander’s back from head to tail. Acrid fumes pour from its mouth between rows of needle-like teeth.
Onyare CR 5
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +6
AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, –1 size)
hp 51 (6d10+18)
Fort +5, Ref +7, Will +6
DR 5/cold iron or good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
Speed 30 ft., swim 30 ft.
Melee bite +10 (1d8+5), gore +10 (1d8+5 plus horn seeds)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (every 1d4 rounds, 15 ft. cone, 6d6 acid damage, Reflex half DC 15)
Spell-Like Abilities (CL 6th, concentration +7)
At will—greater teleport (self plus 50 lbs. of objects only), scare (DC 13)
1/day—haunting mists (Ultimate Magic, DC 13), summon (level 3, 1d3 dretches at 40%)
Str 20, Dex 15, Con 17, Int 6, Wis 9, Cha 12
Base Atk +6; CMB +12; CMD 24 (cannot be tripped)
Feats Improved Initiative, Lunge, Power Attack
Skills Perception +10, Sense Motive +10, Stealth +11, Survival +7, Swim +19; Racial Modifiers +4 Stealth, +8 Swim
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ aquatic adaptation
Organization solitary or pair
Aquatic Adaptation (Ex) An onyare can breathe underwater indefinitely and can freely use its breath weapon and other abilities while underwater.
Horn Seeds (Ex) When an onyare hits a creature with its gore attack, tips of its antlers break off and begin growing in the target’s body as bony, antler-like nodules. Damage caused by the horn seeds cannot be magically or naturally healed until the bony growths are removed, which requires a DC 15 Heal check and deals 3d8 points of damage to the target. For every 5 by which the Heal check exceeds the DC, reduce the damage by 1d8 (minimum 0). Outsiders with the chaotic subtype are immune to this effect. This is a disease effect. The save DC is Constitution-based.
Horn Seeds (Ex) Gore—injury; save Fort DC 15, onset 1 day, frequency 1 day, effect 1d4 Dex and 1 Con damage, cure 2 consecutive saves.
Cunning and cruel, onyares are horned demons that lurk in the lakes and tarns of abyssal swamplands. Constantly adapting to the needs of their environment, Onyares grow and shed primitive, gaunt limbs in a matter of minutes – effective for overland travel between mires, but too weak for combat. Onyares instead rely on their needle-sharp teeth and corrosive breath, but their most infamous weapon is their antlers, which break off into victims and form horn-like growths that impede movement and drain vitality. Each antler is a fast-growing shard of primordial chaos that consumes normal flesh and sprouts new branches. An onyare constantly sheds damaged or dead antlers, using the broken points to decorate its lair and mark the edges of its territory.
An onyare is between 8 and 11 feet long, weigh roughly 400 pounds, and can possess up to 5 primitive limbs at any given time. They form from mortal souls who thrived in mass hysteria, exploiting panic and tragedy for entertainment or personal gain. They delight in using their spell-like abilities to frighten intruders, giving chase as they flee in terror. They are often summoned to the Material Plane to serve as guardians for hidden lairs and vaults within the marshes, though their restless, chaotic nature often leads them to abandon their posts and stalk the wilderness for mortals to torment.
Written by Nicholas Wasko
Artwork by Zul Fadhli Kamarrudin
Edited by William Ward