Rusted Iron Games Archive

  • Deadly Gardens: Ghost Spore Swarm This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   As always, we begin with two magic items – the first of which would be angry hornet, an enchanted blowgun dart: The dart, when fired at a target within 2 range-increments and misses, suddenly animates, trying to hit the target on the subsequent round, ignoring cover relative to the shooter – the dart buzzes around the victim, basically. The victim can try to outrun it or swat it out of the sky, though. The item takes winds and AoE-effects into account as well – […]

    Deadly Gardens: Ghost Spore Swarm

    Deadly Gardens: Ghost Spore Swarm This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   As always, we begin with two magic items – the first of which would be angry hornet, an enchanted blowgun dart: The dart, when fired at a target within 2 range-increments and misses, suddenly animates, trying to hit the target on the subsequent round, ignoring cover relative to the shooter – the dart buzzes around the victim, basically. The victim can try to outrun it or swat it out of the sky, though. The item takes winds and AoE-effects into account as well – […]

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  • Deadly Gardens Player’s Companion: Forest Shadow This installment of the player-centric Deadly Gardens-pdfs clocks in at 10 pages, 1 page front cover, 1/2 page SRD, leaving us with 8.5 pages of content, so let’s take a look!   So, what are forest shadows? In a nutshell, they are humanoid flying squirrels. Racial traits would be as follows: Forest shadows get +2 Dex and Cha, -2 Str, are Small fey with the gnome subtype, have a slow speed, low-light vision, +4 to Stealth in forests and +2 to Acrobatics to balance and Fly checks. Beyond that, they have antlers that grant them a primary gore attack for 1d4. They increases their miss chances due to concealment or total concealment by 5% […]

    Deadly Gardens Player’s Companion: Forest Shadow

    Deadly Gardens Player’s Companion: Forest Shadow This installment of the player-centric Deadly Gardens-pdfs clocks in at 10 pages, 1 page front cover, 1/2 page SRD, leaving us with 8.5 pages of content, so let’s take a look!   So, what are forest shadows? In a nutshell, they are humanoid flying squirrels. Racial traits would be as follows: Forest shadows get +2 Dex and Cha, -2 Str, are Small fey with the gnome subtype, have a slow speed, low-light vision, +4 to Stealth in forests and +2 to Acrobatics to balance and Fly checks. Beyond that, they have antlers that grant them a primary gore attack for 1d4. They increases their miss chances due to concealment or total concealment by 5% […]

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  • Deadly Gardens: Star Blossom This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 2/3 of a page SRD, leaving us with 3 1/3 pages of content, so let’s take a look!   The pdf, as always, includes a couple of magic items -the ambusher’s cape sports a colony of chameleon-style lichen and increases miss chance for its wearers – pretty cool! The second item would be the urchin star -a morningstar made of driftwood and an alchemically-hardened sea urchin that can poison targets! Really cool visuals here!!   The pdf also contains 6 natural items: Achiaierai oil can be burned to generate noxious fumes, while behir horn powder can add some serious electricity to […]

    Deadly Gardens: Star Blossom

    Deadly Gardens: Star Blossom This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 2/3 of a page SRD, leaving us with 3 1/3 pages of content, so let’s take a look!   The pdf, as always, includes a couple of magic items -the ambusher’s cape sports a colony of chameleon-style lichen and increases miss chance for its wearers – pretty cool! The second item would be the urchin star -a morningstar made of driftwood and an alchemically-hardened sea urchin that can poison targets! Really cool visuals here!!   The pdf also contains 6 natural items: Achiaierai oil can be burned to generate noxious fumes, while behir horn powder can add some serious electricity to […]

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  • Deadly Gardens: Dream Weed This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 2/3 of a page SRD, leaving us with 3 1/3 pages of content, so let’s take a look!   The pdf, as always, includes a couple of magic items – the first of these would be the low-cost accursed thorns – really cool magical caltrops that temporarily affect the unfortunates with a deforming curse, halving their land speed. The second item would be the silvered apple, which detects nearby lycanthropes and may be eaten to temporarily silver the unarmed and natural attacks of the person consuming it. Nice!   Also included in the deal would be 6 natural items, including tatzlwyrm […]

    Deadly Gardens: Dream Weed

    Deadly Gardens: Dream Weed This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 2/3 of a page SRD, leaving us with 3 1/3 pages of content, so let’s take a look!   The pdf, as always, includes a couple of magic items – the first of these would be the low-cost accursed thorns – really cool magical caltrops that temporarily affect the unfortunates with a deforming curse, halving their land speed. The second item would be the silvered apple, which detects nearby lycanthropes and may be eaten to temporarily silver the unarmed and natural attacks of the person consuming it. Nice!   Also included in the deal would be 6 natural items, including tatzlwyrm […]

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  • Deadly Gardens Player Companion: Verids Revised The revised version of the first player-centric Deadly Garden-installment clocks in at 11 pages, 1 page front cover, 1 page SRD, leaving us with 9 pages of content, so let’s take a look!   Verids are, as you may have surmised, a new plat-race intended for use as PCs – originally of extraterrestrial origin, they have several unique spins on the established tropes: Beyond looking a bit like plant-like versions of grey men, they seem to have a grudging respect for dwarves (!!!) for their mining prowess, but consider other races to be deviations from the natural order. While personally, I like this spin on the tropes and a GM could rationalize it by […]

    Deadly Gardens Player Companion: Verids Revised

    Deadly Gardens Player Companion: Verids Revised The revised version of the first player-centric Deadly Garden-installment clocks in at 11 pages, 1 page front cover, 1 page SRD, leaving us with 9 pages of content, so let’s take a look!   Verids are, as you may have surmised, a new plat-race intended for use as PCs – originally of extraterrestrial origin, they have several unique spins on the established tropes: Beyond looking a bit like plant-like versions of grey men, they seem to have a grudging respect for dwarves (!!!) for their mining prowess, but consider other races to be deviations from the natural order. While personally, I like this spin on the tropes and a GM could rationalize it by […]

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  • Deadly Gardens: Hungry Pit This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   As always, we begin with two new magic items, the first would be the garland of sweet scents decreases nauseated as a condition to sickened by virtue of sweet bulbs erupting, taking the brunt of the smell/effect. As a move action, the garland’s user can cause all bulbs to bloom, which ends the usual protection, but for 1 minute negates sickened and nauseated penalties of the wearer and all creatures within 10 ft. Cool! Pungent Onions are sickening and smelly – when consumed, the user […]

    Deadly Gardens: Hungry Pit

    Deadly Gardens: Hungry Pit This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   As always, we begin with two new magic items, the first would be the garland of sweet scents decreases nauseated as a condition to sickened by virtue of sweet bulbs erupting, taking the brunt of the smell/effect. As a move action, the garland’s user can cause all bulbs to bloom, which ends the usual protection, but for 1 minute negates sickened and nauseated penalties of the wearer and all creatures within 10 ft. Cool! Pungent Onions are sickening and smelly – when consumed, the user […]

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  • Deadly Gardens: Hypno-Lotus This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   The pdf begins, as always, with new magical items, the first of which would be the alluring everbloom crown, which is a high-priced item that allows the character wearing it to affect plants with mind-influencing effects and 3/day cast charm monsters, but only on plants. The second item would be the mowing scythe, a +2 plant bane scythe – the first attack each round with this scythe targets all plant creatures threatened by the wielder – which is powerful, but only works when all creatures threatened […]

    Deadly Gardens: Hypno-Lotus

    Deadly Gardens: Hypno-Lotus This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   The pdf begins, as always, with new magical items, the first of which would be the alluring everbloom crown, which is a high-priced item that allows the character wearing it to affect plants with mind-influencing effects and 3/day cast charm monsters, but only on plants. The second item would be the mowing scythe, a +2 plant bane scythe – the first attack each round with this scythe targets all plant creatures threatened by the wielder – which is powerful, but only works when all creatures threatened […]

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  • Deadly Gardens: Faerie Circle Stalker This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   All right, as almost always in the series, we begin with new magic items – this time around, the first would be the stranglewhip, a whip made from assassin vine, with the wielder using his character level as base for the CMB of the grappling and the option to release the vine whip and have it continue strangling the target. Vests of the seasons are amazing – they require a bit of sunlight unless in winter and changes its properties depending on the […]

    Deadly Gardens: Faerie Circle Stalker

    Deadly Gardens: Faerie Circle Stalker This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   All right, as almost always in the series, we begin with new magic items – this time around, the first would be the stranglewhip, a whip made from assassin vine, with the wielder using his character level as base for the CMB of the grappling and the option to release the vine whip and have it continue strangling the target. Vests of the seasons are amazing – they require a bit of sunlight unless in winter and changes its properties depending on the […]

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  • Deadly Gardens: Greenscream Trumpet This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   All right, we begin this pdf with 2 different magic items, the first of which would be the nettle net, which not only can be used by those with enough Knowledge (nature) ranks. The net has a properly codified damage type and may cause sickened and even paralysis via its nettle poison. The second item would be the rod of the winds that allows the target to walk and fly in hurricane scale winds and also allows for a limited command of wind strength. […]

    Deadly Gardens: Greenscream Trumpet

    Deadly Gardens: Greenscream Trumpet This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   All right, we begin this pdf with 2 different magic items, the first of which would be the nettle net, which not only can be used by those with enough Knowledge (nature) ranks. The net has a properly codified damage type and may cause sickened and even paralysis via its nettle poison. The second item would be the rod of the winds that allows the target to walk and fly in hurricane scale winds and also allows for a limited command of wind strength. […]

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  • Deadly Gardens: Grovemaker This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   We begin this pdf with a total of 7 different magic items, the first of which would be burrowcorn, which attaches to specific targets and burrow into the target. As a minor nitpick – the damage dealt is untyped here, which doesn’t make too much sense to me. Similarly, the claws granted by gloves of the wombat don’t have the damage type included, though here, referring to the claw-default makes sense. These btw. also allow you to burrow. Fungus shields are AMAZING – they not […]

    Deadly Gardens: Grovemaker

    Deadly Gardens: Grovemaker This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   We begin this pdf with a total of 7 different magic items, the first of which would be burrowcorn, which attaches to specific targets and burrow into the target. As a minor nitpick – the damage dealt is untyped here, which doesn’t make too much sense to me. Similarly, the claws granted by gloves of the wombat don’t have the damage type included, though here, referring to the claw-default makes sense. These btw. also allow you to burrow. Fungus shields are AMAZING – they not […]

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  • Deadly Gardens: Razorleaf Swarm This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   We begin this pdf with 2 different magic items, the first of which would be the garland of plant friendship – this particular garland protects the wearer and those nearby from aggression by hostile plant-life. The second item introduced would be the wasp dart, which is banded, poisonous and has a low chance of actually transforming temporarily into a giant wasp. As a nitpick, the item references a spell that has not been properly italicized.   As always, the pdf does feature a selection […]

    Deadly Gardens: Razorleaf Swarm

    Deadly Gardens: Razorleaf Swarm This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 page of SRD, leaving us with 3.5 pages of content, so let’s take a look!   We begin this pdf with 2 different magic items, the first of which would be the garland of plant friendship – this particular garland protects the wearer and those nearby from aggression by hostile plant-life. The second item introduced would be the wasp dart, which is banded, poisonous and has a low chance of actually transforming temporarily into a giant wasp. As a nitpick, the item references a spell that has not been properly italicized.   As always, the pdf does feature a selection […]

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  • Race Options: Svirfneblin This installment of the Race Options-series clocks in at 9 pages, 1 page front cover, 1/2 page SRD, leaving us with 7.5 pages of content, so let’s take a look!   And now for something completely different – this time around, we take a look at expansion material for one of the arguably most powerful races for PFRPG, the svirfneblin. The racial properties of the race, all its traits etc. have been reproduced herein for your convenience and with SR, constant nondetection and similar tricks, it’s not hard to see why the race is often banned. That being said, this review will simply accept the significant power-level of the base-race and look at the new material herein, […]

    Race Options: Svirfneblin

    Race Options: Svirfneblin This installment of the Race Options-series clocks in at 9 pages, 1 page front cover, 1/2 page SRD, leaving us with 7.5 pages of content, so let’s take a look!   And now for something completely different – this time around, we take a look at expansion material for one of the arguably most powerful races for PFRPG, the svirfneblin. The racial properties of the race, all its traits etc. have been reproduced herein for your convenience and with SR, constant nondetection and similar tricks, it’s not hard to see why the race is often banned. That being said, this review will simply accept the significant power-level of the base-race and look at the new material herein, […]

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  • Character Options: Oracle This pdf clocks in at 8 pages, 1 page front cover, 1/2 a page editorial/SRD, leaving us with 6.5 pages of content, so let’s take a look!   We begin after a brief introductory passage with three oracle mysteries, the first of which would be “Giant World” – the class skills added here would be Intimidate, Perception and Knowledge (nature), with the bonus spells running the gamut from giant forms to enlarge person. The revelations available allow you to increase size (and weight!) of unattended items at touch temporarily, a Brew potion and later, heroes’ feast-duplicating cauldron, making an extradimensional giant’s home that scales in potency, gain greater resilience (Toughness, Great Fortitude, Improved Great Fortitude) and, pretty […]

    Character Options: Oracle

    Character Options: Oracle This pdf clocks in at 8 pages, 1 page front cover, 1/2 a page editorial/SRD, leaving us with 6.5 pages of content, so let’s take a look!   We begin after a brief introductory passage with three oracle mysteries, the first of which would be “Giant World” – the class skills added here would be Intimidate, Perception and Knowledge (nature), with the bonus spells running the gamut from giant forms to enlarge person. The revelations available allow you to increase size (and weight!) of unattended items at touch temporarily, a Brew potion and later, heroes’ feast-duplicating cauldron, making an extradimensional giant’s home that scales in potency, gain greater resilience (Toughness, Great Fortitude, Improved Great Fortitude) and, pretty […]

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  • Race Options: Dwarves This little pdf clocks in at 9 pages, 1 page front cover, 1/2 page SRD, leaving us with ~7.5 pages of content, so let’s take a look!   All right, so we begin this pdf with a ton of alternate racial traits to customize dwarves – unless I have miscounted, a total of 12 such alternate racial traits is included. Nice touch: The base racial stats of the race have been reprinted here for your convenience, but more interestingly, the pdf contains 3 suggestions for racial subtypes and which respective alternate racial traits to use to epitomize them, sporting some nice fluff as supplemental material.   All right, so what do these alternate racial traits cover? Well, […]

    Race Options: Dwarves

    Race Options: Dwarves This little pdf clocks in at 9 pages, 1 page front cover, 1/2 page SRD, leaving us with ~7.5 pages of content, so let’s take a look!   All right, so we begin this pdf with a ton of alternate racial traits to customize dwarves – unless I have miscounted, a total of 12 such alternate racial traits is included. Nice touch: The base racial stats of the race have been reprinted here for your convenience, but more interestingly, the pdf contains 3 suggestions for racial subtypes and which respective alternate racial traits to use to epitomize them, sporting some nice fluff as supplemental material.   All right, so what do these alternate racial traits cover? Well, […]

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  • Deadly Gardens: Catchweed This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   We begin this installment of Deadly Gardens with the twigman fetish, which can generate a wooden construct, which then may be directed by the user to attack and otherwise idles. I like this item per se very much, though the interaction of the item with save-prompting spells and effects make it a bit flawed – I assume auto-failure, but I’m not sure.   The pdf also features two terrain types: Razor Shale is EXTREMELY hard to climb and requires similarly high Ref-saves to prevent taking […]

    Deadly Gardens: Catchweed

    Deadly Gardens: Catchweed This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   We begin this installment of Deadly Gardens with the twigman fetish, which can generate a wooden construct, which then may be directed by the user to attack and otherwise idles. I like this item per se very much, though the interaction of the item with save-prompting spells and effects make it a bit flawed – I assume auto-failure, but I’m not sure.   The pdf also features two terrain types: Razor Shale is EXTREMELY hard to climb and requires similarly high Ref-saves to prevent taking […]

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  • Deadly Gardens: Petrified Plants This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   Okay, we begin this Deadly Gardens-installment with something radically different – namely a new type of terrain, the stonebriar: These basically represent petrified thorn thickets – as such, either Strength- or Dexterity-checks can be attempted to pass through, with each 5 points over DC 10 providing  5 feet of progress, with Strength causing damage to the person trying to get through it that way. Slower, less lethal ways of passing through it also receive proper mechanical representation. And while I’d honestly usually complain about […]

    Deadly Gardens: Petrified Plants

    Deadly Gardens: Petrified Plants This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   Okay, we begin this Deadly Gardens-installment with something radically different – namely a new type of terrain, the stonebriar: These basically represent petrified thorn thickets – as such, either Strength- or Dexterity-checks can be attempted to pass through, with each 5 points over DC 10 providing  5 feet of progress, with Strength causing damage to the person trying to get through it that way. Slower, less lethal ways of passing through it also receive proper mechanical representation. And while I’d honestly usually complain about […]

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  • Deadly Gardens: Green ManКровля из металлочерепицы. Ее достоинства и недостатки. This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   Fun fact: The crest of the place I grew up in featured the green man. Anyways, we begin with 2 magic items – a mask that enhances your saves versus plant-immunity-related conditions and that also has the option to clad yourself in vines, enhancing woodland stealth and existing natural armor…though I’m not exactly sure from the verbiage whether this only enhances pre-existing natural armor. Green man ornaments can be attached to structures and then proceed to repair/heal them […]

    Deadly Gardens: Green Man

    Deadly Gardens: Green ManКровля из металлочерепицы. Ее достоинства и недостатки. This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   Fun fact: The crest of the place I grew up in featured the green man. Anyways, we begin with 2 magic items – a mask that enhances your saves versus plant-immunity-related conditions and that also has the option to clad yourself in vines, enhancing woodland stealth and existing natural armor…though I’m not exactly sure from the verbiage whether this only enhances pre-existing natural armor. Green man ornaments can be attached to structures and then proceed to repair/heal them […]

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  • Deadly Gardens: Mulch Stalker This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   The pdf begins with two magic items made from natural items – the first of these being the manticore tail flail, which is amazing and can fire a limited array of spikes each day. The second one would be a frog’s eye ioun stone, which helps avoid being surprised.   The critter herein, the mulch stalker, would btw. clock in at CR 3 – these critters consist of broad, overlapping leaves, with segmented, taloned branches jutting forth. Mulch Stalkers are small, but VERY fast […]

    Deadly Gardens: Mulch Stalker

    Deadly Gardens: Mulch Stalker This installment of the Deadly Gardens-series clocks in at 5 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   The pdf begins with two magic items made from natural items – the first of these being the manticore tail flail, which is amazing and can fire a limited array of spikes each day. The second one would be a frog’s eye ioun stone, which helps avoid being surprised.   The critter herein, the mulch stalker, would btw. clock in at CR 3 – these critters consist of broad, overlapping leaves, with segmented, taloned branches jutting forth. Mulch Stalkers are small, but VERY fast […]

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  • Deadly Gardens: Deathcap Fungus This installment of the Deadly Gardens-series clocks in at 7 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 5 1/2 pages of content, so let’s take a look!   We begin this installment with 2 hazards, the first of which would be a lesser form of cave-in, with the second being a patch of the eponymous deathcap mushrooms, which may generate bursts of negative energy – thankfully, in a limited manner, so healing abuse by undead is not possible. We also receive a new alchemical item, the salt bomb, which deals AoE damage to targets – alas, untyped, but oh well. The salt spread by the bomb does inflict more damage for […]

    Deadly Gardens: Deathcap Fungus

    Deadly Gardens: Deathcap Fungus This installment of the Deadly Gardens-series clocks in at 7 pages, 1 page front cover, 1/2 a page SRD/editorial, leaving us with 5 1/2 pages of content, so let’s take a look!   We begin this installment with 2 hazards, the first of which would be a lesser form of cave-in, with the second being a patch of the eponymous deathcap mushrooms, which may generate bursts of negative energy – thankfully, in a limited manner, so healing abuse by undead is not possible. We also receive a new alchemical item, the salt bomb, which deals AoE damage to targets – alas, untyped, but oh well. The salt spread by the bomb does inflict more damage for […]

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  • Deadly Gardens – Ophidian Vine (revised edition) This installment of the Deadly Gardens-series clocks in at 7 pages, 1 page front cover, 1/2 a page SRD, leaving us with 5.5 pages of content, so let’s take a look!   We begin this installment of the Deadly Gardens-series with 4 new feats, the first of which mitigates the penalty of Handle Animal to deal with plant creatures and allows you to use it in conjunction with plant creatures bereft of Intelligence. The second feat, Toxin Wrangler, lets you harvest poison from living creatures with an indifferent attitude towards you. Third, Venom Doctor, is intriguing – it lets you use poisons to treat diseases – the patient suffers the effect of the […]

    Deadly Gardens – Ophidian Vine (revised edition)

    Deadly Gardens – Ophidian Vine (revised edition) This installment of the Deadly Gardens-series clocks in at 7 pages, 1 page front cover, 1/2 a page SRD, leaving us with 5.5 pages of content, so let’s take a look!   We begin this installment of the Deadly Gardens-series with 4 new feats, the first of which mitigates the penalty of Handle Animal to deal with plant creatures and allows you to use it in conjunction with plant creatures bereft of Intelligence. The second feat, Toxin Wrangler, lets you harvest poison from living creatures with an indifferent attitude towards you. Third, Venom Doctor, is intriguing – it lets you use poisons to treat diseases – the patient suffers the effect of the […]

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  • Fearsome Foes: Smiling Bastard The second installment of the Fearsome Foes-series clocks in at 7 pages, 1 page front cover, ~1/2 a page SRD/editorial, leaving us with 5 1/2 pages of content, so let’s take a look!   After a brief introduction, we learn about the Knights of the Wall, an ~500 members-strong order of knights that is supposed to defend civilization and the colossal wall that guards it. These beings may be members of a new cavalier order, the order of the wall, sworn to protect civilization from the agents of barbarism. Challenge-wise, the cavalier and all allies flanking the target of a challenge gain +1 morale bonus to AC, which increases by +1 for every 4 levels the […]

    Fearsome Foes: Smiling Bastard

    Fearsome Foes: Smiling Bastard The second installment of the Fearsome Foes-series clocks in at 7 pages, 1 page front cover, ~1/2 a page SRD/editorial, leaving us with 5 1/2 pages of content, so let’s take a look!   After a brief introduction, we learn about the Knights of the Wall, an ~500 members-strong order of knights that is supposed to defend civilization and the colossal wall that guards it. These beings may be members of a new cavalier order, the order of the wall, sworn to protect civilization from the agents of barbarism. Challenge-wise, the cavalier and all allies flanking the target of a challenge gain +1 morale bonus to AC, which increases by +1 for every 4 levels the […]

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  • Deadly Gardens Player Companion: Verids This pdf clocks in at 9 pages, 1 page front cover, 1/2 a page SRD, leaving us with 7.5 pages of content, so let’s take a look!   Verids are, as you may have surmised, a new plat-race intended for use as PCs – originally of extraterrestrial origin, they have several unique spins on the established tropes: Beyond looking a bit like plant-like versions of grey men, they seem to have a grudging respect for dwarves (!!!) for their mining prowess, but consider other races to be deviations from the natural order. While personally, I like this spin on the tropes and a GM could rationalize it by them having a somewhat odd or skewed […]

    Deadly Gardens Player Companion: Verids

    Deadly Gardens Player Companion: Verids This pdf clocks in at 9 pages, 1 page front cover, 1/2 a page SRD, leaving us with 7.5 pages of content, so let’s take a look!   Verids are, as you may have surmised, a new plat-race intended for use as PCs – originally of extraterrestrial origin, they have several unique spins on the established tropes: Beyond looking a bit like plant-like versions of grey men, they seem to have a grudging respect for dwarves (!!!) for their mining prowess, but consider other races to be deviations from the natural order. While personally, I like this spin on the tropes and a GM could rationalize it by them having a somewhat odd or skewed […]

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  • Deadly Gardens: Ophidian Vine This installment of the Deadly Gardens-series clocks in at 6 pages, 1 page front cover, 1/2 a page SRD, leaving us with 4.5 pages of content, so let’s take a look!   We begin this installment of the Deadly Gardens-series with 3 new feats, the first of which mitigates the penalty of Handle Animal to deal with plant creatures and allows you to use it in conjunction with plant creatures bereft of Intelligence. The second feat, Toxin Wrangler, lets you harvest poison from living creatures with an indifferent attitude towards you. Third, Venom Doctor, is intriguing – it lets you use poisons to treat diseases – the patient suffers the effect of the poison once, but […]

    Deadly Gardens: Ophidian Vine

    Deadly Gardens: Ophidian Vine This installment of the Deadly Gardens-series clocks in at 6 pages, 1 page front cover, 1/2 a page SRD, leaving us with 4.5 pages of content, so let’s take a look!   We begin this installment of the Deadly Gardens-series with 3 new feats, the first of which mitigates the penalty of Handle Animal to deal with plant creatures and allows you to use it in conjunction with plant creatures bereft of Intelligence. The second feat, Toxin Wrangler, lets you harvest poison from living creatures with an indifferent attitude towards you. Third, Venom Doctor, is intriguing – it lets you use poisons to treat diseases – the patient suffers the effect of the poison once, but […]

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  • Deadly Gardens: Blood Rose Swarm (5e) The 5th edition conversion of the Blood Rose Swarm Deadly Gardens-installment clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   We begin this installment with 4 different alchemical items: Calming pollen that can render plant creatures dormant for short periods, water purification drops and an oil that causes plant creatures to gain resistance to bludgeoning and piercing damage. (Erroneously called “damage resistance” in a minor nomenclature nitpick.) As something to keep in mind for GMs – with only a base price of 40 gp, this oil should not be available for campaigns featuring plant PCs – in the […]

    Deadly Gardens: Blood Rose Swarm (5e)

    Deadly Gardens: Blood Rose Swarm (5e) The 5th edition conversion of the Blood Rose Swarm Deadly Gardens-installment clocks in at 5 pages, 1 page front cover, 1/2 page SRD, leaving us with 3.5 pages of content, so let’s take a look!   We begin this installment with 4 different alchemical items: Calming pollen that can render plant creatures dormant for short periods, water purification drops and an oil that causes plant creatures to gain resistance to bludgeoning and piercing damage. (Erroneously called “damage resistance” in a minor nomenclature nitpick.) As something to keep in mind for GMs – with only a base price of 40 gp, this oil should not be available for campaigns featuring plant PCs – in the […]

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  • Deadly Gardens: Phoenix Lily (D&D 5e) The 5e-conversion of the Phoenix Lily clocks in at 5 pages, 1 page front cover, 1/2 page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   After a brief introduction to the subject matter at hand, we are introduced to two magic items: The uncommon specimen jar, which conserves 1/2 cubic foot of material, preserving it. (Yes, including information on putting things inside or drawing forth items.) and the second being the very rare fecund totem: Vegetation within 600 feet of the totem becomes overgrown as if affected by plant growth, which is btw. not italicized in the pdf. The totem also grants all plant creatures +2 hit points […]

    Deadly Gardens: Phoenix Lily (D&D 5e)

    Deadly Gardens: Phoenix Lily (D&D 5e) The 5e-conversion of the Phoenix Lily clocks in at 5 pages, 1 page front cover, 1/2 page SRD/editorial, leaving us with 3.5 pages of content, so let’s take a look!   After a brief introduction to the subject matter at hand, we are introduced to two magic items: The uncommon specimen jar, which conserves 1/2 cubic foot of material, preserving it. (Yes, including information on putting things inside or drawing forth items.) and the second being the very rare fecund totem: Vegetation within 600 feet of the totem becomes overgrown as if affected by plant growth, which is btw. not italicized in the pdf. The totem also grants all plant creatures +2 hit points […]

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  • Deadly Gardens Extra: Natural Items (D&D 5e) This FREE pdf (included in regular Deadly Gardens, just fyi!) clocks in at 3 pages, 1 page front cover, 1/2 page SRD, leaving us with 1.5 pages of content, so let’s take a look!   So, what are natural items? They are basically parts of creatures vanquished, in some cases specifically treated. The harvesting of these items is pretty simple – all are based on Intelligence, though the precise skill used diverges from creature to creature. Beasts can be harvested via Intelligence (Nature), while most creatures can be harvested via Intelligence (Religion) and Intelligence (Arcana). Slightly odd to my eyes: Oozes are harvested via Intelligence (Investigation) – though that makes sense, if you […]

    Deadly Gardens Extra: Natural Items (D&D 5e)

    Deadly Gardens Extra: Natural Items (D&D 5e) This FREE pdf (included in regular Deadly Gardens, just fyi!) clocks in at 3 pages, 1 page front cover, 1/2 page SRD, leaving us with 1.5 pages of content, so let’s take a look!   So, what are natural items? They are basically parts of creatures vanquished, in some cases specifically treated. The harvesting of these items is pretty simple – all are based on Intelligence, though the precise skill used diverges from creature to creature. Beasts can be harvested via Intelligence (Nature), while most creatures can be harvested via Intelligence (Religion) and Intelligence (Arcana). Slightly odd to my eyes: Oozes are harvested via Intelligence (Investigation) – though that makes sense, if you […]

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  • Frozen Gardens: Deadly Gardens Winter Special The second of Rusted Iron Games’ extra-long specials in the Deadly Gardens-series clocks in at 12 pages, 1 page front cover, ~1/2 a page editorial + SRD, leaving us with ~11.5 pages of content, so let’s take a look!   Okay, so this pdf begins somewhat different than one would expect, introducing us first to the realm of eternal winter, a demi-plane of eternal ice…and otherwise sans unique planar traits, which is a bit of a missed chance there. The pdf provides two magic items – the first is the Cask of Ancient Winters, which, when opened, spreads lethal cold and enhances associated magic, while the second is Winter’s Edge, a frosty short sword […]

    Frozen Gardens: Deadly Gardens Winter Special

    Frozen Gardens: Deadly Gardens Winter Special The second of Rusted Iron Games’ extra-long specials in the Deadly Gardens-series clocks in at 12 pages, 1 page front cover, ~1/2 a page editorial + SRD, leaving us with ~11.5 pages of content, so let’s take a look!   Okay, so this pdf begins somewhat different than one would expect, introducing us first to the realm of eternal winter, a demi-plane of eternal ice…and otherwise sans unique planar traits, which is a bit of a missed chance there. The pdf provides two magic items – the first is the Cask of Ancient Winters, which, when opened, spreads lethal cold and enhances associated magic, while the second is Winter’s Edge, a frosty short sword […]

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