#first featured in the halloween dnd special
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theanoninyourinbox · 10 months ago
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ART COMPARISON
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i think i've really improved since i got my artpad
(and using art references and taking more time and learning anatomy better and -)
featuring cute halfling grandpa and his service dog he rides like a pony
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grailfinders · 4 years ago
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Fate and Phantasms #61: Elisabeth Báthory (Halloween)
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Welcome back to Fate and Phantasms, where we’re bringing every servant in FGO to life in Dungeons and Dragons 5e! Today we’re building the Blood Countess Elisabeth Báthory, Halloween Edition! For this build, we have three goals:
Part-time Dragon: Because of the Báthory crest, Elisabeth is part dragon. This means she’ll need a sonic breath weapon, and the ability to fly.
Part-time Torturer: She may have been waifufied in FGO, but she still has trouble treating people like people, so she’s going to have plenty of ways to not only fight people, but make it hurt
Full-time Idol: As the pop star princess of Hungary, Elisabeth needs plenty of ways to frighten charm and drive to madness enthrall her captives audience.
As usual, a spreadsheet for this build can be found over here, and a full explanation will be below the cut!
Edited due to fitting casliz better; will be remaking lancer liz in a bit.
Race and Background
You start things off as a Dragonborn, giving you +2 Strength and +1 Charisma. Some people would say this is leaning too far into the dragon bit, but if we want that Breath Weapon, this is the race we need. Pink dragons don’t exist in DnD, so we’ll say the Báthory family is descended from a Red Dragon, making your breath weapon a 15′ cone of fire that requires a dex save of 8 + your constitution modifier + your proficiency. On a fail, creatures in your way take 2d6 damage, or half on a success. This bumps up to 3d6 at level 6, 4 at 11th level, and 5 at 16th level. You can use this once per short rest. You’ll also be resistant to fire damage, which is pretty cool since it’s a common element in dungeons and your stage productions. 
You’re also a Noble, giving you proficiency in History and Persuasion. A complete lack of empathy for the poor is not mechanically enforced, but appreciated nonetheless.
Stats
We use the standard array around here, but feel free to roll if you want to. I’d say keep multiclassing minimums in mind, but if you can’t this build isn’t going to work out for you anyway. Put your highest score in Charisma. It’s literally one of your skills, and you need it for most of everything you do. Next is Dexterity, you don’t wear armor, so your best bet for not dying is to not get hit. Follow that up with Strength. You don’t look it, but you can fly while carrying people, so you’re actually pretty buff. After that is Constitution; those dance sessions need stamina. Next is Intelligence, you don’t need no education to know the pointy end goes into the peasant. Finally, dump wisdom. You're so easily distracted you’ve accidentally wandered into the wrong servant class twice now.
Class Levels
1. Sorcerer 1: As a first level sorcerer, you are proficient in Deception, Arcana, and Constitution and Charisma saves. First level sorcerers also get their first spells. Grab Control Fire, Green Flame Blade, Create Bonfire, and Burning Hands for some offensive spells, as you won’t actually be able to use a spear all that well for a while. Also grab Friends for some early charm points and Jump for your first foray into flight. Don’t worry, you’ll get actual wings later.
Don’t forget about your Sorcerous Origin, which is appropriately enough a Draconic Bloodline. As previously stated, you have a Red Dragon ancestor, which at this level gives you some languages you already know and doubled proficiency when dealing with Charisma checks against dragons. You also have Draconic Resilience, giving you an unarmored AC equal to 13 + Dex mod, and you get an extra 1 HP when leveling as a Sorcerer. This is great for you, as idol dresses are not known for their combat protection.
2. Sorcerer 2: At second level, you become a Font of Magic, having sorcery points equal to your sorcerer level. Currently these can be used to make spell slots, but they’ll be more useful in a bit. For this level, grab Charm Person for your spell, bringing innocent bystanders under your thrall, if only to make you stop singing.
3. Sorcerer 3: You now have Metamagic, giving you customization options for your spells. Grab the Subtle Spell option so you can cast magic while wielding your spear, and Twinned Spell, because every good idol knows when an encore is necessary (the answer is always). For your spell this level, grab Shatter for reasons that are totally unrelated to your singing.
4. Sorcerer 4: Use your first Ability Score Improvement for a higher Charisma score. For this level’s spell, grab Mending, in case your dress gets ripped, and Crown of Madness. The latter spell forces a wisdom save for one humanoid, otherwise they become charmed, and a must use their action each turn to make a melee attack against another creature you choose. If none are available, it can act normally. You have to use your action to keep the spell going, and the target can roll a new save each turn. They’re just so excited to hear you sing, they can’t keep their enthusiasm to themselves!
5. Sorcerer 5: Fifth level sorcerers get 3rd level spells. Grab Fear to force creatures within a 30′ cone of you to make a wisdom save or else become frightened of you for up to a minute. During this time the only thing they can do is run away from you as quickly as possible. To tell their friends about your talent, obviously.
6. Sorcerer 6: Sixth level dragon sorcerers gain an Elemental Affinity, so now whenever you cast a spell that deals fire damage, you deal extra damage equal to your charisma modifier. You can also spend 1 sorcery point to gain resistance to a damage type you’re already resistant to, if you really want to waste it. For your spell this turn, grab Fly, so you can finally spread your wings (for 10 minutes, at least). Make sure you keep track of that timer, because we won’t be getting feather fall for a bit.
7. Sorcerer 7: Grab your first 4th level spell Confusion. Create a mosh pit in a 10′ radius sphere, causing all creatures within to make a wisdom save or be affected. Affected creatures must roll a d10 before taking their turn. On a 1, they move in a random direction. on a 2-6, they can’t take actions this turn. On a 7-8, they attack a creature at random, or do nothing. On a 9-10, they can move normally. Crowds for top idols such as yourself can get a bit rowdy, so it’s best you get used to this now.
8. Sorcerer 8: Use your second Ability Score Improvement to grab the Dragon Fear feat, giving you an extra point in Strength, and letting you convert your breath weapon into a sonic attack. Creatures within 30′ of you make a wisdom save, using the same dc as your normal breath attack, or become frightened of you for 1 minute. Also, grab Charm Monster for those rare occasions where you actually sing well.
9. Bard 1: Now that we finally have your proper breath weapon, lets get to work on your idol abilities. As you multiclass into bard, you gain proficiency in Light Armor��as well as one skill of your choice. I’d recommend Performance. Bards also have spellcasting, so check the multiclassing table to figure out your spell slots. Bards also also have Inspiration Dice, a number of d6 equal to your charisma modifier that you can hand out to friends to help with pretty much any roll of a d20. For cantrips, grab Minor Illusion and Prestidigitation. Your songs are so beautiful now, people see things when you sing! Hallucinations are a good thing, right? For spells, get Animal Friendship to help you deal with any deerlets you find, Dissonant Whispers which you frankly should have gotten a long time ago, Faerie Fire for some special effects, and Feather Fall. You are now free to move about the airspace.
10. Bard 2: You become a Jack of All Trades, adding half your proficiency to non-proficient checks. I say this a lot, but remember that this includes initiative rolls! I think this also is affected by the draconic ancestor bonus, but don’t quote me on that. You also gain a Song of Rest, enhancing your party’s healing during short rests with an additional d6. Turns out you sing really well when it’s for someone else, who knew? Grab Thunderwave for some more musical mayhem.
11. Bard 3: You graduate from the college of Glamour, giving you a Mantle of Inspiration and an Enthralling Performance. The former lets you spend an inspiration die to give a number of creatures up to your charisma modifier 5 temporary hit points (8 at 5th level), and those creatures can use their reaction to move up to their speed without provoking attacks of opportunity. The latter lets you charm up a number of humanoids up to your charisma modifier, causing them to give you glowing reviews and hinder those who oppose you. This lasts for an hour, or until it takes damage. The feature can be used once per short rest, and you’ll need to perform for at least a minute beforehand, so start brushing up on the lyrics to Akogare Tion now. 
You also gain Expertise in two skills, doubling your proficiency bonus for them. Pick Performance and Arcana for better knowledge involving songs and spells.
12. Sorcerer 9: With your idol career well underway, let’s head back to sorcery for a bit. At ninth level, you get your next spell Synaptic Static, a blast of white noise which causes creatures within a 20′ radius to make an intelligence saving throw or take 8d6 psychic damage and have muddled thoughts for 1 minute. For this minute, whenever it rolls an attack roll, ability check, or concentration save, it also rolls a d6 and subtracts that number from the d20 roll. 
13. Sorcerer 10: You get another Metamagic option! Grab Extended Spell to keep the party going for twice as long. Also, grab the Gust cantrip for a more powerful singing voice and the Wall of Stone spell to recreate Castle Csejte when you pull off your noble phantasm.
14. Sorcerer 11: Eleventh level sorcerers get a 6th level spell. Grab Investiture of Wind for Fly with benefits. You have all the movement of Fly, plus ranged attacks against you are made with disadvantage, and you can use an action to create gusts of wind around you. Any creatures within a 15′ cube of your choosing makes a constitution save, taking 2d10 bludgeoning damage on a failure or half that on a success. Large or smaller creatures are also pushed up to 10′ away on a failure. Now all of Hungary will fear the beating of your wings! Just keep in mind this also lasts for 10 minutes, and is a concentration spell, so keep feather fall handy, just in case.
15. Sorcerer 12: Use your Ability Score Improvement to buff your Charisma for stronger spells and higher saves.
16. Bard 4: Use your last Ability Score Improvement on Constitution, for more concentration, more health, and a stronger breath weapon. Grab the Thunderclap cantrip for another source of thunder damage, and Magic Mouth, so you can leave your mixtapes lying around for the adoring public.
17. Bard 5: Your inspiration dice become d8s, and you become a Font of Inspiration, regaining expended dice on short rests. Grab Tongues to make your inevitable international following easier to manage.
18. Bard 6: You now have a Mantle of Majesty thanks to your superstardom, letting you cast Command as a bonus action for free each round for a minute, with any previously charmed creature of yours automatically failing the save. You can use this once per long rest, and need to have concentration available for it. Grab Blindness/Deafness for your spell this level. With music this good, they probably wouldn’t want to hear anything else anyway. You also gain Countercharm, giving advantage to your friends against being frightened or charmed. Nobody gets to warp your deerlings’ minds but you!
19. Sorcerer 13: Grab your final spell from 7th level, Power Word Pain. With just a word, you can wrack a creature with less than 100 hit points with incredible pain, reducing its speed to 10′ and giving it disadvantage on attacks, checks, and non-constitution saves. Whenever the creature tries to cast a spell while in pain, it must succeed on a constitution save or waste the spell slot. At the end of each turn it may make a constitution save to free itself. It should be noted this is the only way to end the spell, aside from effects like dispel magic.
20. Sorcerer 14: Finally, 14th level dragon sorcerers get proper Dragon Wings, giving you a flight speed equal to your movement. The loss of speed is made up for by not requiring concentration, and not having a time limit. It’s just a bonus action to make them, and a bonus action to dismiss them. The one downside is any clothing you’re wearing needs to be made with wings in mind, otherwise you might cause some wardrobe malfunctions. That’s not too big an issue, though. It’s really just free publicity. 
Pros: Thanks to your draconic heritage you’re surprisingly sturdy for a mostly caster class, with just over 150 hp if you use the nonrolling option for health and resistance against a common damage type. You also have a lot of flight options, as well as plenty of reach weapons, helping you stay out of the front lines. Finally, you have an arsenal of different spell saves at your disposal, letting you handle many different kinds of enemies. You mostly have wisdom saves for charm spells, but there’s also Constitution saves and  Intelligence saves, so you’re not completely out of a fight against a monk or ranger.
Cons: Fire is a common damage type, but it’s also commonly resisted, meaning a lot of your combat power might not be that useful. You also need to pick which concentration spells you’re using, as most of your charm/madness spells as well as flight options require it. 
All in all, just keep your chin up and I’m sure things will work out for you. Just be ready to beat wings if you need to.
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princecharmingtobe · 8 years ago
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Worldbuilding: Science and Cultural thoughts for D&D/Pathfinder worlds
My friend made this huuuge facebook thread just dumping all their thoughts about how worlds like this might work, and when I said she should share it on tumblr she gave me permission to do it for her. 
Note: Do not try to argue with me about this stuff because I don’t know shit about shit, I’m just copy/pasting.
So giant spiders shouldn't be able to climb on walls or ceilings? That feature only works because small spiders weigh so little. But what if giant spiders constantly used their web for wall and ceiling climbs, like their legs would occasionally touch their buts to reweb them to make them sticky. So spiders with web boots. But also spiders who are super clean because dust makes walls impossible to stick to so they are always cleaning, and a good tell that there are giant spiders in any given cave or dungeon is that it has no dust or grime anywhere?
Also let's talk about ecosystems. Specifically Giant turtle ecosystems. So there's turtles, then the largest natural animal turtles, but then DnD has GIANT turtles, and then dragon turtles, and then Turtle Islands. So what in a Turtle Island (island on the back of it's turtle) Was a natural predator against Leviathans and other giant sea monsters (as it's just about the biggest thing in the ocean) And because of that Dragon turtles would live near it (cause turtles in DnD might not eat other turtles.) And the dragon turtles would eat the sharks and killer whales, which would make the rest of the island safer from normal turtles. So the party could come to this island just INFESTED with turtles, and it would make a fun campaign setting.
Fun fact. In any world where dragons exist, the planet would have to be closer to a larger sun, and have a stronger magnetic field, and far less greenhouse gasses. Proof: For dragons of size to exist in any reasonable population, they would need to eat by the ton. We're talking (conservatively) a rhinoceros worth of food per day. But it could be elephants, Giraffes, etc. So for a population of dragons of size to exist, you would need a LOT more graze animals. Which means you'd need a LOT more grass, possibly grass that grows 5x faster than normal grass. To do that, the grass would need more solar energy. Which would mean a bigger/closer sun, but then the world would be too hot to sustain water, unless it had a stronger magetic field and less greenhouse gasses. So for future reference DM's. The sun is HUGE in the sky. Note a large sun would mean longer days (slightly) and therefore shorter nights (slightly) It would also mean Aurora Borealis and Aurora Southernalis would extend to pretty much everywhere but the equator. So pretty night skys for your DnD worlds.
Elves would have the best Alzheimer's medicine and the most cures for cancer and autoimmune disorders. Elves live a really long time, and the longer one lives the greater one's chances of developing these diseases.
The bronze age of most civilizations would never truly end. In any world where oozes and rust monsters exist, stone and bronze weapons would be seen as a stylistic choice especially for different job types.
In desert civilizations, it is entirely likely that the barter system would rely on clever poetry. In any history where a sphinx is even a possibility, entire civilizations would essentially create riddle and poetry games to teach the younger generations how to survive such creatures. This would eventually effect the barter system, and charisma roles would be based equally upon intelligence and one's ability to discern the riddles given in everyday speech.
It would likely be a major festival event, or an event at children's birthday parties, to set treasure chests on fire. And would be considered a sign of good luck if no one got hurt while the chest was burning. This would start as a habit for combating mimics, but eventually likely develop into cultural rituals that would encompass more people than could ever remotely run into mimics. (I argued against setting them on fire and suggested an archery contest to shoot them instead. Don’t wanna burn up my loot!)
So we all know in real life some holidays start as some pretty dark rituals. It's entirely possible where some cities or cultures that don't have a lot of mages have holidays where they throw copper pieces at one another, especially at people they like. (In a playful way). This is because in cultures that ever had an inquisition in their history would likely have used the throwing money at mages to reveal things like shield spells and stoneskin spells. "revealing a mage trying to hide among people, as most of the best defensive mage spells have some reaction to missile attacks. Even weak ones like throwing copper pieces at it. It would also likely create sayings SUCH AS: "Not every problem is a Mage, you can't just throw money at it to make it go away."
It's entirely probable that it would be considered good luck to pour out honey or jam from a jar when you purchase it or get it as a gift. Historically, in any world where oozes live, it's not only likely, but probable that some king or noble was assassinated by some member of their royal court putting a small glop of an ooze or slime into a glass jar and giving it as a gift. Then the person being assassinated would get eaten from the inside out by said ooze or slime.
It's likely that many cultures would prohibit any "halloween" esque holidays where humans dress up in costume. As it would be too easy for actual monsters to do harm to its citizens under the guise of pretending to wear a costume.
It would likely be good form to pay for any kind of wild game in silver, instead of gold (if it's worth enough to cost that.) This would start as a means of checking for lycanthropes, from both parties (even if silver itself doesn't actually hurt lycanthropes unless it's weaponized.) As in most cultures, no one would want to feed a lycanthrope or give them money to keep living in civilization.
In upscale parties, especially ones hosted by royalty. It is likely that a small blood tithe would be paid by everyone in attendance. This would be an act that would drive younger vampires mad with bloodthirst, and help protect high societies (who are the ones most typically plagued with vampires) from undead infiltration. Also some versions of vampires don't bleed.
Being given a healthy Redwood seed from an elf would be a tremendous gift and a sign of friendship. Redwood and other giant trees would also be more common in any worlds that include elves. As these are the trees most capable to be lived in and on, due to size and strength. And being given a cultivated and healthy redwood seed from an elf would be similar to being given a dowry or the preparation for a house in ones future. Though the value of this gift is technically lost on humans as they don't live long enough to see such a tree grow, to a young elf it would be the equivalency of being given a home for ones future in that country/tribe/nation. And even humans who receive such gifts could use it in tasteful jewelry to prove oneself as elf-friend.
In a world with dragons, scavenger birds would be seen as symbols of peace. Dragons would operate much like large dinosaurs did in our history. And it was common for the predatory dinosaurs to allow scavenger birds to pick food clean from their teeth. This served to feed the bird and protect the dinosaur (or dragon in this case) from disease. So flags with scavenger birds on them would be signs of a nation, army, or individual, coming in peace for mutual benefit. (My addition:  Conversely they may just become associated with dragons themselves and invoke the fear of dragons. A large number of them may mean a dragon is near, and they may even come to be considered bad luck. Also a thought: Certain dragons may not have need of them. A red/gold dragon could potentially burn away any un-ingested food bits, or a black/copper dragon's acid breath might get rid of it?) But that can burn precious fire, which only confident dragons would do regularly. (point)
In a world with dragons, roving caravans would not be made of wood. They would quickly learn to use other materials. Furthermore, mirror shields would be a common defense against dragons, especially in sunny regions as an attempt to blind an attacking dragon while one searched for cover would be most people's only defense (besides not being noticed in the first place.) 
  Whispering someone you know's full name in their ear as a greeting would be very common in a majority of civilizations. This safeguards from all sorts of illusions and shapeshifters. Say "hi" hug or shake hands very closely and whisper their name, to prove you are who you look like and know them the way you do. Anyone who fails to do this would be held in high suspicion. And giving away someone's full name without their consent would be seen as an insulting act of the highest order.
Large ships would likely be painted in special waterproof paint in shades of blue. This would be combative against large ship attacking sea monsters.
Police forces in cities would have dogs specially trained to hunt the smells of things like goblins,hobgoblins, and kobolds. (though for kobolds it would depend on if the local government allowed them to live there or not, some do)   
When traveling in large forests. It is customary to paint large sets of eyes on ones armor clothing and shields. Not only do some snakes spit venom at eyes, but large eyes can scare of predators with only animal level intelligence.
As elves do not often have young. The murder of an elf (even relatively unimportant elves) can bring entire nations to war, and if not, it at minimum can incur feuds that outlast entire human bloodlines as brother/sisters and parents of said elf hunt you and your descendants down.
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20facesoffate · 6 years ago
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With our favorite holiday right around the corner, it’s time for a roundup of Halloween themed dice! This roundup covers only Halloween themed dice, so other themes that may be monster/horror related, are not included. Sorry, no Monster Dice, Chupacabra Dice, Oogie Boogie Dice, Ghost Dice, or Zombie Dice here! (Yes, every one of those is a thing.)
Bescon Halloween 7pc Polyhedral Dice Set
Model No. : BCD 42004-PB
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From Bescon:
The special Halloween role playing dice set has all the symbols about Halloween. And we have two versions: one solid black set with orange painting, and another glowing orange set! Imaging playing with these unique dice at All Hallows’ Eve, they will be the envy of all your friends! Each set includes a 4,6,8,10, 12, and 20 sided dice, along with a percentile die. High quality Halloween velvet drawstring pouch included. Quality control: No cracks, chips or damage. Every dice included is inspected before being packaged, ensuring that you’ll only get the best dice here! Use as a DND dice set, Pathfinder, Magic the Gathering or any other game where you need lots of dice.
Bescon Halloween 7pc Polyhedral Set is available from the Bescon Stores on Amazon and AliExpress.
Bescon Glowing Halloween 7pc Polyhedral Dice Set
Model No. : BCD 42513
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From Bescon:
The special Halloween role playing dice set has all the symbols about Halloween. And we have two versions: one solid black set with orange painting, and another glowing orange set! Imaging playing with these unique dice at All Hallows’ Eve, they will be the envy of all your friends! This Luminous Halloween Dice Set glow in the dark after absorbing some light. Each set includes a 4,6,8,10, 12, and 20 sided dice, along with a percentile die. High quality Halloween velvet drawstring pouch included. Quality control: No cracks, chips or damage. Every dice included is inspected before being packaged, ensuring that you’ll only get the best dice here! Use as a DND dice set, Pathfinder, Magic the Gathering or any other game where you need lots of dice.
Bescon Glowing Halloween 7pc Polyhedral Set is available from the Bescon Stores on Amazon and AliExpress.
Critit ‘Spirit of’ Occasion Halloween RPG Dice Set
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‘Spirit of’ Occasion Halloween RPG Dice Set is a standard 7pc Polyhedral dice set, featuring Halloween symbolism on the high numbers of each of the dice. They are made of Orange resin, with Green ink.
‘Spirit of’ Occasion Halloween RPG Dice Set, as well as the rest of the ‘Spirit of’ Occasion series, are available for preorder direct from Critit. Delivery is currently estimated at Dec 2018/Jan 2019.
Q-Workshop Halloween Pumpkin Dice Set
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From the Q-Workshop Top Drawer Dice Kickstarter:
Some of you who follow us on Facebook, might know this set already. The D6 has been originally conceived as a Halloween Prank, was then enthusiastically greeted by our fans, so we manufactured a small batch and added them for free to all orders placed before Halloween. So, next year we designed a full set – and again some of you have asked us to make it. Here we are!
The Halloween set has been designed by Marcin Dera, aka “Derkins”. Derkins is our 3D wizard, responsible for the rendering, animation and all the other kinds of Illustrator magic. Also, he’s got a head full of design ideas that would make H.P.Lovecraft lose his precious hours of sleep… Amid his many creations for QW, he’s designed our metal dice: Pathfinder, Call of Cthulhu and Mythical.
The Q-Workshop Halloween Pumpkin Dice Sets was one of the initial offerings made available in the Q-Workshop Top Drawer Dice Kickstarter, currently set to ship February 2019. It was available only in Black with Orange ink. A Stretch Goal was unlocked when funding reached $80,000, making available the Purple with Silver ink set. A custom Halloween Dice Bag was made available as well.
Visit the Kickstarter Page, or Q-Workshop’s Website, to see about future availability of these dice.
Chessex Speckled Halloween
CHX LE186
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Chessex Speckled Halloween has been out of print since the 1990’s, but may be available through auction sites and collector groups.
Pumpkin Dice by 6d6Studio
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Pumpkin Dice, available only as a d6, feature unique Jack-O-Lantern imagery on 4 of the 6 sides, with Halloween themed numbering on the ‘1’ and ‘6’ sides. It’s colors are Orange, with Black ink.
Originally released in the Pumpkin Dice Kickstarter, Pumpkin Dice are now available as singles, direct from 6d6Studio.
Absolute Dice Halloween
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From Absolute Dice:
Halloween themed dice game in a nice easy format that everyone can enjoy. Roll all the dice to start. A Category Die denotes which category of Halloween icons the player needs to accumulate (Bat, Cat, Hat etc) and the Number Die denotes how many turns a player has to achieve their target. The first player to score 101 points wins the game. Absolute Dice Halloween comes in a lovely pumpkin orange velvet pouch with a black drawstring closure. This charming game is an ideal gift or ‘bring along’ to any Halloween Party, as it’s lightweight and slips easily into a bag or pocket. Three ways to play. No complicated rules or special score sheets. It’s easy, if you can count, you can play. Ideal for gifting. No Tricks, All Treat .. just roll the dice to play. Have Fun !!
Absolute Dice Halloween is available on Amazon.com. See more at AbsoluteDice.com.
Halloween Dice by Steve Jackson Games
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From Steve Jackson Games:
Can you get to the lucky 13 . . . without going over?
It’s a set of big, beautiful orange-and-black six-siders, with custom Jack o’ Lantern designs on each side. And it comes with a game!
Choose one, two, or three dice. The more dice you roll at once, the more pumpkins you get – and the more you’ll be risking. The game comes with die-cut pumpkin tokens, but if you use candy instead, you get to eat any you lose!
Halloween Dice is a fast-playing game for three or more players. Each game only takes a few minutes, but you’ll play again and again!
Halloween Dice by Steve Jackson Games is currently Out of Print, but may be available through auction sites and collector groups. View the Halloween Dice page at Steve Jackson Games, and on Board Game Geek.
Yahtzee Halloween Edition
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From Amazon.com:
5 custom glow-in-the-dark dice decorated with a bat, grave, spider, pumpkin, haunted house and witch’s hat.;Custom Halloween-themed shaker dice cup;Halloween-themed score pad.;Terrific fun for fans of glow-in-the-dark novelty items.;Recommended Age Range 6 and up
Yahtzee Halloween Edition is currently out of print, but may be found on auction sites and through collector’s groups. View the listing on Amazon.com.
Jenga Halloween Edition
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From Board Game Geek:
Trick or treat with Halloween Jenga. Build your tower with orange and black blocks. As the tower builds so does the difficulty. Custom Halloween Jenga rules and a special glow-in-the-dark die make the game even more challenging and fun!Roll the die and you are in for a trick… or treat. Roll a “Pumpkin” and reverse the direction of play; roll a “Haunted House” and remove any piece or roll a “Bat” and remove only an orange block. The last player to remove a block without tumbling the tower wins the game. Game comes complete with 54 Halloween-themed hard wood Jenga blocks, 1 custom glow-in-the-dark die, custom Halloween rules and a loading tray for assembly.
Jenga Halloween Edition contains a Glow in the Dark custom Halloween d6.
Jenga Halloween Edition is currently out of print, but may be found on auction sites and through collector’s groups. View the listing on Board Game Geek.
BONUS!!! Halloween d20 Pumpkin Cutout by GioLasar.com
Halloween Dice With our favorite holiday right around the corner, it's time for a roundup of Halloween themed dice!
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