Bert Ballast

Renegade Announces Two New 'Power Rangers: Heroes of the Grid' Expansions

Renegade Game Studios announced Time Force Ranger Pack and Merciless Minions Pack #1, for Power Rangers: Heroes of the Grid, which will release in April 2022.
The Time Force Ranger Pack brings 5 new Ranger Combat Decks to the tabletop. It features Rangers Wes Collins, Lucas Kendall, Katie Walker, Trip, and Eric Meyers, all who have new Time Force abilities. The set also comes with a Zord Pack #2, which adds new Shogunzord cards. The game box includes 5 Time Force Ranger figures, 5 Ranger Combat decks (10 Cards Each), 5 Ranger Character cards, 6 Zord cards, a Megazord card, and a Megazord token. It will retail for $45.00. Merciless Minions Pack #1 adds two dozen Foot Soldier figures to the mix to accompany boss villains into battle. It also has new ways to use Lord Zedd’s Chaos Putties as well as Location boards. This game box comes with 24 Foot Soldier Figures (12 Cogs & 12 Cyclobots), 30 Enemy cards, 20 Deployment cards, 4 Location boards, and a Foot Soldier Promo Pack #1 contianing 10 Foot Soldier cards and a rules card. This box will retail for $55.00.
Both of these expansions require the base game to play.
Renegade Games Studios also recently released Power Rangers Heroes of the Grid – Santa vs Heximas Holiday Pack into retail (see “Heximas for the Holidays”).  
Click on Gallery below for full-size images!

January 2022 Organized Play Monthly Update

OPC Musings

I don’t usually make New Year’s resolutions. That’s not because I’m perfect—far from it!—but because inevitably I will forget about them in a couple of weeks without someone to hold me accountable. However, it occurred to me that this space is an excellent place to set out some goals for this year, which I hope you’ll all help me complete. So here are some of my New Year’s resolutions for Organized Play in 2022:

Work with our tech department to roll out some exciting new improvements to the Achievement Points system
Have a successful 2022 convention season
Earn my third nova for Starfinder Society—and maybe my second glyph for Pathfinder Society?

What are some of your resolutions for this year? Let me know in the comments!
Digital Adventure Releases

Here are this month’s digital releases, available January 26, 2022:

Pathfinder
Pathfinder Society Scenario #3-08: Foundation’s Price*Pathfinder Society Scenario #3-09: The Secluded Siege*

Starfinder
Starfinder Society Scenario #4-13: Hard Reset*Starfinder Bounty #1: The Cantina Job

*part of a subscription

Convention Organizing Committees

As we begin to plan our 2022 conventions, we’re seeking individuals interested in joining the organizing committees for our major shows! If you’re interested in helping to plan PaizoCon, Gen Con, or PaizoCon Europe, head over to last week’s blog post and submit an application. Applications close tomorrow (Friday, January 7), so don’t delay! We hope to release information soon about our plans for these shows and how to volunteer as a GM.

Starfinder Fame Update

As of last Friday, Starfinder Fame has officially expired. Any lingering Fame you haven’t spent yet is space dust in the wind; be sure to record your final purchases in your records.

All boon conversion tasks should be completed at this time as well. The Starfinder Society FAQ has been updated with the information on converting certain boons to Fame; please refer players to that page if they have questions.

Starfinder Nova Update

Last month, we announced that we would be adding SFS #4-09: Through Sea and Storm to the Nova qualification list; however, a paragraph was inadvertently omitted from the blog post. Rather than sneak it in, I decided to save it for this post and announce that SFS #1-39: The Herald’s War will be retired from Nova qualification. As of March 1, 2022, any future runs of that scenario will not count as Specials for the purpose of Nova qualification. This grace period is intended to allow any GMs who had already been planning to run the scenario for credit to do so before we close the door. We don’t intend to retire any future scenarios from Nova qualification—this scenario was always a stopgap until we had enough scenarios in the requisite level ranges.

Sanctioning

With the office quiet for the holidays, we were able to take advantage of our lighter workloads and really blast through the outstanding sanctioning tasks! The following rulebooks and adventures have been sanctioned for play since last month: Lost Omens Monsters of Myth, Absalom, City of Lost Omens, the Strength of Thousands Adventure Path, and rules options from the Agents of Edgewatch Adventure Path (via the Achievement Points system). For Starfinder, we harnessed the power of the precog, and can announce that we have Galactic Magic ready to go for its street date!

We’ve also got some sanctioning in the pipeline that’s not quite ready yet, but watch the @PaizoOrgPlay Twitter feed for sanctioning announcements, or check back here next month.

GM Recognition

Whether stars, novas, or glyphs, achieving a 5 ranking in any program involves a substantial amount of time. To achieve the 5th milestone, a GM must run 150 games, of which at least 50 must be unique scenarios and 10 special scenarios, as well as run between one and three games for venture-captains (program dependent). A conservative estimate of the time needed to reach the 5th milestone is 650 hours!

This month, we had one GM earn their 5th Glyph for Pathfinder Society (second edition)!

5th Glyph – Tim Ayers

Congratulations to our new 5-rank GM, and thank you for your dedication! If you believe you’ve achieved your 5th rank but haven’t been announced, email us at organizedplay@paizo.com.

Until next time – Explore! Report! Cooperate! And enjoy the new year!

Alex SpeidelOrganized Play Coordinator

D&D: Five Unusual Low Level Monsters

Want to shake things up the next time you start an adventure? Reach for one of these five unusual D&D low level monsters.

The Monster Manual is full of low level monsters. The majority of creatures within its pages are on the lower end of the power spectrum. Why do we keep seeing the same old low level monsters then? Shake things up with some of these lesser-known low level monsters. Here are five of our favorite low level monsters in D&D. They might only be CR 1/2, but they’re worth twice the fun in our hearts.
Dust Mephit

Dust Mephits are a great foe for low-level encounters for a few good reasons. First of all, they’re surprisingly resilient for little imp guys. With an average of 17 hit points, they can take a good three or four hits. Also they can fly.
This means they can swoop in from unexpected angles. Because in spite of all of this, they actually want to be up close and personal. Sure, they can cast sleep once per day, but they also have a cone of dust that will blind targets. Other than that they have claws that hit hard enough to be noticeable but not so bad that you’ll accidentally kill a level 1 wizard.
Kraul Warrior

Kraul were introduced in Guildmaster’s Guide to Ravnica. These insectoids are great as either individual warriors or as a pack. A single Kraul Warrior has 17 AC and 27 hit points on average. On top of that, they hit pretty hard with their spears.
Combo that with Darkvision and Spider Climb and top it with a dash of Pack Tactics, and you’ve got a great foe that keeps on giving.
Even higher level characters will need to spend some resources to defeat these foes.
Tridrone

You know what’s great? Modrons. And at CR 1/2, a Tridrone is three times the fun. These upside down d4 robots can hit surprisingly hard with a multiattack that lets them make three attacks. They also have Truesight and can only speak Modron. But if you can somehow befriend one, what a pal.
Worg

Worgs are great. They aren’t encountered often enough. These are often depicted as mounts for goblins–and that’s a fantastic way to make goblins hit a little harder.
Worgs are tough and fast. With a speed of 50 ft, they’ll outpace PCs on foot. Plus they have a devastating bite attack that can potentially knock foes prone for their goblin riders to take advantage of.
Warhorse Skeleton

Speaking of mounts. Do you need a mount for your evil necromancer? Or an undead knight? Why not try a Warhorse Skeleton. They can even be encountered on their own, or as part of a cadre of undead. These unusual foes are fast and deal a surprising amount of damage.
Plus they make any encounter absolutely metal.
What are your favorite CR 1/2 monsters that don’t see a lot of spotlight?

WotC’s President Chris Cocks Levels Up To CEO Of Hasbro

Yesterday Hasbro Inc. named Chris Cocks their incoming chief executive, a big move for the former President of WotC.

Big news for Wizards of the Coast as Hasbro Inc. names Chris Cocks Hasbro’s CEO. Cocks, formerly head of WotC, will take the top job February 22nd. of Brian Goldner’s death this past October.

During Cocks’ tenure at Wizards of the Coast, the division doubled its revenue to over $1 billion in 2021. Cocks also pushed digital gaming to the forefront of WotC’s purview. A recent restructuring meant Wizards of the Coast would expand in that direction.
Cocks has indicated he will follow in Goldner’s footsteps. Goldner’s previous strategy was developing “strong story lines across the company’s brands.” As Cocks told the Wall Street Journal:
“I am humbled to step into the position of CEO at this important time and to build on the strong foundation Brian created.”

In a statement from Hasbro’s current Chair of the Board, the company indicated that Cocks was indeed the way of the future at Hasbro.
“Chris’s appointment marks the culmination of an extensive and thoughtful candidate review and selection process led by the Board. In Chris, we have chosen a leader uniquely positioned to execute and evolve Hasbro’s Brand Blueprint strategy while continuing to generate growth and deliver strong shareholder returns. Chris’s extensive omni-channel experience and proven track record make him the ideal leader for Hasbro as it continues to become the world’s leading play and entertainment company.”
Meanwhile, folks at WotC celebrated the move with hearty congratulations in the nerdiest fashion:

Congratulations to our CEO, Chris Cocks, on reaching 20th level! #wotcstaff
Hasbro Taps Wizards of the Coast Division Chief Chris Cocks as CEO – WSJ https://t.co/54cNsvEoTb
— Christopher Perkins (@ChrisPerkinsDnD) January 6, 2022

What does this mean for Hasbro’s digital initiative? Will a years-long Magic: the Gathering player mean even more new sets? Perhaps there will be more MtG into D&D crossover books. Whatever the new strategy is, it will likely mean big things for WotC. We’ll have to wait and find out for sure. Cocks will assume the role of Chief Executive on the 22nd of February.
With Cocks pushing Hasbro into the rest of the 2020’s, Wizards of the Coast will soon see new leadership. At press time, Hasbro had yet to name anyone to fill the role left by Cocks, but the company is expected to name a new head Wizard of the Coast in the coming weeks.

'Pokemon TCG' Reigns Over 2021; 'Magic' Standard Sealed Sales Slip Again

TCGplayer unveiled their December sales data for sealed TCG products and its price changes. This new data wraps up 2021 as well as reiterates some of the continuing trends happening in the TCG market into the new year.
2021 was Pokemon TCG’s year, as the game dethroned Magic: The Gathering from the top of the chart in January and basically, put the gas pedal to the floor and never looked back. The most recent chart features 15 Pokemon TCG sealed products (see “TCGplayer Top 25 Sealed TCG Products (With Price Shifts) – December 2021”), which means the brand claimed 60% of the slots on the top 25 for December. Pokemon TCG products grabbed six slots in the top ten, and the Celebrations Ultra-Premium Collection got the #1 slot. The Celebrations Ultra-Premium Collection boxes also increased in secondary market value by 20% over the course of December.       Magic: The Gathering, however, only claimed four slots on the top 25 with the highest Magic product on the chart being Double Masters, a product that was released in August 2020 (see “‘Magic: The Gathering’ ‘Double Masters’ Set”). The newest set, Innistrad: Crimson Vow Set Boosters, clocked in just outside the top 10 at #11, and these boxes ended the month 18% less in value than they started the month at. The Innistrad: Crimson Vow – Collector Booster Display fell into the #22 slot on the list, just below Commander Legend – Draft Booster Box, which is a product that is a little over a year old (see “‘Commander Legends’ Product Line”).    
This entire year’s worth of TCGplayer sealed product data suggests Wizards of the Coast is experiencing a bit of performance duality where Magic: The Gathering products are concerned. On one hand, WotC and Digital Gaming segment Q3 sales were up 32% over sales in Q3 2020, according the Hasbro Q3 earnings report (see “‘Magic’ Sales Beat”). They essentially accomplished, Magic revenue-wise, in three quarters in 2021 what it took them four quarters to do in 2020. At the end of the day, Magic profits are massive and better than they’ve ever been.  
However, on the other hand, month after month their printed Standard products have been losing market share on the sealed chart to Pokemon TCG, Yu-Gi-Oh! TCG, and a cornucopia of newer games like Digimon CG, Flesh and Blood, and Metazoo. Additionally, their more recent Standard sealed boxes have been dropping in value, almost immediately in the aftermarket, down to numbers that are closer to wholesale cost than to their would-be retail price. This unusually high percent drop in aftermarket value has been occurring with Standard sealed product practically throughout all of 2021 (see “Standard Set Sales Slide” and also, “‘D&D’ ‘Magic’ Set’s Sealed Value Softens”). WotC more than likely knows that this trend is occurring, and if it continues, Magic will continue lose more and more market share as new games enter the market and battle for their place on the chart (see “‘Nostalgix TCG’ is Coming to Retail”). With a new WotC CEO expected to be announced in the coming weeks (see “Wizards of the Coast President to Run Hasbro”), 2022 should prove to be a pivotal year for Magic: The Gathering.     

Nightfall Games, DEMON DOG, and 2022 Plans: An Interview with Mark Rapson

With 2021 wrapping up, I reached out to Nightfall Games to discuss their 2021, their plans for 2022, and the unexpected delay on DEMON DOG, their next crowdfunding project. Mark Rapson, co-owner of Nightfall Games, agreed to answer my questions about DEMON DOG, The Terminator RPG, SLA COLLATERAL, and more.

EGG EMBRY (EGG): I appreciate you for discussing how Nightfall Games’ 2021 went, what Nightfall’s 2022 plans look like, and the unexpected delay on DEMON DOG. Let’s start with your thoughts on 2021, was it a good year, and did you reach all of your 2021 goals?
MARK RAPSON (MARK): Egg, thank you for the opportunity to talk Nightfall Games.
Yes, 2021 has been a great year for us. It has had its challenges, I’m sure most of your readers know them well, things like COVID lockdowns, fallout from Brexit, paper shortages, massive price rises, delays and difficulties around freight, shipping cost increases and surcharges, Kickstarter rules changes, VAT setup changes in all of Europe. But Nightfall Games continues to grow as we deal with each challenge.
It has been a good year for sure, and those challenges have affected us, and have delayed us slightly, but we fulfilled the SLA Industries 2nd Ed Kickstarter over the cusp of 2020 and 2021, won an ENnie for it, and launched two new Kickstarters in 2021, namely The Terminator RPG and SLA Industries COLLATERAL. It has been our best year by far, and our momentum is building.
DEMON DOG was planned for December, but Kickstarter have changed their rules recently, meaning that unless you have successfully completed four prior Kickstarters you cannot run more than one concurrently. We have The Terminator RPG and SLA COLLATERAL on the table, so they need to complete before we launch more. It is a bit disappointing, but makes sense, especially considering the number of companies in the gaming industries with more than a handful of incomplete projects. Kickstarter’s policy makes sense, and in the case of DEMON DOG and Nightfall, make little difference to our scheduled fulfillment and release dates for DEMON DOG. Interestingly, we as a team have now completed nearly a dozen Kickstarters, but as Nightfall, just the one. We did consider fighting our corner, but really in our view the Kickstarter policy is good for backers and the RPG industry as a whole.

EGG: That’s a good overview of where you stand, thanks for that. Let’s move to your company’s 2021 Kickstarters and start with The Terminator RPG campaign in March, 2021. We talked about the contents of the project during the campaign, and the project found a nice sized audience with 2,145 backers for £135,007 pledged. From your point of view, did the campaign achieve all that you were hoping for?
MARK: Yes, and more so. I think that a lot more people will also get on board when they see the final products. Its reception was very similar to the ALIEN RPG, by Free League. For that, many, myself included, couldn’t understand how a game could be made from the simple concept of one baddy and running away from it, but as has been proven the ALIEN RPG has been a massive hit, and it is now very clear that there is massive replayablity and dimensions to the Free League product. The Terminator RPG should see a similar thought change. There is a lot going on. I have also had the pleasure of reading Andrew E. C. Gaska’s writing for the The Terminator RPG and it is a thing of beauty. It is clear why he is becoming a writer to watch.

EGG: Let’s jump over to the SLA Industries 2nd Edition: Collateral Kickstarter in September, 2021, which is a sourcebook for SLA Industries 2nd Edition and reached 921 backers who pledged £70,000. As the first followup to 2020’s SLA Industries 2nd Edition, how do you feel this project was received by SLA fans?
MARK: For a sourcebook Kickstarter (as our SLA Industries COLLATERAL is), a fair expectation is between 1/3 to 2/3 of the core book KSer revenue and backers. We were expecting around half, so £70k and 921 backers was a big win for us. As with the The Terminator RPG, we are focused on quality writing, quality art, and quality production. The first KS showed we were true to our mission and now we are seeing a return on that as many people come back for more. They won’t be disappointed. The KS also pulled in a lot of new people too. KS really is great for marketing and when you deliver quality, people know they can trust you to do so again and again.

EGG: As a setup for the next question, where are each of those Kickstarters on their development/fulfillment cycle?
MARK: The Terminator RPG should be ready for print by the end of January 2022. SLA Industries is currently on track for going to print in March 2022. Printing schedule will be dependent on the current paper shortages.

EGG: That’s a fair call out on the 2021 paper shortage. Let’s move over to your next Kickstarter, DEMON DOG. The original plan had this project launching on Kickstarter in December, 2021. However, due to a rule change, it’s been pushed back. Before we get into the delay, what is DEMON DOG?
MARK: “DEMON DOG takes the same rules-lite music inspired OSR thesis seen in MÖRK BORG and applies it to the Punk aesthetic.
DEMON DOG is an irreverent game for an irreverent age, it’s MÖRK BORG, punk style.”
Dave, Jared, and I (the ownership of Nightfall Games) are big fans of many of the products of other RPG companies, each of us have a big library of books. For a number of years, we have been talking about an ‘Ode to’ range, when our bandwidth allowed it. The first announced of these projects is Harrowvale 5e, which will use the D&D 5e ruleset, this is being made in collaboration with Handiwork Games. It’s a big project where the combined teams write our love letter to D&D, we have talked of other ‘ode to’ products, for example Chaosium’s Cthulhu.
We became aware of MÖRK BORG last year and we bloody love it, we wanted to do an ode to it. Dave left our team meeting and started making artwork and outlining the product in his spare time and after a few weeks, he shared it with Jared and me. It’s great because it has that black and white style of Dave’s that so many people loved SLA 1st Ed for, but taken up to the next level. As often happens with our team we started floating ideas and coming up with concepts and it wasn’t long before DEMON DOG became a thing. We all agreed to take Dave’s approach and work on DEMON DOG in our spare time. The book is written and most of the artwork and layout is done. It will be print ready by the end of Feb.

EGG: Why was DEMON DOG pushed back? Can you give a rough estimate of when you feel you will be able to get it up on Kickstarter?
MARK: Kickstarter have recently changed their policy to allow newer companies only to run one KS campaign at a time for their first four Kickstarters, after that, when the company has proven itself, in the game industry, it moves to three. We currently have one fulfilled and two in process. We will need to complete both these, then do DEMON DOG before we get to the position where we can have three at once.
We originally planned to launch in December 2021 and fulfill in Summer 2022, now we do both in Summer 2022.

EGG: You’re sticking with Kickstarter, but did you considered taking DEMON DOG to GameFound, GameOnTabletop, or IndieGoGo?
MARK: We did consider it, but our main reason to use crowdfunding is for marketing. At present, in our view, Kickstarter does this best.

EGG: Will this change in Kickstarter’s policy change how much of future projects you plan to complete before entering the crowdfunding phase of their development?
MARK: No, but it does mean we will get better at planning and we will ensure a shorter window between campaign and fulfillment. I spent the last few days scheduling and we have a close to full pipeline until the end of 2023.

EGG: Good to hear. Moving on to 2022, in your press release for DEMON DOG, you mentioned some of your 2022 plans. Let’s start with STOKERVERSE, what is this RPG about?
MARK: The SkokerVerse RPG will use the same S5S rule system at its core as The Terminator RPG and SLA Industries, but tailored to the world in question. Art direction is being led by Clint Langley. We are expecting the Quickstart PDF to launch in early 2022. It will be a sand box system where the players can exist and investigate in a world of Bram Stoker’s writing, it’s dark horror and mind bending, but should be a lot of fun. The book will be a visual (and I guess visceral) delight and very different in look and feel to SLA and The Terminator RPG.

EGG: You’re working with the always awesome Handiwork Games on HARROWVALE. What is that project about?
MARK: They are indeed awesome. Dave, Jared and Jon (of Handiwork) go back a very long way and, as Jared puts it, are good chums. Over the years they’ve met often for beers, etc. and during those times, Harrowvale developed. In recent years, Jon and I have discussed it a lot more and, having seen and owned his awesome Beowulf, I just knew that what we envisioned in his style would be a dark gritty joy.
I consider that Harrowvale 5e is D&D turned up to 11. It’s gonna be dark, muddy dingey, and bloody hard. The players will need to think hard on what they do, when and how they do it. There will be real jeopardy and coming up against a really basic monster, like a skeleton or goblin, when the campaign starts is really going to hurt or kill. For computer or board gamers, think about Dark Souls, that in RPG form, coming from the twisted minds at Nightfall Games and Handiwork Games. ‘Get out or die trying’ is really a great tagline.

EGG: Beyond those projects, what else is Nightfall Games contemplating for the future?
MARK: Games wise, we have a number of irons in a number of fires, but as yet I can’t divulge anything more than that. It is fair to say that Harrowvale 5e, DEMON DOG, StokerVerse RPG, and completing SLA COLLATERAL and the The Terminator RPG will keep us busy. We will be doing more with The Terminator RPG and SLA Industries, for sure.
We will definitely be attending UKGamesExpo and Salute in 2022, possibly some local small ones in the UK and I have my eye on some conventions and exhibitions in the US. I will also likely attend Essen as a punter, too.

EGG: Thanks for talking about where Nightfall Games is at and where you’re going. Where can fans learn more about your company online?
MARK: Egg, it has been a joy as always! Our website is [here], Facebook, Twitter, [and] Kickstarter.

Egg Embry participates in the OneBookShelf Affiliate Program, Noble Knight Games’ Affiliate Program, and is an Amazon Associate. These programs provide advertising fees by linking to DriveThruRPG, Noble Knight Games, and Amazon.
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D&D: Waiting On A New Setting? Visit Sunny Lands in ‘Plane Shift: Kaladesh’

The little-known Plane Shift supplements for D&D are the perfect way to scratch that new setting itch. Check out Plane Shift: Kaladesh.

Are you hungry for a new setting for your D&D campaign? Can’t quite wait for the next new setting book? Mordenkainen Presents: Monsters of the Multiverse is just around the corner. Are you looking for a new place to bring all of your new monstrous PCs?

The Origin of Plane Shift
The time might be ripe to visit one of the little-explored campaign worlds put out through WotC. The Plane Shift supplements were the brainchild of legendary Magic & D&D designer, James Wyatt.
You might recognize his name from the Dungeon Masters Guides past and present. He’s worked planeswalking magic to bring the worlds of Magic to D&D years before the Guildmaster’s Guide to Ravnica.
The result was a list of supplements for various worlds of Magic collectively known as Plane Shift. You might have Plane Shift: Dominaria or Plane Shift: Zendikar, for instance. Every one of these Plane Shifts is available for free in pdf form.
Though Ravnica and the later Mythic Odysseys of Theros are much bigger settings, the Plane Shift supplements laid the groundwork. They will include new rules, races, magic items, monsters, plus guides for running adventures in that world. Some, like Plane Shift: Kaladesh, even include new subclasses.

Speaking of Kaladesh. If you’re waiting longlingly for news that Spelljammer has been confirmed at long last, you might find solace in that magitech world. While the Giff and Hadozi and Plasmoids will likely appear in a book (maybe even Monsters of the Multiverse) it’s anyone’s guess when or if we actually get to take D&D to space.
So why not do the next best thing and visit a world of magic, skyships, sky whales, and sky everything else?
Take a look at Plane Shift: Kaladesh

Like a renegade inventor tinkering in a secluded workshop, author James Wyatt has crafted a set of rules to bring your Dungeons & Dragons adventures to life on Kaladesh, including new races, new monsters, and a distinctly aether-flavored take on crafting the marvelous and ingenious magic items that define this plane.
What’s New in Kaladesh?
Planeshift: Kaladesh contains a new subclass, two new feats, one new race, and three new monsters. It also has rules for inventing magic items. Here they’re reimagined as aether-using constructs, and creating lifecraft creatures. These are magical automatons that mimic the form and function of living beasts.
Let’s get right to the good stuff. First up, there’s a new sorcerous origin. It’s the Pyromancer, which is all about fire. Sadly, there are no new bonus spells in this. This puts it a little behind more recent sorcerer subclasses. But it’s still serviceable if you want to try something different.

That is one of the places that Kaladesh shows its age. And it also helps highlight the new direction the game is moving. Especially as we approach D&D’s 50th anniversary in 2024.
Kaladesh also includes new rules for inventing magic items, as well as rules for selling them.
The DM decides whether a particular item is mass produced and legally available for purchase. As a rule, weapons and other destructive items fail to pass Consulate safety regulations. A device purchased in a legal market costs 70 to 120 percent (1d6 + 6 × 10 percent) of the cost to create the device. (Mass production allows many devices to be manufactured at significant savings.) An illegal device costs 150 to 200 percent (1d6 + 14 × 10 percent) of that cost.
And you can invent items with a couple of feats. Quicksmithing allows you to pretend to be an artificer a little bit, gaining access to a limited set of inventions. Servo Crafting lets you create mechanical creatures known as Servos. You can even use them as a familiar.

The new race in this setting (released in 2017) is the Aetherborn. These are short-lived beings born out of the aether who come into being as part of the aether refinement process. They live brief lives, but have resistance to necrotic damage and are real good at intimidating someone.
There are Monsters, too!
You also get a suite of new monsters, including my favorite, the Sky Leviathan.

These giant sky whales are gargantuan beasts. Their massive bites can swallow even ships and ogres whole. It’s not a perfect replica of Spelljammer, but if you’re looking to capture a little of the feeling, Plane Shift: Kaladesh goes a long way.

Check out Plane Shift: Kaladesh
Happy Adventuring

Kickstarter Round-Up: Viking Minis, A Fire Breathing Hydra, Ghost Hunters, and More

Come check out this week’s batch of Kickstarter and crowdfunding highlights!

About a World: Narrative Handbook

About a World is a compact but exhaustive guide with all the needs and advice to set up at best your own game/narrative world.The handbook will guide the reader among those that are the central nodes of the creation of a world and the adventures it can contain, and the tips to visualize it at its best and with the right depth.
The book will be in a compact A5 format (120gr/m2 paper and 300gr/m2 cover) in a spiral binding, in color, made entirely of recyclable paper.
Pledges start at $6 for a digital copy and $12 for a physical copy.

How to Create Your First Board Game 6th Ed.

We all have an idea for a board game but most of us are not sure where to start. This book will walk you through all of the major steps of designing and publishing your board game. It covers topics like creating prototypes, playtesting your game, pitching your game to publishers, printing copies of your game, and provides tips for Kickstarting your game. It’s a new year and it’s time to take that next step. 
Pledges start at $8 for a PDF.

Book of Magical Crystals – 5e

Hi everyone! It’s taken a lot of work and confidence building to get to this point to try and release a fully-illustrated compendium of all the magical crystals I have created in my time DMing for groups and writing supplements. 
Magical crystals are amazing in that they allow you an extra level of character customization, granting you unique and interesting abilities as well as adding a tonne of lore to your character! 
So what do you get? There will be more than 120+ illustrated, never-before-seen, and functional magical crystals, with much more to come depending on the stretch goals we reach!

Pledges start at $14 for a PDF.

Ghost Club RPG

Ghost Club is a light RPG game about investigating haunted houses, finding clues about the ghosts, and then summoning the big bad for a final banishing show-down. Set against the backdrop of a small town somewhere in America, if you’re a fan of Stranger Things, Ghostbusters, Twin Peaks or Gravity Falls, you’re going to love playing investigations set in this mysterious and spooky town.
This adventure game is designed to be a bit scary, a little silly, and a lot of fun.
Pledges start at $11 for a PDF.

Catapult Feud: Hydra

Build your castle, set up your troops, and use your cunning tactics to conquer the floor! Ready the catapults! Wait, do you smell smoke? INCOMING FIREBALL!!! Will your castle walls melt from the Hydra’s fiery breath or will you tame the mythical beast and launch fireballs at your opponent’s castle?!
Catapult Feud Hydra expansion adds a fireball launching Hydra to the game. This expansion requires Catapult Feud to play.
Pledges start at $30 for the expansion only and $60 for the core game plus expansion.

Tales from Midgard – STL

Tales from Midgard stl files are professional pre-supported and test printed. This campaign includes Vikings, shieldmaidens, berserkers, archers, riders, and shapeshifters. Plus a giant, Drakkar wreck, Viking village, and palisade. All minis are made in two scales: 28mm & 32mm heroic. Files for personal use only.
The campaign includes two main pledges: ‘Viking Forces’ which includes four modular warbands and ‘Fortified Village’ which includes four terrains sets. We have also prepared a whole lot of stretch goals.
(This week’s featured image is from this campaign.)
Pledges start at $2 for access to the pledge manager and $33 for a set of files.

~Which Of These Campaigns Caught Your Attention?

Let’s Play D&D With Some Doctor Who Monsters

The Doctor has always had some great foes, so this week we’re adding a few of our favorites to our next D&D campaign.

Doctor Who is some of the longest running and most popular science fiction out there. Between hundreds of episodes, multiple spin-offs, and an immeasurable effect on the nerd zeitgeist, The Doctor is one of those characters who, love them or hate them, you know who they are. We love finding ways to mix things from all over the nerdy world into D&D, so this week let’s make tabletop gaming a little more timey-wimey with a few of The Doctor’s (least?) favorite foes.
Daleks

Sheet made on The Homebrewery.
Daleks feel a little silly to drop into a world of high fantasy like Dungeons and Dragons, but they wouldn’t actually be that off base for the game. D&D has a history of quietly including alien technology into the settings, and mechanical constructs are very much a thing thanks to the addition of artificers. Charm (or curse) one with sentience and a bad attitude, and something Dalek adjacent is very possible. Or don’t explain it, your players don’t need explanations for everything.
Aside from their consistent look and personality, there aren’t a lot to Daleks, and that makes them very easy to add to your next D&D session in a fun and recognizable way. Their eyestalk gives them a significant weakness, but aside from that they aren’t exactly pushovers. If your party is facing one, you’ll probably beat them eventually with some damage from their Gunstalk and one use of Exterminate. But against a group of them, your right will suddenly be significantly more difficult.
And that’s one of the most fun parts of Daleks, they almost have to attack in a swarm. They’re not particularly fast, a kind DM will make them avoidable with a flight of stairs, and the have one obviously perturbing weakness. But in a group? Your party will have to be a little more thoughtful and strategic to defeat a group of Daleks.
Daleks are the villain that everyone would be a little amused to see at the table, though. Let’s add one that everyone would be a little horrified to see added to their next session…
Weeping Angels
It’s been YEARS and I still find them terrifying.

Sheet made on The Homebrewery.
Weeping Angels don’t even require any extra explanation or backstory to be reasonable to run into in your average D&D setting. They feel a lot like magic on their own and have powers that can mesh with fantasy just as well as science fiction.
Unlike the Daleks, Weeping Angels are very fast, and will likely catch up with you faster than you’d like. Because of their sharp teeth and general monstrous look I gave them Claw and Bite, but we all know those aren’t even close to their bread and butter. Classically, the Weeping Angel throws its victims back in time and lets them sort of live to death, but playing with time travel is a little more complex than your average D&D campaign has the ability for. Instead, these Angels throw you to another Plane of Existence. It will still ruin your character’s day and end a fight, but it doesn’t have to mean that a player character is permanently lost or that a party will be permanently separated.
Of course, if you look at a Weeping Angel this won’t be an issue. But will a member of your party be able to stare at them long enough for the rest of the party members to defeat the statue without blinking? And what if there’s a second one out there?
Would you add a Doctor Who inspired monster to your next D&D session? Which of the Doctor’s foes is your favorite? Have you been enjoying this season of Doctor Who? Let us know in the comments!
Don’t Blink. Don’t Even Blink, Adventurers!

Tales of Lost Omens: The Audition

“You stand defeated, Voradni Voon!” Melika shouted, brandishing her tin sword at Elophos. The older actor bellowed, throwing his hands up in a defiant gesture meant to cover a quick tightening of the straps holding on his minotaur horns, which had begun to slide dangerously sideways.

“Never!” Elophos cried, trotting back a few showy steps as he finished steadying his headgear. Horns secured, he charged forward again, thrusting his sword at Melika. “So long as he stands, Voradni Voon is not defeated!”

“The earth has swallowed your army. Your centaurs are dead, your harpies scattered like frightened pigeons. Surrender!” Melika jabbed at Elophos’s midsection. The thrust was absurdly slow and clumsy—old Halvorash would have boxed her ears for signaling the lunge with her eyes and feet so long before she struck—but the flaws that would have doomed her in an alley fight were virtues on the stage. An audience wasn’t a footpad with a shank; you were supposed to help them see what was coming.

“Voradni Voon will devour your heart and claim your godhood, puny human!” Elophos roared, swinging his stubby sword in broad arcs. Both actors’ weapons were shortened, letting them maximize the number of swings they could make before reaching each other onstage. Melika was impressed that Elophos managed to fit six full arcs in before he closed on her. He must have tweaked his pacing; he’d only ever managed five before.

She dropped to one knee, exaggerating the height difference between them, and thrust upward, gripping her abbreviated sword’s hilt with both hands like a spear. Another absurdity for the stage, but it roused an anticipatory cheer from the audience, and then an expectant hush.

Elophos didn’t disappoint them. Menacingly he stalked forward, having backed away in mock apprehension as Melika crouched. He charged straight onto the up-thrust point, then staggered back with a thunderous gasp, his sword arm pinwheeling in feigned death agonies. “Nooo!”

“You would not stand defeated, Voradni Voon, so you must fall,” Melika intoned, striking a heroic pose, as Elophos crumpled slowly to the stage boards, clutching the blade “impaled” into his chest to keep it from falling.

The audience burst into cheers. Elophos skipped back to his feet, handed Melika her sword, and shared a bow as the curtains came down. No sooner had the gold-fringed cloth dropped over them than they hopped down the back stairs, moving aside so the stage crew could clear their painted scenery and set up the next troupe’s props.

Already, the painted wooden harpies and centaurs from The Defeat of Voradni Voon were being loaded onto wagons to be carted away for storage. They’d performed the act six times today, moving from stage to stage across Absalom, and now they were done. The sun was sinking westward, and night was soon to drop a final curtain on Foundation Day.

It had been glorious—but now, already, Melika felt the warmth of the crowds and her own joy stealing away from her as swiftly as the fading light.

Melika sighed. She pulled off the papier-mache crown and false mustache she’d worn as Aroden, unhooked the gaudy, gold-lined cape that she’d swirled through six victories over Voradni Voon, and folded them up, along with her dreams, inside the box that Elophos’s troupe would soon pack away.

She wasn’t an actor, not really, not like the rest of them. Melika was just a serving girl. That morning, she’d been carrying a pitcher of wash water through the commons, just as the visiting troupe learned that their original Aroden was chained to her chamber pot following an encounter with a bad eel pie.

As the actors were absorbing the bad news, one of the inn’s cats ran under Melika’s feet. She’d jumped, side-stepped, and recovered without spilling a drop. This impromptu demonstration led Elophos to conclude that she was strong and nimble enough to handle the fight choreography, about the right size to fit into Aroden’s costume, and therefore an adequate substitute for the show that they were contractually obligated to put onstage in two hours.

“You’ll have ten lines,” he’d told her as he buckled the green-gold cape around her shoulders and pasted the horsehair mustache onto her face. “You can do it. Ten lines, and it doesn’t even matter if you get them wrong.”

She hadn’t gotten them wrong. Six times she’d performed, each better than the last, as she learned to draw out the crowd and channel its energy into joy.

And now it was over. Playing at the actor’s life had been fun, but Melika had siblings to feed and a sickly mother to tend. That painted crown wasn’t real gold, and it wouldn’t keep her family clothed.

Heroism seemed so simple on stage. Maybe that was what people really liked to cheer, more than Aroden: the uncomplicated surety of right and wrong. The odds were stacked, the lines were scripted, and the heroes of legend never had anyone but themselves to think about. Their families were always conveniently faraway or dead—or at the very least, dependent on the same dramatic acts that the hero was already poised to commit.

Heroes on a stage didn’t have to be quietly reliable for those they loved. Their bravado was just like their fighting: showy and false, with none of the dirt or desperation that grimed real struggle.

Melika sighed. Though false, the dream was tempting. It surely was a pretty crown. And she’d probably never again touch cloth as fine as that cloak’s, stained and threadbare though it was.

“You alright?” Elophos asked, vigorously toweling his sweat-matted hair. Six mock fights under the heavy, horned pelt of Voradni Voon had left him soaked.

“I need to get back to work,” Melika told him.

He counted out the money, then paused. “It’s Foundation Day. You don’t have the day off to celebrate?”

“Someone has to work for other people to celebrate,” Melika pointed out, dryly, but only after she’d pocketed the coin. You didn’t talk back before you got their money. “You didn’t think all those mugs of beer poured or washed themselves, did you?” It occurred to her that maybe he did think that. Nobody had ever said that actors were overburdened with good sense.

Elophos just shrugged. “But it’s Foundation Day.”

“It is. So I should get back. They’ll need me.”

“You could stay with us. Be an actor. You’re a natural on stage.”

“For less than what I earn now?” Melika snorted. She’d worked hard for that inn job. Decent pay, extra food, sometimes clothes or even boots that drunk patrons left behind. If Elophos had ever been half as cold and hungry as she’d been before the inn, he would know what it meant to give that up.

“It might not be less. Not for long.” His speculative look was greedy enough that she almost believed him. “You’ve got talent.”

“Talent and a houseful of hungry siblings. Guess which one yells louder.”

“Well, think about it.” Elophos tossed the towel over his shoulder. “A lot of us will be headed to the Wounded Wisp after sundown, if you think you can get away from washing those beer mugs for a bit. Talk to some people. Make some friends. Perhaps you’ll see that the stage pays well enough to keep a houseful of hungry siblings fed.”

“Maybe.” Melika walked away, through the thronging crowds of revelers, other people’s joy and laughter scattered around her like flower petals. She didn’t begrudge their happiness. It meant good tips.

And as she walked, she turned Elophos’s suggestion around and around, like a coin in her pocket she was debating how to spend. Maybe she did have talent. Maybe she could feed her family that way. Maybe it wasn’t stupid to spend an hour finding out.

The Wounded Wisp…

About The Author
Liane Merciel is the author of the Pathfinder Tales novels Nightglass, Nightblade, and Hellknight, and a contributor to other books including Nidal: Land of Shadows, Faiths of Golarion, and the Lost Omens World Guide. She has also written for Dungeons & Dragons, Warhammer: Age of Sigmar, and Bioware’s Dragon Age franchise. She lives in Philadelphia with her husband, two dogs, and a small child who is extremely into baking projects.

About Tales of Lost Omens
The Tales of Lost Omens series of web-based flash fiction provides an exciting glimpse into Pathfinder’s Age of Lost Omens setting. Written by some of the most celebrated authors in tie-in gaming fiction and including Paizo’s Pathfinder Tales line of novels and short fiction, the Tales of Lost Omens series promises to explore the characters, deities, history, locations, and organizations of the Pathfinder setting with engaging stories to inspire Game Masters and players alike.

D&D: The Five Best Fighter Subclasses

From maneuvers to magic spells and runes, Fighter subclasses have a lot to offer. Here are the five best fighter subclasses in 5E.

Fighters have come a long way over the years in D&D. Back in the days when they could swing swords, bend bars, and on occasion, lift gates, Fighters were simpler. But there was also a big disparity where, the higher level you got, the more Fighters were there to keep things away from the Wizard so the Wizard could hurl fireballs and meteor storms and rewrite reality itself.
Wizards overshadow fighters to the point that even a picture of a wizard comes first in an article about fighters
That argument echoes down the Editions. Fighers grow in power lineraly while Wizards grow quadratically. As the song goes, Wizards might suck at level one but they’ll rip at level 9. Fighters have made up the gap a little bit. They’re one of the most popular classes in 5th Edition, and they’re also very fun to play.
Pick the right subclass and you can do all kinds of interesting things. Just make sure you pick a good one, as that’s often the only thing giving you more to do on your turn besides rolling to hit something with your long sword.
What to pick? Well, for our money, these are the five best fighter subclasses in 5th Edition.
Battle Master

Battle Masters really do live up to their name. They’ve got access to martial maneuvers, making them versatile in combat. With the right moves you can knock foes down, push them around, “heal” your allies, even terrify your opponent. You’ll always have a use for them, even if you do eventually run out.
But you’ll never run out for long, because maneuvers come back on a short or long rest. You might hurt for things to do outside of using your Maneuvers, but that’s life as a Fighter in general. Battle Master supports both ranged and melee fighters, and is an all around solid pick.
Psi Warrior

Psi Warrior shares a lot of the same principles as Battle Master. On your turn you should have something interesting to do when you make an attack. And on occasion you should have fun non-attack things to do. Psi Warrior gives you a slightly more limited selection of abilities, but you gain incredible psychic powers that you can use a surprising amount before you have to lay down and take a nap.
With abilities that build on top of one another, you might get a better sense of growing your power as you level up a Psi Warrior. Plus they’re a lot of fun to play. Who doesn’t want to telekinetically hurl themselves at an opponent to strike them down with mind swords?
Eldritch Knight

The Eldritch Knight takes a weakness of the Fighter (no magic) and fixes it by adding magic. Eldritch Knights for that reason alone are one of the five best fighter subclasses in D&D. And that’s even considering that at higher levels, your War Magic feature competes with your natural Extra Attack as a Fighter making it often not worth it for you, a magic-using Fighter to use magic while you fight.
Even so, with a decent spell selection and abilities that make casting combat spells easier, Eldritch Knights go a long way.
Rune Knight

Now we get into the real good stuff. Rune Knight is the other new subclass introduced in Tasha’s Cauldron of Everything. And it’s great. It gives the Battle Master and Eldritch Knight a run for their money. With magical runes that can empower your weapons and give you effects both passively and actively, you’re never short of options. And they’re all great.
Add to that the ability to make yourself large (and in charge) and it starts to get real wild. This takes the idea of a Fighter and really changes it up. They get a unique identity and abilities that are very strong mechanically.
Echo Knight

But it’s hard to beat the Echo Knight. This D&D Fighter subclass, introduced in Critical Role’s Explorer’s Guide to Wildemount, is hands down one of the best subclasses you can pick up. It dramatically changes what you can do as a fighter with its ability to summon an echo. Echo Knights pull a magical echo of themselves from another timeline into reality. Then they go and do things for you where you want them. It opens the door to all sorts of magical shenanigans at 3rd level, and only gets better from there.
What are your picks for best D&D Fighter Subclass? Let us know in the comments!

Pathfinder: ‘Wrath Of The Righteous’ Winter Sale And Free DLC

Time is running out on your chance to grab Pathfinder: Wrath of the Righteous during the winter sale. And don’t forget your free DLC while you’re at it.

Pathfinder: Wrath of the Righteous, the crunchier sequel to Pathfinder: Kingmaker is one of the most authentic Pathfinder games out there. There aren’t many, but Wrath of the Righteous is worth grabbing anyway. In it, you take on the role of a hero, swept up in a demonic invasion. Before long you’re all that stands between Golarion and an apocalyptic horde.
You’ll lead crusades, achieve an epic destiny, and find power unimagined in the world. There’s a lot to dig into with this game. Which is why you may not have picked it up. If you’ve been waiting, don’t despair, now’s the perfect time. Wrath of the Righteous is at the tail end of its Winter Sale. You’ve got until the end of today to snag it at a discount:

It’s that time of year, when we are decorating our homes and preparing to spend time with those who are dear to us. And we thought, maybe the Commander of the Fifth Crusade should join the holiday preparations? With our new free DLC Paint of War you can prepare your commander for the festivities: give them new war paint and tattoos, which can now be applied to the body, not just the face, and different patterns can be combined to give your character a truly unique look. You will also be able to change your Commander’s eye color now!
Don’t forget to add this DLC to your library in Steam and GOG (later will be added to Epic Games Store as well)!
The new Paint of War, pictured above, lets you give your character an all new look with tattoos, eye colors, and more. If you want a game you can sink your teeth into, Wrath of the Righteous is absolutely worth it.

Pathfinder: Wrath of the Righteous

Embark on a journey to a realm overrun by demons in a new epic RPG from the creators of the critically acclaimed Pathfinder: Kingmaker. Explore the nature of good and evil, learn the true cost of power, and rise as a Mythic Hero capable of deeds beyond mortal expectations.
Your path will lead you to the Worldwound, where the opening of a rift to the Abyss has unleashed all-consuming terror across the land. For over a century, the neighboring nations have fought fearlessly, trying to drive the enemy back — but to little avail.
Now, you have the chance to put an end to this conflict, but the path to salvation is far from clear-cut. Will you become a shining angel, backed by noble paladins? Or a powerful necromancer with hordes of immortal undead in your thrall? Or something else entirely? Lead your army and challenge mighty demon lords. Your crusade will set in motion a chain of events that will leave you — and the world itself — forever changed.
Create any character imaginable with the flexibility, richness, and depth of the Pathfinder First Edition ruleset. Choose from 25 classes, 12 character races, and more than a thousand spells, feats, and abilities to suit your personal playstyle.
Happy Adventuring

Magical Wastelands: Polluted Blights

This series looks at the corruption that the extended use of violent and uncontrolled magic might cause on the landscape, from pollution to neglect to the destructive aftermath of conflict. We continue by looking at magical pollution, the contaminated waterways and wetlands.

The noxious potions, failed alchemical experiments, and magical malfunctions left to spill into the currents of local waterways leave greasy, iridescent slicks while bubbling vents emanate from slag piles consisting of accidental heaps of poorly combined reagents. This inconsiderate, mystical trash warps the creatures and alters the plants and the very terrain of the region, tainting everything with aspects of the arcane experiments dumped here. Expect to find chimeric beasts, oversized and aggressive flora with a taste for travelers, living spells, and an increased frequency of hazards like green slime, brown mold, and various ravenous oozes. If left untouched or even perpetuated, such places might become the lair for even more powerful and terrible creatures. Disease runs rampant, and the awful stain befouls more of the countryside with every sunrise.

Living Simulacrum of Heroic Domination

The vaguely humanoid form appears as if carved from dark wax and then melted in place. Its face contorts as if the figure still felt every scorching flame that caused its deformation, writhing in pain. The ripples of wax continuously flow down its form, like a living, slowly bubbling fountain. It slithers along the ground, reforming when engaging sentient beings.

Living Apocalyptic Domination

Large construct, unalignedArmor Class 17 (natural armor)Hit Points 66 (7d10 + 28)Speed 25 ft., climb 25 ft., swim 25 ft.

StrDexConWisIntCha20 (+5)15 (+2)18 (+4)11 (+0)10 (+0)6 (−2)

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities acidCondition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned, proneSenses darkvision 60 ft., passive Perception 10Languages Common, telepathy 100 ft.Challenge 7 (2,900 XP)

Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.

Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.

ACTIONS

Multiattack. The living spell makes two Magical Strike attacks.

Magical Strike. Melee Spell Attack: +8 to hit, reach 10 ft., one target. Hit: 22 (5d6 + 5) acidic damage.

Spell Mimicry (Recharge 5–6). A humanoid within 100 feet must make a successful DC 14 Wisdom saving throw or be targeted by a dominate person spell, as if cast with a 5th-level slot. The living spell will often then target the same creature with its Arcane Gift and telepathically direct the creature to attack nearby foes.

Arcane Gift (Recharge 6). As a bonus action, the living spell targets a creature within 100 feet, and that creature gains the benefit of a servant of doom spell (see Deep Magic), employing the spell’s envoy aspect. The target must make a DC 16 Wisdom saving throw (if unwilling) or gain the following traits for 5 minutes:

Bony, stone-like skin.Ignores difficult terrain for movement purposes.Bursts through doors/walls with a DC (10 + twice the barrier’s thickness in feet, minimum 1).Advantage on Strength- and Dexterity-based attack rolls.Successful melee attacks do an additional 1d6 slashing.

A target cannot be affected by this ability more than once per long rest.

Salvage from the Blight

Many are the odd magic item found in alchemical muck.

Immortal Mote

Wondrous item (rare)

A roughly fist-sized lump of self-contained and perpetually boiling quicksilver, an immortal mote is often kept in a glass flask where it softly roils and thrums. Twice per long rest, you may, as an action that does not provoke opportunity attacks, pour out a portion of the mote onto yourself or an adjacent creature.

The draw of liquid metal immediately absorbs into your flesh, eliminating a level of exhaustion and permitting you to gain the benefits of a short rest, including spending Hit Dice to heal, or to spend 3 Hit Dice to eliminate a condition, cure a disease, or neutralize a poison. You may spend 6 Hit Dice to begin regenerating 5 hit points per round for 10 minutes unless affected by a dispel magic. The immortal mote is considered a 7th level effect. If you are unaffected by exhaustion, you gain 3 temporary Hit Dice that may be used to fuel the immortal mote’s effects. You may continue to spend Hit Dice via the mote’s effects until you take a long rest.

In addition, if the entire mote is poured into the mouth of a creature not dead for more than 10 minutes, they may be brought back to life as the raise dead spell, which consumes the mote.

As long as a portion of the mote remains, it will regain any lost mass at dawn each day.

In Midgard: Swamps of Maillon

The perfumeries, laboratories, and workshops of Maillon have dumped their mistakes and accidents into the swamps surrounding the city since the Ninemage Council forcibly teleported the alchemical district from the edge of Bemmea to the wetlands of the Leukos River. The alchemists and artisans knew how to spin gold from dross though and ignored the slight, exulting instead in the sudden access to a rich variety of ingredients and proceeding to shore up their structures and rebuild the city. However, their incessant magical runoff has resulted in regular chimeric creatures simply emerging from the wilds. Harpies, manticores, giants, oozes, and owlbears all roam the area. The resulting centuries created a city as accidental and as chaotic as the fruits of its residents’ labors.

Story Seed: The Wandering Font

An acquaintance of the party comes to them, delirious and upset. He keeps finding himself in random places, injured and disheveled, and two different people assaulted him on the way here. He begs the group to restrain him and monitor him for the next three nights. During the night, he breaks free and travels by great leaping bounds to a small spring in the nearby swamp. Despite the difficulty in tracking him, his destination becomes apparent: a modest shrine on a hill. Inside, a strange creature of living, flowing wax and oil holds its court, infusing the acquaintance with a greasy black substance and whispering directions before they leap away. What is this thing, and what sway does it hold over their friend?

Wizards of the Coast President to Run Hasbro

Wizards of the Coast President Chris Cocks has been appointed Chief Executive Officer of parent Hasbro, and will join the Board of Directors, the company announced after the close on Wednesday.  Cocks will take his new position on February 25, replacing Interim CEO Rich Stoddart, who was appointed after the October death of longtime Hasbro CEO Brian Goldner.  Stoddart will become Chairman of the Board.Somebody’s apparently been paying attention as WotC’s growth and profitability have been dominating Hasbro’s numbers (see “’Magic’ Sales Beat 2020 Numbers in Three Quarters”).  In Q1 2021, the WotC segment accounted for 75% of Hasbro’s total profits (see “WotC Segment 75% of Hasbro Profits in Q1”).   
The video game background of Cocks, who took over at WotC from Greg Leeds in 2016 (see “Leeds Replaced by Microsoft Exec”) may have also been appealing to the board, which is looking to expand exploitation of its properties in gaming and entertainment. 
“Chris’s extensive omni-channel experience and proven track record make him the ideal leader for Hasbro as it continues to become the world’s leading play and entertainment company,” current Hasbro Board Chair Tracy Leinbach said of the appointment. 
“A storyteller and gamer at heart, Chris innately understands how to create and nurture brands to drive fan and consumer connection across channels,” Stoddart said of Cocks.
In related news, Eric Numan, current Hasbro Chief Consumer Officer and COO of Hasbro Consumer Proudcts will become Hasbro President and Chief Operating Officer.
A new president for Wizards of the Coast will be named in the coming weeks, the company said in its announcement. 

Magic: The Gathering release schedule 2022: Every upcoming MTG set and release date

Looking ahead at Magic: The Gathering’s upcoming sets for 2022, it’s going to be a rather hectic release schedule. Magic: The Gathering had a bumper year in 2021, and threw more sets at us than ever before. Despite how utterly burnout-inducing that was, it looks as though we could be in for even more MTG sets in 2022.

Despite the volume, it’s hard to deny how exciting this year looks thanks to a mix of classic planes, new ones and some fun crossovers. If you’re wondering about what to expect from the 2022 MTG sets, then you need only read on to discover what awaits you and everyone else who plays Magic: The Gathering.

Standard MTG Sets 2022

As it stands, we’ve only got four proper Standard MTG sets in 2022 instead of last year’s five. However, we’re actually kicking off the year with a set that is technically Standard-legal, even though it contains no new cards. Rather than pontificating about it all, let’s just get stuck in.

Innistrad: Double Feature

Release date: January 28th 2022

Innistrad: Double Feature is a combination of both Innistrad: Midnight Hunt and Innistrad: Crimson Vow, but with a special black-and-white artstyle on the cards themselves. Frankly, it’s not the most inspiring product in the world, but it is a thing that exists, which is good for fans of drafting, even if nobody else is likely to be all that bothered by it.

Kamigawa: Neon Dynasty

Release date: February 18th 2022

Our first true Standard MTG set of the year is Kamigawa: Neon Dynasty. Our original journey to Kamigawa resulted in sets that many simply didn’t enjoy, which was made worse by the flavour of the world of spirits, ninjas and samurai it was set on. Despite that, this new set looks to revisit Kamigawa 1,200 years after the original block with a cyberpunk flavour and a mix of familiar faces and exciting new characters.

Streets of New Capenna

Release date: Q2 2022, probably May

This could be the most exciting Magic: The Gathering set of 2022 in terms of pure flavour. Streets of New Capenna is set in a place built by angels, but now run by five demonic crime families all trying to take a proper hold of the place. It promises a mix of magic and gangsters that’s unlike anything we’ve seen so far in MTG, and it’s hard not to see the potential here.

Dominaria United

Release date: Q3 2022, probably August

It’s not been that long since we left Dominaria, but we are once again on the precipice of returning there. This MTG set promises more classic characters with new versions, and should be a big boon to the Commander format given the plane’s proclivity for legendary creatures. We don’t know much more about the set, but it seems like it’ll lead to some reason to revisit the past in the next 2022 MTG release: The Brothers War.

The Brothers War

Release date: Q4 2022, probably November

The final Standard Magic: The Gathering set of 2022 has us revisiting a pivotal moment in Dominaria’s history: the great war between Urza and Mishra. It’s a battle that’s mentioned in many places in the game’s lore, but this’ll be the first time we’ll get a proper look at the war since Antiquities and a few books that cover the event.

Dominaria United will likely set up the next chapter of Magic: The Gathering’s lore in the final MTG set of 2022, The Brothers War. Image: Wizards of the Coast

Other MTG releases 2022

Now we’re moving outside of Standard into, well, everything else. It’s going to be a bumper year for these extra sets and products, and there’ll undoubtedly be some that haven’t been announced yet such as Secret Lairs (both Street Fighter and Fortnite are already planned for 2022) and digital-only releases. So, these are just the MTG 2022 releases we know about right now.

Commander Collection: Black

Release date: January 28th 2022

The Commander Collections are supposed to be sets of cards that help to reprint classic and essential cards from a single colour. This time around we’re getting black cards in the form of Liliana, Heretical Healer; Ghoulcaller Gisa; Ophiomancer; Phyrexian Arena; Reanimate; Toxic Deluge; Sol Ring; and Commander Tower. It also comes with a double-sided token of a 1/1 Snake and a 2/2 Zombie. It’s a nice little collection if you’re after a few of the cards.

Challenger decks

Release date: Q1 2022

Magic: The Gathering’s Challenger Decks have all been pretty cool so far, so we’re expecting the same again from the 2022 iterations. These are 75-card constructed decks that are meant to be played in tournaments. That means they contain a good mix of cards with winning as the aim, and are a great way for newer players to pick up something that’ll help them enter the competitive world of MTG, without having to get the cards by buying singles or opening packs themselves.

2022 MTG release Unfinity is the next in Magic: The Gathering rules-bending Un-sets. Image: Wizards of the Coast

Unfinity

Release date: April 1st 2022

Unfinity is likely to be the highlight of the 2022 MTG release calendar for a lot of people. The next edition of the Un-sets brings with it a space theme that promises to make sure it’s out of this world. Sorry. It also brings with it a new change where the cards will no longer be silver-bordered, but instead have an Acorn stamp to denote cards that aren’t legal in other formats. We feel a little mixed about this. On the one hand, it’ll be nice to have more cards in other formats, but on the other hand, we really don’t need more cards in other formats. It could also be a little stifling to the design of the set itself. We’d rather it was just self-contained chaos as is normally the case.

Commander Legends: Battle for Baldur’s Gate

Release date: Q2 2022

Commander Legends was a Magic: The Gathering set that was designed as a draftable Commander experience, and it’s a wonderful idea. This version brings that back, but infuses it with Dungeons & Dragons. After seeing what a good crossover could be like thanks to Adventures in the Forgotten Realms last year, this could well be the highlight of 2022 if it’s handled correctly. We’re hoping to see the return of the Venture mechanic, along with more famous figures from the fables of Dungeons & Dragons.

Double Masters 2022

Release date: Q3 2022

Double Masters is a reprint-filled draft set that puts two foil cards and two rare or mythic rare cards in each draft booster. It’s a nice idea, but the price of the previous version of this set was incredibly expensive. We’re hoping that Wizards deigns to think a little about the pricing here. With the year being so busy, it would be nice if the pricing of this set was a little less extortionate than last time.

Jumpstart 2022

Release date: Q4 2022

Jumpstart is a fun concept that has you smushing together two packs of cards to play a deck, and then playing that deck against others who’ve done the same. It’s an ideal entry point for new players or those who like MTG but hate building a deck. We’re expectIng more of this from the 2022 set, and it could well bring yet more excellent cards and reprints into MTG as well.

Universes Beyond: Warhammer 40,000

Release date: End of 2022

Finally, we’ve got Magic: The Gathering’s first proper crossover with a non-Wizards property that isn’t just a handful of cards a la Godzilla in Ikoria and the The Walking Dead Secret Lair. This is a collection of Commander decks that will be filled with Warhammer 40,000 flavour and will include brand new art, new cards and some reprints too. We don’t know much about the decks outside of the fact that they’ll be full of big old Space Marines, but that’s probably enough of a reason to be excited about them.

Rogue Squadron – Love Triangle

Welcome to Rogue Squadron, pilot! In this series, we will be looking at different squadrons you can fly in Fantasy Flight Games X-Wing miniatures game. We give you the squad and then give you the lowdown on how best to fly it. Strap in and get ready to fly.

All Wings Report In
BTA-NR2 Y-Wing “Zorii Bliss” (71 pts) (I5)
After a ship at range 1 performs an action during its Perform Action step, if that action is on your action bar, you may spend 1 Charge to perform that action, treating it as red.

Ship Ability – Intuitive Interface Devastating Barrage

After you perform an action added to your action bar by a Talent, Modification, or Illicit upgrade, you may perform a Calculate action
While you perform a Torpedo or Missile attack, if the defender is in your Bullseye, your Crit results cannot be cancelled by Evade results

Astromech – R4 Astromech

Decrease the difficulty of your speed 1-2 basic maneuvers

Configuration – Wartime Loadout

Gain 2 Shields, Lock action, Torpedo Slot, Missile Slot
Replace your Ship Ability with Devastating Barrage

Talent – Expert Handling

Add Barrel Roll action

Tech – Primed Thrusters

While you have 2 or fewer stress tokens, you can perform Boost and Barrel Roll actions even while stressed

Torpedo – Proton Torpedo

Front Arc, range 2-3, Munition
Charges: 2
Attack (Lock): 4
Spend 1 Charge. Change 1 Hit result to a Crit result.

Turret – Dorsal Turret

Mobile Arc, Range 1-2
Attack 2
Adds Rotate Action

T-70 X-Wing “Poe Dameron” (89 pts) (I6)
After you perform an action, you may spend 1 Charge to perform a white action, treating it as red.

Ship Ability – Weapon Hardpoint

You can equip 1 Torpedo, Missile, or Cannon upgrade.

Astromech – R4 Astromech

Decrease the difficulty of your speed 1-2 basic maneuvers

Cannon – Underslung Blaster Cannon

Mobile Arc, range 1, Munition
Adds Rotate Arc action
Attack (Lock): 2. Your dice can be modified only by spending a lock for the default effect.
After an enemy ship executes a maneuver, you may perform this attack against it as a bonus attack.

Configuration – Integrated S-Foils

Closed

Adds Barrel Roll, Focus – > Barrel Roll
While you perform a primary attack, if the defender is not in your Bullseye, roll 1 fewer attack die
Before you activate, you may flip this card

Open

Before you activate, you may flip this card

Modification – Overdrive Thrusters

While you perform a red Boost, Barrel Roll , or SLAM action, you must use a template of 1 speed higher if able

Talent – Backwards Tailslide

While you boost or barrel roll, if your equipped Configuration upgrade has the “(Closed)” side faceup, you can move through and overlap obstacles
After you boost or barrel roll through an obstacle, if you are not at range 0 of it, gain 1 evade token

Tech – Primed Thrusters

While you have 2 or fewer stress tokens, you can perform Boost and Barrel Roll actions even while stressed

Title – Black One

Adds SLAM Action
Charges: 1
After you perform a SLAM action, lose 1 Charge. Then you may gain 1 ion token to remove 1 disarm token
If your Charge is inactive, you cannot perform the SLAM action

Resistance Transport Pod “Finn” (40 pts) (I3)
While you defend or perform an attack, you may add 1 blank result, or you may gain 1 strain token to add 1 focus result instead.

Ship Ability- None
Crew – C-3P0

Adds Calculate Action, Adds Coordinate action
While you coordinate, you can choose friendly ships beyond range 2 if they have Calculate on their action bar.
After you perform the Coordinate or Calculate action, gain 1 calculate token.

Talent – Heroic

While you defend or perform an attack, if you have only blank results and have 2 or more results, you may reroll any number of your dice.

Tech – Automated Targeting Priority

While you perform an attack, you must choose a defender at the closest valid attack range.
After you perform an attack that missed, place 1 calculate token on this card.
Before you engage, you may remove 1 calculate token from this card to gain a matching token.

Lock S-Foils in Attack Position
I’ll be frank, this list came about purely to make the squad name work. And as an excuse to fly Super Poe and Super Zorii. It’s not a great list. But, in the right hands, it’s not terrible either. It has an I6 and an I5 that can both act like aces.
In the opening engagement, Finn moves first. He coordinates Poe and then gives himself a bonus Calculate token. Poe then takes an action, uses his ability to get a second action, gets stressed. Zorii uses her ability to perform an action, gets stressed. For one action, you’ve now effectively taken four actions. Poe and Zorii can then reveal blue maneuvers and clear their stress, allowing them to get their regular actions.
Once the formation breaks down, it will be harder to ensure Zorii gets her bonus action but since it can trigger off any ship, not just allies, it will still happen. Ending the round stress free will also be harder without the coordinate sharing but Primed Thrusters ensures they can still get vital reposition actions when necessary.
Finn will serve as the bait, hopefully defending above his weight class, giving Zorii and Poe time to whittle them down. Zorii will be next easiest to see die. But that’s your ideal engagement, to still have a healthy Poe in the endgame.

Poe uses all the tricks to deftly avoid the trap and get behind Kylo
Variations
There are a lot of upgrades here you can play with. Sixty-seven points worth in fact. If you take away everything except the two R4 astromechs and C-3P0 (9pts), you have 58, which is worth two cheap ships or one good one. Probably a smarter move in a tournament setting. But then you can’t have Poe focus, barrel roll at speed two through a rock, giving himself an evade token, then open his wings, blast forward at speed three, clear his stress, and SLAM into a T-roll.

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D&D: ‘Monsters Of The Multiverse’ Preview Shows New Duergar Ability

Playable Duergar are getting some new abilities in this Monsters of the Multiverse preview. Dwarven Resilience and a hardy new feature.

Duergar have it hard in the D&D canon. In 5th Edition, Duergar were Dwarves who made their home in the deep places of the world. There, driven partially by avarice and partially by a legendary resilience, they were captured and experimented on by Mind Flayers. Some of the lucky ones were turned into living war machines.

But the Illithid “tinkering” left its mark on the Duergar. In the lore, one of their deities, Deep Duerra, stole the secrets of psionics and gifted them to the Duergar. She was said once to have dominated an entire colony of Mind Flayers, so great was her power.
Whether from divine gifts or dark experiments, all Duergar are at least a little psionic. And as we’ve seen in a new preview from Wizards of the Coast, this psionic power is at the forefront.
Monsters of the Multiverse Preview
A new ability has been spotted in a recent art reveal.

This tweet from Wizards of the Coast revealed a new, gentler-looking Duergar. Clutching a crystal staff and pausing for a moment to either smell the roses or just feel those Monday vibes, this Duergar is especially resilient. As Wizards put it, Duergar get both Dwarven Resilience and something called Psionic Fortitude.

This points at some of the changes coming in Mordenkainen Presents: Monsters of the Multiverse, which is initially releasing as part of the Rules Expansion Gift Set on January 25th. The set also includes the latest printings of Xanathar’s Guide and Tasha’s Cauldron.
Monsters of the Multiverse is the exciting new one, though. It promises new monster abilities, and more than 30 revamped playable races. We saw a preview of some of the races included before. We have a better glimpse below too.

What the Artwork Previews Reveal
But we also can see that, bare minimum, WotC is changing some of the features. The closest thing to a “Psionic Fortitude” is an ability Duergar get called Duergar Resilience which gives them resistance to poison, illusions, charm, and paralysis. Psionic Fortitude may separate these out, as they re-envision pre-Tasha’s Cauldron races. But it may be a new ability now that Psionics have a little bit more definition in D&D.
The system is already in place. You can see it in action in the Psi Warrior and Soul Knife subclasses in Tasha’s Cauldron of Everything. Psionics aside, here’s a look at a few other things awaiting in Monsters of the Multiverse.

First up, a delighted-looking Star Spawn Grue. This makes two Star Spawn–these are monsters from the Far Realm. This one looks like he’s having a great time. Probably because he’s seen some kind of eldritch truth that forever altered his consciousness.

Then there’s a Blue Abishai. These spellcasting draconic devils are prime candidates for WotC’s reworked monster magic rules. You can find them in Monsters of the Multiverse. As 13h level casters, Blue Abishai have a number of combat spells. Many of which will presumably be transformed into spell attack abilities.

Finally, a Satyr with a colorful rainbow and a chaotic grin. Mr. Tumnus would approve. These will likely make Satyrs from Theros more official, gathering them all in one book for the ease of Adventurer’s League play.
Happy Adventuring

Tanares DnD 5e Campaign Setting with Alex Aboud

Alex Aboud, the founder of Dragori Games, joins me on the podcast today to discuss the Tanares RPG campaign setting for Dungeons and Dragons 5e. Tanares recently kickstarted for more than two million dollars and features writers like Ed Greenwood and Bruce Nesmith. We talk about new character types, new classes, the fantasy world setting, modes of play, and more. Get ready to take D&D 5e into new realms with Tanares.

Tanares D&D 5e Links

Learn more about the Tanares RPG campaign setting.

Articles About the Tanares Kickstarter

The Dark Souls tabletop RPG could solve one of Dungeons & Dragons’ biggest problems

For a tabletop RPG defined so definitively by the two D-words that make up its title that it’s simply known as D and D, there’s one D-word that Dungeons & Dragons rarely deals in for many players: Death. But there’s a new roleplaying game on the way that promises not to shy away from players’ mortality – and it could end up teaching D&D a lesson or two.

A Dark Souls tabletop roleplaying game was recently revealed to be in the works at Steamforged, maker of both the board game and card game based on developer From Software’s acclaimed series of punishing video games.

While hard details on the Dark Souls RPG remain sparse for the moment, any half-successful tabletop adaptation will be unable to avoid the importance of death that sits right at the heart of the series.

Roll your dice beside the bonfire and link the flameDark Souls: The Roleplaying Game is coming. If you, too, would like to learn what lies in the heart of Lothric, add your name to the ranks of the Unkindled! https://t.co/H5cJHLEaWl pic.twitter.com/vYdY9hyCEh— Steamforged Games (@SteamforgedLtd) December 22, 2021
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Dark Souls and its Soulsborne relations – including Demon’s Souls, Bloodborne and this year’s upcoming Elden Ring – have become infamous for their punishing difficulty, summed up in the original Dark Souls’ pithy tagline: “Prepare to die.” Whether it’s being stabbed by skeletons, flattened by boulders, turned into a pincushion by arrow traps, cursed by ghosts or simply yeeted off a cliff into the abyss, players – both new and old – die. A lot.

The live-die-repeat cycle is crucial to Dark Souls. The video games set out to actively punish players for easy mistakes – and, sometimes, simply because they don’t know there’s a deadly knight stood around the bend until they turn the corner and find out. Exploring every nook, learning what lies ahead and dying and trying again until you succeed is all part of the experience. There’s a satisfaction to getting one over on the game, because the game is out to get one over on you with every step you take. Players start as weak, helpless punching bags and become slightly less weak, slightly less helpless punching bags who at least know to give that treasure chest a whack first in case it decides to get up and chomp their torso.

While Dark Souls follows the familiar arc of many RPGs, with players gradually amassing enough experience points – souls that can be permanently lost by dying before you collect any dropped by your last demise – to bump up their stats, the game crucially doesn’t become a cakewalk in its later stages. The enemies get bigger and badder, and new tricks are deployed to avoid the player becoming too familiar. Progression is hard-earned by death after death, but the difficulty curve never really flattens – it’s more a case of learning and accounting for your constant vulnerability as a milquetoast fleshbag than growing into a superhuman hero.

It’s a notably different experience to the likes of Dungeons & Dragons, in which players’ characters typically start out as fairly capable fighters. Even first-level characters have a well-stocked arsenal of skills, spells and equipment at their disposal, and only get more powerful and capable from there. By the time you hit level 20, you’re effectively capable of attacking and dethroning God(s), as long as you roll well enough.

Even jolly cooperation won’t spare you a sudden demise in Dark Souls – unlike its more forgiving TRPG breathren.

While characters can die in D&D, it’s rarely something that most players have to worry about. Death saving throws give a chance of stabilising after the worst attacks, and encounters are typically built for the party of adventurers to emerge victorious. If the absolute worst does happen, D&D doesn’t have a specific way of handling character death outside of casting a resurrection spell or rolling up a fresh character – something that’s so much of a hassle mechanically and narratively that many dungeon masters and players will often work to explain away a character’s miraculous survival instead.

With little threat of death and characters equipped to succeed from the off, many D&D games become a power fantasy. Characters quickly develop into unkillable machines of monster destruction, with failure too often a dirty word in D&D’s dictionary. Completely biffing a roll leads to awkward moments where the idea of characters being unable to do something to at least some degree of success falls between gaps in the rules, putting pressure on the DM to explain why Sir Buffly the Brilliant-at-Everything, slayer of immortal demons and unworldly dragons, finds herself unable to open a slightly sticky jar of jam.

Of course, there are exceptions to the rule. A number of D&D campaigns and adventures have garnered a reputation for racking up more TPKs than a rack of Scrabble tiles. Yet it’s because they stand out as so contrary to D&D’s typical ‘The Players Win Again’ setup that they’ve become so notable. It’s not a problem exclusive to Dungeons & Dragons, either – plenty of tabletop games indulge in pure power fantasy – but D&D is among the most prominent games for pumping players full of easy-won satisfaction.

The Dark Souls tabletop RPG could stand as a much-needed remedy to the laissez-faire handling of death in Dungeons & Dragons and other power-fantasy RPGs, and make character death an important – and unavoidable – part of playing. Not only could dying play an important part mechanically – making characters pay for their incredible skills and abilities at the cost of their life – but used right it could be an important part of the narrative told by the players, as characters wrestle with the existential weight of their (im)mortality and the experience of living (or not) through extreme situations.

Rather than being sidestepped or hand-waved away, death should sit at the heart of the Dark Souls RPG, just as it does in the video games. With the right system and a knowing approach to adapting the soul (cue groans) of the series, the tabletop RPG could turn out to be as groundbreaking as its source material. At the very least, it’s quite funny to be punted into a bottomless pit by a bone giant one minute, only to find yourself toasting marshmallows on a bonfire the next.

Original 'Pathfinder' Adventures Return to Print for Paizo's 20th Anniversary

Paizo Inc. will release Crown of the Kobold King Anniversary Edition, for Pathfinder RPG, into retail stores in September 2022.
Paizo is celebrating its 20th anniversary by releasing Crown of the Kobold King Anniversary Edition, a 128-page hardcover that collects three original Pathfinder adventures. The three adventures included in this book are Hollow’s Last Hope, Crown of the Kobold King, and Hungry are the Dead. These adventures are all expanded and updated for use with Pathfinder 2E, and the book also includes 15 new magic items to discover as well as 8 classic monsters from the original adventures with 2E converted stats.This book will retail for $39.99.
Paizo, Inc. also unveiled Pathfinder Dark Archive, a new rulebook for Pathfinder RPG 2E (see “‘Pathfinder Dark Archive'”).

Original 'Pathfinder'Adventures Return to Print for Paizo's 20th Anniversary

Paizo Inc. will release Crown of the Kobold King Anniversary Edition, for Pathfinder RPG, into retail stores in September 2022.
Paizo is celebrating its 20th anniversary by releasing Crown of the Kobold King Anniversary Edition, a 128-page hardcover that collects three original Pathfinder adventures. The three adventures included in this book are Hollow’s Last Hope, Crown of the Kobold King, and Hungry are the Dead. These adventures are all expanded and updated for use with Pathfinder 2E, and the book also includes 15 new magic items to discover as well as 8 classic monsters from the original adventures with 2E converted stats.This book will retail for $39.99.
Paizo, Inc. also unveiled Pathfinder Dark Archive, a new rulebook for Pathfinder RPG 2E (see “‘Pathfinder Dark Archive'”).

Aliens-inspired RPG Mothership gets Hull Breach anthology book

A new supplementary anthology book called Hull Breach is being released for the sci-fi roleplaying game Mothership.
Including over 200 pages of content designed to be used with first edition Mothership, Hull Breach provides games masters and players with a new collection of adventures, rules and features for the horror RPG. Curated from a network of third party creators who have already released content for Mothership on itch.io, Hull Breach contents more than 12 different adventures for GMs to run for their players.

Dicebreaker have been given an exclusive look at one of the adventures featured in Hull Breach called Vibechete!, which was written by Joel Hines and includes artwork from Sajan Rai. The adventure focuses around the victim of a “corporate-mismanaged construction accident” leading to a once-populated habitat being condemned to the scrapyards. As clueless slasher-film archetypes – such as the prom queen/king and old money family black sheep – the players suddenly find themselves prey to a bitter and angry killer who wants revenge for what was taken from them.
Also featured in Hull Breach is a roster of brand new hostile alien creatures and human enemies for GMs to use to spice-up their roleplaying game sessions. Advice and tips intended to help GMs better craft and run their games is included within Hull Breach, alongside new mechanics, campaign frames and system hacks to be used with Mothership.

Inspired by the likes of Aliens, Event Horizon and Dead Space, Mothership is a Ennie Award winning – the highest honour an RPG can achieve – rules-light RPG created by Sean McCoy, that sees players taking on different roles in a team of people exploring distant planets that each hide something terrible within. Players use a d100 to determine whether their character is capable of achieving the task at hand or whether they’re destined to panic and fail. The GM or warden uses a control panel style ruleset to decide what happens to the player characters, with the players able to create new characters quickly – just in case their previous one suffered a dreadful fate.
The Kickstarter campaign for Hull Breach Vol.1 is currently live until February 3rd, with a pledge of $45 (£34) getting backers a physical copy of the book in September 2022. Alternatively, a digital PDF version of the book is available for a pledge of $25 (£19).

Bananagrams Will Release 'Gurms (Box)' and 'Word-a-Melon' into Hobby Trade

Bananagrams Inc. will release Gurms (Box) and Word-A-Melon, two family board games, into hobby trade soon.
Gurms is a light-strategy tile placement game. Players pick a pawn and take turns placing tiles, one at a time, on a shared grid. Points are scored for completed areas with their pawn’s symbol on it as well as groupings of similar symbols. The game box comes with 60 game tiles, a starter tile, 4 Gurm figures, 4 pawn stands, and instructions. Word-A-Melon is word search game. In this game, players take turns rolling a die, flipping the letter chips and making words with the revealed letters. The unused letters are flipped back over, and players must remember which letters are where on the board. The player with the most chips at the end of the game wins. This game comes with 60 Letter chips, a die, a game board, and instructions.
Both of these games are for two to four players, ages 6 and up, and will retail for $9.99 each.
Lion Rampant Imports recently inked an agreement with Bananagrams Inc. for the non-exclusive Canada-wide distribution rights to their full catalogue of tabletop games (see “Bananagrams, Inc.”).

MTG: Astrology Lands Secret Lair Spotted

Wizards of the Coast wants you to know, the stars will soon be right for another Secret Lair drop, but not the way you’d think.

A new Secret Lair drop has been spotted over at Wizards of the Coast. The stars are looking right as we head into Capricorn season. So get ready to make money and be all about business as we take a look at Astrology Lands.

Astrology Lands, the next Secret Lair set, looks like it’ll bring the divine portents of astrology with the concept of a basic land. Right now, all you’ve got is Capricorn–but don’t worry if you’re about as far from the driven goats as is possible. All you Cancers and Libras out there will get your turn.
In fact the whole lineup (no word on whether or not Ophiucus is included) looks like it’ll be featuring later in the year. Check out Astrology Lands! When it comes to Capricorn, it looks like Capricorn is a Swamp.
Astrology Lands: Capricorn – $29.99-$159.99

Celebrate your sign! Be it sun, moon, or rising, let the world know: you’re a Capricorn. Each drop contains five copies of an awesome astrological Swamp by Jeanne D’Angelo.  
Not your sign? Keep your eyes peeled. We’re adding a new basic land representing a new sign every month—and they’ll all be available until the end of 2022! 

This product is not “Time Boxed to Demand,” preorders are only available for stock we have committed to print. Orders for this product are only available for printed stock. We will reprint as necessary within 2022
What’s your sign?

Iconic Encounter: Pitstop Eclipse

They’d landed on a port moon to rehaul their ship before rendezvousing with the rest of the Pact World diplomatic team on a newly discovered world called Sigerro. A routine enough stop, but then, even in Near Space, the routine could quickly turn to excitement.

Zemir and Raia, part of the command team, were sent to find upgraded Drift drives for their ship. The thought was that Raia’s eye for tech would aid in finding the best equipment and Zemir’s tendency to bend chance might allow them to purchase it at a low price.

The technomancer and witchwarper debated the differences between their respective talents while perusing the port’s open-air markets.

“Our methods differ only in scope. You use your gifts to push technology,” said Zemir, tossing another faulty circuit board into a display case, “whereas I use mine to push reality.”

“Your scope may be wider,” said Raia, examining some drive schematics absently. “But my tech produces more reliable results.”

“Reliability is irrelevant. In the end, we seek the same thing—the new, impossible, the interesting. Is how we do it so important?”

“Some would say the ‘how’ is the most important part of all,” Raia answered, smiling. It was an old debate between friends, one they’d cheerfully had over drinks in many a space port.

“Perhaps you’re right,” said Zemir quietly. Raia recognized that faraway look. One day she’d learn the cause of Zemir’s periodic melancholy.

Before Zemir could say more, the market fell eerily silent. Everyone around them stared upward. Zemir and Raia joined them, and watched as the moon eclipsed the sun, and all went dark.

Soon after, the chittering squeaks and clicks began.

“I recognize those sounds,” said Raia. “Grioths.”

“What, this far in Near Space?” asked Zemir.

“They get closer every year,” said Raia sadly. She found grioths a fascinating formation of life. It’s too bad so many of them were in the monstrous grip of Nyarlathotep, for their voidglass technology and biology was quite interesting and could be put to great use in the Pact Worlds.

Her thoughts were interrupted by holes opening in the moon-eclipsed sky. From these shadowy portals descended a wave of winged terrors. The grioths’ silhouettes looked like thousands of bats with arms and legs—all of which held glittering weaponry.

The technomancer and the witchwarper watched the marketgoers flee. In silent agreement, both stood still amid the chaos, knowing they could hold off the grioths and allow these citizens to get to safety.

Several grioth raiders noticed the two holding their ground and broke off to attack them. Raia picked off one with a single blaster pulse while Zemir stared at another and muttered. Suddenly, the grioth’s wing seized and it plummeted to the ground. That left three more, who charged in a whirl of chittering squeaks and gleaming, deadly glass.

A fourth landed in front of Raia and swiped at her with its giant, clawed hand.

“No,” said Raia calmly, stepping back and raising her hands. She felt composed, as though in a simulation. She had spent the better part of the afternoon familiarizing herself with the tech around her, and now she simply had to put it to work, albeit for a new purpose.

As the grioth tried to grasp her again, she cast a spell with a word and a gesture. Behind her, the vast engine powering the veranda block rumbled and cracked. Suddenly, as though it were a puppet pulled by the technomancer’s strings, it unleashed from its casing and wrapped the grioth in an unbreakable embrace of steel and coiled wire.

Zemir watched his friend fight and wondered how best to aid her in the dance. He was no slouch with a blade, but with so many opponents, more help was needed.

What if, perhaps, another portal opened? One to a world filled with bright sunlight? Zemir pondered the possibilities and adjusted probabilities as though inputting calculations into the ultimately unknowable machine that was the universe. Calculations that, due to his training at the institute, he sometimes knew the outcomes for.

A bright portal to a sun-filled world opened, a world with—yes, perfect—a swarm of apari constituents, who poured from the portal, angry and hungry. The grioths shrieked at the light, some clutching their faces as its very photons pierced their psychic defenses. At Zemir’s direction, the apari swarm crashed against the grioths like a wave, instinctively trying to strike back against invaders who would darken a world.

“You will all perish for the glory of our dark master,” whispered one of grioth invaders with a harsh rasp. Before he could say more, he was overwhelmed by the swarm of apari.

He could have run—but he wouldn’t. Helping Raia made it worth it; knowing that, in some small way, Zemir had adjusted his account, paying back what he’d done wrong. He might never be able to atone for leaving his friends in that other reality, might never be able to get them back (though another part of him still wondered about this) but here, now, at least he and his friend Raia could save each other.

Together, weaving reality and technology with threads of magic, the technomancer and witchwarper beat back the remaining two grioth attackers, their martial prowess no match for the pair’s magical mastery.

“We have to get to the ship,” said Zemir once they had a moment to catch their breath. “I can open a gateway there, but I’ve expended a lot of power and can only take myself.”

“Go. I know you won’t leave me behind,” said Raia. For some reason, Zemir looked inexplicably sad at that.

“I will come back for you,” Zemir promised gravely. He stepped through the portal and was gone.

Raia waited, holding glowing sigils and technical weapons in the dark marketplace. From the chittering and squeaks, she knew another squad of grioths was inbound. With all the tech around her, Raia knew she could hold them off, but not indefinitely. She just hoped that Zemir would get back with the ship in time.

About The Author
Patrick Hurley has had fiction published in Galaxy’s Edge, Cosmic Roots & Eldritch Shores, Abyss & Apex, New Myths, Arcanist, Aurealis, Frozen Wavelets, The Overcast, and The Drabblecast. He is a 2017 graduate of the Taos Toolbox Writer’s Workshop. In 2018, he was a finalist for the Baen Fantasy Award. Patrick lives in Seattle and is a member of SFWA and the Dreamcrashers. He still can’t quite believe he has the good fortune to also be an editor at Paizo.

About Iconic Encounters
Iconic Encounters is a series of web-based flash fiction set in the worlds of Pathfinder and Starfinder. Each short story provides a glimpse into the life and personality of one of the games’ iconic characters, showing the myriad stories of adventure and excitement players can tell with the Pathfinder and Starfinder roleplaying games.

Warhammer 40K: Breaking Bown the New Eldar vs Chaos Box

Let’s dive deeper into that new Eldar vs Chaos box, that GW just unveiled!

Hello all. I have been summoned from my holiday slumber by some poor fool who chanted “Eldar Corsairs” three times in a mirror. After mercilessly talking this individual to death, I figure I would pivot to share my thoughts on the new Eldar and Chaos Box set.

Eldar Models
Eldar Autarch
Simply put, my dear Autarch with a reaper launcher:

I am so happy they added this back. While all the old Autarchs with fusion guns and wings (or reaper launchers and Wings) are still out in the cold this brings back so many old conversions. Whether it will be worth taking a reaper launcher in the new book I cannot say but I am thrilled they were willing to bring back a fan favorite. Beyond the competitive options, this also is a rewarding narrative decision. Autarchs are usually aspect warriors before they get their commands, and so what weapons they use says a lot about the paths they used to walk.
Rangers
I, for one, welcome our new thigh-high overlords. While I like these models a lot I feel like they aren’t immensely better than the old sculpts. Oddly enough, this is a compliment as the old metal and resin sculpts were quite good. I think they made the right call not to re-invent the wheel here. Hopefully, the rumors of them moving to elites will also bring with it an upgrade for their performance. I am also interested to see that the Eldar now have drones, reinforcing that the Tau cannot, in fact, have anything special.
Shroud Runners
I am a little conflicted on these models. The sculpt are beautiful but it seems weird to have a stealthy unit flying with mounted mini guns. It’s sort of like giving Sam Fisher from Splinter Cell a gatling gun. It’s cool but also….weird. I am still curious to see how this unit operates on the table as the weapon options are so different there will have to be some reason they combined them. Given that these are the first genuinely new models since the Wraithknight and Wraithseer back from 2012 or so, I am just happy to have some new options.

Chaos Models
Warpsmith
I do find it very convenient that this box will highlight the one HQ that I didn’t have any copies of for my Night Lords. I am excited that there will be weapon options available and curious to see if there are any other goodies. The sculpt looks good, I wonder if there will be non-plasma pistol options?
Chosen
Oh, my sweet poor little Chosen. You should be so much better than you are. You’ve suffered from either having no official kits, being easily kitbash-able and in general just kinda sucking. As a Night Lords player, I am T-H-I-R-S-T-Y for non-daemon units and ones that the 8th legion uses in the fluff. I am a little worried about the mix of weapons as previous releases may mean that each squad has to take a bizarre mix of combat and shooting weapons. Given how Chosen has previously worked as a build-a-bear type unit I think they will maintain it but who knows.
Forgefiend
Yup….there’s one here……they must have a lot of extras to get rid of. I feel bad for it, being the one old model in a box full of new options. I don’t have any of these models currently and I’m torn about whether or not to keep them, I am a stickler for the no-daemons Night Lords but I think these might be acceptable as they are also known for being pragmatic.

Final Thoughts
I am super pumped. There are some head-scratchers here, but most of the models look amazing. The fact that there are so many options for the Autarch, and even the Warpsmith, makes me very excited for both armies to (hopefully) receive new books in 2022. I hope this release heralds exciting new things for the Rangers and Chosen units (maybe we even will be able to still upgrade them to Pathfinders) and I feel pumped to get a release featuring two armies I play.

D&D: The Five Best Battle Master Maneuvers In 5E

Battle Masters have a huge bag of tricks to pull from. But when the chips are down, these are the five best battle master maneuvers in 5E.

Playing a Fighter in D&D is usually your best bet for a streamlined experience. After all, typically all you have to do is swing sword at enemy. That’s it. Although depending on your archetype you might be doing a little more. Or in the case of a Battle Master, you’ll be doing a lot more. Battle Masters have access to twenty three different Martial Maneuvers. These are special attacks that use a superiority die, most often a d8.
With so many extra attacks to pick from, which are the best? These are. These are the five best battle master maneuvers in 5E.
Riposte

This is probably the single most fun battle master maneuver. It can be a little tricky, because it relies on a creature missing you with a melee attack. But you’re a fighter. You should be making that happen. When they do, you can use a reaction to attack them on their turn, adding your superiority die to the damage roll of that attack.
Menacing Attack

This is a more reliable maneuver–whenever you hit you get to spend a superiority die and deal extra damage, and if your target fails a Wisdom saving throw, they’re frightened of you until the end of your next turn, making them more likely to miss, among other things.
Trip Attack

Is your target immune to fear? Or do you want to give the whole party a boost while also attacking your target? Trip Attack is another favorite. You not only do extra damage, you also knock them down if the target fails a strength save. This serves them up on a silver platter for your allies.
Even better, Trip Attack works off of a weapon attack, not a melee weapon attack. So you can knock people down with your crossbow, longbow, or other ranged weapon.
Precision Attack

This is one of the D&D Battle Master maneuvers that are less flashy, but very handy in a pinch. Precision Attack lets you roll your superiority die to increase your attack. It can turn a miss into a hit and that can be the difference between life and death. Yeah, you don’t do any extra damage from the die. But you do hit when you wouldn’t have otherwise, and that is a satisfying feeling.
Quick Toss

Don’t have anything to do with a bonus action? Keep a thrown weapon around and you do. You don’t even have to have the weapon in hand, you can just draw and throw and add a superiority die to your attack. If you are playing a Crossbow expert or Polearm master or other fighter that uses a bonus action, consider Rally instead.
What are your picks for best D&D Battle Master Maneuvers?

RPG: Chaosium Will Reprint ‘Call Of Cthulhu’s 7th Edition Starter Set In April

After three years, Chaosium is giving the Call of Cthulhu 7th Edition starter set a new look in April. Check it out.

Call of Cthulhu 7th Edition is the most popular one yet. Over the last three years, it’s grown a big audience, online and off. Whether playing the game on roll 20 or watching popular streams, more and more people are delving into a world of Lovecraftian horror. Chaosium has recently announced they’ll be freshening up the popular 7th Edition Starter Set. So rejoice! There will soon be more opportunities to get murdered horribly without warning.

Gamers in the USA may find this especially exciting, as the the physical version of the Starter Set has been temporarily sold out for a while. In April this year, the 7th Edition Starter Set will be back in physical form. And with a whole new look.
That statement sounds ominous if you’re referring to one of the Elder Things referenced in the game. But for players and Keepers? It’s pretty exciting. If you’re looking to get started with Call of Cthulhu, the starter set is a great entry point.

It’s honestly one of the best RPG starter boxes out there. It comes with rules, dice, pre-made character sheets, and a lovely set of player aids and handouts. There are four scenarios all in all. One is a solo play scenario, designed to teach you how to play the game by…playing the game. The other sessions are designed for 3-5 players each. Any and all will give you a fantastic intro to Call of Cthulhu.

The new look is all of the same stuff you can find in the existing set–but with new box art commissioned from Lin Hsiang to mark the 40th anniversary of the game.
Call of Cthulhu Starter Set – $24.99

“The Call of Cthulhu Starter Set contains everything you need to play the world’s best roleplaying game of horror, mystery and investigation!
The Call of Cthulhu Starter Set contains books, dice, premade character sheets, maps, and enough content to keep a group busy for several roleplaying sessions.
Three softcover manuals broken into rules and scenarios to guide you in playing Call of Cthulhu. The box also includes all the dice you need to play the game: a D4, D6, D8, D20, Percentile D10, and an extra D10 in a different colour for use as a bonus/penalty die.”

Do you hear the Call of Cthulhu?

'Magic: The Gathering' Reaches for the Stars

Wizards of the Coast announced Secret Lair: The Astrology Lands, a new series of Magic: The Gathering drop sets, which will be released on April 29, 2022 with a preorder date staring January 4, 2022.
The new drop sets will feature a basic land type coupled with art alluding to an astrological sign. Each month, WotC will offer a different land type for a different sign, which will be available till the end of 2022. This product is not a print-to-demand item, it will only be available while the printed stock lasts.The first of these sets to market is The Astrology Lands: Capricorn drop, which comes with full-art Swamps by Jeanne D’Angelo. It is available in foil for $39.99 and non-foil for $29.99. There are also two bundles, a foil bundle for $159.99 and non-foil for $119.99, that come with five of these sets each.
For more information on future releases of Magic products, check out ICv2’s 2022 calendar (see “‘Magic: The Gathering’ Release Calendar For 2022/2023”).
Click on Gallery below for full-size images!

The Workshop: (Super)Heroes on Demand – Charon, the Broken Sorcerer

Copyright Marvel Entertainment

As I talked about previously, one of the things that I love in a superhero RPG is a good random character generator. And while the “Guided Method” for the Sentinel Comics Roleplaying Game isn’t truly random, it does wonders to help a player who may not have a clear vision of their character going into a creation session. So I decided to spend some more time with the game and show off the character creation process. Like Tempo, this character was created strictly from this method.
Charon is a hero past his prime, and he knows it. Interested in the magical arts from a very early age, he spent a lot of his youth diving into books about topics he should definitely not have been learning about. Luckily for everyone, his character was such that he was able to resist the temptations of the power that he was gaining and use it to fight against the forces of hell that continuously attack our own world.
But years of drawing on this dangerous power began to take its toll on Charon. And eventually he drew too much, tearing the veil and letting several dangerous powers into the world. Wounded in body, spirit, and pride, he withdrew from his heroics and tried to forget his failure. And he succeeded for quite a few years, self-medicating to take his mind away from his demons, both his inner ones and the very real ones he had released.
The OblivAeon crisis did little to ease his mind. While other heroes sacrificed their lives for the fate of the universe, Charon continued to wallow in his past mistakes. But it was the wakeup call he needed. Older (and hopefully a bit wiser) he did something that he hadn’t done in many years – he cracked open his books. If a villain like Baron Blade could sacrifice himself to save reality, then he could face down his own failures. It won’t be easy, but it’s the right thing to do.

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Ben EricksonContributing Writer for d20 Radio

D&D: Stars And Idle Champions Battle In ‘Champions Of The Realm’

The show Champions of the Realm pits some of your favorite streamers and celebrities against each other in a D&D tournament for charity.

Dungeons & Dragons is famously not balanced for player-vs-player combat. The developers are on record saying that they don’t balance the classes against each other. That’s why people argue forever about how much better a wizard is than a fighter. Or maybe it’s a hexblade vs. a bard. Whatever the matchup, I guarantee you’ll find a debate.

What is Champions of the Realm?
A new streaming series wants to bring you exactly that. An ultimate tournament of champions. Of Idle Champions, that is. Champions of the Realm is a character vs. character combat tournament that brings together some of the most popular faces from Idle Champions of the Forgotten Realms. Idle Champions if you’re not familiar, is a great idle strategy game where you build up an adventuring party and they go on quests while you tell your boss that those 1st quarter numbers are looking good.
Even f they’re not looking good, you should probably tell your boss they are. It’s easier that way, and in 200 years nobody will notice anyway.
And Idle Champions of the Forgotten Realms knows this. It embraces this just like Idle Champions embraces the streaming D&D community. You’ll find a roster of familiar faces in the game, as the developers are big fans of the D&D community. You’ll find characters from popular streams played by even more popular people fighting each other all for the benefit of charity.

Now a cast of characters played by their “real life” counterparts will be fighting each other in a stream that premieres tomorrow. Will it be balanced? Probably not. Will it be bloody? Almost certainly. Did they get an actual UFC commentator and announcer to help facilitate this madness?
Champions of the Realm Trailer & Synopsis

“Having searched far and wide across the known realms for the greatest D&D combatants, it’s time to crown a champion! From the same folks who brought you Into the Mist, an official Curse of Strahd Campaign, Champions of the Realm will pit eight D&D players and their “Idle Champions” D&D characters against each other in this 7-bout tournament; raising money for their favorite charities along the way.
Each bout will have up to a total of 5 rounds of exuberantly-narrated combat action. The last combatant-standing progresses through the tournament. If both combatants find themselves at the end of the 5 rounds having survived the combat, the decision will go to the referee, Jason Azevedo.

Who’s Playing?
And just take a look at the fighters (and wizards and clerics, etc.):

Deborah Ann Woll as Jamilah (Human Barbarian)
Mark “Favorite Store On The Citadel” Meer as Baeloth (Drow Sorcerer)
Matthew Lillard as Beadle (Dwarf Rogue/Wizard)
Noura Ibrahim as Ezmerelda (Vistani Fighter/Wizard)
Omega Jones as Hew Maan (Three Kobolds in a Parka A Normal Human Rogue/Bard)
Satine Phoenix as Vlahnya (Eladrin Bard/Wizard)
Alicia Marie as Barrowin (Dwarf Cleric)
Anna Prosser as Evelyn (Human Paladin)

You can make predictions on who’s going to win the tournament and be entered in a chance to win prizes from Forged Gaming–as well as learning more about the show–by following the link below.
Learn more about Champions of the Realm
Happy Adventuring!

Dungeons & Dragons disability representation focus of Limitless Heroics supplement

Create, run and play campaigns of Dungeons & Dragons 5E featuring characters with disabilities, neurodivergence and mental illnesses using Limitless Heroics.
A supplement for the fantasy roleplaying game, Limitless Heroics: Including Characters with Disabilities, Mental Illness and Neurodivergence in Fifth Edition enables players to create characters who have symptoms that may affect various aspects of their lives. Featuring over 450 symptoms of disabilities, neurodivergence and mental illness, Limitless Heroics is intended to support greater representation and understanding within the tabletop roleplaying game industry and community.

Players and Dungeon Masters will be able to reference the real world examples featured within the supplement to help them to better represent their characters’ symptoms within the roleplaying game, alongside tutorials that discuss why and how these symptoms should be represented within D&D 5E. Players will be able to select from the symptoms included within the supplement, as well as using an online generator, which have been written using the experiences of “dozens of people with diverse symptoms” to ensure that representations are accurate and sensitive.
The symptoms tables featured within the supplement will help players and DMs to select their characters’ symptoms, as well as how often and strongly they manifest. Limitless Heroics also includes almost 100 magical items that are designed to assist those with symptoms to pursue their various quests and adventures more easily.

The creative team behind the Limitless Heroics supplement is made up of writers, editors and artists with disabilities, neurodivergence and/or mental illness or chronic illnesses. Limitless Heroics is set to be published by Wyrmworks Publishing, a studio that’s dedicated to improving the representation of disabilities, neurodiversity and mental illness within the tabletop gaming industry and community.
The Kickstarter campaign for Limitless Heroics: Including Characters with Disabilities, Mental Illness and Neurodivergence is set to be launched on January 4th (tomorrow), with pledge amounts yet to be confirmed.

Dark Souls: The Roleplaying Game sees tabletop players preparing to die

An upcoming tabletop roleplaying game based on the Dark Souls series of video games is coming to a bonfire near you.
Announced via the Steamforged Games Twitter account – the studio responsible for publishing the tabletop RPG – Dark Souls: The Roleplaying Game is set to be released at a currently unspecified date. The teaser trailer included in the tweet featured few details, depicting a collection of polyhedral dice, which are used in most TRPGs, being thrown into one of the iconic bonfires found in the Dark Souls franchise.
Roll your dice beside the bonfire and link the flame Dark Souls: The Roleplaying Game is coming. If you, too, would like to learn what lies in the heart of Lothric, add your name to the ranks of the Unkindled! https://t.co/H5cJHLEaWl pic.twitter.com/vYdY9hyCEh— Steamforged Games (@SteamforgedLtd) December 22, 2021
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Steamforged Games is best known for its various tabletop adaptations of popular video games such as Monster Hunter World: The Board Game – whose Kickstarter Campaign successfully crowdfunded over £3 million ($4 million) in April 2021 – three board games based on the original Resident Evil trilogy and Horizon Zero Dawn: The Board Game.
The tabletop game studio has already released two titles based on the Dark Souls series, with Dark Souls: The Board Game being published in 2017 – which has one to four players becoming adventurers exploring several locations featured in the original video game and fighting a roster of bosses and mini-bosses – and Dark Souls: The Card Game, a co-op game that has players overcoming increasingly difficult encounters in the hopes of gaining treasure and evolving their decks, following in 2018.

Previously released roleplaying games from Steamforged include the Animal Adventures series, a collection of supplementary materials designed to be used with Dungeons & Dragons 5E that enable players to create and play as awakened dogs, cats and even more unusual creatures such as an albatross.
The Dark Souls series of video games, which began with the release of the original title in 2011, has players creating their own characters and guiding them through a harsh fantasy world filled with dangerous enemies and even more dangerous bosses and mini-bosses. As players successfully defeat their opponents, they’ll acquire Souls which can be used to improve their stats and abilities. The Dark Souls video game series has acquired a reputation for being rather difficult, with a version of the original title called the Prepare to Die edition being released in 2012.
Dark Souls: The Roleplaying Game is yet to receive an expected release date or retail release price.

Modiphius Explores 'Star Trek's' Shackleton Expanse

Modiphius Entertainment will release Star Trek Adventures: Shackleton Expanse Campaign Guide, an TTRPG setting book, into retail in January 2022.
The Shackleton Expanse Campaign Guide allows games to expand into an all-new area of the Beta Quadrant.  This book was originally announced for Q3 of 2021, alongside the Tricorder Collectors Set (see “Expansion of Their ‘Star Trek’ RPG and Miniatures License”). The setting is centered around on the Shackleton Expanse and Starbase 364,  and adds five new playable alien species to the game. The book includes a 10-part campaign, featuring the Tilikaal, that starts in the original series and spans into The Next Generation eras. The book also has GM tools for setting stories set in the Shackleton Expanse as well as new NPCs to use in encounters.This book will retail for $59.99.

D&D Monster Spotlight: The Umber Hulk

Something is bugging me about this week’s monster…it’s left me feeling dazed and confused… It’s the Umber Hulk!

WHATCHA GONNA DO, BROTHER, WHEN THE 24″ PINCERS AND UMBERMANIA RUN WILD ON YOU?!? Bring on your Drow, your Driders, your Derro, Duergar, Deep Gnomes, and Delvers. The Hulkster’s gonna take ’em all on! Better watch out, two pincers, four eyes, and 750 pounds of pure power are comin’ for you this week, as we turn the spotlight to the ring and introduce one contestant you WON’T like when he’s angry: The Umber Hulk!
That’s right. Rising to fame in the early 80s after saving Bob Backlund from a 3-way assault by the Wild Samoans, the Umber Hulk would eventually go on to win the Heavyweight Championship title for 3 consecutive years. Not bad for a kid from the mean streets of a plastic bag labeled “Prehistoric Monsters.” But a lot of legends of the game came from that small town. The Rust Monstertaker, Owlbear the Giant, legends, every last one of them.
Hulk’s legendary style of running wild all over you, brother, is part of what makes him so great. With moves like the Confusing Gaze, the Bull Rush, and the Leg Drop (signature finisher), there’s no shortage of ways that the Hulk can put the hurting on you. You know you’re in for a good fight whenever Hulk shows up. That’s because he’s a part of the game’s history. There’s something about the way he fights, about his character on and off the ring, that make him a part of the very DNA of D&D. So without further adieu, let’s get to the main event.

Ladies and gentlemen… let’s get ready to UMBER…
First Edition
Like many classic behemoths, the Umber Hulk’s first appearance was in the 1975 Greyhawk supplement where he was described as “of shape somewhat similar to [a] human […] 8′ tall, 5′ wide, with heads resembling bushel baskets, and gaping maws flanked by pairs of vicious mandibles.” Even back then the Umber Hulk had all the hallmarks of his trademark style. Two claws that hit for 2d6 and a bite that does 2d4, along with the ability to tunnel through 1′ of solid rock per turn–here you have all the hallmarks of a fighter destined for greatness

1st Edition firmed up Hulk’s fighting style. Every method of attack available to him got a buff. Claws moved up to 3d4, the bite did 2-10 points of damage (2d5???) and Confusion got increased to last for 3-12 rounds on any adventurer that failed their save. You can definitely see the barrel shape and “bushel basket” head that they talk about. And given their vague ape-like shape, it’s easy to see how they could be mistaken for a different kind of humanoid at ranges of greater than 40.’
We got a better idea of what the Umber Hulk’d been fighting–opponents like the Young Purple Worm and Ankheg. But of course the hulk’s favorite prey is humans.

Second Edition

The 2E Umber Hulk is running wild. Bigger, badder, and beefier, 2nd Edition Hulk was much more insect-like. With chitinous armor plating, a much faster burrowing rate (up from 1′ per turn to 10-60′ per turn, depending on whether it was solid stone or soft earthen loam. And this was an era when Hulk was really thinking about the kind of moves available to him–there was a finisher he’d break out during exhibition matches, the Cave-In, which only had a 25% chance of success, but if he pulled it off, it caved in the ceiling, and Hulk could just dig his way to freedom. This kind of success drove him to increase his recognition, appearing in films like Mr. Nanny and Suburban Commando.
Around this time another contender started showing up. An aquatic brother. The Vodyanoi, A lot like the Umber Hulk, but with slimy skin, knobby hide, and webbed claws that shares a taste for man-flesh with its cousin. Though the Vodyanoi had a penchant for bringing electric eels to the match, usually 1-20, and about 50% of the time.

Third Edition

Funnily enough, despite the bigger, badder appearance, 3rd Edition Umber Hulk is almost exactly the same as the previous two generations. Right even down to the 8 hit dice, 60′ darkvision, and lumbering speed. The only real difference is that this one benefits from the generic “burrow speed,” tunneling at 20′ per round through solid stone and earthen loam alike.
But 3rd Edition was also when Hulkamania was running at its most wild, because you got not one but TWO different kinds of Hulkster you could tangle with. Sure there was the standard Hulk everyone knew and love–but then, when things like the championship belt were on the line, he’d HULK OUT and you’d get to see the Truly Horrid Umber Hulk with more than double the hit dice, at least twice the damage, and a confusing gaze that would confound even the hardiest foe, when you saw the Umber Hulk starting to punch and get excited, you knew you were in for a world of pain.

Fourth Edition

Now here’s an interesting look. Some say he lost touch with his roots, but I think he was experimenting and pushing the bounds of what it meant to hulk out. Burrowing was still there (though dropped back to the classic 10′ per round that everyone knew and loved), but now Hulk had a couple of extra moves like the Grabbing Double Attack, which let him pin an opponent in a powerful submisison hold, dealing 10 ongoing damage with his mandibles each round, leaving a single foe in a heap of trouble. No doubt about it, 4th Edition Umber Hulk was elite.
And because everyone experimented with new looks, 4th Edition also saw another persona. A mysterious Shadow Hulk (although what a missed opportunity to use UMBRA HULK*) appeared which, in addition to the stunning gaze (that made allies turn on each other, what a twist in the match!) had a frenzied attack used when hulking out, in addition to the standard ones everyone knows. Again, bigger and badder, but less popular now that he’d made a heel turn.

Fifth Edition

5E Umber Hulk is back in fighting form. Making a return to the classic monster that everyone knows and loves, this Hulk has all the usual claw/claw/bites that have made him famous over the years, but also features a slightly more powerful Confusing gaze that an leave foes unsure of what has happened after a match. Like someone who’s suffered a head wound, it might be hard to recall just exactly what the Hulk might have done this time around, as the confusing gaze also has a mind scrambler effect to it.
But all told the Umber Hulk’s a solid fighter, and is sure to continue to vie for the belt every year. That said, the other best thing about the Umber Hulk (aside from what you’ve seen) is that it is ridiculously easy to come up with your own variant umber hulks.

Has your party encountered an Umbra Hulk? Do you or your DM have any Umber Hulk variants you’d like to share? Which edition of Hulk is your favorite? Let us know in the comments!
Happy Adventuring!

D&D: Five Spells For Making And Breaking Resolutions

It’s a new year and that can only mean one thing: time to make and break promises. Uphold traditions with these D&D resolutions.

Why should Christmas get all the holiday D&D-themed goodness? New Year’s is a magical time where the first day feels like limitless potential and by the time you hit day 5 you’re tired and wondering why you ever do anything. And that’s worth celebrating. So here are five magical spells that can help your characters make huge new years goals and then break them in under a week.
Break Your D&D Resolution of Heroism

This is the D&D equivalent of swearing that this time you’ll actually use the gym membership you bought yesterday. Heroism is all about the promise of living a better more active life. You’re immune to fear. You get temporary hit points at the start of each of your turns. It’s pretty much all step on the gas all the way.
Until it wears off after about a minute and those temporary hit points vanish like so many elliptical machine seats beneath jackets and piled up mail.
Alter Self

This year it’s a new you! Maybe you’ve decided you’re going to look different. You’ll stop wearing those old sweatpants. You’ll dress sharp every day–clothes make the humanoid, after all.
Only with Alter Self you don’t actually have to do any of that. You get all the benefits of telling everyone you changed your look without actually having to do any of the work needed to. So you break the promise as you make it but get all the exciting things from it anyway. It’s a win-win situation, except for the part where you don’t actually change.
Conquer Your D&D Resolution to Eat Healthy with Prestidigitation

Were you going to learn how to cook this year? Not going to eat out as much? And yet…cooking is so hard. It takes so much time to prepare. Your old pal prestidigitation is here though, ready to reflavor a pound of food or drink at any time. Make that wilting pile of lettuce you bought in a moment of self-delusion taste like the dreams of a different you. A better you. One who actually knows how to cook quinoa.
Modify Memory

You know how, somewhere, deep down inside you know when you’re lying to yourself? With Modify Memory’s ability to magically change what you know deep down inside, you won’t have to! Give yourself a better life and outlook almost instantaneously.
Wish

And of course, if you work hard and get to 9th level as a spellcaster (or get lucky enough to find a scroll or magic item) you can just use the most powerful magic to reshape reality to be what you actually wanted it to be. Of course, there’s no guarantee it will work. But if you wanted guarantees you’d be making small, incremental lifestyle changes over a long period of time, not trying to use cheat codes to rewrite reality.
Happy Adventuring!

Let’s Make A Dungeon Part 6 – Moving Parts And Dynamic Dungeons

We close out our Let’s Make A Dungeon series with a look at how to make a dungeon feel alive! Aliiiiiive!
One of the best things you can do when you’re making a dungeon is figuring out how to make it feel alive. Not literally–although a whole dungeon that is also a Mimic is a pretty good idea. But we’re talking specifically about Dynamic Dungeons. All that means is that the Dungeon changes every time you come back to it.
It’s that easy. If you’re exploring the goblin caves and you come across a patrol and kill a few goblins, but then leave? If that goblin lair is dynamic, when you come back, changes will have happened. Maybe the goblins have redoubled their patrols. Or maybe they’ve built more traps. Maybe they’ve decided that the 25 gp worth of copper they stole isn’t worth it and swear fealty to the players. Whatever the end result, it’s just imagining that the game moves even when the PCs aren’t there. And better–if the game reacts to what the players do, it makes their choices feel like they matter.

That’s the real dirty trick behind the power fantasy of any game. We want to feel like our actions, however small, make any kind of difference because it’s hard to feel that in the real world. Unless you really get a kick out of feeling like the numbers you’re in charge of generating or watching got bigger at a slightly bigger rate than expected. Let’s not get into existential dread on day 3 of the new year though. One of the best ways to feel like your choices matter is to see the consequences of them. And that’s where a dynamic dungeon comes in.
Changes And Consequences
All you have to do is think about a few different ways that it can change. You won’t be able to plan for everything your players will do–but you can think about what they’re likely to do. If there’s an evil arch-mage’s tower and there’s a chance the players might Dungeons & Dragons that wizard right in the face, one of the big things you can do is plan for how the tower changes once the arch-mage isn’t there. What happens to the bound elementals? Do the magical energies carefully contained in the experimental chamber dissipate harmlessly?

It doesn’t matter what they would actually do–all of this is ultimately made up and you can decide anything happens. But if it feels like they fit together logically you’ll build verisimilitude. Which is a fancy way of saying you make the world feel like it’s real.
Honestly, part of what makes D&D or other RPGs stand out is that you could, if you wanted to, buy a pick and smash through every wall, break every object. Instead of a preprogrammed set of possibilities, you have a DM who can accommodate whatever you want to try. And there’s a lot of fun to be found in subvertning expectations.
There’s nothing that can’t be answered, even if the answer is no. For example, you can’t just walk up to the king and take his crown off. But it’s not because the game won’t allow you to. Instead, it’s because his guards would try and arrest you. And that right there? That’s a kind of magic all its own. The guards react to the player deciding to steal the king’s crown. Which means that if the PCs manage to pull it off? Your game will live in memory. We all tend to chase those moments of “I can’t believed that worked.”

Let’s Make A Dynamic Dungeon
So with all that in mind, let’s pull up our Lost Sanctum of the Vampire Knight and look at how our theoretical players will wreck it. If you’re just joining us, we’ve spent the last few weeks building out the Lost Sanctum of the Vampire Knight–a level 4-7 dungeon complex we built using a seed from the d20 SRD Fantasy name generator.
Going off of that name, we picked a theme, decided on some monsters and other features that fit the theme, figured out areas in the dungeon. Then, we got those areas linked together and built our boss encounter, and finally designed some interconnected starting areas to reward players for exploring off the beaten path.

Now we’re going to look at a few things that might change as a result of the player’s actions. Right now, we’ve broken our dungeon up into four main areas and given ourselves room for as many sub-areas as we want. We have a castle, stables, a graveyward, and a dungeon. Last week we put a few pieces in motion–there’s a ghost that haunts the caverns near the dungeon, some explorers came to the graveyard hunting ghosts, there are guards to the castle out front. All of this is just a reminder to use what we’ve already created to inspire us. No need to make this harder than it has to be.

We can also find “moving parts” in our themes. This is a lost sanctum with a Dracula kind of mood. Lots of fog and darkness–so it wouldn’t be out of place to assume that there’s a curse or two in there somewhere. A good place to start is with memorable encounters. Looking at our list of “minibosses” we have:

A minotaur skeleton
A banshee/wraith

Both of these lend themselves well to showing off something that changes if the players should rest or come back to the dungeon. Killing or banishing the spirit in the Graveyard might well remove a curse around it. So maybe we pick an effect to represent the curse. Let’s say players who take a short rest while the curse is active only regain half the hit points rolled on their hit dice. Once it’s lifted (by whatever means), exploring the manor becomes easier.
Get Specific
How do we figure out why this place is cursed? We get specific. We’re rolling with the idea of a graveyard curse tied to our ghostly miniboss. So let’s figure out who our Wraith is. What feels like it fits?
Maybe our Wraith was once a corrupt noble who used to live in the castle. Now their tormented spirit has left a corrupting influence on the manor. Portraits of this noble exude an aura where this effect is in place and maybe they look creepy and seem to move when players look at them. We could tie a mechanical effect like “while near a portrait necrotic energy deals an extra d6 damage” so that there’s an effect linked to the portraits of the noble. This gives our players something to deduce. But it also lets us show how the dungeon changes after the spirit is beaten. Now the portraits can change to reflect it. Boom, you’ve got a change players can see. These are regular paintings now, not Ghostbusters II ones.

Similarly the minotaur skeleton could be a guardian near the stables/grounds. Maybe there’s a horse track where knights might have practiced jousting, and now a minotaur skeleton and band of undead knights make it their home. They maraud out from there, and if the players are exploring other parts of the house and make noise, they draw the attention of the patrolling knights. Or there’s a chance that they’ll encounter a band of undead knights as they approach. These knights might use hit and run tactics to make the party spend resources until they are tracked down and dealt with.
But let’s get a little more esoteric and find clues that draw our players in to more action. Maybe once the players defeat the minotaur and its knights, they unlock a talisman to summon the Vampire Knight’s Nightmare if they can perform a particular ritual. Or to banish it. Or whatever. The point is we’re cooking up a way for the players to change their environment–which if you’re playing along at home, all of these are great Quests too.

Easy Tricks
But not everything has to be super involved. You can make your dungeon feel dynamic by just having folks from the next room come in when they hear a fight happening. Or if you have different rooms or enemies appear whether it’s day or night. Even that gives the idea that the world is happening when we aren’t looking at it.
We can emphasize the PCs victories and defeats too: If the Vampire Knight suspects an attack, they might summon more wolves and other creatures–or if the players make the place a little safer, maybe a nearby band of goblins or kobolds moves in looking to loot whatever the players haven’t taken (which is everything that’s not nailed down. And then everything that is. Then the nails.) And they’re grateful to our heroes as the givers of wealth.

If players return to the dungeon, it should feel like it wasn’t just waiting. Maybe the Vampire Knight called up reinforcements from the graveyard. Or maybe the Vampire Knight attacked the nearby town looking for more vampire soldiers. Maybe the ghosts, now freed offer tips about exploring the dungeon before moving on.

All of these could work, and hopefully you’ve got some inspiration all your own by now. Whatever you decide, just keep in mind how the dungeon and folks inside might change and react to the characters exploring it. Do that and you’ll encourage your players to try things. To play just to find out what happens. And once they start doing that, everyone wins.
Until next time folks, Happy Adventuring!

Tome Unbound: Tetomatli

Alternate Traits and Actions

The following changes allow GMs to alter a tetomatli without modifying its challenge rating.

Immolating Strike (Recharge 5–6). If the tetomatli hits a target with its Head Slam, it can immolate that target as a bonus action. The target must make a DC 15 Dexterity saving throw. On a failure, the target takes 10 (3d6) acid damage and 10 (3d6) fire damage, plus the target catches on fire, taking 3 (1d6) fire damage at the start of each of the target’s turns. On a success, the target takes half the damage and does not catch on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet.

The tetomatli loses its Magic Weapons trait.

Jackhammer (Recharge 6). The tetomatli repeatedly slams its head into a target within 5 feet of it. The target must make a DC 15 Dexterity saving throw. On a failure, the creature takes 49 (9d10) bludgeoning damage, is stunned for 1 minute, and is knocked prone. On a success, the creature takes half the damage, is incapacitated for 1 round, and isn’t knocked prone. A stunned creature can repeat the saving throw at the end of each of its turns, ending the stunned condition on itself on a success.

If the creature fails the initial saving throw by 5 or more and is wearing metal armor, the creature must succeed on a DC 15 Strength saving throw, or its armor is destroyed. A creature wearing magical armor has advantage on this saving throw. A creature wearing adamantine armor is unaffected.

The tetomatli loses its Tremor action. Also, its Diving Head Slam trait is modified to allow it to use Jackhammer as a bonus action, if it is available. Alternatively, it retains its Tremor action, and both actions instead recharge after a short or long rest.

Knockdown Wing Buffet. Melee Weapon Attack: +8 to hit reach 5 ft., one target. Hit 7 (1d4 + 5) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.

The tetomatli loses its Wing Buffet attack, and the Knockdown Wing Buffet attack replaces it in the Multiattack action.

New Magic Items and Spells

The following magic items and spells are inspired by the tetomatli.

Buffeting Wings

2nd-level transmutation (druid, wizard)Casting Time: 1 actionRange: TouchComponents: V, S, M (a tetomatli wing membrane)Duration: Concentration, up to 1 minute

You touch a willing creature. The target grows a pair of heavy wings that do not grant the target flight. If the target has wings that provide flight, its flying speed is reduced by 10 feet for the duration. As a bonus action, the target can make an unarmed strike with the wings that deals 2d6 bludgeoning damage. The target is proficient with this unarmed strike.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The damage increases by 1d6 for every two slot levels above 2nd.

Leaden Wings

1st-level transmutation (druid, ranger, sorcerer, wizard)Casting Time: 1 actionRange: 60 feetComponents: V, S, M (a tetomatli wing claw)Duration: Concentration, up to 1 minute

Choose a flying creature that you can see within range. The target must succeed on a Constitution saving throw, or its flying speed is reduced to 30 feet. Additionally, the target must end its movement on a solid surface. If it is flying at the end of its turn, it falls to the ground and takes falling damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Tremor Boots

Wondrous item, uncommon (requires attunement)

These stone-toe boots incorporate pieces from a tetomatli’s head. While you wear the boots, you have advantage on saving throws against spells and effects that would knock you prone. The boots have 3 charges. You can expend 1 charge as an action, while wearing them and standing on solid ground, to stomp your feet repeatedly. Each creature within 20 feet of you must succeed on a DC 15 Dexterity check or be knocked prone and have disadvantage on attack rolls and Dexterity checks until the end of your next turn.

The boots regain 1d3 expended charges daily at dawn.

Wings of Battering

Wondrous item, rare (requires attunement)

While wearing this cloak fashioned from a tetomatli’s batlike wings, you can use an action to speak its command word. The cloak extends into a full set of tetomatli wings and attaches to your back for 10 minutes or until you repeat the command word as an action. The wings give you a flying speed of 30 feet, but you must start and end your movement on a solid surface. If you are flying at the end of your turn, you fall to the ground and take falling damage.

While the wings are active, you can make an unarmed attack with them. You gain a +1 bonus to attack and damage rolls made with these magic weapons. On a hit, you deal 2d6 bludgeoning damage. This damage is doubled if you hit an object or structure.

Once you use the wings, their magic ceases to function until you finish a long rest.

Tetomatli Adventure Hooks

A demon cult terrorizing a region fell into infighting, which caused their temple complex to cave in on itself. Though all the humanoid cultists perished, the tetomatli guardian didn’t, and it prevents any meaningful exploration.A powerful wizard desires the secrets to creating a tetomatli and promises considerable wealth to a group that can obtain these secrets. The wizard shares as little as possible about the tetomatli’s origins and tries to present it as a benign guardian. If the wizard learns how to create a tetomatli, the creature becomes functional a month later.

___

Wyvern Gaming Reveals New 'Stargate SG-1 RPG' Supplements

Wyvern Gaming revealed Stargate SG-1 RPG Gate Master Screen and Item Cards for release into retail in January 2022.
The Gate Master Screen is a three-panel landscape on the player-facing side of the screen and reference tables on the other. The reference charts include information on Plot Encounters, Skills, Mission Loadout, and more. It will retail for $19.99. The Item Cards offer quick reference for items in the core rulebook (see “‘Stargate SG-1 Roleplaying Game Core Rulebook'”). Each card has art and stats for in-game use and this product will retail for $14.99.

D&D 5E Guide: How To Multiclass – Artificer

Multiclassing in D&D is a great way to add depth to your character. Amp up your Artificer with this 5E Artificer multiclass guide.

Artificers have the distinct honor of being the first (and so far only) official class published outside of the Player’s Handbook. First introduced in Eberron: Rising from the Last War, Artificers use technology and science to accomplish what magic does. In other words, they cast spells. But they also make magic items. Sort of. D&D Artificers are a weird class to play, but they are also one of the most flexible in terms of archetypes. With the right build an Artificer can be a spellcaster, a frontline combatant, a healer/buffer, even a magic laser beam guy.
But if you want to get real weird with it, Artificer multiclassing is the  way to go. It can be tricky, because if you’re not familiar with the Artificer and aren’t sure exactly what they do you might be at a loss for how to expand. But multiclassing can open many a door for you. Most often it will add more magic to your repertoire, so let’s look at how to multiclass an Artificer.
Data courtesy of D&D Beyond
There are two big things all Artificers will be working with. The first is their spellcasting. At the end of the day, even the most fightin’-est Artificer is still a mage. In fact for your first level you’ll feel like just a weird wizard, since Artificers and Wizards share many spells.
But once you hit 2nd level, you’ll get the other iconic ability: Infuse Item. This lets an Artificer imbue a mundane item with magic powers, effectively creating magic items that you can use or share with the group. So if you’re going to multiclass, you want to wait until at least 2nd (but probably later).

Especially since at 3rd level you get your Artificer specialization, which really changes the kind of character you play. Do you have your own suit of magitech power armor? Did you build a robodog? How about a magical laser cannon? These and more are possibilities. They all add a little bit extra on top of your spellcasting/magic item framework.
Multiclassing is much the same. Multiclassing can help lean your character towards one style of play or another. In general you’ll multiclass to make your Battle Smith more of a melee combatant, or to make your Artillerist even more of a magical laser haver.. Knowing how to multiclass paves the way.

Multiclassing Your Artificer
It all comes down to what you want to do with your Arificer. And truly, when you multiclass as an Artificer, it’s probably best to think of yourself as an Artificer first with the others mixed in for extra texture.

So with that in mind, let’s take a look at some of the popular multiclass options.
5E Wizard Pairing Options
Multiclassed Artificers and Wizards are the most common combination, and for good reason. You can fill out some of the magical abilities. Having ritual caster on top of Magic Item infusions means you have a ton of long-lasting power options both in and out of combat.
In general, it’s worth dipping in two levels of Wizard to pick up an Arcane Tradition feature. There’s one for pretty much every brand of Artificer too. Divination Wizard is good for everyone. Battlesmiths and Armorers will get a lot out of War Magic or Bladesinger. And if your DM allows you to use Chronurgy Wizard out of Explorer’s Guide to Wildemount, you’re in for a fun time.

Artificers and Fighters make for an excellent pairing as well. Fighter is one of the few classes you might want to start as instead of Artificer. Especially if you’re going for something like Battlesmith or Armorer, as taking your 1st level of Fighter gets you Heavy Armor proficiency which will allow you to eventually make magical plate armor.
Two levels of Fighter is the standard multiclass dip, as it were. But depending on your subclass you might get a little extra out of a 3rd level in Fighter. The more esoteric Fighters, Rune Knight and Psi Warrior play especially well with a combat Artificer. You get an extra suite of abilities that you can use in combat, making you a deadlier warrior. And Psi Warrior works off of Intelligence (like most of an Artificer’s abilities) so there’s built in synergies already.
Especially since Psionic Energy dice are based off of your proficiency bonus instead of your Fighter level, you can just pick up three levels of Psi Warrior and be awesome at whatever. Or you can do more if you really want the 7th level abilities.

Multiclassed Artificers and Rogues make for an interesting combo because Rogue gets you a wide net of abilities that aren’t necessarily what you want. But Thief Rogue is so good for an Artificer who’s looking to use their items, that it’s hard not to at least consider it.
The biggest reason is because Thief, at 3rd level gets the ability called Fast Hands. Fast Hands lets you use the Bonus Action granted by your Cunning Action feature to make a Sleight of Hand, thieves’ tools, or more importantly Use an Object action.
This opens up a number of doors for your infused items. Which is absolute gold for the Artificer. All in all, Artificer is a pretty good flavor all its own, but other classes can help bring out its unique notes.
D&D 5E Artificer Guide
Happy Adventuring! Let us know your favorite 5E Artificer multiclass builds in the comments.

Astral Projections – 2022 Forecast

Happy New Year’s, the 2022 Astral Projections Edition! And about time. I like to start off my Astral Projections with a preview/threat/promise (take your pick) of what I might write about this year.
Just last month, I finished Force Wizard (Phase 2, I will call it), with the Jedi Signature Ability Peerless Interception. I am ready for something new, but am very fond of this feature. So, a few months ago I decided to look over the Force talents from the FFGSW line. I am tentatively planning (as of this writing) to do this by talent tree. I will probably start with the universal specs that offer FR1. Expect the first of these later this month.
Related tangentially to FW Ph. 2, as part of my December 2021’s Holiday Specials, I did an FW style treatment of the Clone Soldier SA, Unmatched Teamwork. If you are interested in seeing more like that, please tell me in the comments or on Facebook.
What else besides Force Wizard and Star Wars in general do I have up my sleeve? Right now, I am still loving both Star Trek Adventures (STA) and CyberpunkRED (CPRED), both of which I wrote about in 2021, so expect to see more of those systems here in 2022. In fact, I am currently reading STA’s Shakleton Expanse, a campaign setting based on Mōdiphiüs Entertainment’s Living version of STA. As I mentioned in the 2021 Gift Guide, I am enjoying taking this supplement slow, but expect to see an Astral Review in the next couple of months.
Unlike STA, which I get to play only a couple times a year, I have lucked out with CPRED, finding an enjoyable play-by-post campaign. This in spite of the fact that playing regularly has exposed a few mechanical shortcomings in the system that I couldn’t recognize from just reading the CRB. (Which is why said shortcomings didn’t make it into my 2021 review.) I may write a bit about my experiences if that group doesn’t object.
I also want to get back to two of my favorite statblock features. The first is more Star Wars aliens/creatures for both the FFG and Saga Edition rules. The second is continuing my Literary features where I adapt creatures, and sometimes the odd bit of gear (like Captain Nemo’s gun),  from some of my favorite books.
So that’s what I hope this space will look like in 2022. Please join me for more chaotic good gaming fun.

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Linda WhitsonContributing Writer & Copy Editor at D20 Radio

40K’s 2022 Minis, D&D’s Next Books, Arcane Cosplay, Wheel of Time Stumbles

Check out GW’s tease of 40K’s 2022 Minis, every D&D upcoming book, amazing ‘Arcane’ Cosplays, and ‘Wheel of Time’ stumbles at the end.

Warhammer 40K: T’au Railguns Are Getting An Upgrade In The New Codex
Guess who’s getting a big boost to their heavy hitting Railguns! The T’au are going to be popping armor all day long with the next codex.
via Amazon
Amazon’s ‘The Wheel Of Time’ Stumbles At The End – Spoiler Filled Season End Review
Amazon’s new Wheel of Time series attempts to adapt a sprawling and beloved fantasy series, with mixed results.
‘Arcane’ Cosplays Bring ‘League of Legends’ Characters to Life
The gorgeous Netflix animated show has inspired some epic cosplays of Vi, Jinx, and other favorite characters!
Warhammer 40K: The Galaxy’s Most Grimdark Things
There is only war in the grim darkness of the far future, but what exactly is so “Grimdark” about it? These things take the cake.
Film & Series: The Best of 2021
This year featured some incredible releases right up into December. From the MCU to horrifying church mass, here’s our best of 2021.
D&D: Every Book We Know Is Coming In 2022
With a new year just around the corner, let’s take a look at every D&D book we know is coming out in 2022.
Warhammer: And The Miniature Of The Year Is…
Games Workshop put out a survey and this is what the fans voted for – it’s the Warhammer 2021 Miniature of the Year!
GW Shows Off New 2022 Minis In Eldritch Omens Sneak Preview
Games Workshop had given us some tantalizing glimpses at the new miniatures that lie in store for Eldritch Omens, and its about to get Khaine-y.

Games Workshop Founder Sir Ian Livingstone Receives Knighthood

Ian Livingstone, Games Workshop founder, will now be known as Sir Ian Livingstone as he was bestowed a Knighthood via the Queen’s New Year Honour List 2022.   
Sir Ian Livingstone is a legend in the hobby gaming industry. He co-founded Games Workshop in 1975, alongside John Peake and Steve Jackson, and is responsible for bringing both Dungeons & Dragons and of course, Warhammer to the European market.  Sir Livingstone also co-authored The Warlock of Firetop Mountain with Steve Jackson, which was the first book in the Fighting Fantasy series (see “‘Fighting Fantasy RPG’ Returns”), as well as White Dwarf magazine. He and Jackson later sold Games Workshop in 1991, and then they went on to found Citadel Miniatures with Bryan Ansell.As an investor and board member of Eidos Interactive, he launched Lara Croft: Tomb Raider in 1996. In 2009, when Eidos Interactive was sold to Square Enix, he was appointed to the position of Life President of Eidos, of which he later resigned from. Sir Livingstone also co-authored the Next Gen review and chaired the Next Gen Skills campaign to help introduce the new Computing curriculum into British schools in 2014. He is currently a Chairman at Sumo Group plc, a Partner at Hiro Capital, a Non-executive Director of the National Citizen Service, Non-executive Director of Aspirations Academies Trust, Non-executive Director of Foundation for Education Development, Non-executive Director Creative of UK, Member of Raspberry Pi Foundation and President of the BGI.
In 2019, Sir Ian Livingstone’s name was attached to the deal that brought a cash infusion to Steamforged Games (see ” Steamforged Games Raises £5 Million”).

Rolling for Initiative — Change Has Come and Will Keep Coming

Rolling for Initiative is a weekly column by Scott Thorne, PhD, owner of Castle Perilous Games & Books in Carbondale, Illinois and instructor in marketing at Southeast Missouri State University.  This week, Thorne looks at recent changes in the games industry, and offers up two changes that he foresees in the coming year and beyond.Consider the following.  In the past it took decades if not centuries for humans to widely adopt technological change (the printing press, telegraph, automobile, etc).  Today, however, that change can spread in a few decades or less.  The  smartphone is less than two decades old and, according to BankMyCell, already over 80% of the population has one. Similarly, according to DataReportal, social media, also less than two decades old, is now utilized by over 57% of the world’s population.  Countries and private organizations are installing renewable energy sources at a blistering rate.  Polio vaccine took two decades to develop, we managed to create several for COVID-19 in under less than a year.Essentially, change is coming at us faster and faster.  What took decades before can now change in a few years.  In the games industry, we have seen a massive ramp-up in online board and RPG play and watching other people play RPGs; card and board games have become viable means of entertainment; and those selfsame people appearing on the streaming platforms can move sales with just a mention of the game. Witness the effect on games sales of just a mere mention of the Skull card game on TikTok (see “Three Trends that Will Likely Continue”).Only a couple of years ago, only a few games even considered buying and using metal dice in a game, now our store sells two to three sets a week at a price I would never have thought anyone would pay for a set of dice.  Our store has at least three Chinese manufacturers contacting us directly want us to place orders for metal dice with them.  Ten years ago, there was no way I could feasibly justify purchasing metal dice in quantities to make the buy profitable.  Today it is quite feasible.Similarly, dice towers and dice trays both have been available for years, but the demand has only increased in the last few years because a greater number of people see them in use on various RPG play streaming shows.  That demand has increased to the level that made stocking them a good idea, and there are now a dozen or more manufacturers offering both in assorted designs.So what changes can we expect to see over the next few years? Here are couple of things I think will come about:Nearshoring to Mexico.  Although not feasible in the immediate future, i.e. next year, I expect to see some board game production companies open up factories in Mexico over the next five years and under the USMCA, companies will see significant tax and cost advantages compared to importing from China.  In addition, a much shorter supply chain will shorten the turnaround time.  The quicker the U.S. market can get a product, the quicker it can sell, and the quicker channels will need to restock.  A shorter supply chain speeds the turnaround process dramatically.More Kickstarted TCGs.  The success of Flesh and Blood (see “Next ‘Flesh and Blood’ Set”) and MetaZoo have put dollar signs in the eyes of other creators.  We have gotten solicitations from several companies launching their own TCGs with funding secured through Kickstarter, and I expect to see a glut of these hitting the market over the next few years. Unfortunately for most of them, the “Ladders in the Mind” concept says that most markets have room for a #1 and a #2 with all other competitors battling it out for third place.  Currently, we have three battling it out for the top spot: Pokemon, Magic: The Gathering, and Yu-Gi-Oh! with no indication of any of the three fading away to give space to an upstart.  I expect some to gain attention for several months or a year or two and then fade away, much like the The Crow TCG (you did know there was a Crow TCG, right?).What other changes do you foresee coming? Email castleperilousgames@gmail.com.The opinions expressed in this column are solely those of the writer, and do not necessarily reflect the views of the editorial staff of ICv2.com.

Celebrating National Science Fiction Day

Today is National Science Fiction Day in the U.S., so it feels a bit like a communal unbirthday for every author who writes weird fiction speculating about what might happen. I took a stroll around the virtual office to talk with some of my colleagues, who are science fiction authors and game designers themselves, and asked them to talk about their personal connections to sci-fi, their inspirations, and what kind of stories interest them.

Alien Mascot, art by Milos Rocenovic

It will probably come as a surprise to no one that my biggest sci-fi influences are largely comedic. I mean, when faced with yawning infinite void of space, you just have to laugh, right? For me, it probably started with The Hitchhiker’s Guide to the Galaxy in all its forms: books, radio play, text adventure, BBC series, and eventually, major motion picture. There’s something so relatable about a hapless Earthling being thrust into a galactic adventure of stolen spaceships, time travel, and bureaucracy. From there, I would find Space Quest (featuring the first space janitor?), Red Dwarf (“Everybody’s. Dead. Dave.”), Callahan’s Crosstime Saloon (though that series is more a vehicle for puns than anything else), and Futurama (best math jokes in the biz!). The goofier episodes of The X-Files and Farscape are among my favorite. More recently, Galaxy Quest and Lower Decks have taken their shots at that most venerable of sci-fi institutions, Star Trek. Much of comedic sci-fi lovingly pokes fun at its own genre or points at the foibles of the present through a sci-fi lens. And that’s the kind of influence I try to bring to Starfinder when appropriate. Our iconic biohacker hosts a family-friendly science-oriented vidshow that often leads to more danger than it should. A group of skittermanders rescue their vesk boss from a dangerous massage machine. I love adding those sorts of touches, and I hope you enjoy them too! I can’t wait for you to see what’s next!

Jason KeeleyStarfinder Development Manager

Android, art by Mark Molnar

My dad got me into science fiction at an early age, with Heinlein’s Rocket Ship Galileo. Heinlein wrote a YA science fiction novel every year, just in time for Christmas. It was a smart strategy. I don’t know how many of those books I read: Have Spacesuit Will Travel, The Star Beast, The Moon is a Harsh Mistress. In high school, I had my first actual class on science fiction, which introduced me to everything from Asimov and John Carter to Riverworld and Chalker’s Well of Souls; predictably, my final project was a Well of Souls wargame I designed myself. In fact, by this point, my science fiction intake was starting to be determined as much by games as by novels; I spent my rainy days pouring over Traveler’s Imperium, rolling random mutations in Gamma World, and playing Star Fleet Battles. When I got to college, I wandered the campus bookstore looking for stuff I’d never heard of before, and that got me to Phil Dick’s Man in the High Castle and the Mirrorshades anthology, which broke open the cyberpunk genre. It took me a couple of tries to figure out Dune. As a graduate student, I studied science fiction under the great and much-missed Dr. George Slusser, curator of the University of California Riverside’s Eaton Collection, one of the largest collections of SF in the world. One day, on my way out of class, I told Slusser, “You know, I want your job.” He said to me, “Stick around here long enough, you might get it.” When he passed in 2014, I applied for that gig. I didn’t get it, but no regrets. Now, I get to make science fiction instead of curate it, and some of the things I’ve made are on the shelves of the Eaton Collection. I’ll take that deal.

Jason TondroSenior Developer

We’re standing next to each other at a convention. It’s loud and crowded here in the dealer hall, but we’ve identified one another as fellow sci-fi nerds; the awkward serendipity when two weirdos recognize each other in the wild. We’ve been existing in a pandemic for two years at this point so we desperately want to chat with someone new, so we’re eager to start a conversation. Our hobby is our common ground, so we start talking about favorite works of sci-fi. You list the various novels, video games, and films that first connected you to a network of other minds imagining extraordinary realities. I tell you I’m inspired by the works of Yoko Taro, Octavia Butler, Toni Morrison, Tade Thompson, and the Strugatsky brothers. Then you ask one of those classic icebreaker questions: Which Star Trek is your favorite?

Cleo Striker, art by Raphael Madureira

I shrug. I’m not really into Star Trek, but I watched some with my parents growing up. (Star Wars’ western vibe was always more my jam, but my dad’s a certified trekkie.) So I tell you that my favorite is Voyager. Why? You ask. You’re correctly assuming Captain Janeway has something to do with it. We rewind to my childhood. When my parents began watching Voyager, I was an awkward girl with scabbed knees and an unflattering bowl cut. During the show’s run, I transformed from invisible tomboy to sullen preteen. I hated my body and wasn’t comfortable with the changes puberty was enforcing on it. I didn’t agree with everything I saw in the world around me. I was powerless to change anything and waiting for my real life to begin. Enter Seven of Nine, a badass with a crisp Federation uniform and stylish pixie cut. She was everything I dreamed of becoming. In her, I saw the future.

But she was more than a childhood role model for me. Even though I never watched the entire series, Seven’s narrative first sparked my interest in telling stories that explore the definition of humanity and the nature of the soul. She was concrete evidence of a feminine person driving her own narrative. And there were others like her. Ripley, Sarah Connor, General Leia, and (much later) Furiosa became favorite characters and visions of powerful femininity, canonized as goddesses in a new pantheon. I expect that of all my space heroines, Seven of Nine had the deepest influence on me.

Now, imagine yourself back in the convention hall. You listen politely to my explanation and we gush about our favorite sci-fi characters for few more minutes. I ask you another question, maybe about video games, and the ice is broken. We chat for a while. We say goodbye and head off to our next destinations, happy to have met and befriended a fellow nerd.

But, I digress. This is a blog about sci-fi in general, not “POV: you meet me at a convention.” Sci-fi works have had such an influence on my life, and it’s pretty amazing to be able to call myself a sci-fi creator now. When experiencing sci-fi, we can dream of other worlds near and far. We can hope for a bright solarpunk future and try to write it into being, or examine the great conflicts of our own lives, our fears, our struggles, through a lens that allows others to understand us better. Thanks to all of you for your interest in other worlds, and expect the aliens, philosophical machines, mechs, and space shenanigans to continue.

Jenny Jarzabski Starfinder Developer

You heard from some of us. What’s your favorite work of science fiction? What inspires your own Starfinder games? We’d love to hear from you!

D&D Accessories: Start Your Own Studio Ghibli Inspired Campaign!

Few things are as magical as Studio Ghibli, which may make it the perfect setting for your next D&D campaign.

My baby is obsessed my My Neighbor Totoro (and One Piece). It’s gotten to the point where we sing the Totoro closing credit music around the house apropos of nothing. As you can imagine, all things Ghibli are leaking into every part of our life, including D&D. Luckily, there are some very fun Studio Ghibli and Studio Ghibli inspired accessories out there to make our campaign a little more dreamy and magical. As always, links to shops are in the item titles.

No Face Inspired Dice

Set in clear resin with red accenting, these dice are inspired by No Face from Studio Ghibli’s Spirited Away. Gold numbering is easy to read and really pops, while the figure inside is simple and a little spooky. This set is handcrafted by a small business and in limited numbers though, so if you need No Face in your bath house or your D&D game, be sure to order a set soon!

Your Reasonably Personally Neighbor Kokoro

I’m borderline obsessed with this figure. Is it your friendly neighbor Tororo? No! This is Kokoro and he is legally distinct! But he is also clearly inspired by the beloved Studio Ghibli movie and if you were looking to add the charcter to your next campaign, Kokoro would work just fine. Is he a little creepy? Yeah. But let’s be honest, Totoro would be terrifying to see in real life.

Calficer Dice Bag

May all your character’s bacon burn but rolls be crits with this dice bag featuring Calficer. Studio Ghibli’s Howls Moving Castle is probably my favorite of the Miyazaki’s movies (and the book is pretty great, too), and this bag is an incredibly tempting addition to my D&D collection. With a flat bottom and toggle pull strings, your dice will stand up nicely on the table for easy accessibility and be safe between sessions.

Soot Sprite D20 Sticker

If you’ve got a laptop, tablet, or D&D notebook that could use more decoration, I doubt you’ll find anything cuter than this Soot Sprite D20 sticker. The soot sprites appear in a few different Studio Ghibli films, and despite being such a simple design they are almost equally iconic to the studio as Totoro himself. And of course, they are bringing some sugar star candies to you. These stickers are printed by Sticker Mule and come in pink or rainbow pastel.

Some Wizard’s Moving Fortress Castle

Much like the Kokoro mini, this isn’t Howl’s Moving Castle, but it’s really similar. Also unlike the Kokoro mini, the moving fortress castle is pretty dang big at 187mm x 183mm at the base. This model comes 3D printed for you unpainted, so you can make it as Studio Ghibli esque as you want. But let’s be honest, we’re not here because we want to play in a not Ghibli inspired universe.

Which Studio Ghibli movie is your favorite? Have any of our accessory picks made it onto your wish list? Which movie would you want to play a tabletop game inspired by? Let us know in the comments!
Happy Adventuring!

D&D: Let’s Make A Dungeon Part 5 – You Gotta Start Somewhere

Alright friends, it’s Dungeon-making time–this week we’re taking a closer look at where and how our players will run into this dungeon.

Alright friends, break out your graph paper and put on Rush’s 2112, because it’s time to make a dungeon. If you’re just joining us, we’ve spent the last few installments building out the Lost Sanctum of the Vampire Knight–a level 4-7 dungeon complex we built using a seed from the d20 SRD Fantasy name generator.
Going off of that name, we picked a theme, decided on some monsters and other features that fit the theme, figured out areas in the dungeon, then got those areas linked together and built our boss encounter. Today we’re going to dig down deeper with some layout work, looking to reward players for exploring, and we’ll talk about the different kinds of encounters we want in this dungeon.

Now ordinarily, I favor a design-on-the-fly approach to making up the individual rooms of the dungeon. But today we’re getting a little more granular, because the beginning is a very delicate time. So we’re going to get specific with the beginning of our dungeon.
The beginning is a chance to set the tone for the rest of the dungeon. It can establish pace, entice players further with lore and treasure. A good beginning will make your players excited for the delve to come.
As we talked about in the last installment, we want this dungeon to reward people for exploring it. There are a few ways to do that–you can hide cool items in the rooms, sprinkle in nuggets of lore, or details that might make the fight at the end of it a little easier.
All of this is great, and you should definitely do that, but you can make it feel good to explore the dungeon. How? The secret is giving your players choices and letting them see the impact those decisions had on the game.

This can be as elaborate as choosing to spare the undead vizier and heed its eldritch counsel, paving the way for your ascension to the throne–or as simple as deciding to explore the dungeon before you explore the upper levels of the castle. The key is to make each option feels like it matters.
There are a couple of ways to do that.
You can suggest the consequences of a choice by what’s inside a room. If the players chose to walk in through the stables, they might find a key that unlocks the cellar door later in the house, for instance. Or you can decide enemies are caught off guard if the players come from an unexpected direction. Put the emphasis on player choices by having decisions made in the starting areas of your dungeon matter later on.
As you go through our layout, remember to look for places that can tie in to the rest of the dungeon. It’s easy work that pays off well above its weight. Even if they loop back around to find everything, they’ll have the satisfaction of the experience being their own unique version of it. They came in through the cellar and saw the underside of the pit–but they had to bash down a door and alerted the goblins. Later when they find a secret tunnel, they’ll see how they might have ambushed them, etc.

Essentially everything should fit together in a way that feels like it makes sense. The way I keep this in mind is by planning out multiple starting areas. I like to leave it open to the players to decide how to enter the dungeon.
You can always nudge them in one direction or another; make it easier for them to find information for example, but at the end of the day when they get there, leave how they start up to them.
They might see the secret door you have carefully laid in front of their noses and decide it’s too risky and instead spend hours climbing the cliffs and risking death to surprise the enemies by going over the walls.

A lot of times players will think they’re pulling something on the DM by trying to go off the rails. But the trick is, there aren’t really any rails you can’t respond to. If you seed multiple starting areas to your players–give them different options for how to approach, then they’ll do a lot of the work for you. It gives your players freedom to decide what they want to do and it gives you the freedom to react to what they do.

I tend to plan out four or five different Dungeon beginnings, because that’s about the maximum number of options a person can compare efficiently, and also that’s about as much work as feels worth it.
With our Lost Sanctum, we have the following areas: a Castle, Graveyard, Dungeon, and Stables. Let’s pick a starting area for each of those. For the Castle it might be something like the front courtyard or a gatehouse. The Stables themselves feel like a starting zone. For the Graveyard it’s maybe at the back of the grounds, maybe the graves of servants that are freshly dug up. And for the dungeon it’s a secret cavern entrance. All in all it looks like:

The Castle

Gatehouse/Courtyard

Graveyard

Servant’s graves

Stables

Outer carriage house/stables

Dungeon

Secret cavern entrance

Now for the fun part: figuring out how the players will get to these starting areas.
We’ve already mentioned that this is a spooky castle in a dark woods and it’s very lonely/isolated and forgotten. After all it’s not the Found Sanctum of the Vampire Knight.
At least not until the players show up.
Some of these options should be obvious to players scouting the area. Obvious things can go in your description as the players draw near. But other things might be hinted at by clues leading up to the adventure. They might find notes about the sanctum, or be specifically researching it. Here are some sample dungeon clues I might use:

The Castle

Gatehouse/Courtyard

A history tome in a library marks the location of the ancient castle (DC 15 to find it)
A hermit in the area knows where the castle is
Stumbling through the woods, they’ll come across it. 50% chance they’ll emerge near the courtyard

Graveyard

Servant’s graves

Missives from a servant worried about their master are hidden in another treasure chest the party finds, a map leads to the servant’s secret exit (through the graveyard) DC 14 survival check to follow the map
25% chance to emerge from the woods near the graveyard at the back of the manor
Can just walk around and find it

Stables

25% chance to emerge from the woods near it
Also it’s visible from pretty much all sides

Dungeon

Secret cavern entrance–a DC 22 Survival or DC 24 Investigation check finds the cavern entrance in the woods
Waiting near the castle and observing it reveals a ghost haunting the secret entrance–playing out the ghost’s attempted escape and demise (DC 24 perception check to notice it)
Following the beasts that live in the caves might lead to the door–DC 18 Survival check to find their tracks (if they decide to look)

Basically list out some ways to get to these areas. And more importantly, if your players come up with something, listen–see how it fits in to what you have. After all, the prep work we do hete is to be adaptable to what the players decide.
But as you plan out starting areas, you might get some ideas of what sorts of encounters you’ll find there. Let’s take a look at some potential options.
Castle Courtyard
This can be a fairly straightforward combat encounter that sets the stage for things to come. After all this is a fairly open area, and as the characters approach it’s a chance to really hammer home the theme. Lots of ominous fog and eerie stillness can set the mood and we can spice up the Vampire-ness of it with a sweet intro encounter. This is a level 4 area, so we’ll build an easy encounter around that level. Looking at our monster lists and encounter guide yields up a couple of suggestions. We’re going with a pair of Dire Wolves and a handful of skeletons (I went with 4).

Again, this encounter isn’t a threat so much as something that sets the mood: here are typical vampire baddies.
But–how do we make this pay off in the future? Why are we having this fight other than “this feels like a spot for a fight”? The answer lies in what the dungeon is. It’s a vampiric sanctum, guarded by children of the night and the undead.
The skeletons could be guards–we can give them spears or pikes and some heraldry. Maybe one of them has a set of keys that unlock the front door and other rooms in the castle.
People will naturally want to use what they have and will want to satisfy their curiosity. If you give them keys, you’ve suggested locked doors, and they’ll want to unlock them.
We don’t need to know what these unlock (not yet) but let’s say there are five keys, and note down to be on the lookout for places they can go later. So at least one of those keys should eventually unlock something. Otherwise you’re wasting your time and theirs. Nobody wants to feel tricked or like they’ve wasted their time trying to solve a pointless mystery. If they did they’d be on the Lost forums.
Stables
The Stables are a favorite of mine. This is a place to have an encounter that isn’t necessarily a combat one.
For flavor we’ll put a few skeletal warhorses in the stall–they don’t have to attack–but this can be a chance for the players to figure out how they want to bypass the encounter. They could slay them–but they could just as easily try to calm them down or sneak past them. To make things interesting, we’ll add something in the description about something glinting in the moonlight (if any of the players have a passive perception of 15 or higher) to invite them in. Even if they don’t, we can talk about heavy shadows obscuring the insides of some of the stables.

Would an undead horse be a horpse?
Why this encounter? This one can help players think about alternate solutions to the problems. Taking an example from above. They can find a key to the basement (one not on the guards’ ring) here. And more, the stables will lead in to the servant’s area of the house.
This area can be much less guarded and therefore easier for them to get to. But we want to do more than that; we want to reward explorative players who came and checked this place out. So let’s put a secret door that leads to the dungeon level here as well.
Call it DC 20 (feel free to adjust depending on how likely you want your players to find it), and it’s a trapdoor obscured by some rotting hay.
Graveyard
We can set up a slightly more difficult combat encounter here–this is an off-the-beaten path kind of place to come in. It feels creepier, so let’s lean in to that. We’ll gather some shambling undead, maybe a handful of skellingbones and zombies (8 all in all), but then let’s toss in a spectral enemy or two. In fact let’s make it two specters. These are the servants graves, after all. This alerts players that they’ll be needing to fight undead.
And here we have a chance to do some cool story stuff with the dungeon. Why this fight? Well maybe it’s part of the gloomy curse that hangs over this place–but maybe that also means a pair of adventurers have come before. Their bodies can be the specters. And when the players defeat the encounter, they can learn more about the dungeon. Information is a fantastic reward, especially if, by coming back around here, they can get some lore of the place–maybe the adventurers are undead hunters who had come pursuing an evil spirit (this can be our Banshee or Wraith miniboss in the Graveyard/Crypts area).

We can also make this choice feel good by giving them some undead fighting tools in the adventurer’s gear. A scroll of Protection from Evil and Good or some vials of holy water or a silvered weapon (or especially ammo) is a great way to make the players feel ready for more. This kind of consumable reward can help ease the burden of adventuring–unless your players fall into the never drink any of the potions and save them all for the final boss school, which is another article altogether.
Dungeon
This one’s fun. We can build up more of a mystery since this is the one the players are least likely to discover. Also worth mentioning here, it’s okay if they don’t find it right away. It can be tempting to want players to find everything–after all, you wrote it, right? So they may as well uncover it. But I think it’s better to let these discoveries happen organically. They might not find it right away, but if they try and clear the place, they’ll find it eventually and feel satisfied they did–or they will never know it was there, and you can just use the work you did elsewhere, later.
So this has a ghost encounter right off the bat as we mentioned in the bullet lists. But that doesn’t have to be hard–it’s more of a roleplaying encounter. From the monster manual:
“Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.”
Also worth noting are the effects around the Ghost:
“Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.”
We can have the players try and figure out what its unfinished business was. This is a great way to tie the starting area into later parts of the castle. It might be tempting to connect this to the boss encounter–kill the Vampire Knight and free the Ghost, which makes for a dramatic option.
But we could tie this quest to exploration of the Sanctum as a way to deepen the story. Think about what this ghost wanted. According to our earlier brainstorming, this ghost was trying to escape when it died.
Maybe it left something important behind. The ghost might have been trying to escape with a message for its child. Perhaps the message is still inside (in a chamber in the dungeon) and if the players can retrieve it, and deliver it, the ghost will be free.
We can reward players for securing the ghost’s alliance (by promising to free it) the ghost can be an NPC they return to during the adventure for information or identification of magic items or shelter when searching for a place to rest.
Either way, the players helping the Ghost fulfill its unfinished business gives you a great quest that will fuel the rest of the encounter.
These are anchors around which you can build the rest of your dungeon. And that’s the key to anything, whatever system/game you’re running–give your players multiple ways in, and look for ways to make those entrances relate to the rest of your dungeon/fortress/office complex/circus–and you’ve got it made.
Happy Adventuring!

D&D: The Forgotten Realms – An Adventurer’s Guide

Today we delve into one of the most iconic settings in all of D&D. Welcome to Faerûn – the home of the Forgotten Realms!Faerûn. How does one land hold so much adventure? Even if you’ve never rolled a d20, odds are good you’ve at least heard of the Forgotten Realms. It’s no surprise, really–Faerûn is the setting for literally hundreds of stories spread across novels, comics, video games, magazines, and campaign books. In those lists you can find the names of legends: Icewind Dale, Neverwinter, Water Deep, the windswept coastline of the Sea of Swords, and Candlekeep.

Heck, even if you’ve never heard of any of those, if you’ve ever played a video game RPG, you’ve been influenced by it. I don’t think it’s too hyperbolic to say that without games like Baldur’s Gate and Baldur’s Gate II, you wouldn’t have things like Mass Effect, Dragon Age, World of Warcraft, or even Knights of the Old Republic. And it all comes back to the Forgotten Realms. With so much of the RPG landscape having been shaped by this setting, I thought it might be fun to see just what makes them tick.

Geographically speaking, the Forgotten Realms are home to just about everything you could want. The whole thing feels very well developed; the setting is on an actual planet, Toril. The main region, Faerûn, is an ecologically diverse continent and there are diverse peoples that inhabit it. Going through various entries for just humans, we’ve got: Chondathans, Calishites, Tethyrians, Damarans, Illuskans, Rashemi–you get the idea–and they’ve all got their own languages, customs and names.

In the north, you’ve got untamed forbidding icy wastelands clashing with hard-fought civilization. Here you’ll find huge forests, like the Lurkwood and frozen regions like Icewind Dale, as well as more civilized places along the Sea of Swords. Here you’ll find cities like Waterdeep and Neverwinter–which gets its name either because the Neverwinter river (and the city’s water supply) is heated by fire elementals and so the water never freezes, and the heat from the water makes it temperate, OR, the city is named after its founder Halueth Never, and was originally called Never’s Winter. I leave that decision to you. It is also the setting for the first official 3.x D&D game, and I believe you can still find multiplayer servers active to this day.

Also we have a board game!
The west is one big coastal region, whether up against the actual coast or butting up against the Sea of Fallen Stars, a massive inner sea formed in days of legend. Here you’ll find places like Amn, Tethyr, Calimshan–so in one stretch of the continent you go from standard vaguely European high fantasy to vaguely middle-eastern merchant princes and sultans, where you can find djinn and efreets warring with tribes of humans.
Further to the south, you start getting deserts and halfling-filled lands, like Lurien. Big stretches of grasslands like Shaar. It’s also where you get your Mediterranean analogs with a suite of coastal city-states, the Lapaliiya league, famous for their olives, and savage jungles full of hulking beasts, like Chult. If you’re looking to get add a little Howard to your Tolkien, this is the region you’ll want to turn to. The valley of flames could easily be dropped into Hyborea without really tweaking anything.

Actual dinosaur, or polymorphed wizard? YOU decide!
Speaking of Tolkien and Howard: the eastern parts of Faerûn are shrouded in mystery. Home to exotic lands where they take slaves and where evil wizards practice forbidden arts, the east is rife with peril. It really earns the moniker “The Unapproachable East.” Not that you’d really want to go there. I mean, you’ve got Thay, which is a nation of evil wizards, who think being an evil wizard is awesome, and of course their society is perfect, it’s just the way it should be: with the Red Wizards of Thay on top. Or there’s the nation that was briefly ruled by a red dragon who attempted to ascend to godhood.

Ladies and gentlemen, please clutch your staff of power for our National Anthem. “Ohhh Thay can you thee…”
And if that’s not enough for you, there are whole other continents to explore, including: a mysterious jungled land that is totally not based off of Mesoamerica, called Maztica. Kara-tur, which is a further eastern land, separated from Faerûn by a vast steppe. Fun fact for those of you playing along at home: Kara-Tur is also the original campaign setting for Oriental Adventures, back in its 1st edition days. Or perhaps you want to step onto Zakhara, the land of fate, home to even MORE mysterious and exotic peoples (where the Calishites came from, it’s kind of neat if you go back and look it seems they’ve figured out a few migrations here and there). All-in-all there’s another 5 or 6 beyond Faerûn.
Give or take a cataclysm or two.
And if that’s not enough (it is), there’s also an entire Underdark to explore. Or rebel from. With two scimitars and a complicated personality that makes it easy to brood because you left behind everything you knew, but everything you knew was terrible. But he’s rich, so that makes it kind of okay.

D&D’s equivalent of Lego Batman.
That touches on one of the problems of the Forgotten Realms though. It’s big. And exhaustively detailed. I talked about mixing Tolkien and Howard up there for a reason. The Forgotten Realms are the most Tolkienesque of any D&D setting. The fact that there are multiple languages should be your first clue, but wait there’s more: immortal elves living in a secluded mystic isle that they are “called to” when they get to a certain age. Hordes of orcs and goblins anyway you turn. Mysterious lands fallen under the shadow of evil. A kindly wizard (or 12) who wander around seeming like they don’t know what they’re doing, but then everything all works out for the best because they are around. And it’s this last part that becomes a problem.
Because everywhere you turn in the Forgotten Realms there’s a legendary hero. Or a powerful wizard. Or a godling. Or any number of other people who should be able to easily deal with whatever threat you cook up. I’ve seen it handwaved in the past that, “oh they’re off fighting other, more dangerous things that only they can solve” which is kind of a cop-out. I mean, if you believe that, then the whole world must be under constant threat every day, and your mightiest heroes take on almost Stark-esque levels of gallows humor and meta-awareness of the world they protect.
To be fair, sometimes, that seems to be the case. Take a look at the history of the Forgotten Realms. It’s a living, dynamic world. Stuff happens there all the time. Starting in 1st Edition, you had a lot of conflicts with the Thayans, and Waterdeep was a big fixture in the land. You had groups scheming to overthrow the city just about every week. Then in 2nd edition comes the first big event that I can remember reading about: the Time of Troubles.

All the gods were really Bhaaling their eyes out.
In the Time of Troubles, all the gods of Toril were banished to take on mortal forms as punishment for their hubris and negligence. Gods lived and died, and mortals ascended their vacant thrones, and you better believe that there was a multimedia release that encapsulated all the goings on of this time period. There was a trilogy of novels (the Avatar trilogy). Baldur’s Gate I and II are set during it. The very first piece of D&D lore I owned, The Forgotten Realms Campaign Setting, came out and detailed the aftermath of these events as well.
I can still see the big grey box that contained A Grand Tour of the Realms, which was my first introduction to Volo and his illustrious “guides.”
3rd edition advanced the timeline and expanded the setting even more. With a shelf’s worth of campaign supplements and splatbooks, as well as the another big computer RPG came out, Neverwinter Nights, which helped set the stage for D&D’s foray into the MMO world. People are still playing on these games. There are persistent world servers you can log onto today. And 4th edition upped the cataclysm ante to make the Forgotten Realms fit its “points of light” idea. The world was ravaged by the Spellplague, and there are all kinds of wastelands where once great kingdoms existed.

Yeah, kind of like that. But worse.
5th edition is firmly ensconced in the Forgotten Realms. Whether you’re playing one of the big campaigns that Wizards has released, or just using some of the character options in the Sword Coast Adventurer’s Guide. Little by little the story of the Realms keeps being written. And it can be daunting.
Don’t get me wrong, I love this setting. And I love that you can have so much out of just one world, but how do you go about using it, without either running into glut or epic characters all over the place? Well. Like most things in my life, I found the answer from Star Wars.
It took me a while to get on board with this idea–it wasn’t until I started playing Star Wars Saga edition that I realized–the Forgotten Realms is a lot like D&D’s own expanded universe. You can run a game and not have to worry about what Rogue Squadron is up to. There is a lot of room beyond just what they show you in the movies.
Or in this case, in the games. Or the books. Or the campaigns.
Don’t want to deal with modern Faerun? Pick a time in the past. There’s always something interesting happening. Or find some far flung corner of the world that has little more than a paragraph. Lapaliiya, for instance, has very little on it aside from that it’s there. With the Forgotten Realms you have an opportunity to take a larger, living world and connect your own campaigns to it.

And since all the lore is so well developed, you might find your players saying, “Hey, I’m interested in this event.” I remember running a campaign set during the Time of Troubles about a rogue god who decided that being mortal was the best thing ever and the PC’s had to help convince them to try and take back the throne. You might have a favorite setting or story that you can steal from if you’re in a hurry. Gotta prep for game night? There’s plenty to steal from and enough that you could never steal the same thing twice.
So even though it is daunting to start, the Forgotten Realms are home to a literal world of adventure. And they’re waiting for you to dive in.
Got a favorite memory of the Realms? Want to see another campaign setting explored here? Let us know in the comments!

HAPPY NEW YEARS 2022! – D&D Open Thread

Happy New Year 2022 everyone! The hangover is upon like a wizard’s spell. Tell us of your greatest adventures while you can!

Now is the time to throw back a few beverages (I’ve heard that helps) and talk of the heady days of HIGH ADVENTURE! Try and sober up and enjoy this open thread!
OPEN THREAD TOPIC: 
Dungeons & Dragons 1st – 5th Edition 

~Did you pass your CON Save last night?
via GIPHY

HAPPY NEW YEAR 2022!

Goodbye 2021, and let’s ring in the new year!  I think we have all been waiting for this one a little bit extra this year.

Games Workshop in 2021
Games Workshop had quite the year all things considered. Despite the world wide delays and other issues they still managed to have an impressive number of releases. There are quite a few standouts for sure, Be’lakor comes to mind as well as the two dragon brothers. And as long as we’re talking about Age of Sigmar let’s not forget Kragnos, the rest of the Lumineth line, the Hedonites with Sigvald and Glutos,the Soulblight Gravelord’s relaunch, Lord Kroak, the new Kruleboyz, Stormcasts, the game changing Generals Handbook of 2021, AND the launch of AoS 3.0! It was a banging year for the Mortal Realms.

Games Workshop had quite the year all things considered. Despite the world wide delays and other issues they still managed to have an impressive number of releases. There are quite a few standouts for sure, Be’lakor comes to mind as well as the two dragon brothers. And as long as we’re talking about Age of Sigmar let’s not forget Kragnos, the rest of the Lumineth line, the Hedonites with Sigvald and Glutos,the Soulblight Gravelord’s relaunch, Lord Kroak, the new Kruleboyz, Stormcasts, the game changing Generals Handbook of 2021, AND the launch of AoS 3.0! It was a banging year for the Mortal Realms.

There’s more – so much more! On the 40k side we still had Be’lakor, a whole slew of Primaris Space Marine releases, the Necron Chronomancer and Flayed Ones, Beast Snagga Orks, the rest of the Adepta Sororitas showed up, a bunch of Codexes (although maybe not as many as we would have liked), the Black Templars, and the spearhead of the Genestealer Cults and Adeptus Custodes refresh. There were also a ton of new Combat Patrol Boxes and lots of new single miniatures associated with their codexes.

It almost worked out like that…

But that was last year! We can’t wait to see what Games Workshop has in store for 2022!
Dungeons and Dragons & RPGs in 2021
2021 was a big one for D&D. It’s hard to remember exactly where we were at January, but this was the first year to really run with the changes in Tasha’s Cauldron of Everything, which we got to see in action in Van Richten’s Guide to Ravenloft. This new setting book marked big promises for the future of D&D.

Aside from being one of my favorite D&D books of the year, it also served as a bridge for D&D’s future. This year, WotC let us know they’d be changing the game, and for the better. First, they told us that Video Games were a bold new direction for D&D, then we got wind of a TV series, create by the creator of John Wick.

But perhaps the biggest news of all came late in the year. And no, we’re not talking about the fact that WotC announced two new “classic setting” books. But rather, in 2024, a “new evolution” for D&D 5E is coming. When you start gossiping around phrases like backwards compatibility, you know something big is being. Call it 5.5E, maybe. Maybe it’s bigger. We’ll get a glimpse of how the wind is changing early next year with Mordenkainen Presents: Monsters of the Multiverse.

So, all in all, this year is full of changes, and we can’t wait to see where they’re headed next!
Pop Culture in 2021
Britney is free!
via GIPHYWith that out of the way, this year saw a resurgence in movies and shows after a year of changing release dates, production cancelations, and uncertainty. But toward the end of spring, things started to look up. With theaters re-opening and hybrid releases becoming a thing, we got a deluge of movies that were originally slated to come out in 2020. Some great, some not so much.
2021 was a banner year for Marvel. Disney+ brought us five fantastic shows that tie into the broader universe – WandaVision, The Falcon and The Winter Soldier, Loki, What If… ?, and Hawkeye. Plus a bunch of new characters thanks to Shang-Chi and Eternals and one of their highest-grossing movies ever – Spider-Man: No Way Home. And that’s going to continue into 2022 with multiple new movies and shows.

The good stuff wasn’t just limited to Marvel – after a long wait, we finally got Dune. Streaming gave us access to global projects like Squid Game, 30 Coins, and Hellbound. We got a host of new fantasy and sci-fi series set in all-new universes. DC put out its best movie since 2019’s Shazam: James Gunn’s Suicide Squad.
Courtesy of Warner Bros.
While we’ve seen some box office bombs and been disappointed more than a few times, this year offered a lot of fun, challenging, and scary entertainment on the screen. Here’s to 2022 being even better!

And that is something to celebrate!
HAPPY NEW YEAR!
via GIPHY 

GW, Warhammer, 40K & Fantasy Minis Trivia Challenge

It’s Friday! Kick-off your weekend with this retro challenge for the old-schoolers out there.
What ancient Games Workshop, 40K, and Warhammer minis are these? 

Everyone loves a trivia challenge, and Games Workshop has been cranking them out since the 1970s. Over the decade’s GW has been making miniatures for everything from Dungeons & Dragons, to Star Trek, Judge Dredd, Lord of the Rings, to all the flavors of Warhammer, and too many others to count.  So take a minute to go over some samples from the days of yore, and see if you can figure out:

What System is is from?
What Miniature is it?
What Year did it come out?

Oh yeah, most importantly… HAVE FUN!

~Let’s see who the minis loremaster really is.  Have a great weekend everybody!
Last week’s minis (L to R): Uglies (Judge Dredd), Trogodyte High Lord (WFB), Undead Steer (WFB)

D&D: Let’s Make A Dungeon Part 4 – If You Build It, They Will Delve

Let’s make a Dungeon! Connective tissue and boss fights–here’s how these two ingredients will make your Dungeon one to remember.

Designing a dungeon doesn’t have to be daunting. All it takes is a few quick charts and some inspiration to get the ideas flowing. Once you have the start, you are most of the way there. And you can see that for yourself in the Lost Sanctum of the Vampire Knight.

Here’s a quick recap of our earlier work–step one: pick a theme. Pick a strong theme that defines your dungeon: this can be anything from an undead sanctuary to the remnants of a war between angels and demons to a scar carved in the land when a titan fell in ages past. Let your imagination run wild looking for inspiration. To get ours, we went to the d20 SRD Fantasy name generator.
Step two: define the theme. Pick some looks for your dungeon–for our Lost Sanctum of the Vampire Knight, we’re going heavy Castlevania/Dracula–and find creatures that fit that aesthetic.
Step three: make your molds. Figure out what kinds of rooms you’ll have–and how they look. Build out a few quick lists to consult as you go through mapping out your dungeon, or if you like winging it, use these lists for some quick and dirty references to describe whatever fine mess your players have stumbled onto this time.

Now it’s time to start putting it all together. This is where we sit down and map out the dungeon. In our previous work we built out some ‘thematic areas’ as follows:

The Castle itself

Gothic, gloomy, broken up into subsections
Banquet Hall
Bedrooms–including creepy master bedroom
Servants area
Chapel (gotta have a big stained glass window)

Bonus points if there’s a hidden crypt

Gardens
Courtyard
Throne Room
Library
Solarium

Graveyard

Mausoleums
Crypts
Probably a family crypt type situation

Stables for the Knight’s Retinue
A dungeon underneath the castle

Containing a hidden crypt
Accessible via a cavern as well

Now, as we mentioned in our last article, you don’t have to map out the entire dungeon.
You certainly can, and in many ways, having the whole thing laid out ahead of time is great–but if you’re short on time (and who isn’t) or aren’t sure what exactly lies inside, you don’t need to know.
Dungeon Connective Tissue
You just need to know how the different areas fit together. When I’m designing something, I find it most helpful to know how the different areas fit together in general terms. Things like:
The Castle is the central hub, and from it you can go to the stables, the dungeon underneath, or out back to the graveyard.
Or
The Stables have a path leading to the castle and a secret entrance to deeper in the Dungeon.
I find it helpful to go through this in drafts–first you sketch out how the areas fit together, which might look something like:

The Castle

Graveyard
Stables
Dungeon

Graveyard

Stables
Castle

Stables

Castle
Dungeon level 2

As a general rule, you’ll want your areas to feel interconnected. A good rule of thumb is that each area connects to at least two other areas.
They don’t all have to lead to the same place, but they should all lead somewhere fun. If you want players to explore your dungeon, and for that to feel rewarding, all you have to do is reward them for taking the less ovoid route. If point A goes to point B–let them find a secret passage to point C or discover a dirt path to point D. And once they’re in point D, let it loop back around to point B to make them feel like they encountered what’s there on their own terms.
Give them a choice to make about where to go next, and, even if the end goal is still the same, they made the choice to go through the door or to trek down that dark dirt path. They’ll feel like they discovered stuff because they went looking for it, rather than because it was on the way.

Once you’ve built out your area connections, it’s just a matter of giving them things to find inside those areas. In general you’ll want them to feel exciting. Secret rooms full of treasure, encounters with deadly monsters–basically think about what you want your players to get out of their delve and start by defining some of the key encounters that will give them that.
For the Vampire Knight’s sanctum, one of the biggest things it’s promising is a fight with the Vampire Knight (unless you want to hold that off for later–but even if the Knight isn’t present, there’s probably some big boss fight here).
Building Boss Fights
So let’s get to that. Now in Step Two we hashed out this dungeon as a level 4-7 kind of place, which means our big climactic encounter should be a pretty deadly one for that level. When figuring out what goes into an encounter, there are a couple of guidelines out there. There’s the XP budget calculator on page 82 of the Dungeon Master’s Guide:

…which gives us a budget of about 1,700 xp per player (because you better believe we’re making this boss fight deadly) or if you want a different perspective, there’s also the challenge rating guideline from the Unearthed Arcana on encounters:

Or over on the Blog of Holding there’s an excellent bit of monster math that cracks the 5E code wide open.
For now, we’ll go with the DMG, but use whatever method you think works best.
Assuming 4 players, we’ve got ~6,800 xp to play with, and while we could spend it all on one big monster, single monster encounters are just asking to be wrecked by a single round of lucky rolls or a save vs. die/suck spell that shuts it down. If you really want to make a splash with a fight, have multiple opponents. As a rule of thumb ~3 CR levels or so above the party is a great starting point. Now looking at the Monster Manual, we find that the Vampire weighs in at CR 13 and 10,000 XP, which is daunting, even for a boss. And the Vampire Warrior even more–now if we wanted the Vampire Knight as a long term foe, we could just do that.
But this dungeon will probably feel satisfying if there’s at least a chance the party can win. So let’s do some fine tuning and drop the Vampire to around CR 9. Which means reducing it by about 4 hit dice, and overall giving it a -1 or so to hit and saves. Which means you’d use a normal Vampire but with only around 117 hit points, and only a +8 to hit.

Looking at its abilities, none are super powerful–most are thematic for a Vampire–we do note that the Unarmed Slam is basically a longsword/rapier, so we can pretty easily swap those out for the weapon. And give our Knight a shield for an AC of 18 (for now).
This still leaves us about 1,800 XP in our budget, which is exactly the cost of a Vampire Spawn (which feels appropriate), so we drop one of those in as well.
Now since this is an iconic fight, we may as well also leave space for there to be a Nightmare–because a Vampiric Knight on a flaming evil steed seems pretty metal. But that does make it hard–so we give our players a chance to put a stop to this.
Maybe something they find in the Stables can help them banish the Nightmare. But if they don’t find it/discover what it can do, the fight is that much harder.

Now all that’s left is determining where this fight happens. Here I think we can take a cue from our on-the-fly design and decide that the Vampire might be in a few places around our dungeon. We can either wait for a moment that seems thematically appropriate, or come up with a set of rolls to determine where our Knight is.
To me, this feels like a fight that goes down in either the Chapel with that big stained glass window, or the Crypts, where they confront the Knight in the final place to offer any solace to our cursed boss monster’s form.

You can do the same with the other parts of the Dungeon–figuring out some anchor/set piece encounters to place in one of the rooms you think makes for a memorable encounter.

Let’s Get Dungeoneering!
That’s when you break out the maps and decide what you want and where–but for now, you’ve got a rough idea of how your dungeon fits together, and what lies in wait at the end. The rest is just pulling things from the toolkit you’ve built for yourself in the other articles. It’s basically ready to run, so get out there and do it.
And if you prefer a more meticulous design to your dungeon, be sure and check back for part 5 when we get a little more granular with our design.
Until then, Happy Adventuring!

D&D: Every Book We Know Is Coming In 2022

With a new year just around the corner, let’s take a look at every D&D book we know is coming out in 2022.

We all know that time stopped having any meaning “last year” (as though 2020 wasn’t a decade ago). But with 2022 in sight, things are looking up. At least in the D&D world. Here’s a look at every D&D book we know is coming in 2022. We start off with the Rules Expansion Gift Set, due out January 25th, 2022.
Rules Expansion Gift Set – $169.95

Includes fifth edition’s best-selling rules expansions Xanathar’s Guide to Everything, Tasha’s Cauldron of Everything, and Monsters of the Multiverse, along with a Dungeon Master’s screen together for the first time in a beautiful slip case.
Includes the debut of Monsters of the Multiverse, a comprehensive resource for players and Dungeon Masters alike, containing over 30 updated player character races and a massive bestiary with over 250 redesigned monsters and stat blocks, all for use in any D&D world.
Each of the three books and the Dungeon Master’s screen feature special foil covers, available only with this release.
A perfect set for players and Dungeon Masters looking to expand their game with additional rules and character options.

We also know that Wizards of the Coast’s first (planned) release for 2022 is a Critical Role book. Call of the Netherdeep is the first official adventure set in the world of Exandria.
Critical Role: Call of the Netherdeep

The greed of mortals has awakened a powerful entity long thought destroyed. For eons, this mighty champion of the gods has been imprisoned in the darkest depths of Exandria. His name has been forgotten, as have his heroic deeds. Languishing in despair, he calls out for new heroes to save him.
Inspired by the campaigns of the hit series Critical Role, this adventure begins in the Wastes of Xhorhas and leads to the glimmering oasis-city of Ank’Harel on the continent of Marquet, and from there into a sunken realm of gloom, corruption, and sorrow known as the Netherdeep. Above it all, the red moon of Ruidus watches, twisting the fates of those who have the power to shape the course of history.
Critical Role: Call of the Netherdeep contains seven chapters of thrilling adventure, new creatures and magic items, and a poster map of Ank’Harel.

First major adventure module within Critical Role’s world of Exandria, taking players from levels 3-12.
Multi-continental story that spans the scarred Wastes of Xhorhas, introduces the continent of Marquet, and eventually plunges players into the Netherdeep—a terrifying cross between the Far Realm and the deep ocean.
Bursting with lore and all new art depicting Exandria.
Includes new magic items and creatures and introduces new rival NPCs.

According to Mercer, the new book will explore ideas and elements not yet seen in Exandria:
“Getting to bring a direct adventure book within Exandria to life is really such an exciting thing, especially exploring ideas and elements I’ve never been able to bring to a campaign myself yet. Working with such a talented team to develop and craft a tale like this is an absolute honor, and I cannot wait for folks to step into the unique mysteries and dark challenges that Call of the Netherdeep invites.”
New Setting Books

One of the first announcements we got about next year was, ironically, made in the middle of this year. We know that two new setting books are in the works for 2022:

@Wizards_DnD Settings Update: As I’ve mentioned on a couple of occasions, there are two more products that revive “classic” settings in production right now. (1/4)
— WinningerR (@WinningerR) June 14, 2021

Each of these products is pursuing a *different* format you’ve never seen before. And neither is “digital only;” these are new *print* formats. https://t.co/2otSszdcrl
— WinningerR (@WinningerR) June 14, 2021

These updates from head of D&D Ray Winninger reveal that two new books are coming to revive “classic” D&D settings. With recent Unearthed Arcana unveiling some spelljammer favorites, many are hoping to see D&D set sail for space. But all the usual favorites still apply. At any rate, there are two coming in 2022.
Critical Role’s Tal’Dorei Reborn

This one isn’t an official WotC release, as its being released through Critical Role’s publishing imprint, Darrington Press. But this is an update and expansion to the original Tal’dorei Campaign Setting.
Inside the book you’ll find:

A guide to each major region of Tal’Dorei, with story hooks to fuel your campaign
Expanded character options, including 9 subclasses and 5 backgrounds
Magic items such as the Vestiges of Divergence, which are legendary artifacts that grow in power with their wielders
Dozens of creatures, many featured in Critical Role’s livestreamed campaigns
New lore and updated stat blocks for each member of Vox Machina
A gorgeous 18”x24” foldout poster map

Happy Adventuring!

You Find Yourself in a Haunted House: Creepy Friends

Some locations—the wizard’s tower, the sunken temple, the haunted house—appear repeatedly in stories and adventures. In this series, we’ll explore these archetypal locations, playing with or defying tropes and presenting rules and ideas to bring these locales to life and to set you up for success when incorporating them into your game.

Whether a windswept manor on the moors, a dilapidated hut outside of town, or a castle on the verge of ruin, haunted locations are ripe areas to introduce backstory, side plots, clues, atmosphere, or some undead bashing.

This section focuses on some thematic NPCs who could be allies (or complications!) for PCs dealing with a haunted locale scenario. Meet the friendly ghost who—if the PCs can refrain from attacking it—can be a useful haunting guide that the PCs could take along if they want. All you have to do is give them a name, flavor them for your story, and drop them in for your PCs to meet. After that, meet the medium, who can help guide the PCs on what they might need to do to resolve a haunting… or a charlatan who makes things worse.

Friendly Ghost

A friendly ghost is a variant of the typical ghost.

Peaceful Death. Friendly ghosts typically had peaceful deaths and weren’t unhappy but still died young or with enough unfinished business to call them back. Otherwise, they may be spirits intentionally summoned by the living for help. Friendly ghosts tend to be proactive and less frightening than their more aggressive ilk, able to exude some of their calm natures to hostile undead nearby.

Helpful Ghosts. A friendly ghost is willing to be helpful in order to elicit aid for whatever cause has called it back. They can be a boon in navigating undead-infested locations. Friendly ghosts do not possess others but can inhabit a willing target to shield it from harm and get into a different perspective to gather clues or information to solve dilemmas.

Undead Nature. A friendly ghost doesn’t require air, food, drink, or sleep.

Friendly Ghost

Medium undead, neutral goodArmor Class 11Hit Points 45 (10d8)Speed 0 ft., fly 40 ft. (hover)

STRDEXCONINTWISCHA7 (−2)13 (+1)10 (+0)10 (+0)12 (+1)17 (+3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacksDamage Immunities cold, necrotic, poisonCondition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrainedSenses darkvision 60 ft., passive Perception 11Languages any languages it knew in lifeChallenge 3 (700 XP)

Ethereal Sight. The friendly ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane and vice versa.

Incorporeal Movement. The friendly ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

ACTIONS

Cold Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. The friendly ghost enters the Ethereal Plane from the Material Plane or vice versa. It is visible on the Material Plane while it is in the Border Ethereal and vice versa, yet it can’t affect or be affected by anything on the other plane.

Calming Visage. Each creature within 60 feet of the friendly ghost that see it must make a DC 13 Charisma saving throw. (Non-undead creatures may choose to fail this saving throw.) On a failure, the target is calmed (as calm emotions). Undead creatures affected also become indifferent toward living creatures for 1 minute, though harming a calmed undead breaks the effect for all affected undead. Non-undead creatures who fail also have any charmed or frightened condition on them suppressed for 1 minute, after which the condition returns unless its duration has expired. If a target’s saving throw is successful or the effect ends for it, the target is immune to this friendly ghost’s Calming Visage for the next 24 hours.

Ride Along. One willing humanoid that the friendly ghost can see within 5 feet can choose to allow the ghost to inhabit them. The friendly ghost disappears and now shares the target’s body and senses, though does not control them. It retains awareness and can communicate telepathically with the target. The friendly ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened.

The co-habitation lasts until the target drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the inhabitance ends, the friendly ghost reappears in an unoccupied space within 5 feet of the target. The target cannot be the subject of this friendly ghost’s Ride Along for 24 hours after the inhabitance ends.

Medium

The medium has a knack for talking to the “dearly departed”—and for putting on a show for their customers.

Medium

Medium humanoid (any race), any alignmentArmor Class 11 (14 with mage armor)Hit Points 18 (4d8)Speed 30 ft.

STRDEXCONINTWISCHA10 (+0)13 (+1)11 (+0)14 (+2)12 (+1)14 (+2)

Skills Arcana +4, Deception +7, Persuasion +4, Religion +7Senses passive Perception 11Languages any one language (usually Common)Challenge 1 (200 XP)

Expertise. The medium doubles their proficiency bonus for any ability checks made using Deception or Religion.

Otherworldly Channel. The medium can cast speak with dead once per day as if it were a spell known. This does not use any of the medium’s spell slots.

(Optionally, replace speak with dead with the séance spell described earlier. The medium can cast séance once per day as a ritual only.)

Spellcasting. The medium is a 4th-level spellcaster. Their spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The medium has the following bard spells prepared:

Cantrips (at will): dancing lights, minor illusion, prestidigitation1st Level (4 slots): detect magic, faerie fire, illusory script, unseen servant2nd Level (3 slots): detect thoughts, invisibility, phantasmal force

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 2 (1d4) piercing damage.

Finder’s Archives – New Year’s Resolutions

Fireworks

Hi everyone, and welcome back to the Finder’s Archives.
So, today is the 31st of December. Or at least it will be by the time this is posted. And true to tradition, it’s time for some New Years’ Resolutions and showing how BREAKING them can be a good thing. But first, it’s time to look at how we did in 2021.
The resolutions from 2020 can be found HERE. (That list was created before the world locked down)
1: Play More Games!
Well, I can’t speak for anyone else, but I think I might have managed that. But it’s extremely limited. And unlike what I would have liked to do, I didn’t actually get to play in any of the Indie games that I would have liked. There was no 10 Candles and no Blades in the Dark. But I still want to try them.More so though, there are two games that I want to try out this year. I want to FINALLY crack open my SLA Industries 2nd Edition books. And I want to play Twilight 2000 in the new Free League version. It looks great, and I have fond, if complicated, memories of that game. (Loved the original setting, but the mechanics were terrible. 😛 )
2: Write more Games!
I did manage this, though not quite in the way I’d expected. I ended up writing for a BOARD GAME of all things. I still want to write for Call of Cthulhu or Genesys. But there’s a matter of time. Unfortunately, I had to abandon the idea of releasing a 5e book every 2 weeks. It was exhausting, but quite frankly the take up to keep going wasn’t there.
3: Gain a New skill!
In 202 I set up to do maps. And I did. At least one map was created every week, and I’d like to think that I became quite proficient in it by the end. I’ve had to let it flag a bit now, because it took a lot of time to make each map, but also because they weren’t really paying back the time investment. Now though, it means that I can make some pretty cool hand-drawn maps for my own adventures.
4: Be a Nice Person!Well, I’d like to think I am, but I’ve tried to go out of my way to help new people this year, and ease there way into gaming, both on the gaming side and on the publication side. I’ve been a lot more active than I would have before, in trying to help out. Does that make me nice? I don’t know, but I hope so.
Now, what was that about breaking them?
This is where things get interesting. Because I generally believe that new year’s resolutions won’t be kept to over a year. We’ve all tried the “I’ll lose weight this year,” and then something derailed you. But that, to me, is the point. You set a goal, but sometimes that goal changes – you just have to acknowledge it.So what happened to me with these?
1 – I didn’t play more games. Of any kind really, though I do play more 5e now than before, since we got an online group up and running. But it improved the quality of the games instead, or at least the enjoyment from them. I managed to get inspiration from new places and shows (I even fell into Critical Role, which really hadn’t caught me before), all things to learn from.
2 – I did write more games. Though not what I’d expected. I ended up writing a board game expansion thingie (which hasn’t been released yet as far as I know), and I ended up releasing my own Starfinder adventure – a first for me. (And only the 2nd adventure I’ve ever released on my own, though not the first ones I’ve written). And then I ended up doing one more thing, which ties into the next point.
3 – I gained two new skills in fact. I learned how to do layout for my books (I’m eternally grateful to my tutors), and I learned how to program a website for my stuff (which you can find here), so even if the maps went on hiatus, I still learned new stuff. And I’m hoping that 2022 will be the year that I finally add art to my portfolio.
4 – Does this really need expanding on? No. Just be good, and allow people their own way of life and way of games. That’s not to say that you should tolerate all kinds of behavior because you shouldn’t, but make room at your table for people, and let them prove themselves AS themselves.

And with that, there’s only one more thing to say: Happy New Year, and be safe everyone!
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Kim Frandsen

D&D: Kick Your Campaign Off Right

It is a time for new beginnings all around the country, so let’s talk about how you can make your newest campaign begin with a bang.

RPG Campaigns, for the most part, have a sort of aspirational ideal: a band of heroes of unlikely origins and connections set out from humble beginnings and eventually rise to either meet a challenge or make their mark on a world, growing ever stronger in skills and powers until they fight foes no mortal would ever dream of facing. If this sounds familiar that’s because it’s the same underpinnings of just about every heroic story with few exceptions.

Now taking on gods can be metaphorical– a confrontation that’s against a figure who in your mind was godlike is just as real and meaningful as fighting an actual god. But we’re not here to talk about why the climax of Always Be My Maybe is just as dramatic, narratively speaking, as John Wick. Nor are we here to discuss the merits of Keanu Reeves’ storied career.

We’re here to talk about getting those first few steps right. Because that initial call to adventure takes the players out of their humble origins, connecting them to the wider world. It’s a step that leads inevitably to them leaving behind the safety and comfort of their home into the dangerous, chaotic world where adventure happens.

But, just as Luke’s adventure started with a trip to Alderaan, or the world-changing adventure in Avatar: the Last Airbender started with a journey to go Penguin sledding, those first steps are often not the first steps we think we’re taking.
There’s so much we can learn in that first adventure. This is where we get a glimpse, of who the heroes want to be. Whether you get there or not is up to the rest of the campaign.
That first adventure, though, is ripe for exploring wants, themes, and tone. Especially in a roleplaying game where you don’t have the luxury of mapping out where the characters will go. That first adventure is great for setting the tone and mood of your campaign.

My campaign’s tone is Town Council Meetings
Nobody has time to confront an epic villain and trade heroic/villainous monologues if they don’t know who they’re playing yet. This adventure represents a slice of what everyday life is like for your characters. Or at least of them stepping up to do something extraordinary for the first time. It’s where you generate fodder for character. Even if all they do is decide to follow goblins to their caves for more loot. So, how do you start it off right?

The biggest thing is to keep in mind is the opportunity to make choices as a character. The choice can be obvious: rescue a person, stop to help someone who’s wounded, chase off the bandits, etc. Whatever the case, it should always feel like the characters’ decision. As a GM, you can cheat and serve up some softball choices.

The beginning, far from a delicate time, is a chance to try things out and see what works. Your players can try on their characters too. Make it clear that there’s a chance to change too.
It doesn’t have to be a lot of work. In fact it’s better if you keep the overall plot simple and obvious. It’s much easier to think about your characters when the decision is easy to make. But if you want to capture that feeling of actually having to make a choice, it’s easy. Set up a quest with a simple, but broad objective, something like “patrol the woods for signs of wild animals,” or “investigate the strange lights in the tomb” or “find the missing children, last seen near the old barrows.”
Don’t make it about clearing out a dungeon, or pursuing a villain–not yet anyway. Keep it simple so that the world grows in complexity along with your players. By keeping the stakes low, you give players freedom to explore who they are.
If you’re having a hard time figuring out a simple objective that hits for all the players, your best bet is just to ask them what they want. You can do this in-character by having an NPC ask a character what they want, or you can (and probably should) in session zero pay attention to what the players say about their characters and ask them what they’d like to do in the game.

If your players can figure out where you’re headed, that’s awesome. Once you have your simple objective in place, all you have to do is add one little wrinkle. There’s a classic formula for quests in video games that goes something like “Player receives quest with objective X, while on the quest player learns Y, which changes the quest.”
And you can steal from that. While out on patrol, their captain is injured and they must figure out how to help. When they find the missing children, they discover they are in an enchanted sleep and a nearby fae spirit holds the key to breaking it.
Even if the goal is to get a stash of gold, the gold should be something the players learn about in-game, so they can then decide to go get it, instead of being told: “go get the thing.” Because when the player decides to go get the thing, it’s the character doing it. Even if they do exactly what you planned, it’s still a decision the character made. And the secret to capturing that epic feel is feeling like you got to wherever you end up by virtue of who your character is (and a few lucky dice rolls).
In short:

Make the objectives clear
Let your players go after them
have them learn something new along the way.
Keep things simple and low stakes
Keep the big overarching plot at bay for a little while

And you’ll have a starting quest that feels like the start of something big.
Happy Adventuring!
Check out the Beginner’s Guide to D&D

Games of the Year 2021: Chase on the charming and challenging Viscounts of the West Kingdom

Would it scandalize the readers to learn I don’t play many board games? Despite suffusing my day job with expensive boxes, I never manage to bring many to my table – at least, not nearly as often as pen-and-paper RPGs. That changed in 2021, and no title roped me back for another session more often than Viscounts of the West Kingdom.

Excuse my cheating a board game from 2020 to the top of the list, but I fell into a Garphill Games-sized hole this year and became stuck. The New Zealand team has a reputation for designing top-shelf solo experiences – arguably polished to a sheen in Viscounts – but this medieval midweight managed to capture my attention through a combination of depth, theming and challenge.

There’s a lot happening under Viscounts’ hood. Players compete to hold the peoples’ favour in a failing court surrounded by enemies, and the methods of achieving this goal are many – help the church compose manuscripts, aid villagers in constructing buildings, situate courtiers among the King’s inner circle, or simply seize control of the kingdom’s lands. The game ends once enough debt or deeds have been accrued, signaling the end of the old king’s reign either through prosperity or destitution.

The elegance with which this seemingly complicated mess of mechanics plays out is a big part of the joy of playing Viscounts. Like other West Kingdom entries, worker placement composes the core of its engine – place viscounts on spots, exert influence to collect resources, invest those resources towards a goal. But the accompanying deckbuilding makes sense of what could be so much Eurogame noise by directing players towards very specific actions.

A player’s deck consists of villager cards that will aid their viscount by providing effects when played, as well as extra resources for completing tasks. These cards slide along a track where only three are active at one time, colouring the dominant strategy before hitting the discard pile. Even as I recruit and dismiss more powerful villagers into my retinue-as-deck, the best possible move is constantly changing depending on whose ruddy faces currently sit on the board.

In this way, Viscounts forces players to remain alert not only to their opponents but to their own path forward. Tossing out a squire one turn won’t do much in the moment, but that precocious brat could be key to installing a loyal duchess or lord in the highest echelon of court down the road. I needed to develop mental agility and a willingness to pivot even as my own deck evolved.

There’s a lot going on in Viscounts of the West Kingdom, but it all works together harmoniously.

This might be a good time to mention that I’ve never won a game of Viscounts of the West Kingdom. Shem Phillips and S J Macdonald’s finely tuned AI system has proven formidable, and while I’ve managed to close the gap to a few measly points, victory remains elusive. Importantly, none of these defeats have felt like a slog. It’s just one more mechanical puzzle to study and eventually unravel.

I know my opponents strategy from the outset because I control their board state, reading the queues from their special deck and watching their own engine develop. It reminds me of racing against time trial ghosts in the Mario Kart video game series (and other more realistic titles, I assume). I can’t win simply by copying their moves, but the AI can be understood and eventually outmaneuvered. The designers include four different priority setups for this imagined foe, giving me plenty more walls to climb after finally clinching that first victory.

Viscounts of the West Kingdom converted me into a Garphill fanboy. The Mico’s art style, which ranges across all of their cardinal direction motif games, sells the theming and fantasy, and the 3D castle at the center of the board gives the whole production a satisfying presence. But beyond all of that, this game wins my heart through the sheer audacity of kicking my ass over and over without once losing my respect.

Dungeons & Dragons To Debut Champions Of The Realm In January

Wizards of the Coast has partnered up with RealmSmith and Lost Odyssey for a special Dungeons & Dragons streaming event called Champions Of The Realm. This is a special seven-episode series that will be airing on the official Dungeons & Dragons YouTube channel every Wednesday night starting on January 5th, 2022. The entire series has been pre-recorded, so no livestreaming, but you’re getting one of the most interesting competitions you can have within the context of Dungeons & Dragons. Several gaming celebrities will be fighting each other in a tournament-style game that will be presented with all the competition and flare of a UFC cage fight. The match will be DM’s/refereed by Jason Azevedo of Into The Mist and Tides of Wildemount, with commentators Urijah Faber (UFC) and Becca Scott calling the play-by-play, and announcer Bruce Buffer will be doing the introductions.Credit: Realmsmith/WotC
The contestants for this entire affair include Deborah Ann Woll (Daredevil, True Blood), Mark Meer (Mass Effect), Matthew Lillard (Scream, Hackers, Scooby-Doo), Noura Ibrahim (LA By Night), Omega Jones (Into The Mist), Satine Phoenix (GM Tips, Sirens of the Realm), Alicia Marie (Cosplayer & Fitness Model), and Anna Prosser (Acquisitions Incorporated). All eight of these players will be battling in up to five rounds of Dungeons & Dragons combat in an effort to be the last one standing and be crowned champion.
But this Dungeons & Dragons game isn’t just for entertainment, the entire time they’re broadcasting they will be taking donations from viewers which will be split between each player’s charity of choice. The company is also encouraging viewers to make their own fantasy bracket to win prizes. Who do you have your bets on? You can check out more about it in the two videos they have released, which we have below, as we look forward to seeing who will come out on top in this awesome competition.

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D&D: Let’s Make A Dungeon Part 3 – A Room With A View

You’ve picked out your Dungeon, given it an evocative theme and come up with a list of monsters to populate it–now what? Come join us as we build out our Dungeon in part 3 of Let’s Make A Dungeon.

Designing a dungeon can be a tricky thing,; you’ve got to figure out what the dungeon is, why adventurers would want to go visit it when they could be drinking in an inn and pointedly ignoring your plot hooks. Then once they arrive, you’ve got to flesh out a location full of encounters, things to explore, facts to learn, puzzles to solve, and treasures to loot. Which is all exhausting–but as part of this year’s resolution to make more dungeons, we’re here to help you out; we’ve got a few tricks up our sleeve that can make filling in the musty corridors and twisting, labyrinthine paths through a featureless void of infinite potential a little easier to deal with.

Here’s a quick recap of our earlier work–step one: pick a theme. Pick a strong theme that defines your dungeon: this can be anything from an undead sanctuary to the remnants of a war between angels and demons to a scar carved in the land when a titan fell in ages past. Let your imagination run wild looking for inspiration. To get ours, we went to the d20 SRD Fantasy name generator. Step two: define the theme. Pick some looks for your dungeon–for our Lost Sanctum of the Vampire Knight, we’re going heavy Castlevania/Dracula–and find creatures that fit that aesthetic.

Laying Our Your D&D Dungeon
Now we’re onto step three: putting it all together. Now that you have your theme and a list of possible monsters/monster groups put together, it’s time to start laying out the dungeon. We’ll keep coming back to theme, because that’s what’s going to keep this place feeling coherent as you build it out.
And that’s really the goal–this place just has to feel like it could be a real location in your fantasy world. Because once you give players a lifeline to latch on to, they’ll do so much work to fill in all the gaps you never could.
But in order for that to happen, we need to lay at least a little groundwork out. So let’s look at what we know about the Lost Sanctum of the Vampire Knight.

It’s remote
Home to a Vampire Knight

Which means there’s probably other undead types
And probably some knightly order trappings around it as well
These might even be twisted or have been evil in the first place

There’s definitely gloom around it
It’s probably forbidding, and there are rumors of it, but it’s something that the players have to find
Definitely features some underground/crypt/grave imagery

From our visual material–and playing into that Castlevania angle–we know that exploration is going to be a part of this dungeon crawl as well.
We want players to have that gothic, creepy feeling of discovering some new hidden passage or area that was previously inaccessible. We want to foment discovery in our design. But for now, let’s think about the Sanctum.

Coming Up With Locations
There are a few broad locations that feel like they’ll fit in. The castle itself, a graveyard (or crypts), some stables, and of course a dungeon/cavern beneath the castle. With those broad categories in mind, we can brainstorm some rooms that might be in each of these areas and see what’s inspiring. I gave myself about 5 minutes and here’s what came up:

The Castle itself

Gothic, gloomy, broken up into subsections
Banquet Hall
Bedrooms–including creepy master bedroom
Servants area
Chapel (gotta have a big stained glass window)

Bonus points if there’s a hidden crypt

Gardens
Courtyard
Throne Room
Library
Solarium

Graveyard

Mausoleums
Crypts
Probably a family crypt type situation

Stables for the Knight’s Retinue
A dungeon underneath the castle

Containing a hidden crypt
Accessible via a cavern as well

That gives us plenty to draw from. Which is great–because we’re not going to plan out every room in the dungeon.
While you certainly can, we don’t need to in order to make this place feel ready. All we really need is a quick and dirty cheat sheet that will help us fill out rooms if the players decide to go in there. We will want to plan out a few rooms; the big setpiece encounters which can be either boss/miniboss fights, or specific encounters/puzzles/what have you we’re excited about.
But you can make your life easier by just grabbing a few attributes and putting them together on the fly. Here’s our “Lost Sanctum” cheat sheet:

Castle Features: Candelabras, Tapestries, Arch Windows, Torch Sconces, Secret Passages, Bookshelves With Gloomy Tomes, Bat/Wolf Iconography, Alabaster Statuary, Crossed Swords, Coat of Arms, Hanging Shields, Fireplace, Tables, Chairs, Desks, Armor/Weapon Stands, Jewelry, Fine Silks, Coins, Banners, Banisters, Balconies, Suits of Armor
Graveyard Features: Gravestones, Cobwebs, Sarcophagi, Candelabra (tall), Hanging Braziers, Grave Goods, Shrines, Altars, Sliding Stones, Fountains, Statuary (Dilapidated), Creeping Ivy, Bones, Murals, Memorials, Placards, Shrouds, Urns
Stable Features: Hay, Wooden Doors, Fences
Dungeon/Cavern Features: Torch Sconces, Secret Doors, Altars, Iron Bars, Chains, Manacles, Torture Implements, Racks, Cages, Spikes, Pits, Oubliettes, Dripping Water, Mold, Slime, Cracked Walls, Decay

Nitty Gritty Dungeon Details
Then all you have to do is figure out how you’ll populate each room. Grab a few features, turn to your monster lists, and drop in what you want–these should give you a quick inroad into figuring out the description of a room. And you can break each of the main areas of the castle into subsections that fit together thematically for ease of figuring out what’s where. Your Sanctum might have a Living Area which has all the Bedrooms, Libraries, Studies, and Brooding Rooms you could want; an Entertaining Area that features the Banquet Hall and Solariums and Ball Rooms and Drawing Rooms; the Grounds which feature Gardens and Courtyards; and Official Space which features the throne room and conference rooms and the like.

Remember: there’s nothing stopping you from building out the place in its entirety. If you’re going that route, I’d recommend picking an area and building out from it.
Pick something you know the Sanctum will have and add on to it until you can’t think of what comes next. Then jump to another area of the Dungeon and start filling that in, repeat the process until they connect.
Shortcuts
But if you want to do it quick and dirty, just pull from the lists. Don’t be afraid to think of rooms as potential random encounters, descriptions and all. This leaves you free to tailor things to fit your characters as they explore, while giving you a lifeline.
All you need is a rough idea of where in the castle they are, and what the edges of each “zone” feel like. Things like: how do you get from the Castle to the Graveyard, and what does it feel like when you change over–all valid questions that you can prep a quick answer for.

Next week, we’ll talk about specific encounters and giving ourselves the guide markers we need to flesh out the dungeon from outline to finished place.
Until next time friends, Happy Adventuring!

Magic Realm – The 2nd Most Complicated Board Game Ever

With so many ‘fiddly’ tabletop games out there, there must be some that go beyond the call of fiddliness. Magic Realm is a contender.

We here at BoLS are no strangers to complicated games. In fact, it’s kind of our thing. Some time back, we took a deeper look into The Campaign for North Africa, which is widely hailed as the most complicated board game ever.

via Simulation Publications
So it should come as no surprise that eventually we would ask the question, “But what about the second most complicated board game ever?”
via Miramax
(This incredibly forced reference was brought to you by my spending my holiday binging a lot of LotR lore videos.)
The answer to that, as far as I’m concerned, is…
Magic Realm
Magic Realm is a mostly competitive adventure game with resource management, unique player powers, and action programming mechanics. Plus so much more. The game plays for up to 16 players. There are that many characters to choose and there’s really no reason you can’t have everyone running around at the same time.
Released in 1979, the same year as Campaign for North Africa. What was everyone on that year?! Oh, right – it was the 70’s. Never mind.
via Avalon Hill
In Magic Realm, players take the role of wayward adventurers. They travel the land, hunt for treasure, battle monsters, and befriend the locals (or kill them, it’s up to you).

The first step I took in learning how to play was watching this playlist done by Lawrence from BookShelfGames.com. The site no longer exists, best I can tell.

Laurence does a great job of explaining everything in detail. He goes over each piece, mechanic, token, and card. The whole playlist runs about 3 hours and 45 minutes, so get some popcorn ready!
Because Magic Realm is so complicated, this is going to be a very broad overview of the phases of a turn. Don’t expect to be able to jump into a game after just this read, but for some more learning resources, stick around until the end.
How to Win
One of the many interesting things about Magic Realm is players get to choose their victory condition. At the start of the game, players select their victory conditions by distributing 5 points among the available Victory Categories. This determines their overall Victory Requirements.
This is probably among the least important aspects of Magic Realm, but I think it’s just a cool mechanic. Some games swear they allow for multiple strategies to achieve victory. Magic Realm delivers on that promise.
Each game of Magic Realm plays over the course of 28 in-game days, where each turn is 1 day. Each day is broken down into multiple sections and carries with it certain aspects of the game:

Sunrise
Birdsong
Daylight
Sunset
Evening
Midnight

Sunrise and Birdsong (The Planning Phase)
The phase of this step is really Birdsong, but Sunrise is the first step of Birdsong. It triggers some game effects, usually ending spell effects and the like.
It’s during Birdsong that players will program their turns. Each player has a Turn Record which they will use to record the actions they will take on their turn. These actions are all recorded at the start of the turn, so players will have the plan their turns before they know how some of it will plan out. Typically players will do a lot of sneaking and scouting rather than jumping headfirst into an unknown clearing.

Daylight (The Action Phase)
Player turn order in Magic Realm is random each turn. Daylight is when characters will do the actions they chose during Birdsong.
The Move action allows a character to move into any adjacent clearing. There are potentially secret paths and tunnels as well, but the player will need to do the Search actions before being able to use them. There are also mountain tiles that require 2 Move actions to enter. Things like horses and some magic items will also affect a character’s ability to move.
The Hide action allows the character to roll a d6. On a 6, they fail to hide. Otherwise, they are hidden and can still perform other actions while sneaking around. This is mostly useful for avoiding encounters you’d rather avoid.
The Search action has tables of reference depending on which environment the character is searching, and what they are searching for. But it still boils down to rolling a die and checking a chart. The Search action is also how characters learn new spells.

The Trade action is one of the ways characters can peacefully interact with the denizens of the realm, through buying and selling items. There are several denizens of the realm, each offering different things to the characters. Selling certain items to the right group will award Fame, which is one of the victory conditions.
The Hire activity lets the characters hire allies from the denizens. They can be useful in combat but can also assist with other actions as well. But there are also Leaders, which function almost like an entirely separate character for the player to control. Regardless of the type of follower, they must be paid each day or they will leave. Some spells and such can even take control of monsters to temporarily join your cause.
The Rest activity is basically skipping a turn in order to remove damage and fatigue from your character. Nothing too crazy complicated here.
The Alert action is less of an action and more of a marker of what items and spells your character has ready in the moment. This determines which weapons your character is currently wielding.
The Spell activity (or Enchant in the updated fan rules we’ll discuss later) is not casting spells, as you might expect (hence the name change). Here, characters can either enchant magic they have to turn it into a specific type of magic, or they enchant a clearing on the map. Enchanting a clearing flips the tile itself, revealing a different side with other effects.
From a fan-made pnp redesign
The Follow activity is just what it sounds like. One character copies the actions of another for that day. This makes coordinating actions with allied players a lot easier, but it is also used by NPC followers just as a default thing. Fortunately, each follower has the option to stop following at the start of any action. That’s just in case your “ally” had other ideas in mind during the middle of their turn.
The Fly action is essentially just the Move action, but without the frustrating annoyance of gravity. Characters will need magic to use the Fly action but is allowed to skip clearings while moving from tile to tile. Each map tile has multiple clearings, and with the Fly action, characters can skip the paths and clearings and move to any adjacent tile.
(Fly magic is the best magic.)
via WoTC
Sunset, Evening and Midnight (The Combat Phase)
Similar to Sunrise some game effects trigger at Sunset. Evening is when combat occurs. Combat is broken down into 3 steps: Encounter, Melee, and Fatigue. Since we spend so much time on the different actions, we’re going to pretty much skip how combat works. Sorry.
But in short, during Encounter, basically you’re figuring out who is attacking and how. During the Melee step is when you decide who you are attacking. Finally, Fatigue is when you start to lose certain action chits for using more exhausting maneuvers.
Midnight is really just another collection step where certain game effects trigger and things get wrapped up to ready for the next turn. And that’s the very quick and dirty breakdown of a turn in Magic Realm!

The Community
I should also mention the game has a huge fan community. And with any good fan community of an old game comes fan-made revisions and expansions. The widely accepted “correct” rule set is version 3.2. The rules for which can be found here. That PDF is a whopping 273 pages, so get some snacks ready.
However, a lot of fans recommend reading Stephen McKnight’s The Least You Need to Know to Play Magic Realm, which DRASTICALLY cut down the 2nd edition rules by a whopping 97% to a mere 8 pages, so forget the popcorn this time.
Finally, the Magic Realm website. It doesn’t seem official in any capacity, but it’s got plenty of guides and resources and links to anything you might need to get into this game. Even more finally, there is a fan-made visual re-design of Magic Realm available on Tabletop Simulator, which is still my new favorite thing. Actually finally, there’s Magic Realm Light 30, which is a solo print n’ play variant intended to give players an idea of what the full game is like.

Obviously, we brushed through all of that VERY quickly. The goal here is to give a broad overview of how a turn goes. This was a lot longer than I anticipated when I started and I did a LOT of research for this article. So please let me know if this is something you enjoyed. I need that validation from anonymous strangers or I’ll die.
I wish I had the time or patience to play a game of Magic Realm, but I’ve had Scenario 4 of Gloomhaven: Jaws of the Lion set up untouched on my gaming table for months now, so I don’t expect it to ever happen.
Would you be interested in a more detailed explanation of the game?

Year in Review: Organized Play in 2021

Greetings, players! As we close out 2021, I wanted to share with you some of my favorite things: numbers and data! Let’s review some of the accomplishments and events of 2021, shall we?

Major Conventions: 4; PaizoCon Online, PAX Online, PaizoCon Online Europe and Gen Con OnlinePaizoCon Tables: 839, run by 243 GMsPAX Online Tables: 81, run by 38 GMsPCOE Tables: 260, run by 115 GMsGen Con Online Tables: 429, run by 132 GMsOther Supported Conventions: 80, running nearly 4,000 tables of adventures worldwide

Scenarios Released: 57, including 2 interactive specialsRulebooks Sanctioned: 10Adventures Sanctioned: 31Ziggys Saved: 1Sanctuaries Shattered: Wouldn’t you like to knowTotal Tables Run Worldwide: Over 15,000!

When I look back at this year, I think the theme is resilience through uncertainty. Between shipping crises (remember when the boat was stuck? good times!), the ongoing pandemic, and shakeups at Paizo, this year has been tumultuous, to say the least. But this is the best community out there, and you all have rolled with the punches, adapted to the new terrain, and kept playing with us. I can’t thank you all enough for everything, and I can’t wait to see you all in 2022.

Before I leave you, I have a message from Mike Kimmel to share.

Hey everyone! The end of the calendar year also marks the end of my first year on the Organized Play team. It’s been a year filled with challenges, rewards, and adventures. One of my fondest memories of the year was being able to write my first adventure outline for Paizo, which led to a little bounty called Hillcross Roundup. I’m looking forward to outlining and developing more adventures and tackling more challenges in the months ahead. Later this year, we’ll be wrapping up the Year of Shattered Sanctuaries and jumping into Year 4. I can’t wait to share these exciting adventures with you! I hope I’ll have opportunities to meet and interact with more members of the community in 2022, whether that’s online, in person, or both. I want to hear all about your adventures!

Stay safe and warm, and until next time – Explore! Report! Cooperate! And we’ll see you in 2022!

Alex SpeidelOrganized Play Coordinator

Mike KimmelPathfinder Society Developer

D&D: ‘Monsters Of The Multiverse’ Preview – Duergar, Centaurs, and Starspawn Oh My!

New art reveals some of the monsters and PC races waiting in the upcoming Monsters of the Multiverse book.

Mordenkainen Presents: Monsters of the Multiverse is a new book that will revamp many monsters and update more than 30 PC races. Monsters of the Multiverse, just one part of the Core Rules Gift Set releasing next month, will do a lot for monsters.

With new streamlined spellcasting rules, we’ve already gotten a little preview of Monsters of the Multiverse. But over the last week, Wizards of the Coast have been previewing art from Monsters of the Multiverse, revealing some of the races and monsters you’ll see in the new book. Let’s take a look.
Meet the Duergar
First up, more Duergar than you probably know what to do with.

Duergar are dwarves who were lured into the underdark by promises of perfection. There, they were captured and psionically “enhanced” by Mind Flayers. As a result, Duergar are dwarves with psionic powers and magic that fills in for technology. You can see a duergar with a magical flamethrower as well as a psionic weapon arm up there. How about one with a big cybernetic claw?

They probably appear as both PC race and NPC enemies since Duergar first appear in Sword Coast Adventurer’s Guide as a PC race. Monsters of the Multiverse will likely overhaul their existing traits, allowing for choosable ability score increases among other things.
Next: Centaurs

Everyone’s favorite surprisingly small horse-people make a return in this Monsters of the Multiverse preview. Centaurs first appeared in Guildmaster’s Guide to Ravnica. There, the Medium sized creatures (leading many to compare them to ponies–which kind of looks to be the case here) raised many questions about how they climb ladders or if they could ride on each other.

Even More Races
Eladrin originally appeared in the Dungeon Master’s Guide, then they showed up in Volo’s Guide to Monsters, and now we can say for certain they appear in Monsters of the Multiverse with some seasonal art. These elves have a mood (and magic) for every season.

And here’s a Nilbog, which is goblin backwards. These magical mischief makers crop up occasionally in goblin society and are generally allowed to do whatever they want.

Finally, we get our first official look at the Starspawn. This is a Starspawn Seer and he’s tentacular.
Happy Adventuring

Conventions & Calendars: One Is Too Expansive To Host Without The Other

As a regular attendee of multiple tabletop gaming conventions, I’m writing a plea: Convention organizers, mark your calendars with the dates of every competing geek convention – large, regional, or local – and don’t host your convention on the same weekend! Talk to the other convention organizers and stop going head-to-head with them. This I beg you as a fan and publisher.
What am I complaining about? Two or more geek (tabletop gaming, comics, sci-fi, fantasy) conventions happening in the same state, or adjacent states, at the same time. Overlapping conventions hurt everyone.
To prove my point, I’m going to share a few real-world examples. These examples are not condemnations of the conventions or their operators. I have nothing but respect for them and the efforts that they undertake to make conventioning fun. Each of them should read these updates in the spirit of constructive criticism, not dislike of them, their work, or their property. Furthermore, every convention on this list is something I’ve either attended or desperately want to attend. I’m a fan and I’m not trying to impact their business, just point out the crowding of the calendar and the difficulties fans experience with competing geek conventions.
That said, consider this first example where going head to head has an impact: The weekend of March 9th and 10th, 2019 in Alabama, Georgia, and South Carolina.

Huntsville to Atlanta is 3 hours and 15 minutes by car. Atlanta to Greenville is 2 hours and 15 minutes by car. Do those sound close together? Because they are. In a single weekend, there were two comic shows, a toy show, and a geek culture convention going head-to-head in a geographically small area (for North America). To add insult to injury, that weekend the Captain Marvel film from Disney was in its second weekend of release. Each of those four shows was still a great experience (I was able to make it to three of the four so I’m speaking firsthand on these). However, they cannibalized fans and retailers from the same audience as fans had to choose what show(s) they were going to attend.
Another scenario, two conventions happen in the same state in the first half of the month. Most fans get paid every two weeks which means one check in the first part of the month and one in the second. If two geek conventions happen in the first half of a month, they have to be paid for using the same paycheck and there’s only so much cash to go around.
I attended Conapalooza on October 11 to 13, 2019 in Kingsport, Tennessee, a fun event that I wrote about here. It’s 1.5 hours from Kingsport to Knoxville, Tennessee, a larger city. Fanboy Expo Knoxville Comic Con happened October 18th to the 19th, 2019, the weekend after Conapalooza. Unfortunately, Fanboy Expo, a larger show, drew fans away from Conapalooza as everyone had to decide how to spend their limited resources.
Going head-to-head means that fans, publishers, and exhibitors have to choose which convention they can give time and money to attend. For the later two groups, there are likely to be fewer fans which impacts every vendors financials. Heck, it impacts the conventions numbers as well. Being geographically proximate and close time wise means that everyone has to make a choice as to what they’ll do.
Let’s look at a few more examples. In 2021, Origins Game Fair in Columbus, Ohio (which I wrote about here and here) moved their weekend to the same one as CinCityCon in Cincinnati, Ohio. This move was due to Covid and the extraordinary circumstances that came with the pandemic, but the move still hurt both shows. Changing dates put two tabletop gaming conventions under two hours drive away from each other. While one is much larger than the other (2019 attendance numbers were 18,648 for Origins and 901 for CinCityCon), their proximity undercut their fans’ ability to attend.
Unless something changes in 2022, Ohio is going to have another overlapping weekend but with a different combination of shows. Con on the Cob in Richfield, Ohio and CinCityCon in Cincinnati are planned for the same weekend. They’re in the same state, but three-and-a-half hours apart. While an overwhelming amount of any convention’s attendance is local, there are bound to be nice percentage points that will make the trip to both…unless they happen at the same time. These decisions reduce the pool of attendees.
Let’s consider a different type of challenge: same city, same quarter. Every year, Chattanooga, Tennessee hosts two notable local conventions: Chattacon (January) and Con Nooga (February). For those of you that have never heard of Chattanooga beyond the song, it’s the 4th largest city in Tennessee and about two hours from Atlanta and Nashville. It’s metropolitan area (city and suburbs) is about a million citizens. For comparison:

Philadelphia, Pennsylvania (Pax Unplugged with 30k attendance pre-Covid) is located in a metropolitan area with 7.2 million citizens
Atlanta, Georgia (Dragon Con with 85k pre-Covid) is 6.8 million
Columbus, Ohio (Origins Game Fair with 19k pre-Covid) is 2.5 million
Indianapolis, Indiana (Gen Con with 70k pre-Covid) is 2.45 million

Chattanooga is a smaller city compared to any on that list. As one of the smaller cities, it still hosts two geek conventions almost back-to-back. First, I want to applaud both Chattacon and Con Nooga for existing and expanding geek culture. In both cases the conventions are tight ships and well-organized, and more importantly, they’re fun for those that attend as they are the size they set out to be. Their proximity on the calendar impacts their fans that lack deep pockets. Many have to choose between them because doing both may not be an option financially or work schedule wise.

Is my opening plea crystallizing into an image of a packed calendar and map? With 12 months and 52 weekends per year to choose from, each town and region would be better off without a glut of conventions happening on top of each other. You, as a fan, have to choose what you can afford to support, and more time between shows helps fans recuperate your funds so you can attend more conventions.
But it’s not all overlapping calendars. Let’s talk about the Atlanta geek convention calendar for a moment. Atlanta hosts four large (tens of thousands of attendees) geek conventions per year: Dragon Con (Labor Day weekend, which I talked about here), MomoCon (May), Anime Weekend Atlanta (October), Atlanta Comic Con (August), and one medium one (around 5k attendees), Southern-Fried Gaming Expo (July). Then there are several smaller shows ranging from one-day events to full weekend shows like Walker Stalker Con (October), Multiverse (October), NerdiGras (March), and JordanCon (April).
Just looking at Atlanta’s big and medium shows (because the others are going to have to squeeze in where they can), they run May to July to August to early September to late October. In Atlanta, there are five notable geek conventions with around a month to six weeks between each gathering. While that does put pressure on wallets as well as time off calendars, it is spaced out enough that a fan might be able to afford two or more shows a year.
Conventions are a great time and every one mentioned here is worth attending. Full stop. If you love geek culture, these shows are a blast. This article is not meant to suggest otherwise. Instead, this piece is meant to raise awareness about one aspect of these shows. But, if you can attend a geek convention, I encourage it.
While this article just looks at the results and not the causes of these bottlenecks, it is only meant to illustrate the issue as fans and vendors see the world. For the convention organizers, there is another layer of organization and finances that they have to consider, but that’s material for another piece.
To bring this back to my initial plea, consider this: In an ideal world, it is my hope that each geek convention organizer will consider their competition more broadly and push to include everyone possible in their designs. When creating a new convention, please don’t go head-to-head on the calendar with another local or near-regional show. If someone moves to your convention’s date, that’s unfair. Still, consider the benefits of moving your calendar, if possible. This applies for every attendee, vendor, and convention: Trying to divide a small pie will leave everyone hungry.

Speaking of conventions, Egg Embry Publishing will be at MACE this weekend. If you’re attending, stop by and say hi.
MACE Tabletop Gaming Convention
November 12 to 14, 2021 at the Hilton Charlotte University Place in Charlotte, North Carolina. MACE (Mid Atlantic Convention Expo) is a table top gaming convention with a good mix of RPGs. This show will be their 25th anniversary, a great accomplishment for a local gaming convention.

Disclosure: While Egg Embry pays for his travel, hotel, and food, certain conventions discussed in this article provide complimentary entry to their cons because he registers as a member of the press/media.
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D&D: Need A Villain? Try These Five Low-Level Monsters

Adventures are the most popular out there right now. Want a D&D low level monster to shake things up? We’ve got you covered.

Boss fights are ingrained in the bones of an adventure–and often times those bones will spring to life and try to hit you with a giant ax or something while you scramble for whatever end-of-quest loot you can find.
And it’s true whether we’re talking about roleplaying games or video games and regular narratives, we all sort of have an innate understanding of what a boss fight is. Even if we don’t quite understand how to properly construct it. By and large, it’s the toughest fight you’ll come across, usually saved for the end, with the idea being that characters will have already expended several of their resources and have to scrape by a victory through the skin of their teeth.

But in a D&D game, it’s a little more challenging to bring that to bear because it’s an expectation that’s so familiar and that makes so much narrative sense that players will see it coming, and the very idea of a boss fight is something they plan for. Often times this means holding back on their biggest and best spells or strongest attacks so they can be fully topped off when it comes to taking down the boss and utterly pasting them in a round. This is a challenge that probably deserves its own article.
For now, these are five great boss monsters that you can drop on a low-level party and they’ll be a blast to fight, even if your party is amped up and full of potions that they were supposed to use a few levels ago.
Barbed Devil

Let’s start strong. A Barbed Devil is a dire threat and a great D&D low level monster. With over a hundred hit points, they’re a challenge to take down even for a party at their CR5. But throw them at a party of 3rd or 4th level adventurers, and they’re in for a rough time.
Why would you do that? A barbed devil has a lot of resistances that help them stay alive, but that also teach new players some of the concepts in the game: you can get around resistances by prepping the right kinds of weapons. Characters attacking with the silver sword or certain magic spells have no trouble getting through the creature’s DR.
But even then, with magic resistance and powerful attacks, it’s still a threat up close or at range. This one monster works as a great “summoned creature.” I love using them as a creature that a bunch of low-level cultists are trying to summon or control or whatever, and the players might be able to stop the ritual–but if not, watch out, it’s time for a tough fight.
Blue Dragon Wyrmling

White Dragon Wyrmlings get all the love in this game for some reason. They’re the lowest CR dragon that you can throw at a party, sure, but why fall back on the weakest when you could show off the majesty of a Blue Dragon instead. Blast them with lightning, fly out of range until your breath recharges. With the ability to fly and burrow, a Blue Dragon wyrmling makes for an excellent foe to drive off. There’s no shortage of ways it can escape as long as it flees in time.
Of course, it can return later (or perhaps return with a parent, depending on what sort of time shenanigans you are and aren’t willing to pull in your campaign), bigger, badder, and out for revenge.
Flameskull

I love Flameskulls. These are the skulls of mages who have been slain and bound to serve as guardians. Obviously, we’re going to subvert that for our low-level adventure. Why not have it be the spirit of an ancient mage? Maybe one whose will was strong enough that it broke free of its servitude. Now it’s on a quest, rallying what forces it can to remake the world in its image.
But it’s also just a floating, on-fire skull that keeps coming back unless you specifically bury it in a grave with holy water or dispel magic/remove curse it. So for a low-level party that doesn’t know this, this is the gift that keeps on giving. Like a bad penny, it will always turn up.
Werewolf

There castle. There a challenging humanoid enemy that’s a brute to fight. Werewolves work rather well as a villain because you can have anyone be a werewolf, and then change mid-fight to show that the fight is getting REALLY intense now.
Kraken Priest

Finally, what would a batch of D&D low-level monsters be without a charismatic cult leader? How about one who calls upon eldritch power from abominations deep within the sea? A Kraken Priest is a great villain that can support a bunch of minions. Their powerful spells and abilities make fights with them not just dramatic, but downright theatrical. These are the posturing spellcasters and scenery-chewing monologuers that you’ve been dreaming of since the party was level 1. But wait until they’re like level4 to hit them with this priest and some minions.
So the next time you’re looking for a boss monster, try one of these!
Happy Adventuring!

D&D: Let’s Make A Dungeon Part 2 – What Lies Inside

Let’s make a Dungeon! The Lost Sanctum of the Vampire Knight has an epic name, now we need some monsters to fill it with.

Let’s end 2021 with a monster filled dungeon, ready to delve in 2022. Play along at home with the dungeon we’re building; or if you’re feeling inspired and want to do this from scratch, we used the d20 Fantasy Generator to sow the seeds of our dungeon.
Back to the Dungeon
Today we return to the Lost Sanctum of the Vampire Knight. Last time we used the dungeon’s name (courtesy of the d20 Fantasy Generator) to inspire our initial impressions of the place.
These impressions helped us figure out a few key details: the overall theme, the look and feel of our, and how it fits into a game. You can find all that in our earlier article, but here’s a quick recap:

It’s remote
Home to a Vampire Knight

Which means there’s probably other undead types
And probably some knightly order trappings around it as well
These might even be twisted or have been evil in the first place

There’s definitely gloom around it
It’s probably forbidding, and there are rumors of it, but it’s something that the players have to find
Definitely features some underground/crypt/grave imagery
Big Mood: Dracula

After picking some suitably gothic imagery to help get the feel for what this place looks like:

…it’s time to start figuring out what (un)lives here.
Discovering the Dungeon Denizens
Already we know two things we’ll want to see there: the Vampire Knight who is (mostly secluded) in this castle, and their cursed retinue of lost souls and undead monsters.
Undead monsters is a great place to start filling out our dungeon. Now you might be tempted to immediately jump in and start designing the Vampire Knight–that’s a perfectly valid way to go, start with the boss fight and work your way back, I’ve done that myself plenty, but for now I want to build a rich tapestry that will help us fill out the setting and mood.

So we’ll start by putting together a list of the creatures you want to find in the Dungeon. This can help you fill in the spaces and also doubles up as a great random encounter table to pull from later–for now there are two Entries: Vampire Knight and Vampire Retinue; we don’t have to know what these mean yet, just that these are potential encounters. Flipping through the Monster Manual and related books like Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes yields up a few more potential items.
And, quick aside, if you have access to D&D Beyond, then you can just filter monsters via creature type. Otherwise you’ll have to do some reading.
Either method gives us the following:

Vampire Knight
Vampire Retinue
Skeletons
Warhorse Skeleton
Zombies
Shadow
Dread Warrior
Ghoul
Ghast
Minotaur Skeleton
Deathlock Wight
Wight
Phantom Warrior
Sword Wraith Warrior
Vampiric Mist
Banshee
Bone Naga
Deathlock
Flameskull
Vampire Spawn
Revenant
Wraith
Spectre
Giant Skeleton
Shadow Assassin
Nightveil Specter
Vampire
Vampire Warrior

Now we almost certainly won’t use all of these, but it gives us some good fertile undead ground to pick from.
A big part of dungeon design is cutting back what you don’t need.
Already I can start to see a few I might cut back on, but we’ll save that for later. For now, I still want to add to this list. We’ve got Undead handled with a mix of corporeal and non-corporeal foes.

I’ll probably keep ghosts to a minimum–the Vampire knight might have a few spectral allies, but for the most part I see them as having actual cursed undead warriors. The Minotaur Skeleton and Bone Naga are there as some miniboss type inspirations. And while there’s enough variety to  do exclusively an undead list, it feels like having a mix of children of the night making such music might help to fill in the areas near the dungeon.
That means looking for the right sort of dark/gothic flavors. Which to me, means:

Dire Wolf
Giant Spider
Giant Bat
Swarm of Bats
Werebat
Werewolf
Winter Wolf

And then finally let’s throw in a few Dungeon Decor type monsters, so:

Animated Armor
Helmed Horror
Gargoyle
Black Pudding
Gelatinous Cube
Piercers

Organizing Your Monsters
That’s plenty to work with. Now we can trim down the master list. To help organize the reaping, we jam evening into three categories: Undead, Critters, and Dungeon Decor. From the Undead we can cut down our lists of potential monsters to skew towards people that would serve or be reanimated by the Vampire Knight and their closest allies. So maybe we toss out the Flameskull, Bone Naga, and Vampiric Mist.
We’ll also look for monsters that lend themselves well to unique encounters. These would be with specific members of the Knights retinue. For instance, I could see a Banshee, or Wraith sort of heading up the spectral side of the Vampire Knight’s forces.
I’ll pull those for now and keep them in their own section. Same goes for the Minotaur Skeleton who I like as a skeletal miniboss. I’m getting a Level 4-6/7 kind of vibe from this place, so that’s about where we’ll tune our monsters. Which means we can probably safely pull the Vampire and Vampire Warrior from our list as well, but we might pull some of their abilities for the Vampire Knight so again, let’s mark them to one side for later perusal.
Looking through the stats we can see that the undead types tend to fall into either ghostly warriors, undead warriors who fight in armor, or monstrous undead (Ghouls and Ghasts and the like). We’ll note those on our master list and make one final addition, the Vampire Knight needs a suitably metal steed, so we’ll toss in a Nightmare for good measure.

Vampire Knight

And Nightmare

Vampire Retinue (Undead Warriors)

Dread Warrior (From Dead in Thay)
Wight
Skeleton
Warhorse Skeleton
Vampire Spawn

General Undead

Zombie
Ghoul
Ghast
Vampire Spawn
Deathlock Wight

Spectral Undead

Sword Wraith Warrior
Shadow
Specter

Beasts

Dire Wolf
Giant Spider
Giant Bat
Swarm of Bats
Werebat
Werewolf
Winter Wolf

Evil Decor

Animated Armor
Helmed Horror
Gargoyle
Black Pudding
Gelatinous Cube
Piercers

Minibosses

Minotaur Skeleton
Banshee/Wraith

This is a pretty great master list to jump off from. We’ll keep an open mind as we go forward, we might find better monsters or something that the design of the dungeon itself suggests, so if we run into that we’ll be set.
But otherwise from here we’ll start breaking up the Vampire Knight’s Sanctum into different sections and figuring out what’s inside each of them.

We’ll do this because we’re building a place. We want it to feel like it’s got weight in our world. It should feel as much like an actual Sanctum as a fun place to have some fights to our players. We can do that by giving it a sense of purpose.
Next Time: Laying Our Your D&D Dungeon
But for now, we’ve picked a solid theme, found some monsters that complement the theme, and split them into easy pools that we can pull from to populate our dungeon. All of this is going to help make our Vampire Sanctum feel the way we want it to feel to our players, so we’ve got a lot that’s ready to start cooking. Come back tomorrow for more!
Until then, Happy Adventuring!

Tales of Lost Omens: A New Game of Drouge

“A new game?” Kesara asked, her old Vudrani hands already sweeping the drouge pieces off the embroidered cloth, milk-pale jade and black onyx figurines vanishing like magician’s coins between her bony fingers.

Guan Kai shrugged, smiling, and uncapped his flask of blackdream liqueur. He waved it at Kesara, chuckling when she wrinkled her nose in disgust at the offer, as she always did. Unoffended, Guan Kai sipped the murky, anise-scented drink. “What choice do I have? You’ve cleared the board. Just when I was winning, too.”

“There was no winning that game.” Kesara dealt new pieces onto the cloth with the swift flourishes of a professional gambler, which Guan Kai supposed she was, after a fashion. “This one will be better. New pieces, new board. Very friendly.” With a motion, Kesara substituted the black jackals from the original set with a pair of lions from her near-inexhaustible supply of alternate pieces. Playfully, she set two pennies carefully on the lions’ heads like little copper crowns, then spun them with a flick of her fingertips. The metal disks twirled momentarily atop the figures before clattering dully onto the cloth.

So, Guan Kai thought, she wants to bargain a secret about some instability in Taldor.

“Speaking of friends,” Kesara asked casually, “do you still have yours in the Chrysanthemum Court?”

Guan Kai took another pull from his flask. “Naturally. A man as old as I either has no friends, or too many to count. One’s habits add up to the sum of one’s life, as the sages say.”

“Do they? I wouldn’t know. I’m a dewy spring blossom, myself.” Kesara’s eyes vanished into her wrinkles when she laughed. She plucked the white jade elephants from the board and made a show of hesitating before she replaced them. “Now which of my little pieces would best serve your side? I presume, after a lifetime’s likeability, you could name 16 close friends in the Court?”

She was feeling him out, trying to see which of the Successor States of Lung Wa might offer the best price for her information. Guan Kai pretended to ignore the bait. It was ridiculous for him to offer anything; Kesara hadn’t even hinted what secret she was trying to sell. How could he know who wanted it? “I’m an easy man to like. Even in Shenmen, I might find a few friends.”

“Oh, no, not Shenmen. Just the name of that haunted place gives me chills.”

“No need to worry. It’s very far from here.” Information about the Imperial Court of Taldor was unlikely to be of value to the Successor States, he meant.

“The Court isn’t far at all.” Kesara lifted her chin, nodding to the high white tower of the Starstone Cathedral behind them. “Just on the other side of that great gaudy sundial.”

Ah, so her secret wasn’t being dangled for the Successor States themselves, but for their envoys. The Chrysanthemum Court was the unofficial embassy for dignitaries from all the many kingdoms of Tian Xia. Business that was too risky or sordid to pass through diplomatic channels often wound up there.

This game had suddenly become more interesting. Guan Kai took another sip from his flask, then capped it with a flourish and set it aside. His blood was warm enough without the liquor. “I can hardly choose a piece without seeing the sample available for selection.”

“I suppose that’s fair.” Rather than offering him a choice of white pieces, however, Kesara plucked an onyx boar from her case and set it between the lions. It was an ugly, pugnacious thing, its glittering tusks thrust out in belligerent menace.

Baronet Ghazolain. His family crest carried a boar against crossed spears, and he’d recently arrived in Absalom as part of the Taldan diplomatic delegation. Scarcely a month had passed since the baronet arrived in the City at the Center of the World, yet already foul rumors followed him. Tales abounded of stained altars covered in clandestine artifacts, inhuman chants and cries from his quarters at night, and grim-faced servants who nursed unexplained wounds and then disappeared altogether.

Or so people said. Guan Kai had learned to dismiss most such rumors—they were true only rarely, and useful even less. But now, it made sense why Kesara was angling for a buyer from the Successor States: the baronet was also said to be urgently litigating some kind of family claim in Amanadar, a former Taldan colony now counted among the 16 Successor States of Lung Wa.

“Interesting,” Guan Kai said. “I would have thought the boar should go on my side.”

“I assure you, the boar is opposed to any piece you might choose,” Kesara said. Her rheumy eyes were sharp and intense beneath their clouds of age as she split her fingers into a triangle around the boar’s head. An old sign, from when they’d first played at spycraft, as children.

Danger. Danger that would seize your throat and twist your head off without trying.

Guan Kai smiled. “Really? Fascinating. Then I shall choose a devil, for a beast so fearsome deserves an equally formidable foe.” He’d kept his answer malleable on purpose. The devil could certainly represent Chu Ye, ruled by oni, but it could just as easily mean Cheliax. The Western devil-binders were always willing to pay for dangerous secrets, even those that didn’t concern them.

Kesara shook her head. Her gaze lingered on a pair of dogs pulling a wagon in the street. The animals greeted one another cheerfully, interrupting their own work to wag tails and exchange sniffs. “Look there, behind you. Some creatures understand the value of loyalty. Some people, too. I said this should be a friendly game—you’d be well advised to keep only true friends on your board, and fiends are never that. But, of course, you’re free to choose the pieces that suit your strategy. I can only make suggestions.”

Ah, so. Guan Kai felt peculiarly warmed by Kesara’s warning. Seventy years they’d played the game together, though she owed him no favors. They’d been rivals as often as allies, and each had betrayed the other far too many times for any attempt at tallying to be worthwhile.

Still, in this, she warned him. This information was too explosive to be entrusted to treacherous hands.

And now he understood. Kesara didn’t want to sell her secret after all. She wanted help. Baronet Ghazolain was involved in something so terrible that the 10,000 whisperers of Jalmeray were reaching out to Guan Kai, and his friends, for aid. And they were sending that request as secretly as they knew how, lest the baronet’s spies catch a whisper of their plea.

“Very well,” Guan Kai said. “I choose the dragon and the rat.”

Kesara nodded. A tiny knot of tension softened in her shoulders. She must be terrified, Guan Kai thought, if her worry shows so plainly.

But Kesara had spent 70 years learning to control such fear, and her voice was calm as aloe. “Let our game begin.”

About The Author
Liane Merciel is the author of the Pathfinder Tales novels Nightglass, Nightblade, and Hellknight, and a contributor to other books including Nidal: Land of Shadows, Faiths of Golarion, and the Lost Omens World Guide. She has also written for Dungeons & Dragons, Warhammer: Age of Sigmar, and Bioware’s Dragon Age franchise. She lives in Philadelphia with her husband, two dogs, and a small child who is extremely into baking projects.

About Tales of Lost Omens
The Tales of Lost Omens series of web-based flash fiction provides an exciting glimpse into Pathfinder’s Age of Lost Omens setting. Written by some of the most celebrated authors in tie-in gaming fiction and including Paizo’s Pathfinder Tales line of novels and short fiction, the Tales of Lost Omens series promises to explore the characters, deities, history, locations, and organizations of the Pathfinder setting with engaging stories to inspire Game Masters and players alike.

Let’s Play D&D With Spider-Man

Today we’re playing Dungeons and Dragons with great power and great responsibility. Let’s invite Spider-Man to the table.

Spider-Man has been the most explosively popular movie in recent memory, and it’s not even remotely surprising. Spidey is one of the most popular and fun characters in the Marvel lineup.
You know me when a character looks like a lot of fun I start thinking, “how can I sneak a playable version of them into my next D&D campaign?” To celebrate Spidey’s introduction to the multiverse, let’s invite him to play D&D in our corner of reality.
via Sony Entertainment

Because of who (and what) Spider-Man is, figuring out how to add him to a D&D setting raises so many interesting questions. Should he be human? Peter always represents the every-man. Is he something else because of his altered DNA Which classes best represent his powers and abilities? Which version of his powers and abilities are we even looking at?!
via Sony Entertainment
What I found is that there isn’t a right answer, or more there are many, many good answers, all of which would be Spidey. But that’s what the multiverse is all about, isn’t it?
Where to Start with Spider-Man
I decided to have a little fun with Spider-Man and went a little outside of the box. For his race, I picked Simic Hybrid with an emphasis on spider stuff. The idea of a human who’s been altered to be something a little different and more suited to adventuring is Peter to a T. The Nimble Climber power is perfect for him.
At fifth level, there were a few more powers to choose from and none of them was quite a slam dunk, but a little creative flavor-text rewriting can easily turn Carapace into a version of his Spidey-Sense. Add that to an increased constitution and Darkvision and we are definitely off to a good spider start.
via Sony Entertainment
Class
I had some fun trying to balance Peter’s powers and his interests and skills, and I landed on an Artificer / Monk duel class. The way I figure it, Peter’s an artificer by training and trade between his natural smarts and sometimes making his own web-shooters. But by contrast, Spider-Man is a quick, agile, super-strong, punch-guy.
There are a lot of ways to make a punch-guy in D&D, but I thought that Monk meshed with his specific variety of dexterity and speed so well. Plus, it gave us access to some ninja-like agility and sneakiness that would otherwise have to come from the Rogue class.
via GIPHYFrom there you may notice a distinct lack of gear – that too is by design. If you play a version of Spidey for yourself, you should probably commit to the bit a little less and take some gear.
Peter doesn’t seem to travel with a ton of gear very often. Sometimes he needs a specific toy or tool, other times there are mechanical web-shooters, other’s he’s borrowing gear from Iron Man. But usually, Spider-Men show up to the fight with their super suit and a few good quips.
via Sony Entertainment
How would you make Spider-Man for D&D? Which Spider movie is your favorite? Have you seen No Way Home Yet? Let us know in the comments!
Happy Adventuring!

D&D: Let’s Make A Dungeon Part 1

As the year ends, the time is right to put some Dragons into a Dungeon. Grab your graph paper, let’s make a D&D Dungeon.

Designing a dungeon is a time honored tradition in RPGs. Your dungeon might take many forms: a collection of Arcane Towers, a ruined research complex full of malfunctioning-yet-deadly robots, a locked-down corporate building full of cybered-up security guards, or your childhood home but now there are dinosaurs in it.
A dungeon can take many forms, but it’s ultimately where you go to find resolution for some of the big tension in your adventure.

Designing a dungeon is a great way to take your first step into a larger world–a way to take ownership of the game and put your own stamp on it. Dungeons are a discrete package, a nugget of adventure. They’re easy enough to get started with.
Making a D&D Dungeon – Why Do the Players Care?
First things first though, you need to know why you’re making this dungeon. There are a few different approaches to this question: are you creating it as the climax to an adventure? Why is it in the story? More importantly, what reaction are you hoping your players will get? What experience are you looking to give them?

Whether you’re approaching making your dungeon from a narrative/adventure point, or from a slightly more meta point like “I think it would be a lot of fun for them to fight a bunch of different monsters,” the end goal is the same.
Create some space, and then put some encounters in it.
I like to start by brainstorming what the place I’m making is. You might look at how it fits into your story–maybe the dungeon is the lair of one of the villains your party has been tracking/clashing with. Or, equally as valid, you might just think of a cool set piece like a Wizard’s research complex or the like and decide to flesh it out. Whatever the source of the inspiration, once I know what I’m making I can get started.

For this article, I’ve used the Fantasy Generator tools from the d20 SRD which has everything from party names to types of dungeons, and in this case it provided some fantastic inspiration:

There are a ton of great names to pick from here, and I feel like any of these would be a fantastic dungeon. I’ve decided to go with the Lost Sanctum of the Vampire Knight, which is a very evocative title. When you see something like that with a very strong initial impression, it can be helpful to write down your gut reactions and the first little pops of inspiration. For me, it was the name–it tells you everything you need to know about this dungeon:

It’s remote
Home to a Vampire Knight

Which means there’s probably other undead types
And probably some knightly order trappings around it as well
These might even be twisted or have been evil in the first place

There’s definitely gloom around it
It’s probably forbidding, and there are rumors of it, but it’s something that the players have to find
Definitely features some underground/crypt/grave imagery

Making a D&D Dungeon – Who Lives There?
And that right there gives you an initial template. Some of the best dungeons you’ll find have a theme to them–they feel like real places that live and breathe and exist in the world. When designing this Vampire Knight’s sanctum we’ll keep in mind its function in the world. This means knowing who the Vampire Knight is, and why their sanctum is so remote and forbidding. Again, going with my gut reaction here, I’m thinking that this Vampire Knight is a cursed figure–they were once a hero and have since fallen, taking their retinue with them. Now they dwell in isolation, only occasionally riding out to terrorize the populace.

Equally as important is knowing what this dungeon looks like, and how it should feel to the players. Again looking back up at those initial impressions a few things leap out: crypt-esque, gloomy, forbidding–all of this gives me a gothic feel. It should feel old world, perhaps even slightly out of place with its remote surroundings. A touch of lavish (and slightly old fashioned civilization) like something out of Dracula or Vampire Counts or Castlevania.

I recommend finding some good visual inspiration, even if you never show it to your players, though there’s no reason not to; having something concrete like that will help you successfully convey the idea of your dungeon.

When digging through visual inspiration, jot down details. Things like architectural features or kinds of lighting. In this Vampire Knight sanctum, I can see there being a lot of candle and torch light. We’re building this with a particular mood in mind. And that mood is Dracula.

Making a D&D Dungeon – Populating The Place
Now that we have a solid idea of what our Dungeon is and what we’re going to do with it–there’s a Vampire Knight after all, we’re going to have the players track this Vampire Knight back to the Lost Sanctum, obviously, it’s time to start thinking about what we’ll find inside. With a name like Lost Sanctum of the Vampire Knight you’ve got one thing out of the way–the titular monster. You won’t always have that, which is why it’s so important to think about what this dungeon is–because once you have your theme you know the kinds of encounters to build inside it.

They’re right there on our initial impressions list. Lots of undead. But we want some variety as well–so we’ll have to dig a little deeper. Stay tuned for part 2.
And as always, Happy Adventuring!

Our Five Favorite TTRPGs In 2021

The year is winding down, and that means it’s time to look at our favorite things from this past year. Here are our favorite TTRPGs this year.

The last few years have been an explosion for roleplaying games. We’re living through a time of rapid expansion. Of course there’s no matching the reach of D&D, but in the shadow cast by its d20, you can find all sorts of amazing games. From retro-future cyberpunk to a surprising number of games where you play a mouse or a rabbit but with a sword, there’s a lot out there. Nobody has enough time to play through ’em all, but here are five of our favorites from this year.
Root

This is the tabletop adaptation of the incredible board game of forest warfare and adventure, Root. Root the RPG is technically still only available as a Quickstart set of rules. But if you want to play through the board game, bringing forest clearings and their problems to life, then Root has your back. You’ll play as a vagabond, doing vagabond things. You might work for the factions of the forest or pursue your own agenda. Root puts Powered by the Apocalypse through its paces, capturing the imagined world of the board game in a way that gives it a unique spin.
Now to have the impossible dream campaign of playing Root the board game and using the RPG to fill in what happens in between faction turns.
“Root: The Roleplaying Game is the officially-licensed tabletop RPG based on the award-winning Root: A Game of Woodland Might and Right board game by Leder Games. In Root: The RPG, you play vagabonds, individual outlaws whose adventures and alliances define the Woodland forever.”
Here’s what you’ll find inside this book:

Nine unique playbooks, each built to help you create a vagabond whose exploits will echo in the Woodland for generations to come.
Easy-to-follow rules for all manner of fantasy adventure, including roguish feats, reputation and travel mechanics, and more.
Innovative mechanics for managing equipment, weapons, and combat that make your choices matter both tactically and narratively.
Detailed instructions for running Root: The RPG – crafting combats, managing factions, and more – alongside a full clearing, Gelilah’s Grove.

Gun & Slinger

Gun & Slinger is an incredible game of forlorn wandering in a beautiful, wasted world. It’s meant for three people, one GM and two players. Oneis the Slinger: a wanderer without a home with strange senses and supernatural powers. The other plays the Gun: a magical, sentient weapon. Also the world has died and it’s up to the two of you to figure out what happened.
This game is extremely moody, if you can call Trigun and Nausicaa of the Valley of the Wind moody. And all you need to play (besides the amazing book) is a deck of cards.
“GUN&SLINGER is an RPG geared for short, episodic sessions about a weapon and a wanderer. A Maestro and two players (Gun and Slinger) set out into a dead planet mutated by a god’s forgotten child and hunt strange bounties, investigate the world and unlock hidden powers. During play, they seek to learn the nature of what’s hunting the Slinger, figure out why the Gun is sentient and discover how the world died.”

Tell the story of a post-magic world and the people working together to survive.
Explore the nature of a twisted reality and a force that hunts the players.
Answer Questions & Prompts at the table to establish a bespoke setting to adventure in.
Play with or without a gamemaster!
Mix and match any of the 7 unique character types and 3 unique settings to create a truly unique story that’s all your own!
Roleplay using an entirely unique and intriguing resolution system: GO FISH!

The One Ring 2E

The One Ring was a legendary RPG set in the world of JRR Tolkien’s Middle-earth. Earlier this year, Free League Publishing raised more than $2 million to update it with a 2nd edition. With updated and revised rules, including an opportunity to create your own monsters that have that mythic Tolkienesque feeling, it’s a fantastic way to adventure outside of the usual D&D set.
“The One Ring™ comes with updated and revised rules, a new visual style, and a focus on the land of Eriador — the lone-lands west of the Misty Mountains.”
Among its key features are:

Rules for travelling across the land (Journey), facing frightening foes (Combat), and meeting the personalities of Middle-earth (Council).
Thorough advice for the Loremaster on how to bring Middle-earth to life, including rules for magical treasure, the Shadow, and the Eye of Mordor.
In-depth information on six Patrons — individuals sponsoring the adventures of the Player-heroes — including Bilbo Baggins and Gandalf the Grey.
A bestiary containing a spread of adversaries, from lowly Orc Soldiers and Highway-robbers, to monstrous Cave-Trolls and Barrow-Wights.
Rules to create your very own Nameless Things — unknowable beings from the dark corners of the world.
A complete Landmark adventure, The Star of the Mist, with extra support for new Loremasters, in the form of tutorial advice throughout.

DUKK BÖRG

Life is like a hurricane when you play DUKK BÖRG! And this fowl adaptation of MORK BÖRG! brings loads of treasure-hunting ducks and their inexplicable nephews to your tabletop. If you’ve never played either of these RPGs, you’re in for a heavy metal fantasy time. Also you’re all ducks.
Life is like a hurricane, here in…
DUKK BÖRG!
Once the gleaming jewel of Calisota, a fowl wind now blows down the streets of DUKK BÖRG, abandoned by all but those foolish enough to travel there and those cruel enough to survive. The treasures of long dead merchant-emperors call to you, and so you and your clan have flocked as birds of a feather to almost certain ruin. Mysteries are yours to solve, histories are yours to be written. For every day you will be out there, facing…
DUKK BÖRG!
Boy Problems Side-B

The basic premise of Boy Problems is that in a dark, dystopian future, the players are contracted by an anonymous sponsor to break into the highly sought after Vault of CRJ’s unreleased songs. Your mission is to raid the Vault and break out what’s inside.
Side-B is the expansion to Boy Problems.
Side-B opens up the world of Boy Problems. Lasers & Feelings is a fun, but streamlined RPG, and with the new book, new mechanics loom, including different ways to customize your character and where they live:
An expansion to the original Carly Rae Jepsen-inspired cyberpunk heist game, Boy Problems Side-B will provide new jobs for your crew, expand on character customization, and let you carve out a home for yourself. There is even more intrigue that awaits, are you ready?
With an all-new creative team, Side-B will delve even deeper into the cyberpunk world of Boy Problems. Inspired by fashion-zines, the expansion will provide brand new art, mechanics, and story for the original game.
INCLUDES+ NEW MECHANICS+ NEW ART+ THREE NEW HEISTS
What were your favorite RPGs in 2021?

Parties of Interest: The Ever-After Club

The relocated caravel Fiddler’s Prospect has been converted into a series of laboratories and small guest rooms. From this new base of operations, the necromancer Wendall Porvitz has gathered a society of like-minded individuals who are happy to practice their grisly trade on any creature hapless enough to cross their path. Wendall encourages the members of his club to experiment as they will and share their discoveries with fellow members. The hideout is usually quiet during daylight hours but is often filled with excitement and activity once night falls.

Joining the Ever-After Club. To join the Ever-After Club, a prospective member must, at a minimum, be able to animate a corpse as an undead, such as with animate dead. Only the most promising of candidates are allowed to join the group without also meeting other criteria. Wendall prioritizes applicants who have proven their worth to the community by either creating a new process, developing a more efficient method of implementing an established process, or creating a new form of undead.

In addition to technical skills, candidates need to prove their devotion to the organization as well as to undeath as a philosophy, usually by killing and animating a close friend or family member. Applicants who refuse to do so are added to the club in a different capacity: that of an undead minion.

What is Expected of a Member. Members of the Ever-After Club call each other explorers of the mystery, or explorers for short. The primary expectation of an explorer is to develop and refine new processes of creating undead. These processes are generally magical in nature, but some members prefer alchemy as a vehicle to undeath, and one member from Zobeck has designed a means to animate a corpse via clockwork, though other members debate whether the creature is truly undead or merely ambulatory.

In addition, explorers are expected to share their research with Wendall, if not with each other, and to assist their fellow explorers in the collective advancement of the art.

Order Axioms. The core beliefs of the Ever-After Club are as follows:

Only through research, experimentation, and iteration can we perfect our fragile shells.Through the perfection of undeath, we few may rule while those who were less than we can serve our needs eternally.The worms will devour others, but they will never take us.Those who discover us become the fodder for our experiments.

Important Texts or Dogma. Several texts are important to the Ever-After Club:

Divinis Mortiis. This tome, the parchment of which is made of the flayed skin of angels, details the physiology of various celestials and explains how humors and extracts made of angelic blood can be used to strengthen corporeal undead.A Chrysanthemum Unwound. This treatise on the alchemical properties of flora and their uses in creating undead was drafted by former explorer Zhang Deifong, before his failed attempt at lichdom.Bring Out Your Dead. A short but informative guide to graverobbing, as authored by the founder of the Ever-After Club, Wendall Porvitz.

Benefits of Membership. Being a member of the Ever-After Club has a few perks:

When an explorer casts animate dead, the resulting skeleton or zombie has either 4 (1d8) extra hit points or deals 3 (1d6) extra damage when it makes an attack.An explorer can use an action to destroy one skeleton or zombie that they control and immediately gain 3 (1d6) temporary hit points.

In Midgard: The Ever-After Club at a Glance

Type: Society of undeath-obsessed spellcastersSymbol: An unlit white candle on a black fieldDisciplines Taught: Embalming, medicine, necromancyAffiliated Weapons: Scalpel Important NPCs: Wendall Porvitz (NE dwarf necromancer, see Creature Codex), Lote (LE ravenfolk blood mage, see Creature Codex, adding animate dead as a 3rd-level spell), Yandla Hübershear (NE undead dwarf corrupted graveslayer, see Creature Codex), Kieths Traumiulle (CE human priest of Chernobog), Poule Traumiulle (NE human mage, adding animate dead as a 3rd-level spell)Primary Sanctuary: Fiddler’s ProspectMajor Sanctuaries: None

Hidden in the Fellmire, far enough from Maillon that it isn’t obvious, but not so far that procuring materials from the city is troublesome, is the mired caravel Fiddler’s Prospect. After the ship was cast onto the shore by unnaturally large waves, one of its surviving passengers, the necromancer Wendall Porvitz, animated the dead sailors as zombies, ordered them to kill the remaining live sailors, and then animated those corpses as well. With his new contingent of zombie laborers, he ordered his undead minions to haul the ship farther ashore into the muck of the Fellmire.

Allies and Enemies

The Ever-After Club has few friends and a long list of enemies, mostly do-gooders who take umbrage at their friends and loved ones being animated as zombies or otherwise experimented on in the name of necromancy. Notable foes include the following:

Emperor Nicoforus the Pale. Agents of the Emperor of the Ghouls (see Tome of Beasts) have been spying upon known members of the Ever-After Club and reporting their findings back to their patron. The emperor has heard reports that members of the club have discovered the secrets of creating darakhul, and he wants them squashed before a rival kingdom can form in the west.The Ninemage Council. Necromancers are frowned upon in the Magocracy of Allain and the exarch’s inquisitors are ever watchful for practitioners of the art that allow their creations to run wild. Despite this, some members of the Ninemage Council are interested in the advancements members of the club have made and have tasked spies to discover the whereabouts of their hideout.Andress the Ageless. The leader of Maillon’s Guild of Master Chymists fears recent complaints of undead attacks in the Fellmire are an indication of some failed alchemical experimentation. When he discovers the truth, he will hire mercenaries to dismantle the club’s hideout, as well as its members and their minions.

Important NPCs

Wendall Porvitz. The founder of the Ever-After Club claims to have invented the monstrous ogrepede (see Tome of Beasts 2), though in truth he discovered the method of its creation in the manse of a necromancer he murdered. Wendall greedily pores over the work of club members, eager to discover a method by which he can have the eternal existence of a lich without having his soul chained to an item that could be discovered and destroyed.Yandla Hübershear. Yandla is Wendall’s lover, companion, and undead thrall. Wendall murdered her to prove to himself that a graveslayer could be corrupted against its former comrades. If Yandla ever discovers his duplicity, she will rain hell upon him.

Organizational Hooks

The Ever-After Club can be brought into your campaign in a number of ways:

Some of the mutated monstrosities that live in the Fellmire have been animated as zombies and threaten trade in the area. Maillon’s Guild of Master Chymists needs agents to determine the cause and put an end to it.Disappearances in the village of Fellmire lead to a pair of twins who operate out of a shack in the swamp. Further investigation indicates they have ties to a beached ship, the Fiddler’s Prospect, which is located near Maillon.

Chaosium Will Release 'Call of Cthulhu 7E: Starter Set'

Chaosium will release Call of Cthulhu 7E: Starter Set, an entry-level RPG product, into retail in April 2022.
This Starter Set contains everything that players need to start playing Call of Cthulhu 7E. The box comes with three books: one solo introductory adventure, one starter rules set, and one with three adventures. The adventures featured in this Starter Set are “Alone Against The Flames,” “Paper Chase,” “Edge of Darkness,” and “Dead Man Stomp.” It also has five ready-to-play investigator character sheets, blank character sheets, and player handout. Additionally, the box includes a set of six polyhedral dice.Call of Cthulhu 7E: Starter Set will retail for $24.99.
Chaosium will release Cults of Cthulhu, a new sourcebook for Call of Cthulhu 7E (see “‘Cults of Cthulhu'”).

Rogue Review – The Crew: The Quest for Planet Nine

Do you like games where you have to communicate but can’t talk? How about your card counting skills? Are they up to snuff? The Crew will test both.
Gameplay- B+
Four suits and rocket cards
This is a game that is both incredibly simple and complicated at the same time. At the core, it is a trick taking game. Every round, each player will play a card from their hand. The cards are number 1-9 from four colored suits. The first player’s card determines the lead suit. If another player has a card of that suit they must play it, otherwise, they can play any of their cards. Whomever has the high card, wins the trick. There are also four Rocket cards, number 1-4, which act as trump cards.
The game is called The Crew for a reason. It is a cooperative game. The players must work together to ensure the right person is the one who takes each trick. It is intended to be played over a campaign, with each round becoming more complicated. Each scenario has different rules that will come into effect for that game (called a mission in the game’s theme). There is a secondary deck of cards matching the first. For a given mission, you will probably draw a number of cards from this deck and then assign them to each player, who must take the trick containing that card in order for the team to complete the mission. For example, you could get the purple 2 and therefore must win the trick where the purple 2 is played.
The trick (pun intended) is that the players are not allowed to communicate with each other. They must choose which mission card they think they can take and must play cards all without communicating. This can be problematic. If you need to take a particular card, say that aforementioned purple 2, and are the lead player, so play a purple 8. The next players obliges and plays the purple 2 so you can take it when you win the trick. However, the third player only has the purple 9 in their hand so must play it, winning the trick and causing the team to lose the game.
Tokens to be applied to certain mission objectives and the communication tokens.
There is one exemption to the communication restriction. Each player has a green communication token. During the game they can use this token to reveal one card from their hand and then place the token on it. At the top, they communicate that it is their highest card of that color. In the middle, it means it is their only card of that color. And at the bottom, it is their lowest card of that color. They can only use the token once but when used strategically it can make all the difference. From the above example, if the player had communicated that the purple 9 was their only purple card, the first player would have had to figure out another way to acquire the purple 2.
Each scenario will be more complicated than the last. You’ll start out with one objective cards. These will slowly increase and more restrictions will come into play. Cards will have to be won in a certain order. Communication might be limited to just showing you have a card but not saying if it’s highest, lowest or your only card.  In one scenario, we had to win no tricks with a 9 card, which proved difficult.
Production- A-
Commander token
The cards are made from sturdy material, perfect for cards that need to be shuffled a bunch of times. The box comes with a divider that creates areas for the playing deck and the smaller mission deck. This helps them stay separated while in the box. There is also room for the cardboard tokens that you use to designate mission objectives and the commander. Only knock is said commander token. Assembled, it doesn’t quite fit in the box, so the lid doesn’t rest flat.
The campaign book and the rule book are one and the same. However, it’s easy to flip between the two because they are printed reverse. Half the book is instructions, flip it upside down and you have the campaign book. It’s a minor thing but a bit easier to find each than flipping to the back of standard book.
Mission campaign book
Theme- B-
There is technically a theme to the game. The flavor text before each mission lays out what you and your crew are doing. But really, it’s all window dressing. If you’re into the theme, you can read the text before each round. If you’re not, it doesn’t hinder the play experience at all to leave it out.
Expansions- TBD
None currently, but there is a sequel, in essence, called The Crew: Mission Deep Sea. From the description, it sounds like a very similar game, with some new twists on the missions and a different theme.
Conclusion- B+
This is a simple game to grasp the rules for but nevertheless, not a boringly simple game to play. Mission rounds go fast since as soon as you complete the objectives, or fail, you can stop. There’s not a slow slog to an inevitable conclusion. Figuring out how to complete each objective requires thinking carefully, as each attempt will be different due to different draws. This is one of the games downsides as well though. You can be dealt a hand that makes winning literally impossible.

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D&D: Five Ways Sidekicks Make Your Game Better

With Tasha’s Cauldron introducing new D&D sidekick rules, here are five reasons having an apprentice gives your game a lasting impression!

What makes a hero feel heroic? Is it the strength behind their attacks? The power imbued within their magic spells? Or is it the mark they leave on the world because of those things?
Or maybe it’s all the cool stuff they keep bringing back?
A good hero or villain changes the world, and in D&D–or any other roleplaying game, really– when the world can react to whatever your characters do. One of the best ways to capture the feeling of fantasy adventures is to show the way the world changes in their wake. It’s a way to bring your player’s actions and effects on the world into view without it feeling forced.
We’re talking about apprentices. Or minions. Or as D&D calls them, sidekicks. But whatever word you use, these companion NPCs are an indispensable resource. Not only do they aid in combat and exploration, but these impressionable D&D sidekicks are perfect for showing how your player characters have had an impact. With the right mindset, you can use NPCs learning and growing to reflect the PC’s personalities and actions in the world.

Make Time And Space For A Change
Let’s start with apprentices. This is a catchall term for relatively minor, recurring NPCs whose lives are influenced by the PCs in a more direct manor. They could be actual apprentices who are meant to be studying directly from the PCs, or a gang of urchins who take what the PCs say and run with it.
Whatever they actually may be, NPC apprentices are basically NPCs that your players can check in with from time to time to see how they’ve developed. These aren’t changes we’d see “on screen.” If we were talking video games, these would be the quests where you make a decision and come back later to see how that’s worked out. Dragon Age: Inquisition and the Assassin’s Creed games where you can send your minions on missions or Fire Emblem Three Houses are great examples of this.

The basic gist goes something like this: an apprentice approaches a PC, the PC gives their apprentice some guidance in the form of an assignment or task to do while the party is out adventuring or doing their own downtime type activities, and then later when the PC checks back in with the impression some kind of meaningful change has happened. That’s a very simple expression with lots of room for complexity.
Teach Your D&D Sidekick A Lesson
One of the best ways to portray this interaction is in roleplay. I call these scenes teaching moments–because they’re moments where the PCs teach something to the NPCs, whether they’re aware of it or not.

A teaching moment can be obvious–like when an apprentice mage comes to talk to their teacher about learning spells. Or it can be obfuscated a little–a street urchin who trusts the PCs coming and asking for advice with a problem, for instance. And if you’re playing one of those games where the PCs already have servants and hirelings, then you can just find teaching moments when they give their hirelings a task. You don’t have to play out the PCs teaching the players directly, but you do want to get a sense of what they’re passing on. Are they encouraging their apprentice to research spells? Or are they good at teaching? Are they encouraging their apprentice to research things or go out into the field and gather ingredients?
Show Your Work
Whatever lessons your PCs are passing on to their Sidekicks, it’s up to you to figure out what changes–and for best results, tie some kind of mechanical consequence to the action. In general you want to look for consequences that reflect the things they’ve learned. These should make a bit of narrative sense–a knight squire sent out into the field to gather potion ingredients might become better at Medicine. A wizard’s apprentice could be encouraged to focus on a particular school of magic or learn certain rituals and could later provide the PCs with access to spells, rituals, or magic items. PCs love having bonuses associated with their actions–it’s a great, tangible reward that emphasizes the effects of the story you’re telling.

If you’ve got the kind of PCs who are likely to laugh at/chide/deride/or make fun of your NPCs, you can make those teaching moments too.
Take care not to make them punishments, of course. Nobody wants to feel like they’ve turned their precious baby D&D sidekicks into collections of useless modifiers because they were playing the game and having fun. But if you had some PCs who never did manage to teach their wizard apprentice magic, it might be fun for the apprentice to be a better thief, for instance. They still get something cool, even if it wasn’t what they thought. Or wasn’t something they even knew they were getting.
Give Your D&D Sidekick A Mission, Write Down The Results

Whatever you’re doing, you’re basically giving your PCs a choice to make for their D&D sidekick. Now all you need are opportunities to have the NPC do something to help the PC.
One great way to do this is to give them some side missions they can do. For instance, if you know your Paladin has a Squire, you might create a situation where the Paladin can use their Squire. Maybe the choice is something like: scout ahead or keep watch. Depending on what they choose, the Squire might get a little better at stealth or perception.
It doesn’t matter what the mechanical consequences are, ultimately, because this isn’t a PC or anyone that needs full stats. They just need bonuses that reflect what they’ve done. You can take a cue from games and name them after the associated event.
Take your NPC and write out traits like “Component Fetcher.” Maybe give a little playful description like:
“After being sent to gather everything from bat guano to more bat guano, this Apprentice has learned to appreciate the beauty of Nature. They have +2 on Nature-related checks.”
Or in the case of our magic-lesson-less wizard apprentice it might be something like: “Self-Reliant”
“Your insistence that your apprentice teach themself has given them the greatest gift: self-confidence. They have a +2 on Charisma saves.”
Leave Time To Shine

If you really want to get involved, give your apprentices tests. Take a moment of time to show the NPC on their own, doing a thing. You don’t have to play it out, but you, the DM, describe what the apprentice is doing. Then have the player roll using the NPC’s stats.
And here’s the real trick–have them gain something whether or not they succeed. If it’s a net positive, great, but they could also gain traits that reflect their injuries or whatever. You want to be real careful when balancing things out. Because if you just pile on negative traits for every decision you, personally, as a DM don’t agree with, then it’s easy to fall in the trap of punishing your players for not thinking like you.
Try to just think of a couple of different options that are cool and you’re golden.
All of this just to say, give your players NPCs, look for ways they can change because of the players. Then find ways to show it. You don’t need a fancy system to do this. Even a +2 to a check can be fun. Or you can turn caring for your NPCs into a mini-game. Either way D&D sidekicks and hangers-on can get some extra depth out of your game.
Happy Adventuring!

Playing Solo RPGs, GM Tips with Jon Cohen (Tale of the Manticore)

The Creator of the Tale of the Manticore actual podcast, Jon Cohen, returns to the podcast. We discuss his dark fantasy storytelling podcast. Plus we talk a lot about running solo RPGs as well as other game master tips you can use in your RPG campaigns. It is a lively conversation about all things role-playing games you do not want to miss.

Tale of the Manticore Links

Be sure to listen to the Tale of the Manticore podcast. It is a dark fantasy D&D solo actual play podcast that relies solely on the dice to determine fate.

Why Are There So Many Comedy Actual Play RPG Podcasts with Jon Cohen

Check out Jon’s first appearance on the dicegeeks podcast.

The Origin Of D&D Adventurers: Fafhrd and The Gray Mouser – Prime

In the years before Dungeons & Dragons, two erstwhile heroes laid the foundation for every PC ever. Including yours.
Dungeons & Dragons is a genre unto itself. It’s not quite high fantasy, nor is it strictly medieval dark fantasy. Through the years, D&D has acquired a texture from rolling, Katamari-like, through its various influences. D&D heroes are neither tragic nor tortured. Nor are they paragons of virtue. Instead most adventurers tend to be, well…
Whether it’s taking everything that isn’t nailed down, or trying to figure out how to make a 10 foot pole lethal, adventurers are basically chaos monkeys.  And years before D&D was a glimmer in the eyes of Gygax and Arneson, two characters laid the blueprint for all of this. Come and meet Fafhrd and the Gray Mouser.Fafhrd and the Gray MouserIt doesn’t get more D&D than Fafhrd and the Gray Mouser, Fritz Leiber’s most famous duo. These two are the stars of Lankhmar, a fantasy city so well developed it became a boxed set.
That’s how integral these two are to the DNA of D&D. Fafhrd and the Gray Mouser are basically D&D players. Their antics capture the heart of PCs to a tee. And you can see why in one of their first stories, Swords and Deiltry, when Fafhrd faces dangerous jump across a chasm. This alone is a D&D situation. His solution? Even more D&D, as Fafhrd stra…

Wizards of the Coast Unveils 'Kamigawa: Neon Dynasty' Buy-a-Box Promo

Wizards of the Coast unveiled the Buy-a-Box promo for Kamigawa: Neon Dynasty.
The foil Buy-a-Box promo is Satoru Umezawa, a legendary human ninja creature card. The card’s text is as follows:Sarou Umezawa (Casting Cost: 1UB)
Legendary Creature – Human Ninja
Whenever you activate a ninjutsu ability, look at the top three cards of your library. Put one of them into your hand and the rest on the bottom of your library in any order. This ability triggers only once each turn.
Each creature in your hand has ninjutsu 2UB. 2/4
This card offers card draw as well as an expedient way of putting Emrakul, the Aeons Torn or Griselbrand into play in Modern matches. It will likely be a surefire hit with customers, and can be given with the purchase of a Set, Draft, or Collector Display or if they buy 6 Prerelease Packs.
Click on Gallery below for full-size images!

Race Through Space in Next 'Starfinder RPG' Standalone Adventure

Paizo, Inc. revealed Redshift Rally, a standalone adventure for Starfinder RPG, which will release in August 2022.
Redshift Rally is a Starfinder adventure intended for use with 7th-level characters. In this adventure, the 20th Absalom Run starship race is about to commence when an accident in the qualifying heat takes out one of the more accomplished pilots. The heroes must then fill in to help defeat the Terminator racers at their own game. This adventure details the history of the Absalom Run and its current competitors and adds new spells, a character archetype, and vehicle upgrades to the mix.Redshift Rally will retail for $24.99.
WizKids recently dropped new miniature pack announcements for their Pathfinder and Starfinder Deep Cuts line, which are headed to retail in April 2022 (see “‘Pathfinder’ and ‘Starfinder’ Deep Cuts”).

Join the quest for suicide awareness and prevention at Rolling in the New Year!

Jasper’s Game Day is a non-profit organization that raises money for suicide prevention and awareness. They do this through RPGs such as Pathfinder and Starfinder. JGD strives to reduce the stigma around talking about mental health so the world can start to treat it just like physical health. But they are so much more than that: they are building a community of individuals that are unique and have a love for all things RPG. They combine the fun of Pathfinder and Starfinder with the quest toward suicide awareness and prevention, and it will an epic experience.

JGD is having an event Dec 30th–Jan 2nd that is being hosted on twitch.tv/officialpaizo! (This site is a change from the previous post.) If you want more information about the organization, you can find them at @jaspersgameday on social media and Jaspersgameday.com.

The Schedule

Thursday 12/30

12–3pm EST GM: Gabe Hicks and Players: Jen Kretchmer, Ron Ogden, and Morgan Peter Brown from The Dungeon Run.
3:30–6:30pm EST GM: Dustin from Fantastic Worlds and Players: Casual Campbell and friends.
7–10pm EST GM: Jared from Nothing Ventured Nothing Gamed and Players: Bee Zelda, Adam Bradford from Demiplane, and Persephiroth.

Friday 12/31

12–3pm EST GM: Jake Kile and Players: Hayley from Party of 2 RPG, Grady and Theo from Gallant Goblin, and Anne Hearthsinger.
3:30-6:30pm EST GM: Waffles from WafflesMapleSyrup Players: Syrup from WafflesMapleSyrup, KP11 Studios, Aki, and DuvalKingJacob.
7–10pm EST GM: Jess from Find the Path as GM and the Find the Path crew!

Saturday 1/1

12–3pm EST: There will not be a game in this slot as it is the morning of the new year and we wanted to give time for people to rest after a night of celebration!
3:30–6:30pm EST Skald’s Tale Entertainment and The Adventures’ Vault Collaboration!
7–10pm EST GM: No Nat 1s and Players: Ashley from Goblets and Gays, Aaron Shanks from our very own Paizo staff, Josh Schorcher, Aramau the fiery Secretary, Tickout, and Mike from Golarion In-Depth!

Sunday 1/2

12–3pm EST GM: PJ Megaw and Players: Duval King Jacob, Riley Gryc, Shannon Roby from Paradice RPG, and KP11 Studios.
3:30–6:30pm EST: Join the crew of Pod Against the Machine, along with special guests Daft from To Have and To Roll and Steve from Hideous Laughter, for a B.R.I.A.N. Identity adventure!
7–10pm EST GM: Rob from Sage Tower games and his crew playing!

Special Thanks to Demiplane for the technical production support.

Along with the streaming event, they have an online convention being run by @DaddyWarrbuxx on Twitter! This convention is titled Daddy Con Winter 2022 and is being run through Discord. If you are looking for more information, you can find them at Discord.gg/DWB or tinyurl.com/DaddyCon. Many game systems are available, and all donations go towards Jasper’s Game Day!

D&D: Our Five Favorite 5E Books This Year

The year is winding down, and that means it’s time to look at our favorite things from this past year. Here are our favorite 5E Books.

2021 was a banner year for 5th Edition. This year saw books that run the gamut from legally distinct Hogwarts to a book about basilisk buds and everything in between. Including an Advanced rules overhaul. There’s a lot to pick from this year, but here are our five favorite 5E Books from 2021.
Vault of Magic – $29.99

This one snuck in during the last couple of months, but it’s absolutely worth grabbing. Vault of Magic is a literal treasure trove of magic items. Each one feels distinct. You can build a whole adventure around folding one of these items. Or you can just add a dash of incredible flavor with a quick magic ring. Whatever you need, this is one of our favorite 5E Books.
“Inside Vault of Magic, you’ll find a vast treasure trove of enchanted items of every imaginable use—more than 900 in all! There are plenty of armors, weapons, potions, rings, and wands, but that’s just for starters. From mirrors to masks, edibles to earrings, and lanterns to lockets, it’s all here, ready for you to use in your 5th Edition game.”
This 240-page volume includes:

More than 30 unique items developed by special guests, including Patrick Rothfuss, Gail Simone, Deborah Ann Woll, and Luke Gygax
Fabled items that grow in power as characters rise in levels
New item themes, such as monster-inspired, clockwork, and apprentice wizards
Hundreds of full-color illustrations
25 treasure-generation tables sorted by rarity and including magic items from the core rules

Minsc And Boo’s Journal of Villainy – $14.95

This book also flew under the radar of many players. But it’s chock full of some of the best villains you could hope to find. With high CR monsters that feel a little more dynamic, this is easily one of our favorite 5E Books.
From the Journal of the Legendary Ranger and his Pet Hamster
A century has passed since the Bhaalspawn fought over the legacy of their father — Bhaal, the Lord of Murder. Two heroes witnessed the epic struggle firsthand — the ranger Minsc and his faithful companion, Boo.

Minsc and Boo were able to track down old friends and hated enemies and find out what they’ve been up to over the past century. They’ve compiled everything into this journal, edited by the traveler extraordinaire, Volo Geddarm.
Included in this journal are four cities, including Athkatla and Baldur’s Gate; ten group patrons led by some of Minsc and Boo’s old friends; a dozen new monsters; six arch villains and eleven dastardly henchmen.
Level Up: Advanced 5th Edition

Released after a phenomenally successful Kickstarter, Level Up is the answer to your 5th Edition doldrums. With maneuvers for every martial class, an expanded list of spells, and revised monsters that feel like they’re dangerous and dynamic.
“In this guide to Level Up, the advanced roleplaying game, you will find everything you need to play. Create diverse and unique heroes, engage in epic combat with villainous foes, cast powerful spells, and build mighty strongholds!”
This core rulebook includes:

A unique origin system which allows you to select your heritage, culture, background, and destiny!
Details of adventuring gear, weapons, armor, vehicles, and strongholds.
Full rules for combat and adventuring.
Hundreds of spells, combat maneuvers, exploration knacks, and other exciting abilities!
An advanced rule system which adds depth to the core 5th Edition rules while maintaining full compatibility.

Van Richten’s Guide to Ravenloft

“Discover the mysteries of Ravenloft, mist-shrouded lands where infamous Darklords lurk among ageless vampires, zombie hordes, cosmic terrors, and worse. Then make your choice. Will you create your own Domains of Dread, settings to host endless terrifying adventures? Or will you join the ranks of haunted heroes who embrace macabre lineages, dual-edged Dark Gifts, haunted subclasses, and other forbidden powers?
Van Richten’s Guide to Ravenloft contains material for both players and Dungeon Masters to craft a horror-themed campaign for Dungeons & Dragons. Unleash a treasure trove of new story hooks, character options, and campaign customization to bring one of the most exciting Dungeons & Dragons settings to life!”
Arcadia

Not technically a book, per se, but Arcadia is a 5E zine/compendium/codex–whatever you want to call it, it’s a great time. Arcadia feels like a return of the glory days of dungeon. It’s a place for 5E experiments and stories, the sorts of things that spark your own creativity for the game. You can jump in with issue 1 in the MCDM productions shop.
The Workshop Watches by Leon Barillaro. This is a short adventure for 5th-level characters featuring S.A.M.: a sapient magician’s workshop that’s literally developed a mind of its own. 😀
Titan Heart, a new Sorcerer subclass, from Gabe Hicks. Sorcerers who literally have the blood of titans in their veins! Includes new spells, a sample NPC, and even a Titan Heart Sorcerer Retainer!
Jumping on Mounted Combat by Willy Abeel. New rules for taming monsters, and the “mount version” of six existing creatures. Basically, more reasons to use mounts, rather than an alternate mounted combat ruleset. And a short scenario using these new options!
Uqaviel, the Recreant by Sadie Lowry. Two high-CR celestial enemies to use in your game, two fallen angels with a unique story. How you use them is up to you, maybe Uqaviel seeks your help in defeating the dark angel that betrayed him!
What were your favorite 5E books in 2021

The Workshop: There’s An Adventure in That – Panic Station

The Expanse Season 6 Promotional Image.

By the time this article goes live, we’ll be several weeks into what will be the sixth and final season of Amazon nee SyFy’s live action adaptation of The Expanse. To that end, I want to share an adventure idea I’ve had noodling around in my head for Green Ronin’s The Expanse Roleplaying Game for a while, loosely based on the song “Panic Station” by the band Muse. Now keep in mind this is a scenario that is being actively developed with the eventual goal of running it for some lucky gamers at future conventions, so read on at your own risk.
Released on the 2012 album The 2nd Law, the name of the track is really what evoked something for me, but the final chorus (quoted below) really sold me on the concept as it evolved over time into what it currently is.
Oooh 1, 2, 3, 4 fire’s in your eyesAnd this chaos, it defies imaginationOooh 5, 6, 7, minus 9 livesAnd I know that you will fight for the durationOooh 1, 2, 3, 4 fire’s in your eyesAnd I know I’m not resisting the temptationsOooh 5, 6, 7, minus 9 livesYou’ve arrived at Panic Station!
The Expanse Roleplaying Game Cover. Copyright Green Ronin Publishing
This adventure begins right in the action with the PCs finding themselves in the middle of a gun battle aboard a hangar bay of a small refueling station defending themselves against what appears to be a particularly violent sect of the OPA. After the battle concludes or a set amount of time occurs, the PCs lose consciousness only to wake up in the middle of an absolute bloodbath. Bodies litter the hangar, but none of them appear to be the OPA members they were fighting before they lost consciousness. Further investigation leads them to find similar scenes of carnage around the station, but no other survivors besides them. Eventually this investigation leads them to the security room, where they find any outbound communications destroyed save for a single transponder that is linked into the security feeds which are being tight-beamed off the station to a secure server. The transponder only has enough power to reach a certain distance, and the PCs are eventually able to trace it to a small asteroid, and what is a small research station. Getting close to the station proves to be something of a trick, with some automated sentry turrets defending the base. But if they manage to get through, they find the base abandoned, but it’s clear that it was done in a hurry, and the system purge, by whoever was in charge of the base, wasn’t complete.
The base was in charge of weaponizing a hallucinogen for an unknown client. Unfortunately, that data has been purged properly. But they find the security feeds from the station showing a shuttle docking with the station the day before the PCs showed up to transfer some cargo. The feeds continue to show the shuttle crew planting some devices within the ventilation system of the station and then leaving on a course headed back to the research station. When the devices went off, it unleashed a cloud of gas throughout the station, driving people into a complete frenzy, turning them on each other. That’s where the feeds end, but not the available data. Skilled PCs are able to pull up some partial money transfers that could help to point to whoever is behind this. But most importantly, they show two ship departures in the logs – one carrying several cargo containers heading towards a larger station, presumably to test the gas on a larger population. There was also a shuttle with the station’s crew that left with no clear destination, likely to another base to continue the experiments.
Now the PCs find themselves facing a choice. A hard burn will let them catch up to one of the shuttles before it reaches its destination. They can either catch up to the scientists in an attempt to find out more about who could be behind this. But if they do that, they will be potentially dooming a large number of people to the same fate they suffered aboard the refueling station. But will the partial data they managed to collect from the base be enough to help them piece together more answers on their own? Whatever decision they choose, they don’t have long to debate it, or both options will slip away from them. They could also just go their own way. But would they be able to live themselves if they did that? And who knows how they’re going to deal with aftereffects from their own exposure to the agent? And what of the sloppy data purge? Clearly, the researchers working on this would have been better equipped to destroy their own footprint. So was someone on the inside feeling guilty about their involvement and attempt to leave some breadcrumbs for anyone who discovered the base?
It’s not easy being in the wrong place at the wrong time. Unfortunately for the players, there’s a lot of that in this universe.
Now, ideally this concept works great as the beginning of a home game, and you’ve immediately introduced some powerful and dangerous antagonists in whoever is behind the development and funding of this weapon. And either way they choose to go, you’ve opened up a wealth of adventure possibilities. This scenario would also work great as a one shot for a convention, though the lack of future episodes could potentially take some of the impact away from the moral decision they are put into at the end of the scenario. But the right table could still have a lot of fun arguing over the right course of action. Just be prepared to step in should things get too heated.
If you’re interested in learning more about The Expanse Roleplaying Game, you can find it for sale through the Green Ronin webstore. And if you’re the type that prefers to try before they buy, you can find the free quickstart guide from the same store.
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Ben EricksonContributing Writer for d20 Radio

D&D: Running Boss Fights Is Hard – Here’s Five Ways To Fix That

Parties killing the villain in round one. Fights turn into a heavy slog. Running boss fights in D&D is hard. We’re here to help.

Running a boss fight is hard in D&D. You go to all the trouble of designing an awesome monster and your players show up ready to break the game wide open and either kill it in a round, or else make it impossible for their characters to be threatened. Or worse, when that climactic moment shows up, everyone tunes out while you’re trying to have your villain deliver a monologue about how they’re all doomed.
We can’t help the way that the dice fall, but we can help make your boss fights feel as climactic as they deserve, both mechanically and narratively. But in order to do that we need to figure out what makes a good D&D boss fight in the first place. Now, there are countless articles out there across different media that break down boss fights, from movies to video games, even storytelling. You can go look up some of these for yourself (I’ve linked them at the end), but we’re going to talk about a few basic principles that feel the same whatever the media, from that video game boss you’ve died thirty-seven times on, to an epic throw-down that takes three episodes of your favorite anime. Those same principles apply to tabletop roleplaying games too.
Make Your D&D Boss Fight Feel Different

If there’s one thing you take away from this article, it’s that a boss battle should feel different from a regular encounter. And I don’t just mean varying up the number of opponents or the amount of hit points/damage they do. Stepping into a boss fight is stepping into a world all its own–at least that’s how it should feel. We’ve talked before about ways to level up your encounter design, but in a nutshell:

Break the rules of the game in interesting ways

A boss should feel special, whether it’s an ability they do that’s outside the norm (like sacrificing a goblin minion to avoid damage), a property they possess like a unique resistance, or a peculiar weakness that gives players a chance to use familiar abilities in new ways, which brings us to…

Give your players multiple things to do throughout the fight

Don’t make a fight just about reducing the enemy’s hit points to zero. What story can you tell while you’re fighting a boss? Can your players use their skills to have an impact on the fight?
What other things can they do in the fight? Are there crystals to smash? Victims to rescue? Secret tomes to keep out of the villain’s hands? A fight that’s just a hit point race can be fun, but it’s hardly different.

Vary the pacing of the encounter

Break your battle up into different phases. Video games do this all the time, once the boss loses 25% of their hit points, they shift into chase mode and the players have to run an obstacle course. Or they transform into a werewolf. Or whatever. Vary up the beats of the fight to make it feel cool.

Make it challenging for the players as well as the characters

Don’t be afraid to make the boss a bit of a puzzle. Maybe their resistances shift — being resistant to fire triggers a vulnerability to cold, or the like.

You want to signify to your players that there’s something different about this fight. And the mechanics should reflect that. Usually encounter design can be quick and pretty lazy, but if there’s one place to put in the work, it’s where the climactic moments happen.
Set the Stage For Your Boss Fight

Now that you’ve made an encounter that stands out from the daily grind, it’s time to get players excited about it. A boss fight is a reward for your players, and for you. It’s a treat that everyone gets for making it to the end. It’s a chance to show off, so you’ve got to hype it up. Like a WWE match, you’ve got to cut some promos.
Other media have this happen all the time. Whether it’s the brief encounter where the party catches the villain just after finishing some heinous act, and the villain taunts them before dashing away, or moments where you fight minions at the behest of the boss. You want to give your boss a chance to catch some heat, to basically loom large as a threat or a taunt to the players. You want to let them know that they’re in for a different fight too.
If your boss has some special powers, now’s the time to foreshadow it.
If you want your players to do something different, you’ve got to foreshadow that as well. Maybe they’ve been using Arcana to break special wards on doors–a skill they’ll use to bypass the villain’s own magical wards making them vulnerable for attack in the epic duel. Or maybe they’ll learn that Nature can help identify which of the plants in the villain’s lair are toxic to lycanthropes, etc. Let the players know both in and out of character, that something cool is coming.
Let Your Boss Have Time to Shine

A boss fight is a reward for the table–I can’t repeat that enough. It’s a chance to really challenge the players, but it’s also a chance for them to feel like they’re at their best. They’re already doing things outside the norm, now’s the time to draw on whatever strengths you know they have. Here’s where it helps to know exactly what your party consists of. If you know you have a Barbarian who loves to rage, amp that up in the boss fight.
Because the dirty secret about boss fights is that we all want it to feel challenging, but we also want to feel like this is a chance to demonstrate our mastery of the game, of our characters, of the story. That’s it. That’s why there are so many guides out there for building characters that can do 100+ damage a round without breaking a sweat, and why higher level play is so hard. Boss fights are a test, but they’re also a reward.
And we can make each boss fight feel like a chance to think creatively. If you know the players have a bunch of random magic items, you also know they’re going to be looking for an opportunity to use them every chance they get. Now’s the time. You want the smites to feel smitier–but you also want the villain’s blows to feel more dangerous. Everything should shine, both the danger and the delight.
D&D Boss Fights where story matters

A boss fight is also a story. It should have its own beats, its own rhythms. Every good fight has a pace all its own. The best ones mirror the rise and fall of the tension in the story. But we aren’t worried about tightly written and expertly paced narratives–what we are worried about is making the decisions that the characters have made feel like they matter.
A boss fight is where the characters have a chance to get what they want. It’s also a chance for them to lose it all. You want to make it clear what the stakes are. It should absolutely be more than just “if you beat this boss they die.” Think about what it means if they die. And what it means if they win. A good boss fight might not even be about killing the boss–it could be about fighting an unstoppable foe and holding them off just long enough for people to escape.
Or distracting them long enough that the stellar conjunction ends and they lose the channel to their far realm master. So think about what characters stand to gain–and what they stand to lose. What does the boss have over them? If they’re breaking into a goblin fortress to fight the goblin king, why? Is it because it’s there? Or because the goblin king has stolen their baby brother and now they want him back? If they don’t defeat the boss, will any of their loved ones lose? Will the boss gain some kind of power? Perhaps the ritual is complete, and even if it doesn’t summon the eldritch god to devour the world, it empowers the enemies some how.
Win or lose, actions have consequences. And they should all center around what the players do, and what the characters want.
Talk it out

Every big climactic battle is soulless without considering what the characters want–and without giving the enemies a chance to interact beyond just fighting or exchanging witty banter. Fighting can do so much more than just ‘reduce hit points’. It can prove a point. A fight might be a chance for characters to argue their worldview.
When Batman and Ra’s al Ghul have their climactic encounter in Batman Begins, it’s to prove whether or not Gotham can be saved. But it’s also about proving whose worldvidew is right. All Ra’s has to do is get Batman to break his no-killing rule and he wins. His worldvidew of “sometimes you have to kill to save a city” is proven. Nevermind all the times in the movie where Batman definitely killed people.
But the point is, boss fights are a time for big ideas and grand speeches. And there’s a trope of interrupting the bad guy during a monologue:

But even when it’s being subverted, the moments in between throwing punches help give the fight the emotional weight that takes it over the top. The key is to think of attacks and defenses as much a part of the conversation as their words are. Punctuate an attack with some dialogue–or better yet, build in breaks where the characters can recover to help explore the story.
Whatever you do, put the focus on the players, and make the boss react to them (rather than looking to say some melodramatic speeches for the sake of sounding like a boss fight) and you’ll find them eager to say things back.
Here are some more resources about building a better boss fight:
D&D Boss Fights:
James Haeck on Weak Points
The Angry GM on Boss Fights
Video Game Boss Fights:
GAMA On Boss Fights
GDC talk on Boss Battle Design Fundamentals
Hope you enjoyed these tips for beefing up your boss battles. If you’d like to see more like this, please let us know–and as always, Happy Adventuring!

Games of the Year 2021: Liv on the re-inventive Unfathomable

This year – or half a year – has been a bit of a whirlwind for me. Having joined the Dicebreaker team in May, I did most of my board game discovering during the last six months or so. I can certainly say that my game of the year was a fairly easy pick as it captures everything I love about board games – Unfathomable.
As some of you may know, Unfathomable is basically a remaster of Battlestar Galactica: The Board Game released in 2008, only this time you’re facing The Deep Ones instead of the Cylons…and obviously it’s a big boat and not a giant spaceship. With Corey Konieczka having designed the original Battlestar Galactica game and having worked on other Arkham Horror Files games, such as Eldritch Horror, you can be sure that this is going to be faithful to both sources.
If you’ve played Eldritch Horror before, you might have played against Cthulhu and the Deep Ones there, making every sea space virtually uninhabitable due to the risk of bumping into the fish folk and getting into an altercation with them. I see Unfathomable as a zoom in on these instances, taking on the sea beasts whilst using your skills and just straight up magic to defeat them and allow you to get to shore alive.

The gameplay takes place on a huge and beautifully designed board which includes interactive dials to track your resources and places for all the game elements conveniently signposted and the areas of the board helpfully labelled.
The object of the game is to play as one of the various crew members and passengers on board – who are diverse and offer an array of fun roleplaying opportunities – each with their own special abilities that are essential to keeping the ship afloat. Along with that, two players are afforded the role of Captain and Keeper of the Tome respectively, depending on your characters’ position on a hierarchical list. These roles keeps things interesting in that they are given important tasks and decisions to make. Beware though, if your crewmates don’t think you’re doing a ship-shape job, they can throw you in the brig.
You might be thinking “isn’t that a bit extreme?” Well reader, it’s completely justified when there may be a traitor in your midst! With this hidden role mechanic, play is going to be unpredictable every game. You might think hidden roles in board games are overdone and to some extent I would agree with you but here are some things that make Unfathomable different in that regard.

Unfathomable features some detailed miniatures and an impressively illustrated board.

There is always a traitor. In some hidden role games, it may appear as though there is a traitor when, in fact, everyone is innocent – such as Dead of Winter. In this game, if there isn’t a traitor at the start of the game, one will emerge halfway through the game in the ‘awakening phase’. Admittedly this can throw a spanner in the works for someone who was trying to be a team player up until that point.
Everyone is equal. Everyone is given a certain amount of time to look at your role at the beginning of the game and it is discouraged to outright accuse people and question them of their role. If you think someone is a traitor, in the brig they go, simple as that.

The traitor can reveal themselves as an action on their turn. They can just commit to being the traitor on their turn and run about causing havoc freely. This takes away the frustration of knowing you’ve been found out or having suspicion thrown at you no matter what you do. Just reveal as a traitor and give the other players one more thing to worry about.
Along with that, you get to take part in the classic Arkham Files skill checks we all know and love and run away scared from the Deep Ones and their parents Mother Hydra and Father Dagon (also pronounced Daddy Dragon).
It’s an ideal game for a group of friends who fancy pointing fingers at one another for an evening. Let’s crack open an ice cold can of betrayal.

Add 'Brigante Celts' to 'D&D' Town Encounters

WizKids will release WizKids Deep Cuts: Brigante Celts, a miniatures boxed set, into retail stores in April 2022.
WizKids Deep Cuts: Brigante Celts boxed set comes 13 miniatures that are primed and ready to paint. The miniatures feature deep cuts to make painting easier and come in clear packaging displays. This particular set is geared toward a fringe town RPG encounter as it includes a number of craftsmen and local officials.This pack contains a Brigante Queen, a Soldier, a Warrior with Sword & Shield, a Warrior with Spear & Shield, a Trumpeter with Horn, Craftswomen, a Druid, a Sacrificial Bull, a Merchant, a Stone Alter, a Chariot, a Chariot Driver, and Chariot Horses. It will retail for $49.99.
WizKids will also release a new wave of single-count monster packs for D&D Nolzur’s Marvelous Miniatures , which will release in April 2022 (see “WizKids Unleashes New ‘D&D Nolzur’s Marvelous Miniatures'”).
Click on Gallery below for full-size images!

Paizo Unveils 'Pathfinder Dark Archive'

Paizo, Inc. unveiled Pathfinder Dark Archive, a new rulebook for Pathfinder RPG 2E, which will release in August 2022.
Pathfinder Dark Archive is a 224-page hardcover rulebook filled with the secrets of the Pathfinder Universe for DMs and players. It adds two new character classes, the psychic and the thaumaturge, which are both adept archetypes for exploring the unknown. The book also comes with eight secret case files that each provide player options, GM tools, and lore for paranormal topics. These topics include cryptids, cults, esoteric beliefs, and temporal anomalies.Pathfinder Dark Archive will retail for $54.99.
WizKids recently dropped new miniature pack announcements for their Pathfinder and Starfinder Deep Cuts line, which are headed to retail in April 2022 (see “‘Pathfinder’ and ‘Starfinder’ Deep Cuts”).

D&D Monster Spotlight: Androsphinx

If you can answer their riddle, complete their quest, or just not tick them off, Androsphinxes can go from monster to provider of feats.

First Edition

There are many kinds of Sphinxes in Dungeons and Dragons, but the Androsphinx is a male, especially powerful, and large version. Like most Sphinxes, they exclusively live in warm climates, but Androsphinxes have been known to shun the company of smarter, more neutrally aligned, and female Sphinxes. On top of their melee paw attacks and 6th level cleric spells, the Androphinx can emit a deafening roar three times per day which can be heard for several miles and causes fear unless successfully rolled against.

Second Edition
Half sphinx, half everyone’s uncle.
The paws of an Androsphinx can kill your average human man with just one swipe; luckily most D&D adventurers are not average people. They primarily use their 6th level spells for self healing and defense, rather than defense because they don’t need the offensive damage. Without the company of female Sphinxes…. or really any other Sphinxes at all, Androsphinxes live primarily in solitude with little to no apparent purpose.

Third Edition
The Gynosphinx.
Whereas previous Androphinxes feel like curmudgeons who hate thinking hard and company, in 3E they are generally good natured and clever. They’re gruff, temperamental, and can be savage opponents, but they also have noble hearts, appreciate small courtesies and can be a bit shy. Truly, a multifaceted monster. That said, a +18 melee attack and a roar that can cause adventurers to freeze in fear within five hundred feet makes the Androsphinx a tough monster to fight. Maybe offer them some small courtesies instead of engaging in a battle if you can help it.

Fourth Edition

In an incredible change of pattern, 4E goes from having multiple varieties of Sphinx to just one. This important guardian protects ancient tombs, temples, shrines, and oracles. Sometimes they will attempt to make an adventurer solve a riddle or puzzle or even recite a password, but it attacked unprovoked, the Sphinx will use their pounce, claws, and roar against the intruder. They are now created when angelic spirts are bound to the bodies of celestial lions, and with such a long life span they have been known to spend their time with the undead or constructs.

Fifth Edition

Though Androsphinxes don’t like to lie or deceive, they also don’t want to give away knowledge freely and will chose their words carefully to guard their secrets. Within the sphinx’s lair, time can flow differently, causing rapid aging, time shifts, and re-rolls. But should you meet their challenge, complete their quest, or answer their riddles, the Androphinx may reward you with a heroes’ feast. Is that enough of a reward to take on the Sphinx for? You tell me.

Have you encountered a Sphinx in any of your Dungeons and Dragons adventures? Was it an Androsphinx or one of the other varieties? Were you challenged to complete any quests or riddles, and more importantly did you succeed? Let us know in the comments!
Happy Adventuring!

Karma Puts ‘Star Wars: Eclipse’ In Development Hell

Due to their own actions, after 18 month of development, the studio behind Star Wars: Eclipse – Quantic Dream still has no playable version.

Making its worldwide debut during The Game Awards this year, it seems that perhaps development studio Quantic Dream could be promising more than they can deliver.
Note: Warning for misogyny and homophobic slurs head

Quantic Dream is a French production studio who have made games such as Detriot: Become Human, Heavy Rain, and others. However, they, like many other gaming studios, have also been the target of allegations regarding harassment and abuse by their employees for sexism and homophobia. Definitely completely unrelated is that one time Quantic Dream’s David Cage made some remarks about the games he makes for the studio.
Highlighting added for effect
Quantic Dream has been taken to court several times. For a variety of things… by a variety of people. But that’s not the subject of today’s news.
Back to Star Wars: Eclipse
Star Wars: Eclipse was originally pitched to Sony back in 2013 as an MMORPG nicknamed Project Karma, but Sony passed on it. Lucasfilm was pitched the idea as a new Star Wars game and they picked it up. However, the game’s engine is reportedly having some issues since it was designed as an MMO. There are reports of the game having issues with rendering large open spaces and struggles to populate with multiple NPCs. The multiplayer side of the game is still struggling to be built, sources say.

Top that all off with the allegations surrounding the studio and them having trouble bringing on new talent, it’s no big surprise they are struggling to put together a playable version after the full 18 months the game has been in development. The studio has also reportedly been having trouble selling themselves off as buyers are not interested for some reason.

David Cage has a history of disgusting behavior, especially towards women and the queer community. The Star Wars Eclipse reveal had me *really* excited, but we will not be covering the game while Cage is involved, and we support the fans behind #BlackoutStarWarsEclipse.
— Star Wars Explained (@StarWarsExplain) December 17, 2021

Speculative Editorializing
A few interesting things stand out regarding this news story. Firstly, it’s interesting Quantic Dream would have announced the project when it is so early on the development cycle. It could be this was something of an advertisement. Most likely in order to bring on more developers.
Second, we can only speculate if Disney will respond in some way. Disney is normally very on top of squashing anything that would tarnish their reputation. It is going to be an interesting few months as we watch this development cycle. We will see if/how Quantic Dream pulls themselves out of this one.

D&D: Get The ‘Dragon Of Icespire Peak’ Free Today

Check out an abridged version of the D&D Essentials starter kit adventure, Dragon of Icespire Peak, absolutely free from WotC.

The Dragon of Icespire Peak is one of our favorite D&D starter adventures. As part of the D&D Essentials kit, it’s a newbie friendly adventure that will get you quickly running or playing the game. As we’ve mentioned before, it’s fairly iconic D&D stuff.
The Essentials experience in general is one of the better new player boxes out there. It gets you hopping right into the game and feeling out the rules as quickly as you can manage.

And now, players all over will have a chance to try out the adventure. An abridged version of the Dragon of Icespire Peak is available for free from Wizards of the Coast:
“For “d20 Day”, we’re pleased to offer further adventure material to help celebrate this holiday season.
The following download contains a special preview version of material presented in the D&D Essentials Kit, and is meant as a new group’s first Dungeons & Dragons experience. The short adventure material, characters, and other supplemental information here should get a group started on their journey!”
One of the things that the adventure does right is target new players AND new DMs. Throughout the rules you’ll find advice on playing and running the game. Dragon of Icespire Peak, has some of the best newbie friendly DM advice. Although secretly everyone needs this advice. You’ll find things like:

Seriously this is some of the most helpful stuff for a fledgling DM who might not know any better. Being able to say “when it doubt, you can make it up” but also “hey you can modify the adventure also” is sure to help lessen that initial learning curve.

You can also find a cavalcade of pregenerated characters to start playing with.
Download the Dragon of Icespire Peak (Abridged)
Download the Pregen Characters

­­­­­­­­­­Warlock’s Apprentice: Ahu-Nixta, Hivemind of the Concordant Chronosphere

In the time before Midgard, there was only the Void—and within that twilight dwelled the ahu-nixta. While mortals use the name to define an ancient race of aberrant, Void-spawned tyrants, it may just as easily represent an ideal or the wellspring of the ahu-nixta’s very existence. It is a primordial name, given to these same aberrations by the dragons who coined it from a repeated syllabic phrase pulled from their incessant maddening chatter.

At one time, the ahu-nixta held dominion over many races. Cruel masters, they fed upon the younger entities and stole from them those elements they needed to transcend the Void. They broke the creatures they enslaved—salvaging flesh and bone, dominating thoughts, harvesting fears—and they warped them into vessels for their own designs. But just like those creatures, the encasements built from them proved weak and inefficient, prone to physical aging and damage. No matter how the ahu-nixta manipulated the raw materials, the result was always insufficient. To overcome these flaws, they sought out other raw materials, metals and crystals and other elements, the same the mortal races forged into tools and machinery. Using these new resources, they copied and cobbled, implanted and spliced, creating new forms, each stronger and more lasting.

In the fabled Codex of the Endless Void, one of the authors theorizes the ahu-nixta as both belonging to the Void and being the physical embodiment of the Void itself. She further claims that the ahu-nixta exist to expand the Void into other realms by building themselves—or rather, itself—into pieces of the realm. (The text is unclear whether the ahu-nixta are multiple entities or but a single entity spread through multiple forms.) The hive mind then warps the pieces, devouring the realm from the inside out. The theory also attempts to define the Concordant Chronosphere, the prime hive mind intelligence of the ahu-nixta.

Hive Nodes. Ahu-nixta reproduce from clusters of organic matter encased in a resinous, amorphous mass—a hive node. Occasionally these clumps take the form of long, weblike strands and sometimes as blankets of unnaturally sticky or caustic slime. Some believe a hive node’s appearance depends on the manner of its creation, but no substantial evidence supports this theory. Nodes range in size from a foot in diameter to the size of an elephant, and when ready to burst, they can disgorge from one to over a dozen various ahu-nixta: a large node may be filled with a swarm of drudges (see Tome of Beasts 2) while a smaller node may hold a single large, heavily armored ahu-nixta. It’s unknown how long a node can exist in stasis before bursting, but they have been found in ancient and long-abandoned vessels, adrift in the Void, buried in the ruins of sunken cities, and attached to debris, hurling through the planes.

The largest of these nodes is known as Node Prime, a titanic mass of pulsing biomechanical clockwork the size of a small planet. Node Prime serves as something of a homeworld to the ahu-nixta. From Node Prime, the Concordant Chronosphere communicates with the rest of the hive nodes scattered through the Void and beyond. Some consider the Concordant Chronosphere to consist of just Node Prime while others argue that it exists within all hive nodes simultaneously and that it manifests on Node Prime merely due to its magnitude—and some see it as all of the ahu-nixta combined.

Manifestations. Of the myriad forms that the ahu-nixta and their armor takes, three types are most frequently encountered by mortals. The first appears as a spheroid clockwork horror, which is what most creatures imagine when they think of the ahu-nixta (see Creature Codex), and the others are called drudges and cataphracts (see Tome of Beasts 2) with drudges assuming the role of servitor and cataphracts acting as violent and domineering juggernauts. Still, owing to their constantly evolving forms and the violent creativity brought to bear in their clockwork encasements, there exist countless lesser-known manifestations of the ahu-nixta, roaming the Void and occasionally slipping beyond.

Cephaloid Form

Whatever is floating before you has an appearance like a brain, floating free of its mortal shackles—or maybe a putrid cuttlefish. But it also has several little appendages and eyes popping up all over its form.

While terrifying within their near invulnerable clockwork encasements, once plucked from their shells, they appear far less imposing. The creature’s mature form bears an uncanny resemblance to a putrefied cuttlefish. In the larval stage, bodies possess a similar texture to the adult, though lacking any consistent shape. In cephaloid form, an ahu-nixta can alter its body dramatically, allowing it to stretch its soft and pliable tissues within other structures. This allows them to occupy existing matter and manipulate it. They can also fuse together to manipulate larger objects, working in pairs or even entire colonies, depending on the nature and size of the encasements. Other times, they use their own larva as building material, for mature cephaloids are able to control larva at will. It is unknown if the creatures can also fuse their consciousnesses, though such an ability would account for their advanced intellects and mastery of arcane secrets, void magic, and clockwork constructions.

An ahu-nixta larva has the following quick statistics: Tiny or Small, AC 9, hp 2, speed 10 ft., Int 3. Additionally, any ahu-nixta larva will automatically do the bidding of any mature cephaloid (whether encased or not) within 120 feet. Provided a larva is capable of performing the commands, it obeys them to the best of its ability—including even those commands that would result in the larva’s destruction.

Ahu-Nixta Cephaloid

Medium Aberration, Neutral EvilArmor Class 12 (natural armor)Hit Points 32 (5d8 + 10)Speed 20 ft., fly 20 ft. (hover), swim 20 ft.

STRDEXCONINTWISCHA9 (−1)15 (+2)14 (+2)19 (+4)13 (+1)10 (+0)

Skills Perception +3Damage Immunities psychicCondition Immunities proneSenses darkvision 60 ft., passive Perception 13Languages Deep Speech, Void SpeechChallenge 1/2 (100 XP)

Spellcasting. The ahu-nixta’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The ahu-nixta can cast the following spells, requiring no material components:

At will: fear, firebolt (2d10), telekinesis

Ahu-Nixta Tapper

The creature’s clockwork armor resembles the slender, segmented form of a metallic spinal column, ending in an ovoid metal centerpiece, and an articulated arm mounted with a boring drill bit swings freely on top. Numerous metallic appendages dangle from the creature’s ventral region, each tipped with a tiny, barbed claw.

Tappers collect psychic energy from intelligent creatures. They often come in swarms and attack by affixing themselves to a host with their barbed claws and tapping into the base of the skull with their boring bits. Why the ahu-nixta need this energy remains unknown, though most speculate they use psychic energy to create the bond to their clockwork armor.

The creature inside the clockwork encasement, once a larval ahu-nixta, now lacks a cohesive form and fills the encasement as a viscous, jelly-like substance with only enough sentience to fulfill the commands of the hive mind directing it.

Ahu-Nixta Tapper

Tiny Aberration, UnalignedArmor Class 17 (clockwork armor)           Hit Points 10 (4d4)Speed 30 ft., fly 30 ft., swim 30 ft.

STRDEXCONINTWISCHA10 (+0)16 (+3)10 (+0)3 (−4)12 (+1)10 (+0)

Damage Immunities lightning, poison, psychic        Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, proneSenses darkvision 60 ft., passive Perception 11Languages does not speak but understands Void SpeechChallenge 1 (200 XP)

Clockwork Encasement. The creature within the machine is a shapeless mass, both protected and given concrete manipulators by its armor. The clockwork armor has a few manipulators that the ahu-nixta can use to attack or to interact with objects outside of the armor. Unlike other ahu-nixta, the tapper can’t live outside its armor and dies when its armor is reduced to 0 hp.

Electrostatic Field. Once a tapper attaches to a target, it generates an electrostatic field to protect itself while draining its victim. Once per round, the first time something makes physical contact with the tapper, it triggers a 10-foot-radius burst of electrostatic energy. All creatures caught in the burst must succeed a DC 13 Dexterity saving throw or take 3 (1d6) lightning damage. The burst doesn’t affect the tapper.

Immutable Form. The tapper’s clockwork armor is immune to any spell or effect that would alter its form, as is the creature that controls it as long as the ahu-nixta remains within the armor.

ACTIONS

Psychic Tap. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6+ 3) piercing damage, and the tapper attaches to the target. While attached, the tapper doesn’t attack. Instead, at the start of each of the tapper’s turns, the target takes 6 (1d6 + 3) psychic damage as its brain is tapped. The tapper can detach itself from its target by spending 5 feet of its movement and will detach after dealing 12 psychic damage or after the target dies. The tapper can be ripped free with a successful DC 13 Strength (Athletics) check, though doing so also injures its target, dealing 7 (2d6) slashing damage.

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Read more of this and other great articles in Warlock, our regular zine for 5th Edition, only on Patreon!

Astral Holiday Special #4 – The Grinch & Max (Genesys)

© Turner Entertainment Co.

Welcome to my fourth Holiday Special of December 2021. This is also my last column of the year – but never fear! – I will be back in 2022. Whatever holiday/s you are celebrating this month, I wish you happiness and joy.
Dickens’ Ebenezer Scrooge might be the ultimate example of a Christmas Heel-Face Turn.
But Dr. Seuss’ The Grinch is the penultimate. Or, it might be the other way around. After all, the TV Tropes page linked above is graced by Before & After portraits of The Grinch, as he appears in Chuck Jones’ 1966 animated version. That version is my favorite. Last week I gifted the GamerNation The Grinch and his faithful dog Max for Toon. Today, the Third Day of Christmas, I give the GamerNation Genesys versions of these classic Christmas characters.
I kept the equipment scanty, but they can have pretty much whatever the GM thinks they need. Also, in keeping with the Genesys guidelines of making NPCs, even a Nemesis, simple, I didn’t Load The Grinch and Max up with a ton of Skills, Talents, or Abilities. I did give Max a slightly higher Wound Threshold than I might otherwise – because he needed them to have survived all The Grinch put him through!
THE GRINCH [Nemesis]
CharacteristicsBrawn 5Agility 3Intellect 2Cunning 2Willpower 2Presence 3
SkillsAthletics 3Skulduggery 4Stealth 4
TalentAdversary 2
AbilityHeart Grew 3 Sizes: Once per session, when performing a selfless act, the Grinch may increase a single characteristic by 1, for the duration of the encounter.
Soak: 5 Defense (m/r): 0/0 Strain Threshold: 20 Wound Threshold: 15

MAX [Rival]
CharacteristicsBrawn 3Agility 3Intellect 2Cunning 2Willpower 2Presence 2
SkillsAthletics 3Mechanics 3
TalentAdversary 1
Abilities: None
Soak: 3 Defense (m/r): 0/0 Wound Threshold: 12
Equipment: Sewing Machine, Sled
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Linda WhitsonContributing Writer & Copy Editor at D20 Radio

Wizards of the Coast Reveals Full Product Line Deets for 'Kamigawa Neon Dynasty'

Wizards of the Coast revealed the full product line details for Kamigawa Neon Dynasty, the next Magic: The Gathering Standard Set, for release on February 18, 2021.
WotC is returning to Kamigawa and the new product line offering for this Japanese cyberpunk-inspired Magic expansion lists as follows: Kamigawa Neon Dynasty Collector Booster Packs and Displays. The Collector Boosters are loaded with rares, foils, and special treatment cards (see “‘Kamigawa: Neon Dynasty’ for ‘Magic: The Gathering'”), and each pack comes with five cards with a rarity of Rare or higher. Each of these premium packs comes with 15 Magic cards and a foil token, and come 12 boosters to a display.
Kamigawa Neon Dynasty Draft Booster Packs and Displays. These booster packs come with 15 cards from the Kamagawa set that are optimized for the draft format, and are packaged in displays of 36 packs. Each pack come with at least one card of rarity Rare or higher.
Kamigawa Neon Dynasty Set Booster Packs and Displays. These packs are listed as containing 12 Magic cards, and will include 1-4 cards of rarity Rare or higher in each booster. Each booster display comes with 30 booster packs, and 6 displays come in a case.
Kamigawa Neon Dynasty Theme Booster Packs and Displays. These packs contain 35 Kamigawa Neon Dynasty cards that are all based on a specific theme, and each pack has 1-2 cards of rarity rare or higher. Each display comes with 12 themed packs, and 6 displays come to a case.
Kamigawa Neon Dynasty Bundle. The bundle comes with 8 Kamagawa Neon Dynasty Set Boosters, a 20 foil basic lands, a 20 non-foil basic lands, a foil alt-art promo card, a storage box, and a Spindown life counter. These bundles will ship in cases of 6.
Kamigawa Neon Dynasty Commander Decks. These come in case configurations of 4 decks with 2 of each different type of deck inside. The contents of each deck includes a foil-etched Display Commander, 2 foil Legendary cards, 98 additional Magic: The Gathering cards, 10 double-sided tokens, a Life Wheel, and a deck box.
Kamigawa Neon Dynasty Prerelease Pack. Prerelease Packs are made specifically to use during prerelease events that run between February 11 and February 17, 2022. Packs come with 6 Kamagawa Neon Dynasty Draft Booster packs, a foil promo-stamped rare or mythic rare, a Spindown life counter, and a deck box.
For more information on future releases of Magic products, check out ICv2’s 2022 calendar (see “‘Magic: The Gathering’ Release Calendar For 2022/2023”).
Click on Gallery below for packaging images of the products!

LEGO Trench Run, D&D Cantrips, Kate Bishop, 40K New Eldar

Check out this 80,000 piece LEGO Star Wars Trench Run, D&D Underrated Cantrips, Hawkeye’s Kate Bishop, and 40K New Eldar & CSMs!

Warhammer 40K: 5 Of Our Favorite Space Marine Captains
There’s so many to choose from but these are our 5 favorite Space Marine Captains (or Captain equivalents).
D&D: Five Underrated Cantrips
Cantrips are a spellcaster’s best friend, always there when you need them. These five are some of our underrated faves.
via Lucasfilm Ltd.
Huge Lego Death Star Trench Run Diorama has 80,000 Pieces
This massive brick build includes the exterior of the Lego Death Star as well as interior rooms with minifigs.
Star Wars: X-Wing – More Previews From The ‘Razor Crest’ and ‘Pride of Mandalore’ Expansions Revealed
It’s a whole slew of famous faces heading to Star Wars: X-Wing on the tabletop! Check out these previews.
D&D: Cursed Items– Magic Items To Make Life Interesting
Magic Items are a rewarding part of any adventure. Not these ones though. Here are five D&D cursed items with magical malevolence.
How ‘Hawkeye’ Hit the Bullseye on Kate Bishop’s Queer Christmas Story
‘Hawkeye’ paid tribute to many popular holiday movie tropes. But the best Christmas story was Kate Bishop’s queer coming home for Christmas.
Cosplay: The Happiest Holiday Cosplays
What’s more festive than a cosplay done up in holiday colors? We’re here to celebrate!
Warhammer 40K: The Next Battlebox Is Eldritch Omens – Hello Eldar & CSMs!
Eldritch Omens pits Asuryani vs. Chaos in a battle of portents and a brand new battlebox. Come learn the terrible secret of space.

Cubicle 7 Will Release 'Doctor Who: The Roleplaying Game 2E Starter Set'

Cubicle 7 will release a Doctor Who: The Roleplaying Game 2E Starter Set into retail stores in Q2 2022.  
Doctor Who: The Roleplaying Game 2E Starter Set comes with 100 pages of introductory rules to start players off on their time traveling adventures. It includes “The Timeless Library” book, which is a new adventure module. The set also comes with a campaign book, The Echo Chamber, as well as two rules reference sheets, premade characters, dice, and Story Point tokens.This boxed set will retail for $29.99.
Cubicle 7 announced the Doctor Who: The Roleplaying Game 2E back in July 2021 (see “‘Doctor Who: The Roleplaying Game 2E'”).

D&D: Common Magic Items, Uncommonly Good Powers

What do you hand your players when a +1 sword just won’t cut it anymore? These D&D Common Magic Items will liven up any loot table.

Magic Items have long been a staple of any RPG campaign. From the adjective-laden items of 3.x/Pathfinder, where your sword could be on Ice and Fire at the same time, to the power-possessing enchanted items of 4th edition. In 5th Edition, Magic Items are a little more streamlined. So they require less of this:

And more just doing things that feel magical. But of the myriad magic items, a few see more than their fair share of uses. How do you add a little bit of the spice of life (which I know is actually Melange, but for this article let’s pretend it’s variety) to your loot tables? Try these common magic items out. Some are useful, some provide extra roleplaying options, all are guaranteed to get a reaction from your table when it comes time to identify the loot.
Boots of False Tracks

These boots let you live out your Looney Tunes dreams of walking and leaving behind a different set of tracks.
What I love about this common magic item is that it makes you think about things that as a normal sane adventurer you’d probably never think about–things like how to disguise your tracks. Embrace the gift of this item and leave behind half-orc or halfling footprints everywhere you go, throw off any Inquisitive or other investigator types that might be on your trail. Set up tracks to make it look like an ambushing force has been in the area. Once a player has these, the real fun (trying to use them every chance you get) begins.
Mystery Key

This is a mysterious key with a question mark worked into its head. It has a 5% chance of unlocking any lock that it’s used on. Once it unlocks something, it disappears.
I love this idea so much–it’s a great reward, especially for parties where the rogue can’t unlock doors and nobody prepares/knows the Knock Spell. Better yet, it has a 5% chance of unlocking anything, so take that Arcane Lock–most of the time it’ll do nothing, but the one time it works will be one of those memorable moments.
Cloak of Billowing

This cloak may be the most sought-after magic item in your party once people realize that you can cause it to billow dramatically as a bonus action. Punctuate every speech (or sentence) with dramatic flair. Give it to a player who has been hanging back and see how it changes them–this item demands the spotlight.
Walloping Ammunition
via Bird Studio/Shueisha
This ammunition packs a wallop (taken verbatim from Xanathar’s Guide). This ammunition forces creatures hit by it to make a strength save or be knocked prone. It’s only DC 10, but every single time it works the party’s archer is going to be delighted. For maximum enjoyment, try and find Shuriken or Darts or Sling Bullets with this property.
Pot of Awakening
via Trafalgar Releasing
Your potted pal who’s fun to be around, this is a strong contender for my single favorite common magic item on this list, this is a magical 10-pound clay pot, which, if you plant an ordinary shrub and let it grow for 30 days (no more, no less), the shrub will transform into an Awakened Shrub which is friendly towards you and may listen to commands you give it.
Unbreakable Arrows

This is the stuff that dreams are made of. An arrow that cannot be broken, except when inside an antimagic field. If you can’t think of at least a dozen possible uses for this arrow, there’s no helping you. This arrow makes your DM get that far-off sad stare that you know means their spirit is broken deep inside.
Hang the arrow somewhere and use it as a way to climb down. Wedge open any door. Bet people in taverns that you’re stronger than them–you snap a regular arrow and give them your unbreakable arrow. Build a shelter out of unbreakable arrows and weather a storm. The list goes on–but this item has potential.
Why Use Common Magic Items?
Most of the common magic items have that kind of potential–there are ways to use them, but you have to get creative to really make the most out of them. And that’s what I like about them.
It isn’t just that they’re frivolous, but that they encourage players to really think about how they can get away with things in the game–that’s as much a part of D&D as kicking in a door to a 10’x10′ room with an Orc guarding a chest. So, I hope you enjoy figuring out how you’re going to use the Tankard of Sobriety (which means you never get drunk) to create further adventures.
Until next time, happy adventuring!

The Big Gamble – Adding gambling to an RPG

I’ve been playing a lot of Texas Hold ‘Em Poker lately, and wanting to add some casino games into a D&D campaign that I am running. I know there are guides out there for this and started doing research, and plan out the casino. (Shawn did one in the past: https://www.tribality.com/2019/09/06/tips-and-rules-for-gambling).Now I know that some players will not be at the same table at any given time, or not want to gamble at all. So I had to set it up as an invitation on a separate night from the regular game time. This allows us to play a few games in “real life” with real money, and then attribute that to their characters. If you’re not playing with “real money” then you can add some D&D type shenanigans like slight of hand, or wisdom checks to pump up the games. Playing with money can cause hurt feelings so make sure every has an understanding of this.Texas Hold ‘Em PokerThe game I really like to play is Texas Hold ‘Em Poker. It is can be very competitive and takes some skill to play your hand with less risk. I like it since it is a community card game, easy to set up, and simple rules.  I think requires a lot more skill to play than the randomness of Roulette, Craps, or Slot games.This might require a little bit of prep to show the tiers of card hands and at least one person that can be asked questions on best case on betting. But there are a lot of tutorials out there for people to learn how to play. Here is one: https://www.pokernews.com/poker-rules/texas-holdem.htm and here’s a video:[embedded content]As I said the setup can be easy. You’ll need a deck of playing cards and poker chips, print out some rules with h. Determine the value of the chips beforehand in relation to each other. The typical setup value with 4 colors can be the following, or you can adjust to suit your game:Red Chips Copper: Give each player 10 (1o CP)White Chips Silver: 10 to each player  (100 CP)Green Chips Gold: 2 chips to each (200 CP)Black Chips Platinum: 1 chip to each (1000 CP)If you have 5 colors then you can add electrum into the mix with a blue chip. Make sure to have some extra chips in the bank so you can give out change.A tournament style play might be the most fun since it usually doesn’t allow more buy-in. Everyone throws in $5 or $10 or even $25 and that will be the used for payout to the winners. Then hand out the chips that you determined beforehand and split them evenly, and then you keep playing until you have one winner. But you can always  set a rule to allow someone to buy in once or twice. It just increases the winning pot that will be used for payout at the end. Just set a rule for it at the beginning. Allowing a re-buy though will make the tournament last longer so be cognizant of the time. Some tournaments allow re-entry but only if you go to zero chips.You can determine place of finishing by when someone went out and I like the following payout with only payout to the top 3 places if you are playing with 8 players.1st 50%2nd 35%3rd 15%LinksTexas Hold ‘Em Poker set on Amazon

D&D Accessories: Loot for Rangers

If archery and animal companions are some of your favorite in-game things, these ranger-themed accessories are for you.

Rangers are a great class to pick if you want your character to have a very specific set of skills: to stay away from the enemy and to have an animal friend. People either love playing rangers or find them inadequate when compared to other classes. I happen to enjoy a good (or evil) ranger. If there’s a ranger in your life or at your table, treat them with one of these ranger-themed D&D accessories.
As always, links to buy are in the titles.
Wanderlust Character Sheet

Personalized or beautifully decorated character sheets add a little something magic to your D&D game. This one is absolutely lovely. It’s not for rangers specifically, though sheets tailored to each class do exist. The colors and imagery around the border make me think of the ranger class right away.
If you want a character sheet that will help you get right into character every time you check one of your stats, this one will have you thinking of adventures and tracking your way through a forest in no time.
Animal Companion Shirt

Let’s be honest, if we’re picking Ranger as our class we’re at least a little interested in getting that animal companion. D&D players are notorious for collecting magical pets and companions, and ranger is a class that gives you an in-game reason to do it and make your pet useful in-game. This shirt will make sure you remember to protect your animal companion at all costs.
Hunters Mark Candle

Imagine walking into your next D&D session and having the room’s smell immediately get you into the ranger state of mind. This hunter’s mark soy wax candle smells like evergreen forests, cypress, and bayberry, for a scent that’s woodsy and natural and a little magic. And probably smells better than your table’s ranger by far… but don’t say that to them.
Ranger Mug

Do you collect mugs? Do you have almost too many mugs? Me too, but let’s seriously consider adding this one to the collection anyhow. Your players will always find new and creative ways to do some of the most buck wild stuff, and the ranger will do it doubly so anytime they’re in the woods. Embrace your players’ chaos with this mug celebrating rangers and their perceived forest ninja skills.

Forest Dice

If your character does their best adventuring in the woods, feels at home surrounded by trees, or just knows how to get through even the thickest and most impenetrable of forests, these dice may be for them. Green leaves and vines on a dark background make it look like these dice came right out of an overgrown thicket with almost hidden numbers. The entire effect is really pretty but still easy to read and use and perfect for the ranger in your party.

Have you played a ranger? Have any of our picks made it onto your wish list? What’s your favorite ranger ability? Let us know in the comments!
Happy Adventuring!

D&D: An Adventurer’s Guide To The Para-Elemental Planes

Tired of boring old Earth, Fire, Water, Air, and Heart? Try one of the para-elemental planes, and maybe at last escape those planeteer pukes.

There comes a point in any D&D campaign’s life when the players hit a certain power level and the DM hits a certain boredom level. Eventually, someone gets the bright idea to take just a little bit of a planar jaunt. As the cycle goes you’ll end up traveling to the Ethereal Plane, then maybe the Shadowfell, then from there it’s Elemental planes and after that, it’s anyone’s guess. Assuming you survive the Plane of Fire.
But why not take a page from the older editions–2nd Edition specifically– and try and unearth (literally) these exotic planar locales? I’m talking about para- and quasi-elemental planes.
If you’ve never heard of them, here’s a brief overview. Para-Elemental Planes are the regions that form where the elemental planes butt up against each other. Fire and Air make the Plane of Smoke, for example. Quasi-elemental planes, on the other hand, are places where the positive or negative energy planes touch each other–Positive Energy and Air make lightning, for instance.
Now, this cosmology hasn’t been relevant in a while–5th Edition has its own particular spin on the cosmos, but these planes make for excellent adventuring ideas. There are a lot of weird planes out there, but here are a few just to get you started.
Quasi-Elemental Plane of Lightning

This is a quasi-elemental plane that’s formed where the plane of Air meets the Positive Energy Plane. Home to all kinds of lightning-based creatures like Blue Dragons, Lightning Mephits, Lightning Elementals, and more–the entire plane is a roiling storm that’s chock full of energy. This is a plane of potential, of power. Be sure and wear your lightning-resistant cloaks. A fun place to send adventurers looking for a powerful source of energy for something they need.
Para-Elemental Plane of Ooze

A plane known for its secrets, the para-elemental plane of Ooze is formed where the Planes of Earth and Water run up against each other. All mud and slime, a quivering ocher ocean of muck, there’s not a lot to immediately recommend this place to visitors.
Little relieves the unending ocean of muck. Toward the plane of Earth, the mud grows drier, filled with abrasive grit, and toward Water, it thins into rippling silt that a cutter can sometimes swim through. Drifting through it all are blocks of stone and puddles of clear water.
This is a great place to pursue an escaping enemy–the chase can be slowed by all the muck and monsters.
Plane of Ash
via The Pokémon Company
Ash. Miles upon miles of choking ash that starts where the plane of Fire butts up against the Negative Energy Plane. Where the roiling elemental fires begin to die, the air grows thicker and ash begins to swirl. Creeping tendrils start out little by little until you’re swimming in an ocean of ash, charcoal, and soot.
Home to creatures infused with the smoldering energy of ash, this is a wasteland–a barren place of choking possibilities. This is a great plane for that wasteland/apocalyptic feel. Especially if your players have recently played Dark Souls 3…
Para-Elemental Plane of Magma

A Para-Elemental plane formed where the plane of Fire meets the plane of Earth, the plane of Magma is a constantly churning river of molten rock that shifts and burbles as scabrous, hardening chunks of rock are swept back into the molten flow.
Full of eruptions and inhospitality, fire-and-lava loving creatures make their home here, whether it’s near the plane of Fire where geysers of lava spray into the air, or closer to the plane of Earth where pillars of solid rock float, borne away by the searing tide. If you want a place for a villain’s lair and a very cool showdown, this is as good as it gets.
Plane of Ice

This one feels like it should be in 5th Edition, given how many ice levels there seem to be. Whether frost giants or frost maidens or ice caverns you can run across in any given book.
This plane is equally dangerous and inhospitable, though it’s borne out of Wind and Water flushing up against each other. Depending on which edition you’re drawing from, the plane is endless winter, an iceberg bobbing atop the elemental plane of Water, or a spindly cylinder somewhere in the cosmos. Either way, you’ll need more than cold-weather gear to survive here.
There are plenty of others to try. The plane of Smoke is woke, the plane of Dust is… well you’ll want your allergens. But even if you’re not using these as planes in and of themselves, they make for great locations that you can identify on the various planes.
You could have the plane of Earth get oozier as it gets nearer the plane of Water and find some interesting muck monsters or literal sunken locales–what’s old can be new again, so check them out today!
Happy Adventuring!