Bert Ballast

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): Marine w/ Heavy Laser (40K-RT), Ogre Executioner (WFB), Slambo (WFB)

Authors of Myth

Let these mythical creatures not be overshadowed! Our freelancers aren’t monsters in any sense of the word, but according to the vernacular of today’s internet, you could call them absolute beasts! While the writers of our Paizo products are always credited in the front and back of the books, a simple name in a byline doesn’t give readers much information on the people who work to bring the setting to life. Instead, I reached out to the authors with the intent of promoting them—as well as any other personal work they would like to show off, so that new fans could find other projects, RPG products, websites, livestreams, and more to enjoy! If there’s a section in the book that you particularly liked, why not check out the author behind it today?

Eleanor FerronPathfinder Developer

Dana Ebert
Hi there! It’s Dana Ebert (she/her), and I’m so excited to be back so soon! In Monsters of Myth, I took on Desert’s Howl, which first appeared in Mythical Monsters Revisited almost ten years ago. This version expands on Jalari’s story, while reimagining Desert’s Howl as a unique monster with brand new lore and abilities for Second Edition.

I honestly adore the final stat block for Desert’s Howl. I conceptualized its abilities with the intent of using mechanics to convey the feeling of being hunted and toyed with, and this version is simply vicious at denying the player characters rest and recovery in between encounters with the creature. With the release of this book, I hope that there’ll be a few more Desert’s Howl fans in the future!

As always, thank you so much for reading and making this community such a wonderful place! If you use Desert’s Howl or any of its lore in your campaign (I’m very fond of Jalari’s treasure coins, myself), I would love to hear about it on Twitter (https://twitter.com/MistressDanaRPG). And if you ever want to know more about what I’m currently working on, you can find that information on my Linktree (https://linktr.ee/MistressDanaRPG).

Sen.H.H.S
Hello, readers and greetings from Sen.H.H.S., your freelancer who lives across the Pacific Ocean from North America. You may have seen me around in projects such as Bestiary 3, Ruby Phoenix’s Goka Gazetteer, Secret of Magic, and many other publications. For Monsters of Myth, I wrote the kaijus. When this assignment first came down, I was internally screaming because my gods, the pressure to deliver! Just how am I going to do these gigantic walking natural or supernatural disasters justice? After copious amounts of kaiju wikia consumption and kaiju movie clips (Pacific Rim is the best movie ever!) I hope the end result is as awe-inspiring (or horror-inspiring) as intended. If you’re interested in knowing what I’m up to recently in the TTRPG sphere, follow me on Twitter @SenHHS where I bemoan how my current reading list of forensic textbooks is raising eyebrows.

Aaron Lascano
Hello! I’m Aaron, and I wrote and designed rules for two sections in Monsters of Myth: Kuworsys and Somnalu. I had an absolute blast working on both of them, as I did a bit of research and reading of epic myth to prepare (a quick recommendation: The Epic of Gilgamesh is a genuinely incredible read). I’m fascinated by how myths are remembered, and how interpretations and treatments of myth change over time. I hope my sections even encourage players to do a bit of that themselves.

With Kuworsys, I had the opportunity to craft a new story around a pre-existing location, and with Somnalu, I got to contribute to the story of a legendary figure from Pathfinder’s past. I’m very excited for players to explore the ever-shifting ruins of Kuworsys’s labyrinth and to descend into the depths to confront slithering Somnalu.

If you’re interested, you can find me on Twitter at @devlascano. I make narrative-focused TTRPGs on Itch and I do freelance work on games whenever an opportunity arises. Cheers!

Andrew Mullen
Howdy! I’m Andrew Mullen, writer of xulgaths and quite a few other monsters at this point. For this project, I worked alongside Josh Kim and Liane Merciel. Josh wrote Kothogaz’s lore, and turning that into rules was an exciting challenge. I wanted a big, campaign-ending abomination to have more ‘breadth’ in the story than just the confrontation where you hope to kill it. For the Melfesh Monster, I just got to read through Liane’s fantastic work and pluck out tidbits to turn into monster abilities—she gave me a ton to work with!

Beyond my co-authors, I want to give a special thanks to my cousin Sameer Gupta. He’s a talented musician who focuses on American jazz and Indian classical music. Given Kothogaz’s ties to Vudra, it was important that I do right by any real-world Indian cultural aspects I used for inspiration. Without Sameer, the Craft Disharmonic Instrument and Raga of Remembrance sections wouldn’t be nearly as flavorful, interesting, or accurate. You can check him out on his website, and across social media as @tablajazz. I also highly recommend his album “A Circle Has No Beginning”—it’s gotten me through a lot of late night deadline pushes!

Shay Snow
Hi, I’m Shay Snow (they/them), I’m an editor at Paizo, and I wrote up the Kallas Devil and partnered with the extremely talented Liane Merciel to stat up Ulgrem-Axaan! I hope my skipping rhyme and lovely letters bring you lots of shivers, and I hope you enjoy all of the neat things that both the Kallas Devil and Ulgrem-Axaan can do for your games! You may have seen me in Pathfinder Lost Omens Grand Bazaar and Secrets of Magic, and I have a few things coming out in Galactic Magic. Additionally, you can find my name on a few Coyote & Crow projects!

When not writing, I’m usually discussing Native issues and rights over on my Twitter @SpellsInSugar, where you can also sometimes catch me talking about video games and horror media. You can keep up with my work, or even contact me for hire, through my website https://shayjay.carrd.co/!

Soup
“Heya, I’m Soup! I’m a nonbinary Korean-American freelance writer/game designer/podcaster/streamer. I love nothing more than cool new angles on classic fantasy tropes. I’m really excited for this book because I got to draw from Korean mythology and tradition to bring you the Taljjae, a creature inspired by the real-life mask dancing of Korea, and hopefully a cool addition to your games. You can find me streaming video games here (https://www.twitch.tv/literalsoup), my work here (https://literalsoup.com/), listen to my podcast here (http://absoluteterritorycast.com/), or contact me about business inquiries at literalsoup@gmail.com.”

Jake Tondro
From a tall tower of ivory Tondro arose,Where tales of Tolkien and Arthur he’d told.But he exited, hexed, a man in exile,To get a gamer’s refuge working for golems.Then in plague, a plentiful pestilence,Luis and Eleanor, developers at large,Boldly offered a boon to the bairn.“Fafnheir,” they said first, “of linnorms the father“And Grogrisant, greedy for imperial guts“Belong in this book, do not betray us!”This task Tondro gladly took upAnd laboring long in darkness and lightHe sang the six-eyed lion’s songAnd wove a wyrm from stubborn words.

Outside the Box – December 24th

Welcome back for the last issue of Outside the Box for 2021! We have news from Mierce Miniatures, Wargames Atlantic, Artel W Miniatures, Wargame Exclusive Raging Heroes and more!New miniatures can be pre-ordered from Mierce Miniatures:– > More Mierce Miniatures News
Artel W Miniatures released new miniatures:– > More Artel W Miniatures News
A new preview of the Old Dominion has been published by Para Bellum Wargames:– > More Para Bellum Wargames News
Wargames Atlantic published a new preview of their plastic Boxer Rebellion kit:– > More Wargames Atlantic News
New releases are available from Raging Heroes: – > More Raging Heroes News
 Laser Cast published a new 2mm preview:– > More Laser Cast News
The Orc Thinker Grot is now available from Wargame Exclusive:– > More Wargames Exclusive News
TT Combat announced a new supplement for Carnevale: – > More TT Combat News
And Rubicon Models announced new releases: – > More Rubicon Models News
And here are this week’s new Kickstarter campaigns:
Dark Gods – Queen of the DamnedRaven – Fantasy Forest Set: 3D Printable STL FilesMiska Miniatures – Syrian Rebels 28mm and 20mm modern warfare miniatures STLsHayland Terrain – The Holy Shrubbery! 28mm Resin Miniatures and 3D PrintableMaria de Jesus – Astaroth waifu stl 3d printable file & More Sexy Waifus.Bobo Studios – MYCONID ARMYCompass Games – Combat! Vol.2Best_3D_Building – World War II bloodlust and forgotten soulsRichard Gill – The Kingdom of KaprannCaledonia Miniatures – Fantasy House + Tower 3D Printable STL Files & Bonus $1+ STLJose Jorge Pereiro – HERD OF BEASTSJason Dimoglou – Gosford Keep 3D Printable STLs Pay What You WantIll Gotten Games – 3D HighwaysPrint My Minis – World of Dragons STL Files for 3D PrintingCrucible of Games – Proserpine Shrineguard: Embers of PowerArxila – Wolf and the girl, unique 3d printable stlDerrick Charbonnet – Three Dimensional Modular Tree for Miniature RPG GamingDon Stouffer – The Old Cottage Pay What You Want!Marcus Miniatures – Mariolas MissionAusten – The Medieval Manor Pay What You WantMoonmares Games – KLEC A Polyhedral Metal Dice Set Inspired by Caged JailTabletop Modellbau – 3D printable barn Pay what you wantandPiano Wargames – The Price of Crowns 2
And if you want to stay up to date, head over to the Tabletop Fix for daily updates!

D&D: Cursed Items– Magic Items To Make Life Intereting

Magic Items are a rewarding part of any adventure. Not these ones though. Here are five D&D cursed items with magical malevolence.

If you’ve never had the thrill of sorting through your treasure and finding a cursed item in D&D, then your table is full of good people.
You’ve probably never had to wonder what you’re going to do now that the party’s burned down the orphanage. Or else, had to “learn the hard way” that every NPC the DM introduces to you is secretly out to rob, betray, or murder you.
Or some combination of all three.
D&D Cursed Items Through Editions
You probably also started playing D&D in 3.x or later. That’s when design philosophy had migrated away from “how do we punish these fools for being careless” to “what if people actually played our game and had fun?”
For those of you who never discovered the “joys” of using a magic spear that you can’t get rid of until it starts stabbing you in the back:
This is to all tests a magical spear with a +1 bonus (or at the DM’s option +2 or +3). It may even function normally in combat against a deadly enemy, but each time it is used in melee against a foe, there is a one in 20 cumulative chance that it will function against its wielder. Once it begins functioning in this way, you can’t get rid of it without a remove curse spell. The character always seems to find the spear in his hand despite his best efforts or intentions. When the curse takes effect, the spear curls around to strike its wielder in the back, negating any shield and Dexterity bonuses to Armor Class, and inflicting normal damage. The curse even functions when the spear is hurled, but if the wielder has hurled the spear, the damage done to the hurler will be double. Once the spear has returned to him, the character will again find himself compelled to use the spear.
Ah the cursed backbiter spear, feels like victory.
5th Edition has its fair share of cursed items, too. But there’s always an interesting trade off to them. They might not end friendships, but they will make your games a little spicier. Here are five D&D cursed items to casually toss onto your next loot tables.
New to D&D? Check out Five Magic Items for Starting Adventurers!
Berserker Axe

I love this item because it exemplifies a great way to do a cursed item. One of the biggest things you want is to feel like you’re getting something cool, or something that makes it worth not going and immediately casting Remove Curse. Because it’s cool to be the hero that battles with a cursed magic item of some kind.
But it has to feel worth it. And the Berserker Axe is exactly that. Sure, if you fail a saving throw there’s a chance you’ll go berserk and start killing enemies until there’s no one within 60 feet of you. But you get +1 to attack, damage, and your hit points per level. So. Maybe it’s time to invest in increased move speeds for your party.
Demon Armor

This “cursed” suit of armor is +1 plate armor and grants you the ability to understand Abyssal. It also has clawed gauntlets that turn unarmed strikes with your hands into magic swords, basically, since they use the same stats as a +1 longsword.
However, the curse is twofold. For one, you are at disadvantage to attack demons and make saving throws from their spells and abilities. And two, you can’t actually take the armor off until you cast remove curse. So, hope you have disguise self or you’re always going to be tromping around looking like a mid-to-high-level villain.
Shield of Missile Attraction

This one isn’t so much a curse as it is a tactical opportunity to consider. It’s a magic shield that grants you resistance to damage from ranged weapon attacks. But when someone makes a ranged weapon attack against a target within 10 feet of you, you’re the target instead.
It doesn’t automatically hit you, so your shield can still help, and you have resistance. But it does mean that if you’re in melee with a target, your friends with ranged weapons can’t actually shoot them. But as mentioned, this is an opportunity, so it’s not always a D&D cursed item.
Scorpion Armor
This is definitely one worth doing the math on. The Scorpion Armor out of Tomb of Annihilation is pretty swanky. It’s plate armor with a plethora of perks, like:

not imposing disadvantage on your Dexterity (Stealth) checks.
improving your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated.
not imposing disadvantage on saving throws made to resist the effects of extreme heat

There is one downside though. When you put it on or take it off, you make a DC 15 Constitution saving throw. This takes 10d10+45 (or if you’re using average damage 100) points of damage on a failure, or half as much on a success. Depending on your level/class that’s possibly enough to kill you. Or at least knock you unconscious until you can rest up.

Bracelet of Rock Magic

Finally this bracelet out of the Hidden Shrine of Tamoachan is a fantastic example of an unusual cursed item. You’re immune to being petrified, you can cast flesh to stone three times before the bracelet loses the ability to cast that spell and grants you stone shape instead.
That one you get to cast 13 times before the bracelet becomes a hunk of lead. So what makes it a D&D cursed item? Well if you try and cast the spell on a creature strongly affiliated with the earth or stone, like an Earth Elemental, Stone Giant, or Dwarf, they make their save with advantage. And if they succeed, the bracelet immediately de-attunes and the spell is cast on you instead.
Cursed Items don’t have to all be about causing the most grief. As you can see from these five, sometimes D&D Cursed Items can be a great way to make things interesting around your table.
Do you use Cursed Items in D&D? Let us know in the comments, and Happy Adventuring!

The Song Undying: Rank and File

With its rising popularity, the Song Undying attracts a wide spectrum of people to its ranks. Some become useful instruments of the cult, helping to defend it against enemies or spread the word among the general populace. The following NPCs can be used as cult members, functionaries, and minor leaders of the Song Undying.

Versifiers

A versifier is a member of the Song Undying trained in the bardic traditions under Salamondre. They typically operate as evangelists for the cult, going among the population and touting the wonders of the Song Undying and the power it has to make life wonderful. They use their magic and natural charisma to sway new recruits, providing healing to those in need, to show the cult’s benevolence and power.

Versifier

Medium humanoid (any race), neutralArmor Class 13Hit Points 16 (3d8 + 3)Speed 30 ft.

STRDEXCONINTWISCHA11 (+0)14 (+2)12 (+1)13 (+1)11 (+0)16 (+3)

Skills Intuition +2, Persuasion +5, Stealth +4Senses passive Perception 10Languages Common, and one other languageChallenge 1/2 (100 XP)

Fanatic Devotion. The versifier has advantage on saving throws against being charmed or frightened.

Spellcasting. The versifier is a 2nd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The versifier knows the following bard spells:

Cantrips (at will): prestidigitation, vicious mockery1st level (3 slots): charm person, disguise self, healing word, sleep, thunderwave

ACTIONS

Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

Shortbow. Melee Weapon Attack: +4 to hit range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Knights of the Song

Salamondre recently created this knightly order as another part of the public face of the Song Undying, inducting warriors that joined the cult. Not only does it ennoble the organization, but it provides a subtle show of force. Should someone speak publicly against the cult, a knight may take exception and demand satisfaction in the form of a duel. This can result in those words being taken back and an apology issued. Should fighting ensue, victory by the knights just provides the cult further legitimacy as they flaunt their victory.

Knight of the Song

Medium humanoid, any lawful alignmentArmor Class 16 (chainmail)Hit Points 52 (8d8 + 16)Speed 30 ft.

STRDEXCONINTWISCHA16 (+3)12 (+1)14 (+2)9 (−1)11 (+0)13 (+1)

Skills Athletics +5, Intimidation +3Senses passive Perception 10Languages Common, plus any racial languagesChallenge 2 (450 XP)

Fanatic Devotion. The knight of the song has advantage on saving throws against being charmed or frightened.

ACTIONS

Multiattack. The knight of the song makes two attacks with its Longsword or Longbow.

Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 +1) piercing damage.

Resounding Strike (3/Day). As a bonus action, the knight of the song empowers its weapons with the power of the Song Undying. The knight gains advantage on its next weapon attack, and its attack is considered magical. If the attack hits, it deals an extra 9 (2d8) thunder damage.

Vocalmancers

One recent discovery Salamondre has made is that the Heart is able to catalyze innate magical abilities in people, bringing them to the surface as sorcerous power. These spellcasters find their abilities in song. Unlike bards, they do not need formal training, the power of the Song Undying flows through them and provides their abilities. Only a few vocalmancers have been discovered thus far, but when inducting new cult members, Salamondre always exposes them to the Heart and its song in the hopes of cultivating new vocalmancers for the cult.

Vocalmancer

Medium humanoid, chaotic neutralArmor Class 12Hit Points 61 (10d8 + 16)Speed 30 ft.

STRDEXCONINTWISCHA11 (+0)15 (+2)15 (+2)12 (+1)12 (+1)16 (+3)

Skills Insight +4, Persuasion +6Damage Resistances thunderSenses passive Perception 11Languages Common, plus any racial languagesChallenge 6 (2,300 XP)

Bolstering Song. Once per turn when a creature takes thunder damage from one of the vocalmancer’s spells of 1st level or higher, the vocalmancer regains hit points equal to three times the spell’s level. If the vocalmancer is at full hit points, it gains these as temporary hit points instead.

Fanatic Devotion. The vocalmancer has advantage on saving throws against being charmed or frightened.

Spellcasting. The vocalmancer is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The vocalmancer knows the following sorcerer spells:

Cantrips (at will): fire bolt, light, mending, message, minor illusion, ray of frost1st level (4 slots): detect magic, screaming ray*, thunderwave2nd level (3 slots): note of discord**, suggestion3rd level (3 slots): counterspell, thunderous wave*4th level (3 slots): dimension door, distressing resonance*5th level (1 slot): dominate person

*spell is from Deep Magic

**spell from the next installment of this series

ACTIONS

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +2) piercing damage.

Sling. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

D&D: Five Edible Magic Items

Sure magic swords sound cool. But can you eat them? I didn’t think so. Unlike these items, which are a kind of edible magic all their own.

Magic can do just about everything in D&D, From hurling balls of fire at hordes of goblins to hurling higher level fireballs at hordes of higher level monsters. And when it comes to magic items, the flexibility grows even more.
Magic items provide adventurers with pretty much everything they could possibly need: shelter, warmth when it’s cold, superglue that never loses its hold–the list goes on. And one thing everyone needs is food.
You might not think so, because your character still has the same ten rations on their character sheet that they’ve had since character generation, but, trust me you do not want to eat those unless you have to.
Instead, consider dining on one of these D&D edible magic items.
Bead of Nourishment

A “spongy, flavourless, gelatinous” magical bead that when you eat it, dissolves on your tongue and provides a full day’s worth of rations. It’s basically soylent, but for D&D.
Heward’s Handy Spice Pouch
This magical belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. But you’ll probably use two pinches anyway.
Alchemy Jug
This magical jug includes a variety of settings that let you produce alchemical liquids, like acid, sure. But it could also be full of beer or honey or mayonnaise. Two gallons’ worth, in fact.

Bag of Beans

Inside this magic bag are magic beans. This item has a uniquely first edition flare to it, in that if you just dump the beans out, they explode and do 5d4 fire damage to everything nearby. But if you plant them in the ground and water them, one minute later you’ll get a special magical effect, which can include:

A nest of magical eggs that when you eat them either increase your lowest ability score by one or explode for 10d6 force damage, depending on if you make a save
A magical fruit tree with magical fruit, eight of which are magic potions, one of which is a deadly poison, and the rest are just delicious
A geyser erupts spouting water, beer, berry juice, tea, vinegar, wine, or oil (DM’s choice) 30 feet into the air for 1d12 rounds.

Of course you might also grow an evil treant, so use with caution.
Pole Of Angling
This ten foot pole transforms into a magical fishing pole when you speak the command word. It’s like the saying goes, give an adventurer a fish and they’ll eat for a day. Give an adventurer a magical fishing pole and they’ll eat for a lifetime, if they first learn how to fish.
Happy Adventuring!

Finder Archives – The Merry Season

Hi everyone, and welcome back to the Finder’s Archives.
Now, if my math is correct, then this particular blog post should go out on the 24th of December. So some, that is THE Christmas holiday, and to others it falls the day before. Regardless, a day such as this requires presents.
So today, I’m going to provide you with gifts. The awesome free stuff that you can find for RPGs everywhere. Ready? Here we go! (Please note I’ve DELIBERATELY not included pay-what-you-want titles here. They deserve a different type of recognition).

IRONSWORN
Ironsworn is, in essence, Dark Souls the RPG. It allows three different styles of play: Normal (GM and players), which they call Guided. Then there is Co-op, where everyone plays together, without a GM, and finally there is Solo. Just you and the game.It’s a hefty  piece of Kit, with 270 pages, but it is well worth your time, if you like a dark fantasy game.Find it here

One Page Dungeon Compendium 2020 Edition
In all honesty, I could have chosen any of them, since they have been doing these since 2010, and they’re all free. But this is the newest one after all.It contains more than 100 stand alone dungeons that can be run in any system (though it works particularly well with OSR systems). If you can’t find something here, check the earlier ones. There is something for everyone from straight fantasy, to dark horror to gonzo. Go go. 😊Find it here

Cepheus Light: Upgraded
A free and relatively rules-light science fiction game, this is for those who want to sit down and explore the galaxy right away without having to worry too much about what’s going on. This included a system for generating NPCs on the spot (which is INCREDIBLY handy for any GM). And all it requires is D6s so those aficionados of the old WEG Star Wars system might find something here that resembles that. 😊Find it here

BattleTech Activity Book
And I’ll leave you with this final one. Which isn’t an RPG book, but an activity book. Ever wanted to color in a BattleTech mech? (And don’t tell me no!) Well, here is the answer from Catalyst Games. It also has a number of simple puzzles (and a code generator for making maps for kids), and some mazes. 😊It’s good fun and a great way to introduce kids to the BattleTech universe of MECHS!Find it here

And with, there’s only one thing left to say. Happy Holidays everyone!
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Kim Frandsen

The Beastheart – An MCDM Class for D&D5e – Breakdown Part 3

Ho ho ho! Here is the last article about an MCDM product of the year! Hope you are having a great holiday season! Now with that out of the way, let’s start this!Last article we left off having done a review on the Beastheart and two of its subclasses. Now there are three subclasses left to cover, some magic items, and a short story that teases future things that are to come! We have much to talk about, so let’s get on with it!If you missed any of the other two articles that cover the Beastheart product you can check them out over here:Companion rules – HEREThe Beastheart class, the ferocious bond, and the hunter bond – HEREThe BeastheartCompanion BondsInfernal Bond3rd level – Devil’s Understanding: You now know the Infernal language and are proficient in Arcana or Religion.Quick and fast way to make your character more infernal. There’s not much to say about it.3rd level – Infernal Exploits: You can choose new features to incorporate to your character from a list, gaining more as you progress in level.I really like that MCDM uses this to make players create different characters from the same subclass. It feels like progressing through a tree skill system in a videogame. They are pretty much eldritch invocations.7th level – Hell’s Charmer: You are now able to charm your enemiesThematic because devils are charming creatures, but in my opinion, it goes a bit against the theme of the class. If I would compare the beastheart with a devil it would be with a savage one, not a charming one.11th level – Fiendish Traits: You choose one trait from a list of four, allowing you to change between them every long rest.Again, this theme on building your own subclass. I really like the options listed, such as being all barded, or having your companion spring infernal wings from it.15th level – Fiendish Form: You are now able to transform your companion into a fiend creature in its totality, meaning it gets a bunch of resistances and advantages in saving throws. This lasts for a minute and is done spending ferocity.This is super rad, and I really want players to describe their pet’s diabolic form. This is when the heavy metal music in the background starts playing.Primordial Bond3rd level – Nature Exploits: You get to choose your own features, unlocking new ones as you progress in levelAgain. It feels weird that only some subclasses have this sort of treatment.These ones feel a lot like using elemental magic, commanding lava and the weather to do your bidding.3rd level – Primal Understanding: You know Primordial and Sylvan, and are proficient in Nature.Just like the infernal one, I like that this isn’t the only thing you earn in this level, as this alone would have been very boring, which is something the WotC subclasses sometimes suffer from.7th level – Allied Earth: The ground around your companion becomes difficult terrain for your enemiesThe area is only 10ft wide, meaning that it shouldn’t affect much what is going on in encounters unless you are moving through small corridors. Escaping from the companion is more difficult now, but only occasionally do monsters do that11th level – Spirit Stampede: A stampede of animal spirits is summoned when your companion enters a rampage, doing AOE damage to all creatures standing 30 ft from itThe damage is equals to the ferocity, which will never be much. Nevertheless, 30ft radius is a whole lot, and there is no enemy limit for it, so if your companion is in the middle of a whole army, tons of enemies can get damaged at once! It’s not fireball level great, but it sounds really good.I really enjoy the shaman vibes this ability gives to the subclass.15th level – Allied Weather: Changes from the weather surge from your companion every time it is hit and it has ferocity to spend, making enemies fall prone or take lightning damage.More on the primordial energy! I find it great that you don’t have to spend energy for this to trigger.Protector Bond3rd level – Beast Vitality: The caregiver receives more hit points, which will keep growing as they grow in level.It works exactly like the feat Tough. This means that this subclass is if you want to go tanky yourself.3rd level – Pack Phalanx: If the caregiver and the companion are next to each other, each within 5 ft of an enemy, that enemy has disadvantage to attack anything but you two.More on the tanky theme. That’s what the subclass is all about.7th level – Thickened Hide: Your companion has +2 in ACVery basic. Your companion is just as tanky as you are, meaning you get two tanks for the price of 1! Great deal!11th level – Sentinel Companion: If a creature 5ft from your companion attacks anyone else but the caregiver or the companion, the companion can make an attack against that enemy as a reaction by spending ferocitySo… Pretty much the Sentinel feat, but you have to pay for it? The good thing is that this works with your companion, which the feat wouldn’t work with. Getting the sentinel feat as well would be totally unnecessary with this trait (unless you want to have it in the early levels)Going against someone who isn’t the beastheart or its companion means the enemy would have disadvantage on the attack, so don’t expect intelligent enemies to trigger this ability very often.15th level – Undying Protector: You can spend ferocity to get to 1hp when you would drop to 0. The more times you do this per rest, the more ferocity you have to spend.Pairing this with a half orc means you get a freeby use of this abilityMagic Items8 new magic items come with this product. To be honest, none of them terribly impressed me, but I liked them all. Some of them are very fun, such as goggles of laser beams to install to your companion or a literal Pokeball. Some of them were created so that the DM can make the player’s life easier by hiding the beast whenever it is necessary. If you have had a player with a pet you know how bothersome they can become in stealth missions or when entering a civilized city. Some of these magic items help you solve that problem. Don’t expect a magic sword to be here, but there are some to make your companion more powerful or hardy.The First Meeting: A Matt Colvile StoryI wasn’t planning on reviewing this part, but when Matt Colvile said in his beastheart video that it contained a tease of his next MCDM class, I had to read it.I like Matt’s writing and I have even read his two novels, but I must admit his writing style is weird and not for everybody’s liking. This one is about a beastheart encountering a human woman from this future subclass. From the descriptions of it we can gather that it probably is a spellcasting class that fights with no single weapon. She regenerated and can heal allies, so that might be one of its core mechanics. Additionally, she needed to rest to recuperate by going into a trance. Humans don’t usually enter a trance, so I can ascertain that she wasn’t doing a “short rest” to regenerate. I suspect it’s going to be something simmilar to the Titan Heart Sorcerers from Arcadia Issue 1. I can imagine Matt going to Gabe and saying “Hey, a melee sorcerer is a very cool concept. Why not create a whole separate class about that? I would pay you for it”. We’ll see if I’m right or not in the near future (I imagine close to next year’s summer).Overall Product ConclusionI believe this is the most polished  MCDM product to date. It’s got a lot of things going, with many of them that could easily have been extremely unbalanced. It provides us not only a new class a whole lot of people (especially those looking to recreate the classic hero with a pet trope) will love, but also mechanics on how to get a companion for your party without the need of a beastmaster. The 5 classes go all the way from the more complex ones with a lot of choices (infernal and primordial bonds), to the easier to use ones (ferocious and hunter bonds), and the one that can be played by any noob in the game as it has no active ability (the fighter champion of the beastheart class, aka the protector bond). They all feel very different, with some stepping a bit into other classes like many subclasses do in the game. I look forward to seeing many player characters use this, as well as seeing more subclasses for it in the future, possibly in Arcadia articles.As regards the companions alone, there’s a great variety of them, and enough content to help a DM create another new companion. I’m really surprised we didn’t get a displacer beast companion, that being the monster Tom from the Chain of Acheron stream in Matt Colvile’s channel played (who in a way was the first one to playtest this class). The magic items are also fine, with the laser beam goggles being the funniest one, but those are nowhere as near the stars of the product.I want to see more content like this from MCDM. With a whole new monster book on the way, as well as a setting, MCDM is becoming one of the biggest 3rd party publishers from D&D, rivaling Kobold Press. Definitely don’t miss out on this product! It’s definitely a must-have and a possible option for my players in all future campaigns!

Happy Holidays 2021 from Organized Play!

Greetings, friends, and happy holidays! Whether you celebrate Hanukkah, Kwanzaa, First Choices, Winterbloom, Festivus, or Christmas—whether your holidays are done for the year or just beginning—we hope you’re spending the close of the year surrounded by your chosen family, friends, and loved ones. Here at Organized Play, we’re hunkered down for the year. Linda has dug herself free of the sanctioning slush pile and dashed off into the woods; Mike is trying to put his gingerbread house back together after something shadowy smashed it to bits; Jessica has finally decrypted her holiday card list; and Thurston… well. Who knows what nonsense Thurston is cooking up these days. I myself will be spending the holidays curled up with my husband and a good book as I desperately try to complete my resolution of cutting down the pile of books on my bedside table.

As a special winter treat, I wanted to share this field report from one of our Venture Captains about a recent holiday charity event. Take it away, Nicholas!

Left to right: TFT Norfolk MU, photographer VL Brad. TFT Frederick MU, photographer VA Zach D.

For the last three holiday seasons, VC Nicholas Ruchlewicz has organized charity events for his local lodge to help others. The Toys for Tots program is a wonderful way to get into the holiday spirit and help those in need!

This year, the charity event expanded from a single local lodge in Fairfax to multiple REGIONS! Obviously, during covid time, everyone has become more flexible with hybrid events—so this event had a physical presence organized by Northern Virginia Venture Captain Nicholas and Baltimore Venture Lieutenant Nathan, plus online offerings including VOs from other lodges a bit further from the DC area. This year, the VOs directly engaged our Friendly Local Game Stores (FLGS). We have all been through difficult times with the pandemic, including many of the small businesses that support our players in a safe, welcoming environment. The community was able to support the amazing charity by purchasing toys and books at the FLGS and immediately donating them to the onsite Toys for Tots boxes.

On 12/11/2021, Pathfinders participated in interactive special PF2 #3-99 Fate in the Future at the Cayden’s Keg convention. This charity event added 7 physical tables to the 19 online tables! In addition to the physical toy donations, the raffle ticket sales provided an additional $1320+ donation to the cause.

Below are the locations and Venture officers in each FLGS! If you are ever near one of our lodges, please visit their business—we can’t thank our community enough!

www.GCpairodice.comVOs – VC Nicholas R, VL Paul C, VA DJ10385 Main St, Fairfax, VA 22030

www.Grittygoblingames.comVO – VL Nathan S6420 Freetown Rd, Columbia, MD 21044

https://stores.comichub.com/beyondcomicsfrederickVO – VA Zach D5632 Buckeystown Pike, Frederick, MD 21704

https://www.facebook.com/AtomicComicsEmporiumI/VO – VL Brad F50 W Mercury Blvd, Hampton, VA 23669

https://www.atlantis-comics.com/VO – VA Shannon 9649 1st View St, Norfolk, VA 23503

https://www.facebook.com/TriStatesGamesHobbiesVO – VC Jimmy D834 S 8th St, Quincy, IL 62301

From all of us here at Organized Play, we wish you a very happy holiday season. If you’re looking for seasonal fun, check out SFS 4-12: A Festive Operation, as well as Pathfinder Bounty #5: Witch’s Winter Holiday. The Beginner Boxes are a great way to get your family into Pathfinder and Starfinder as well, and they make great last-minute gifts!

Until next time—Explore! Report! Cooperate! And eat some cookies for me!

Alex SpeidelOrganized Play Coordinator

Nicholas RuchlewiczVenture Captain, Northern Virginia

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.

Cantrips are some of the most frequently used spells in Dungeons & Dragons. There’s a reason for this, they’re basically at-will spells from the glory days of 4th Edition. As such, a spellcaster can always count on having a cantrip available. And though these are considered among the least complex of the spells, they still have a great deal of usefulness.
Cantrips, in a nutshell, are a great way to demonstrate your magical prowess without consuming an expendable resource. Except time, the one expendable resource we can’t stop spending. Unless you exist outside of time somehow. Assuming you don’t, here are five cantrips that are our underrated faves.
Chill Touch

Chill Touch is perhaps the most inaccurately named spell in the game. It’s neither chill nor is it a touch ranged spell. Instead, it lets you make a ranged spell attack that deals necrotic damage against an enemy. Any creature struck by it can’t regain hit points until the start of your next turn. This is huge, because it means that enemy can’t be healed no matter how much damage is done to it. So if you have a foe with regeneration or just a healer on their side, Chill Touch is a handy way of negating that advantage.
Guidance

This one is a skill challenge’s best friend. A simple action and a friendly hand on whoever you’re trying to help, and you can give a friend an extra d4 on a single ability check. Make every victory one you had a magical hand in.
Mind Sliver

A saving-throw using caster’s best friend. Mind Sliver was first introduced in Tasha’s Cauldron of Everything, and it does a little bit of everything. Your target must save or take damage in addition to subtracting 1d4 from the next saving throw it makes before the end of your next turn. If you want to set up a critical ability, or ensure that someone stays Held in place or whatever, this spell works wonders.
Frostbite

What if you’re facing down an enemy who continually seems to hit you hard with a weapon? Frostbite can come in handy. Every time your enemy fails a save, they not only take cold damage but have disadvantage on the next weapon attack roll they make. A handy way to shut down a powerful attack like poison or whatever.
Thunderclap

Thunderclap is an underrated spell because not only is it a cantrip that does area of effect damage, it’s also one of the few cantrips you can hear from 100 feet distant. Thunderclap, for when you absolutely, positively have to make an entrance.
What are your favorite cantrips?

Kindle That Bonfire– ‘Dark Souls’ RPG Incoming

Time to find out if a soul will still burn. Steamforged Games lights the bonfires for a Dark Souls RPG. Let’s take a look!

Transcending history and the world, a tale of swords and souls, eternally retold. Only it’s not necessarily that one, because the tale of souls we’re talking about is Dark Souls.

And the swords are the plentiful swords that will feature in the upcoming RPG. So take five, Kilik and Sigfried, you’re not needed for this.
Because today we’re talking about the newly announced Dark Souls RPG coming from Steamforged Games. Steamforged, makers of the Epic Encounters mini + adventure sets. They’re also the makers of the first set of Critical Role minis, have set their eyes on Anor Londo.

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

“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://hubs.la/Q0113Ltb0“

Not many details are known, as of yet. You can sign up for a mailing list to learn more–all we really know is that the trailer features the full set of polyhedral gaming dice, including a bonfire-themed d20.
Learn more about the Dark Souls RPG
And try not to lose all your souls in Sen’s Fortress!

D&D: 5 Monsters That Prove 1/4 The CR Does Not Mean 1/4 The Fun

If you didn’t know,  CR 1/4 monsters are the most popular monsters in all D&D. But here are five that show that being at the bottom is the tops!

Low-level monsters, specifically CR 1/4 monsters, are the most popular in the game. Both in terms of how often they’re “used” and how many there are. There are 115+ monsters spread out across the various and sundry D&D books and modules that have been released.
From monsters created specifically for an adventure, like the Twig Blights of the Sunless Citadel, to a common everyday ooze ready to class up any dungeon, there’s a CR 1/4 monster for practically every occasion. Here are some of our favorites.
Kuo-Toa

These fishfolk are some of the best creatures you’ll come across. For starters, they are a little tougher as far as CR 1/4 creatures go. With 18 hit points they have extra resiliency, but what really makes them work is their otherworldly, deep alien vibe.
Their Otherworldly Perception allows them to sense any creature, their flesh is slippery. And they can imagine a god into being simply by worshipping something that feels like a good idea at the time.
Skeleton

It is something of a rite of passage for any adventurer to come across a pile of bones, lying peacefully, only for it to animate and attack. Or if you’re going up against necromancers, they need to have tireless legions of the undead. Skeletons are a perfect way to represent this.
They can be given any weapons they had in life, and will know only to fight as commanded. Skeletons are an enemy you don’t have to feel bad for smiting.
Pixie

And yet, not every monster on this list need be an enemy. Indeed, the humble Pixie is a perfect companion, if you can convince them to aid you.
With invisibility at will, the ability to dispel magic and fly, as well as to conjure whatever they need, Pixies are an advantageous ally. But take care not to cross them. As long as they can stay out of reach, they can be a most vexing foe.
Kobold Inventor

Is this Kobold an ally? An enemy? Whatever the case, encountering this fine specimen of Kobold ingenuity is a fantastic way to set a lighter tone.
With such inventions as a scorpion on a stick and a jar full of wasps, these inventors might not have much technical mastery. But they know how to get the job done, whatever side of the PC’s they end up on.
Goblin

Finally we end our list with the most popular monster on it. The goblin, a mainstay of fantasy and low-level introductory D&D adventures. When you want a cunning, nimble enemy, or a cunning, nimble ally that can pull the most unexpected moves, you’ve got the perfect choice right here.
Happy Adventuring!

Salvage Union: An Interview With Panayiotis Lines and Aled Lawlor (Leyline Press)

I started corresponding with Panayiotis Lines during his time with Modiphius Entertainment. Now that he’s running his own company along with Aled Lawlor, I wanted to catch up with him. With their upcoming post-apocalypse mech pilot RPG, Salvage Union, headed to Kickstarter, it is an opportune time.

EGG EMBRY (EGG): Thanks for letting me ask you questions about your newest Kickstarter. What is Salvage Union?
PANAYIOTIS LINES (PANAYIOTIS): Thanks for the interview. Salvage Union is a tabletop roleplaying game where you play as Salvager Pilots controlling huge, scrappy mecha and using them to scour a post-apocalyptic world for survival.

EGG: Your characters are piloting mechs in the post-apocalypse? How long after the apocalypse is this set? How does the apocalypse tie into the story?
PANAYIOTIS: The apocalypse is far away enough that a new society and way of life has been built and some hope exists to rebuild. We don’t want to get too specific as we want players to feel encouraged to make their own adventures within the setting without worrying too much about getting lore correct. The post-apocalyptic setting also fits the games take on the mecha genre. In Salvage Union you don’t play with sleek, powerful, high tech mecha but instead control scrappy mech’s built from industrial salvage and jury rigged with all manner of things from extra rigging arms to devastating railguns. To do this you need to constantly be out in the wastes salvaging.
ALED LAWLOR (ALED): Yeah, the idea is that all these sleek high tech mechs exist but they’re the domain of the big corpos who live in their insular arcologies. You’d be lucky to get a bit of kit from them here and there but the game is played on the fringes of that society so you have to take what you can get and go from there.

EGG: This project is powered by the Quest RPG. What is that?
PANAYIOTIS: We wanted to create a mech RPG that was a lot simpler and easy to get into than similar games out there. Quest provided a surprisingly robust chassis to craft a mech game around. It’s core d20 variable resolution mechanic can emulate some of the bombastic action within a mech game such as blowing up arms or flanking a foe and hitting them in their rear armour, without having to go too into rules detail about how that works.
Quest doesn’t have any core character attributes and most of the customisation comes from your character abilities. These abilities are really powerful and produce flashy and exciting effects within the game. If you tie those abilities to specific mech parts then you get a really interesting mech ‘crafting’ framework without again being too bogged down in details.

EGG: This uses a d20 engine, but isn’t a D&D style project, correct?
PANAYIOTIS: Correct, Quest does use a d20 as it’s only dice and Salvage Union is designed with the same mechanic, but that shouldn’t be confused with the ‘d20’ system by Wizards of the Coast, which is entirely different despite both using a d20.
ALED: It’s super simple, really the dice roll is there to create interesting situations as opposed to being used as a skill check.

EGG: This game features mechs, but it doesn’t get deep in the weeds with a complex engine. How do you combine a tech-centric RPG with the rules lite design aesthetic?
PANAYIOTIS: The real meat of the crunch for the game is intended to be within the downtime. Once your group returns to your union crawler, which is like a huge walking home base, you can refit your mechs with salvage that you find in the wasteland. We do go a bit noodly with this, for example if you want to build a laser you have to find optical glass, wiring loom and circuitry to piece it together. This allows players to have that ‘crunch’ but do so likely during ‘downtime’ sessions or in between sessions. The core of playing the game itself however is lite and simple albeit with a lot of flexibility.
ALED: We also tried to create interesting tensions between the different systems, sort of like a Magic the Gathering approach so when you build your mech you can find nice synergies between different bits of equipment so in specific situations you can combo as it were. It also means there isn’t ever really a guaranteed thing as almost everything has a counter of some kind.

EGG: Will this just be a core rulebook or will their be adventures and a campaign setting with this Kickstarter?
PANAYIOTIS: We’re planning lots more beyond the core book. We have adventures planned and we’ve even got a couple of great writers on board Virginia Page (Star Trek Adventures, John Carter of Mars) and ENnie Award winner Diogo Nogueira (Halls of the Blood King, Sharp Swords & Sinister Spells). We also have ideas for an expansion book. That being said the core book will contain everything you need to play, including an adventure.

EGG: Who is working on this project with you?
PANAYIOTIS: We’ve got a great team on board. Leyline Press which is a company I founded with Aled Lawlor are behind the core of the project. We have some fantastic artists including Hamish Frater who did the gorgeous banner art, as well as Francesco Silva who did a lot of our character art and Alex Connolly who did the mech art.
We’ve also as mentioned got Virginia Page and Diogo Nugueira on board and we’re currently in talks with various other writers, artists and editors in the industry which we can’t say too much about now but are really excited to potentially be working with on this.

EGG: Where did the idea for this come from?
PANAYIOTIS: As with many tabletop and creative projects the idea was swimming around for some time and in various different forms. Aled along with his friend Mal came up with a lot of the initial concept of the world and lore as well as the first designs of the game, which played out more as a wargame than a roleplaying game. Aled and I then took it through a development process and we happily settled on what we have today.
ALED: Yeah it was initially going to be a tabletop miniatures game years ago, but once I’d had some experience working on miniatures games and realised how expensive they were to bring to market that got swiftly put to the side! I actually feel it’s much better now in the way and ironically more like the game I’d wanted to make to begin with.

EGG: Beyond Salvage Union, what else are you working on?
PANAYIOTIS: Leyline Press has a lot going on right now. We make a monthly Old School Essentials riso printed module which you can get via our Patreon.
We’ve just successfully kickstarted Andromeda a module for Mothership that glows under UV light, which we’re close to fulfilling for backers. We’ve also got some exciting projects planned for next year though the core of our focus in the new year is going to be Salvage Union.

EGG: Thanks for talking with me. Where can fans learn more about this project?
PANAYIOTIS: Great to chat!
You can follow the Kickstarter page here. You can also visit our website here where you’ll find blogs and some updates on the project. You can also sign up to our newsletter. All sign ups will get a free copy of the Salvage Union Quickstart PDF when it’s released soon.

“Salvage Union is a post-apocalyptic Mech tabletop roleplaying game powered by the Quest RPG.”
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Iconic Encounter: Pointed Questions

As the white-bearded man casually strolled across the rainy courtyard, shadowy figures kept pace with him atop the buildings surrounding the square. The older man didn’t seem aware of the dark shapes stalking him, first from a distance, then closer, along his path. Nor did he show surprise when the ruffians stepped out of the shadows, blades glinting. The tallest of the black-clad figures spoke with a low growl.

“Shouldn’t have gotten involved in War Hounder business, old man. We don’t like folks asking questions about our dealings!”

“Well,” Ezren thought to himself, “it’s about time.”

Though confident in his preparations, the wizard still summoned some basic defenses as the War Hounders cautiously approached. A mage’s armor was, in his opinion, properly made of magic. He layered a shield spell atop it for good measure.

One of the ruffians flung a dagger at Ezren as the rest moved to cut off his escape routes… which he had no intention of taking.

“I’ve been trying to get your attention for some time,” Ezren said calmly as the knife bounced off his arcane shield. Unsurprisingly, the War Hounders ignored him. Ezren knew they were aware of his wizardly training and understood their desire to take him out quickly. If this had been a remotely fair fight, they’d be doing the right thing.

Ezren did his best to avoid “fair” fights, though. A fair fight was the result of poor research, and he prided himself on his scholarship.

His two fastest attackers were a scarred human and a dwarf; each wielding sword and dagger. Ezren reviewed a range of possible replies before settling on a simple lightning cantrip. Not fully powered, something in the mid-range he knew they’d survive. He wanted to deliver a message and getting the dead to deliver messages was more… problematic.

Ezren concentrated on the essence of lightning as he performed word and gesture to express that essence. Electricity jolted from his open hand, arcing first to the human and then the dwarf. Neither was quick enough to avoid his spell. The dwarf fell to the ground, flopping about like a fish trapped in a tide pool. The human grunted and raised his sword… as Merisiel’s thrown dagger buried itself in the back of his skull.

Ezren was not so foolish as to provoke a guild of thieves without backup, and it was gratifying to see the remaining War Hounders look stunned at Merisiel’s dramatic entrance. A moment later, it was Ezren’s turn to be surprised as a fifth War Hounder, a cloaked woman with two long daggers, launched herself between Merisiel and the fallen dwarf.

The situation was still in hand… for now.

“I know you can’t answer my questions.” Ezren’s sounded calm as he turned in place, his cane held high to ward off the two-handed sword blow from the War Hounder who’d been trying to sneak up behind him. “But when you flee back to the Pyramid of the Dog, I want you to deliver your master a message.”

The cloaked woman began dragging the dwarf’s twitching body back into the shadows, tiny sparks of electricity continuing to bound off him across the worn road’s shallow puddles. The attacker with the greatsword swung it again, trying to cut Ezren in half with an attack powerful enough to force the wizard to expend his arcane shield to counter it. Merisiel threw another dagger into an apparently empty space… and the empty space grunted and spattered blood on the street.

“I’d have sent a courier requesting an audience, but none seemed willing to deliver my message, and I haven’t had any luck with public notices.”

Ezren formed a new eldritch concept in his mind, and colors sprayed out from his cane, hitting the greatsword-wielder full in the face. The attacker’s eyes took on the same rainbow colors, and the scoundrel dropped his sword as he staggered away unsteadily. The cloaked woman finished dragging her fallen comrade out of sight, and Merisiel positioned herself to watch his back.

Ezren turned slowly, scanning the open square. The blinded War Hounder was wandering aimlessly but could become a threat again within a minute or so. The woman and dwarf were out of sight but could potentially be maneuvering to make another assault. Merisiel would warn him if that were to happen. There was another man…

At the edge of the square, a man clad in brown and green lurked in the shadows. His drab clothing actually blended into the backdrop of Absalom’s Puddles District better than the pure black of his compatriots. He was bald with a full beard. He studied Ezren with a stern expression, single dagger in hand, though he was well out of stabbing range. The War Hounder could, of course, throw his blade. Or perhaps he knew some occult secret with which to blast Ezren’s mind.

Trusting Merisiel to handle any other unforeseen threats from behind, Ezren turned to face the bald man.

“You are, I take it, in charge?”

The bald man waved a hand in casual denial. “I wouldn’t say that. We aren’t strict in terms of rank or command, you see? More accurate to say I’m wise enough not to be on the front line when confronting a wizard of your… reputation.”

Ezren nodded in acknowledgment, though he suspected the bald man had no idea who he was or what reputation he might possess.

“May I assume,” asked Ezren, eyes still scanning for the missing dwarf, “that if I were to ask you to carry a message to the oldest and wisest of the War Hounders, you could see that it was received?”

“I’d be delighted.” The bald man looked anything but delighted, but Ezren believed his message would be delivered.

As Ezren was about to reply, the War Hounder who’d dropped the greatsword snapped out of his befuddlement. He looked back and forth between the wizard and the bald man. Merisiel was nowhere to be seen, but Ezren knew she was nearby. He kicked the dropped greatsword toward his assailant who, upon receiving a nod from the bald man, picked up his weapon and rushed to stand beside his ally.

“I would very much like to know,” said Ezren with as much iron as he could put in his voice, “what became of the papers and effects of Nessian. Further, I represent a buyer who would pay well for them, if they remain in War Hounder possession.”

The bald man tried to look impassive, but his eyes showed a hint of surprise. Then he nodded again, and gestured for the larger warrior to head out of the courtyard.

“I assure you, that message shall be delivered.”

And with that he followed after the taller man, both of whom were quickly enveloped by shadows.

Ezren smiled as he headed back toward the inn he was staying at in the Foreign Quarter. He made sure to walk slowly so he could easily be followed, trusting Merisiel to prevent further assaults. He suspected when the War Hounders attacked him again tonight, they’d bring someone who could answer his questions.

And tonight at the inn, he and Merisiel wouldn’t be alone to receive them.

About The Author
Owen K.C. Stephens is a veteran of the tabletop RPG industry with more than 20 years of experience, including being on staff at Green Ronin, Paizo, and Wizards of the Coast and being the publisher of RogueGeniusGames.com. He has worked on numerous RPG lines, including being co-author of the Star Wars Saga Edition RPG and Design Lead for the Starfinder Roleplaying Game. You can support his writing and free content production at Patreon, and follow him at his blog, on Facebook and on Twitter.

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.

Kickstarter Round-Up: Dinosaurs, Lava Terrain, Mechs, and More

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

The Sh*tty Not Compendium – 5e

You might be asking yourself “why would you call your book of ideas ‘shitty’?” Well, we play a little fast and loose with the definition of that word around here–and if you take a look at the “Shitty Not Compendium,” you’ll get what I mean! It’s been something of a joke on the Roleplaying and Rollplaying Twitter account that I would post all sorts of ideas and then label them “shitty” regardless of their quality.
In this book, there are:

20 Character ideas for each of the 13 official 5e classes (0ver 250 total)
20 Spells, Monsters, and Plot ideas each
50 Item ideas

Pledges start at $15 for a PDF.

Lava Themed Terrain – STL

The lava terrain and bases set has a vast number of pieces consisting of 2 very large centre terrain pieces, 15 large terrain pieces, 6 objective markers and 100 unique lava themed bases to ensure your army/characters matches the ground they are treading on. This is without counting the vast number of stretch goals and very low priced optional add-ons. 
The terrain is specially designed for playability. A vast amount of terrain available out there looks very pretty but is not functional for play. This lava terrain set is made so that the large pieces are stable and climbable to bring a much more 3 dimensional element to combat.

Pledges start at $26 for a set of scatter terrain files.

Cora’s Guide to Dinosaurs – 5e

Hello, internet, my name is Chamomile and this is Cora’s Guide to Dinosaurs, a ‘zine size guide to dinosaurs and barbarians for 5e! Unleash your rage with four new barbarian classes, from the Titan Master’s oversize mounts to the Scorpion Warrior’s mastery of the desert, command a pack of animal allies as the Beast Whisperer or ride a utahraptor into battle as the Raptor Master!
Pledges start at $5 for a digital copy.

Dragon Knights – STL & Resin Minis

The latest addition to the Immortal Kings Fantasy, Forces of Night faction have been sculpted and casting of 100 box sets is being completed shortly.  This campaign aims to act as a preorder for this new set of miniatures, at 25% discount, before they go up for general retail. Every pledge level comes with digital downloads.
Pledges start at $15 for all STL files.

Salvage Union

Salvage Union is a post-apocalyptic mech tabletop roleplaying game powered by the Quest RPG. 
You play as a rag-tag group of Mech Pilots who make ends meet by salvaging scrap within a post-apocalyptic wasteland. Your pilots, as well as their entire ecosystem and community live on a huge ship-like mech known as a Union Crawler. You range out of this crawler on your scrap built mechs to tackle the denizens of the wasteland in a constant hunt for salvage to upgrade and survive.
(This week’s header image is from this campaign.)
Pledges start at $20 for a PDF.

Slasher Zine – Mörk Borg

Slasher Jam was a  jam I ran over the course of October 2021 that got 20 entries. I have  compiled those entries into 2 volumes. Volume 1 contains classes, items,  and monsters. Volume 2 contains the adventures of Slasher Jam.
Volume 1 is 60 pages and contains all the submitted classes, items, and monsters. Volume 2 is 80 pages and contains the adventures of Slasher Jam.
Pledges start at $5 for a PDF.

~Which Of These Campaigns Caught Your Attention?

Arcadia Issue 11 Breakdown

All art belongs to MCDMWow! I can’t finish reviewing the Beastheart class and I am already thrown a new Arcadia issue! It definitely feels like Christmas all of a sudden! Fear not, however, for I shall break my sleep schedule and stress myself out (not really, don’t worry), so you can get to read everything new coming from MCDM! Its cover image this time isn’t as cool looking as the previous ones and feels more chilled and similar to the usual D&D art style. Not that it is bad, as it gives a great air of adventure, but I wouldn’t put it in my top 5 Arcadia covers.Unlike the rest of the past issues, this one doesn’t feel like it carries a theme. It’s scheduled for the Holidays, but it doesn’t offer anything that could be considered festive. James makes use of his letter from the editor to thank the readers and patrons, as they are the ones that allowed Arcadia to exist for a whole year. That missing month is the one they took to consider if it was worth the effort to keep making Arcadia issues, and the answer was a resounding YES. That month was also the one the Illrigger class came out, which you can read more about OVER HERE.Sadie Lowry seems to really like celestial beings, as this is the second Arcadia issue from her that involve angelic stuff. The first one was amazing all the way back in Arcadia Issue 1 and this one is great as well. Here we are given 4 new ancestries to import to your game. These being angelic beings it might feel weird to bring them to some of your games, but we all have that one friend who comes up with weird ideas or would really enjoy playing a celestial being and the aasimar isn’t quite what they were looking for. This article is for them, as these are the coolest of angels!All “scions”, as they are called, have resistance to both radiant and necrotic damage, which may be a bit too powerful, but aasimars have those same resistances, making them not that much of a big deal. The rest of their shared traits are nothing special: darkvision (of course), medium or small size, and no flight speed just like aasimars. I think we can all agree these ancestries are basically aasimars, but cool.Godsong ScionsThese scions are the ones full of beauty and charisma, with an empowering voice they use for their singing. Godsong scions come to our world to search for that perfect song that will awake them. This is added in so DMs can fit that moment into the campaign, and a sidebox even provides some tips on how to make of it a wondrous moment for the player. Lovers of art and plenty curious, they have participated in wars to boost warriors in battle, or help people in the taverns by singing the perfect song in the right moment. Through this godsong, these scions can also empower their allies in battle, granting them temporary hit points.Chthonic ScionsChthonic Scions (damn is that word difficult to spell right!) are those angels in charge of leading people and creatures to the afterlife. This is not done in a terrifying or grim way, but in a peaceful one, by adopting the form of something that person who is passing away loves most or something they find dear.  That doesn’t necessarily mean you can’t look grim the rest of the time though! If this act of ferrymenship isn’t done accordingly, having chthonic scions enjoy making someone die, or having them suffer, Mount Celestia will know and will send their best agents after you! Nevertheless, these scions can gather the soul of the dead into a small bottle and carry it with them, allowing the angelic being to ask three questions to the passed one. Lastly, by acting as a shephard, chthonic scions can help allies survive longer by allowing them to pass a single death save once per long rest.Primordial ScionsAgents of law and wells of magic, primordial scions are connected to fate, gravity, and life. They are agents that are tasked to maintain balance no matter the cost. Whenever a cosmic event takes effect, primordial scions are the ones tasked with putting an end to it. This can be done by either destroying everything or doing some swift assassinations to balance the scales. They are hardy, but powerful, able to change gravity to yeet enemies or allies in the direction they wish. With some growth in power, they can even change fate, making an attack that could have impaled an ally fail misserably.Vindicator ScionsWhen the heavens find a target to be eliminated and have to do it fast and efficiently, that’s when the vindicator scions come in. They are the ones in charge of eliminating evil, going from bounty hunters and assassins to spies! These agents for divine justice seek corruption and eliminate it, but don’t act recklessly. If a creature has a small chance of being innocent, then no damage may fall to them, as there shall never be doubt in their actions. Vindicators get their calls to hunt from the celestials and can leave marks in the souls of their targets to track them tirelessly, as well as transoform into true vindicators, able to summon chains they can throw at their targets to restrain them.My thoughtsWow are these cool angels! I love all the story seeds that Sadie threw into each of them to create better narratives. Nevertheless, I find a hard time imagining these celestial beings as weak PCs. They all have great lore, but might feel extremely weird walking through the streets, and having them be just your usual folk in your setting kind of removes the fun from them. All in all, I love them, but find it weird to import into my games as a character for a whole campaign.NPC ScionsSadie threw in both a chthonic and a vindicator scion as NPCs. Neither of them is evil, but they have their own conflicts that have them seek the PCs for help. Many story seeds can spring from these quests, all of them with very different endings that may end with the PCs having the scions as allies or enemies. I really like how versatile these quests are that they can end up in so many different ways. Great job from the writer!D&D is a weird game that comes from stealing things from crypts and using them for the player character’s personal benefits. Sometimes, one of them has sticky fingers and decides to steal from the local noble while on a visit. What do you do with all this stolen stuff? That’s when fences come into play!Fences are one of the most popular characters for adventuring groups. They have some of the best stuff at the best prices, and may be the only ones willing to buy your “Sword of Goblin Neck Rupturing”. However, this all comes with a price. Being all these things stolen goods you will surely draw some attention. This may come from the ones you stole the item from, some thieves or rivals willing to have it, a whole faction, or even extraplanar beings! The article has several tables you can roll on to decide how important those items are, why they are so important and how much of a catastrophe is for the player characters to have it.The article comes with its own set of rules about “heat”. The more stolen items you have, and the more things you do that might draw some attention, the more heat points the party gains. After some time, you roll and there’s a chance for someone to come after those items! Doing this every once in a while, or at tense moments can create amazing scenes, even changing the whole story course, but doing so repeatedly can be frustrating. It’s important to find a great middle ground!NPC FencesThree different fences are detailed, all of them very different and special in their own way. I love that each of them come with their own unique art, and I am definitely going to steal one or two for my games. The three come with their own backstory and roleplaying prompts to make them extremely unique and loveable. From the three, it’s definitely the granny I love the most, which can look adorable at first but if you are looking to buy stuff, the badass veteran from the cavalry within her shows her true being. All three NPCs come with some sample items they can sell as well as the prices for the items. This is good stuff!@RudyBassoDo you want to add an extra mini-game to your home game? Personally, I’ve always had in my game groups someone who is the one in charge of cooking the monsters the adventuring party kills. It has created some very memorable scenes and it’s something I look forward to when they go hunting. Rudy seems to think like me, and even went a step further, creating a whole set of rules on cooking and harvesting in D&D. They are very well detailed and comes with a whole set of ideas on benefits cooking could give the PCs. This way, looking to get ready for a big battle by gathering the proper ingredients can become its own mini quest.The article comes with its own set of charts that indicate how much time you can have a specific piece of food before it becomes spoiled, rules on how to improve rotten food, charts that indicate the difficulty of gathering certain ingredients, and much more! The different food examples, both simple ones and exotic, are listed in the same way you would see a list of recipes from a book: There’s the list of ingredients you need to gather, and depending on how well you cooked it the list of benefits it gives the PCs. I really like how it is structured, and will definitely be stealing these recipes for my games.The article additionally comes with some tips on how to design your own meals or improvise what the PCs are trying to harvest and/or cook. What’s more, there are story hooks and ideas to create your own food-themed campaigns, feats to gain more out of what you eat, and some extra ideas.The thing I enjoyed the most was the different magical effects you can get from eating monsters. One of my favorites is the Mimic Tongue Chowder, which can have you polymorph into other creatures, even those that are bigger than you. That sort of wackyness is the kind of things that jumpstart quests for ingredients and memorable stories!Final thoughtsIn conclusion, this was not my favorite issue from Arcadia, but it isn’t one of the worst either. I’m pretty sure I’ll be using at least one thing from all three articles in some way or another, and am definitely looking forward to using the rules for cooking in my games. The fences might not be suitable in the campaign I am running right now, but definitely have a place in campaigns I have planned for the future. As for the scions, I really like the concept, but find them difficult to import to my games. Adding one of them as an emmisary from the celestials could be something fun though.What about you? Are you looking forward to adding something from this issue to your game? Are you skipping this issue? Is one of this articles your new favorite one? Let me know all about it in the comments below!GET ARCADIA ISSUE FROM MCDM STOREBECOME AN MCDM PATREON FOR FUTURE ARCADIA ISSUES

Let’s Play D&D With Buddy the Elf & Santa

Through the seven levels of the Candy Cane forest and past the sea of twirly-swirly gumdrops we go to play D&D with Buddy the Elf & Santa!

Elf is one of those perfect Christmas movies that almost everyone loves. It’s hilarious, heartwarming, and talks about how not-magical being an adult can be without getting pessimistic. And that’s why this week we’re playing D&D with Santa and Buddy the Elf!
Buddy

I decided to make Buddy a playable character since his arc throughout the movie is something of a hero’s adventure. He’s just not great at it. I made Buddy as a character that desperately needs your help. Please, don’t leave him alone in the city. He’ll die.
Even though he’s “Buddy the Elf,” he is obviously human, and his love of smiling and general charisma and belief in the power of singing loud for all to hear made him an obvious choice for a Bard.
But he’s also not great at it.
While he’s naturally charismatic and can make friends everywhere he goes, Buddy hasn’t really prepared for a D&D style adventure as much as to help everyone around him sing about Santa. He’s without any armor or weapons because he wouldn’t see why he would need them and all of his spells reflect how much he wants to be friends with everyone.
Buddy is a good bean and he’ll definitely be a good bard, but please, protect him.

Santa

Even though I made a “monster sheet” for Santa, he’s not a monster as much as a good-aligned fey. You probably don’t want to pick a fight with him, and would much more likely have to fight on behalf of or even with him.
I focused a lot on Santa’s ability to go unseen either through stealth and agility or through magic, as well as his magic toy sack and the distracting nature of getting your perfect gift. Though Santa isn’t often depicted as getting into physical fights, he does have to be incredibly strong to lift his giant toy sack.
I gave him a few melee attacks, including simply hitting someone with a gigantic candy cane because, honestly, it’s kind of funny. In retrospect though, I wish I had added one more Legendary Action where he instead gives a target coal, dealing them 2d8 psychic damage.
All in all, while Buddy could be a very playable and probably hilarious bard to have at your table, having Santa either as the main villain or the primary patron of your game is going to be out of season before you know it. So if you’re looking to spread the Christmas cheer to your D&D group, you’d better hohohurry up!

How would you make Santa or Buddy for Dungeons and Dragons? Would you ever play Buddy or a character similar to him? Would you play Santa as a benevolent and friendly NPC, or as a fearsome foe for your players to take on in battle? Let us know in the comments!
Happy Holidays, Adventurers!

December New Releases: A Metropolis and Mythic Monsters!

From awesome beasts and a quartet of taverns to a mega city, you’ll find three new Pathfinder products to explore at the Paizo Store and your favorite local game store—plus one exclusive soggy-jungle Pathfinder Bounty to download here on Paizo.com.

Pathfinder Lost Omens: Monsters of Myth

Release the Beasts!For every great hero found on Golarion, there lurks an even-greater monster. Some of these creatures have earned their notoriety from local folk tales and ancient epics. Others built their reputations on the backs of victims, performing acts so horrifying they defy embellishment.

Monsters of Myth presents 20 monsters from all over Golarion. Each entry includes lore on the creature’s place in the world, statistics to use it as an adversary, guidance for including the monster at any level of play, and rewards for heroes who face off with such a legendary adversary!

Pathfinder Lost Omens: Absalom, City of Lost Omens

THE CITY IS YOURS For nearly 5,000 years, the great city of Absalom has stood at the center of the Inner Sea region’s culture, commerce, and prophecy. Now, after the death of its founder-god Aroden, the disappearance of its lord mayor, and new attacks from some of its greatest foes, Absalom stands at the crossroads of a new and uncertain destiny!

This lore-packed guide presents a fascinating locale suitable for years of Pathfinder adventures! A huge poster map of the city, more than 250 locations, and 400 NPCs set the scene in unprecedented detail, beckoning your characters to walk upon streets paved with centuries of history. Follow in the footsteps of generations of questing heroes to chart a new path for the City at the Center of the World!

Pathfinder Bounty #17: Sodden Stories

DESIGNED FOR LEVEL 1Ecmund Swiftstout was always fascinated by tales of “roughing it” in the wilderness of regions far away from the Inner Sea. Seeking to explore such places, Ecmund’s mother has hired a group of adventurers to keep her son safe during his moment of wanderlust. Now trudging through the Sodden Lands, a group of heroes must content with the dangers of the jungle while keeping tabs on the wandering dwarf. Of course, there’s something else out in the jungle, and it’s only a matter of time before it makes itself known!

Written by: Michael Bramnik

Content sanctioned for use in the Pathfinder Society (second edition) Organized Play program.

Pathfinder Flip-Mat Classics: Tavern Multi-Pack

OUT FOR THE NIGHT!Whether your party members want to unwind with a fine meal or gather information from locals, they’re bound to arrive at a tavern sooner or later! This line of gaming maps provides ready-to-use and captivatingly detailed fantasy set pieces for the busy Game Master. Offering four different locations to choose from, the Pathfinder Flip-Mat Classics: Tavern Multi-Pack
can provide a place for the party to rest, meet up with an ally, get ambushed by vengeful adversaries, or do anything else you can imagine! Don’t waste your time sketching when you could be playing. With Pathfinder Flip-Mat Classics: Tavern Multi-Pack, you’ll be ready the next time your players want to go on a pub crawl!

Plus, new Pathfinder and Starfinder Society Scenarios released on Wednesday, November 15.

Shop the Paizo Store and your favorite local game store today!

D&D: Champions Of Krynn – A New Dragonlance Adventure Inspired By The Gold Box Days

30-odd years on, and the Dragonlance Nexus has a sequel to the classic video game in book form! Check out Champions of Krynn.

Time is meaningless. If you ever needed proof, look at the last year or so. Or heck, look at Dragonlance. It’s not only back, but thanks to the work of dedicated fans, it’s getting a sequel for a 30-year-old video game.

The first chapter of Champions of Krynn is the spiritual sequel to the classic gold box Dragonlance that brought the world of Krynn to your PC.
And though Champions of Krynn is an adventure module that you can download, rather than a video game you can play through, as you can see, the gold box sprout is going strong. Just look at that art.
via Dragonlance Nexus
Champions of Krynn

I am pleased to announce that a long awaited dream is actually coming to reality today. This chapter is created in the spirit of the original 90s gold box game, but is not the same tactical game that I spent hundreds of hours playing through. The locations, the people, the story is still intact but many of these things have been expanded.
As an avid lover of Dragonlance, Dungeons & Dragons, and the original gold box games, I can’t wait for a new generation to dive into the game and hear their tales. 
Chapter 2 is well into the final stage of the writing process[.] Chapter 3 has begun to be outlined for playtesting. It’s a good day to be a fan of Dragonlance and through your support we can continue this process, so thank you.
Long Live the Lance!
Happy Adventuring

Elder Scrolls Call to Arms 2021 Roundup and Look Ahead

By Gavin Dady

Hello friends!
2021. Well, that was certainly a year, wasn’t it? We’ve had some amazing highs and lows this year; we launched our first full content expansion, conducted a wildly successful crowd funding campaign for the board game and won Tabletop Gaming’s best Miniatures Game 2021. We had the first appearance of our amazing demo board at the Salute and Dragonmeet shows. We’ve also had all manner of COVID related shipping and logistics issues throughout the year. We also made the decision to stop development on a number of products in the second half of the year to focus on the update to the core rulebook.
So, what do we have in store for 2022?
Well, January sees the last couple of sets for Chapter 2 released, the long-awaited Giant Spider and Trolls. Then in February we have a nice little bonus release. On the second anniversary of the game’s original launch, we will be making the resin versions of the Bleak Falls Barrow Delve and the Imperial and Stormcloak Faction Starters available for retail release, so you should see them in your FLGS. These sets were previously only available direct from our webstore.
March and April will see two new terrain sets available in resin, which I will talk about once I have the painted versions back, but they tie really nicely into Chapter 2: Steam and Shadow.
May, then, sees the start of Chapter 3: Dawnguard. We launch this new chapter with two new faction core boxes, the Volkihar Vampires and the Dawnguard. These two factions are the core thrust of the Chapter, which will feature releases throughout the remainder of the year, including a couple of Very Good Boys and some Very Bad Boys.

This Chapter also sees the arrival of the long-awaited Bandit Faction. The Bandit models are designed to be multipurpose, so can, of course, be used as some dirty and smelly bandits, but with a slightly cleaner paintjob can be used as mercenaries, adding extra models to any faction, or with some glowing eyes they can also be used as Vampire Thralls. The Bandits also have their own Heroes, of course, and you’ll be seeing some familiar names like The Butcher, Haldyn, Rigel Strong-Arm and Eisa Blackthorn among the list of rogues.

We also have new heroes, followers and some new monsters, along with a special promo figure too.
We’re also aiming to have the Chapter 3 card pack available in May, but the development hiatus (more on that in a bit) and the current global logistics challenges may delay the card pack release. That does mean you may have models without rules for a little time, but we committed last year to try harder to get thing right first time, and that means things may take a little longer.
That brings me on to the core rulebook revision. Work is well advanced on this now, with the vast majority of updates and errata folded in. We are working on four outstanding parts which are the Adversaries Chapter, a clearer Spell process, an introductory turn walkthrough and some quality of life and ease of use updates like folding in the rules update cards and updating the quick reference sheets and alphabetical perks list.

Once we have a final manuscript we’ll send to layout (there’s diagrams etc. which need to be added) and then provide it for community feedback. We’ll then define a feedback window and listen to all your suggestions before we create our final print version. At that point we’ll detail how you can go about getting the revised hardcopies and make the PDF available as well. We are really keen to see what everybody thinks of the reorganisation. It’s been a mammoth task for everybody involved at Modiphius. We should see the first draft of the manuscript completed in early 2022, with first draft PDF available around March. Given time to get feedback, make the changes and get into production I would tentatively say the book should be available in the summer.
Finally, we also have a few other products in the development cauldron that don’t have fixed release dates yet. Histories of the Empire Volume 2 – Steam and Shadow has been on hold whilst we work on the core rulebook updates, but is in an advanced stage of development with some closed playtests already giving some really great feedback. Tales Of Tamriel: The Thanehold Saga will be getting more time in the early part of the year and will be launching with two or three companion products that will expand and enhance the gameplay within.
We are also hoping to get back to the regular updates and community content next year, with new blogs, features and scenarios at least monthly. We are also looking to do more competitions and community outreach and engagement and *maybe* start looking at organised play again. We’ll also have more STL’s available for those of you with 3-D printers.
But, despite what Jon said on the Fallout stream, there will be no bears.
Unless there are…

Dungeon Tables: Random Encounters in the Plains

The wind ripples through the tall grasses, the sun shines in the sky, and white, puffy clouds float by, creating a peaceful vista—but looks can be deceiving. Monsters and beasts of all sorts live and hunt in fields, and the waist-high grass provides the perfect hiding place for all sorts of threats. Create a dynamic traveling experience for your players with our random encounters for grasslands and plains! The provided foes range in a wide spread of difficulties, so some results may be easy while others deadly. Feel free to use as inspiration or to tweak, modify, and supplement to your heart’s content.

Grasslands & Plains

2d20Encounter2As the characters travel, a successful DC 15 Wisdom (Perception) check allows them to notice they are about to walk through a patch of wild onions. If they fail or walk through the wild onion patch anyway, a group of 5d4 alliumites (see Creature Codex) swarm the characters, enraged by the insult. If the party spots the creatures and are kind to them, a garlicle (see Tome of Beasts 2) approaches and requests they kill the pack of carnivorous sod (see 39 below) that has been plaguing them.3A chimera, defending its territory.4The ground here becomes soggy, and a light mist drifts in. A vapor lynx (see Tome of Beasts) coalesces out of the fog and taunts the characters before attacking.5A warband of 2d4 goblins (50%) or 2d4 goblins with just as many worgs (25%) or 2d4 goblins with just as many worgs and commanded by a bugbear (25%).6A band of 2d4 grassland harefolk (see Tome of Beasts 2) stealthily surround and observe the party. If any of the characters are lycanthropes, they attack. If not, they continue to observe until they know the party’s intentions are good—or at least not actively evil.7A herd of 3d6 deer grazing in the field, being stalked by 1d4 + 1 wolves (75%) or 1d4 tigers (25%).8A group of 1d4 + 1 loxoda (see Tome of Beasts) crosses paths with the characters.91d4 lions feeding on a fresh kill.103d4 compsognathus (50%) or 3d4 swarms of compsognathus (50%, see Tome of Beasts 2), converging on the party from within the high grass.111d4 + 1 orcs crossing the plain. When they spot the party, they grin and advance.12A stealthy zanskaran viper snake (see Tome of Beasts), winding its way through the grass toward the party.13A cockatrice, defending a nest with three eggs.14A pale-white pygmy goat trundles in the nearby field. A character with a passive Perception of 14 or higher notices the goat is also wearing a floppy white hat. The goat is actually an alp (see Creature Codex), following the party until they bed down for the night, when it can afflict them with nightmares.152d4 stirges, descending on the party to feed.16An injured rabbit hobbles across the path before the characters and pauses to take long, labored breaths. It acts sad and pathetic—or happy and friendly—whatever it must do to get the characters to adopt it. It is a treacle (see Tome of Beasts), and its goal is to be carried by one of the characters so that it can feed using its Blood Drainability. (Feel free to have it take on another appearance if one of your characters has shown an affinity for a particular kind of small animal.)171d4 +4 kobolds (50%) or 1d4 +4 kobolds and a kobold chieftain (50%, see Tome of Beasts).183 serpentine lamia (75%) or 3 serpentine lamia and a matriarch serpentine lamia (25%, see Creature Codex).19A mngwa (75%) or a mngwa and 1d4 nkosi (50%, see Tome of Beasts), stalking the party through the long grass.20A herd of 2d4 lystrosaurus (see Creature Codex), rooting through the dirt for food. They are not aggressive, but if spooked, they will defend themselves.211d4 axe beaks.22A woman’s scream echoes across the field. If the characters don’t immediately investigate, a second scream follows the first. If the characters follow the source of the sound, they are ambushed by a crocotta (see Tome of Beasts 2).23A fully tacked riding horse is grazing in the field unattended. Within its saddle bags are 10 days’ worth of rations, a bedroll, two full waterskins, and 30 gp. The owner was killed by goblins some ways off, and the horse managed to escape with its life. The owner’s body is nowhere to be found.24A band of 2d4 +3 bloodthirsty gnolls ambush the party.252d4 giant honeybees (see Tome of Beasts 2) dip and buzz in intricate patterns across the field, searching for flowers. They are not aggressive unless attacked.26A pack of 2d4 feral worgs.27A herd of 1d4 +2 ophidiotaurs that won’t pass up the opportunity to hunt the characters.282d4 curious erina scroungers (50%) or 2d4 erina scroungers + 1d4 erina defenders (50%, see Tome of Beasts) pop out of the ground within 10 feet of the characters.291d4 giant wasps who attack immediately. Jerks.30An ogre, asleep in the grass.31As the party travels, any characters who succeed on a DC 10 Wisdom (Perception) check spot a burrow roughly 4 feet in diameter. The burrow extends for 30 feet. Inside sleep 2d4 +2 pestilence swarms (see Tome of Beasts 2) that only rouse if attacked or if a source of light is brought within the burrow.321d4 +3 bandits (50%) or 1d4 + 3 bandits + a bandit captain.331d4 serpopards (see Tome of Beasts), moving in for the kill.34A scrofin (see Tome of Beasts 2), wandering in search of a worthy opponent.35A deep spring filled with clear, cool water. It’s obvious this is a watering hole for many creatures, and the party can easily spot footprints of predators and prey of all sizes in the mud around the pool. Within the spring lives a water elemental.361d4 + 1 chupacabras (see Creature Codex) that descend on the party in the night.37A cyclops out searching for a meal.38A bulette, burrowing up beneath the party.391d4 + 2 carnivorous sod (see Tome of Beasts 2), rising up from the earth.40A qwyllion (see Tome of Beasts), weaving a hut out of dried grasses.

WizKids Reveals Another Wave of 'D&D Nolzur's Marvelous Miniatures'

WizKids unleashed a new wave of two-count monster and character packs for the D&D Nolzur’s Marvelous Miniatures miniatures line, which will release in April 2022.
The new wave of two-count standard-sized figures come unpainted, but primed. These dual figure packs offer new sculpts of monsters and player characters from the D&D universe, and feature deep cuts for easier painting. They come in clear packaging, so the customer can see the miniature they are getting, and the figures may have some have translucent parts.The two-count packs included in this wave are as follows:

D&D Nolzur’s Marvelous Miniatures: Githyanki (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: Flesh Golems (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: Harengon Rogues (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: Aarakocra Fighters (MSRP $8.99)
D&D Nolzur’s Marvelous Miniatures: Half-Elf Rogue Female (MSRP $4.99)
D&D Nolzur’s Marvelous Miniatures: Orc Ranger Male (MSRP $4.99)

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!

D&D: Wait HOW High Is Your AC When Fully Nude?!

Sometimes a high AC doesn’t require armor at all. In fact, you can get more out of your Armor Class if you’re wearing nothing at all…

If you’re a D&D hero, you might wear a suit of heavy armor, double it up with a mighty shield, and fight defensively to make it hard for those goblins to land their blows. And that seems like it should be the best kind of protection.
But in D&D, it turns out, the best defense happens when you’re fully nude. Yup, that’s right. We’re going to show you how in D&D the best protection is nothing at all. Nothing at all.

How to Get a High AC in D&D
Like stupid, sexy Flanders there, it all starts with an unbridled rage, by which we mean you’ll want to be a Barbarian. Armored defense is where it all begins–you’ll want a high dex and a high con.
Fortunately, with the new Tasha’s Cauldron of Everything charge rules, you can play a Mountain Dwarf and get +2/+2 to anything. So we pump Dex, Con, Int, and Charisma. Strength is for losers. And Wisdom will keep us out of trouble, and we don’t want that. Assuming we use point buy, we have a potential starting block of:

8 Str
16 Dex
16 Con
14 Int
9 Wis
13 Cha

We’re playing your typical mountain dwarf, lithe and nimble, but with a hardy constitution. Our baseline AC is 16, which means that our dwarf, just letting it all hang out, as braided and brazen as you like, is as tough to hit as a fighter in chain mail. Harder if we pick up a shield.
That’s only the beginning. Next we take Bladesinger, because that’ll let us add our Intelligence to our AC, which gets us up to an 18, as well as access to the Shield Spell, meaning our nudist dwarf is as hard to hit as a plate wearer. Then we start down our true calling, bard-dom.
too many clothes
The Naked Bard
Because there’s no better profession for a nudist dwarf than a Bard.
Specifically we’ll take up the College of Swords, because we want to both improve our armor class, have lots of spells we can cast, and more importantly we want Defensive Flourish to help our AC hit the stratosphere. We’ll take that for 10 or so levels, which gets us the all-important extra attack, and lets us bump both of those 16s to an 18. Our baseline AC is now 20.
Except that doesn’t take into account all the cool magic items we’ve found or stolen along the way. We picked up a belt of dwarvenkind, which boosts our Con to 20 and has the added benefit of making us even hairier. We also grabbed an Ioun stone to bring our Dex up to 20, and a headband of intellect which sets our Int to 19.
This makes our total AC 10 + 5 + 5 + 4, and then we add a pair of bracers of defense to give us a not quite shield, which still lets us play with Bladesong, giving us a 26 base. At 10th level Bard, when we defensive flourish, we can potentially gain +10 to our AC with a defensive flourish, which makes our highest AC a 36 right now. But we can do better.

Still too many clothes
Over the next seven levels, during which we take Fighter for defensive fighting styles and some much needed ability score increases we readjust our magic items. We pick up a Mask of the Dragon Queen because it’s fun to defeat followers of Tiamat, grab ourselves a Defender magic weapon, and max out Con and Dex. We have to say goodbye to our ioun stones, but that’s okay because we’re gaining so much more. Now we’re adding our Charisma, Int, Dex, and Con to armor class, which right now:

8 Str
20 Dex
20 Con
14 Int
13 Cha

…only gives us a base AC of 23, but then you layer in another +2 from Bracers of Defense, another +3 from our Defender, up to +10 from Defensive Flourish, another +5 from Shield, we get a potential max of AC 43 just by ourselves and still naked (except for the dragon mask, which is a terrifying mental image).
Get High AC With a Little Help From Your Friends
With friends, we can do better. If we know another high level Valor Bard, because what better companion is there for a nudist bard? We can swap our shield reaction out for a roll of their awesome D12 to our AC, so we can potentially gain a +12 from that (Or AC 50 max), stack in 3/4ths cover, either from the environment or from a helpful wizard friend, and we get another +5.
If we really want to get crazy, we can get married! We’ll propose to a wereboar who passes along their “curse”–per pg. 207 of the Monster Manual–for an extra +1 to AC (and bristly boarish body hair), and since we’re tying the knot, we can benefit from a Ceremony spell for another +2, then our wizard friend can cast Haste, the Cleric that married us can cast Shield of Faith, bringing us to a grand total of AC 62.

And that’s all fairly possible, without too much in the way of shenanigans (or clothes). If you really wanted to cheese it, and have an incredibly generous DM, you could potentially use multiple Stat Increasing books to push Dex, Con, Int, and Charisma to 30 (it’s technically in the rules as written), which gives us the best increase, pound for pound–pushing us to a grand total of AC 89. We may as well swap out our levels in Fighter for Ranger so we can take Multiattack Defense. On the off chance someone manages to hit us once, we get to AC 93. Again, nude but for a dragon mask.
That latter one is not likely. But with the right friends and a few magic items, anyone can be an unhittable hero. You know, unless someone rolls a 20, then it doesn’t matter what your AC is.
How high can you get *your* AC? Let us know in the comments!

Rogue Champions – Protection Allies

Marvel’s Champions has grown over the years since its initial release. Each aspect now has a large pool of upgrades to choose from when building your deck. Previously, we’ve reviewed Aggression cards and Justice cards. This week we’ll continue our dive into Protection.
We’ll rate the cards on the following scale.
Rating Scale

Excellent (Good in any deck)
Situationally Great (Good in most decks but very good in certain decks)
Okay (Not a bad choice but not necessarily the best choice either)
Situationally Good (Except in certain deck builds not a great card choice)
Bad (Generally just a bad card choice)

Allies

Black Widow

Rating: 4. Situationally Good
I want to like Black Widow but the resource requirement, and her three cost make it hard.
Can be very handy against certain villains with a few particularly nasty encounter cards.
She is the first of a group of Protection allies I’m labeling “Perpetual Protectors” since she can come into play and not leave.

Luke Cage

Rating: 3. Okay
Toughness on an Ally is handy. Play them and defend while keeping them at full health.
Luke’s five health is quite solid for a four cost ally. In the end, he could potentially defend your hero three times as is, or defend once and then do eight damage before his final sacrifice. He’ll be around awhile.
Four cost is still a high price to pay for an ally. His is the start of a trend of Protection of four cost allies that have the potential to stop multiple villain attacks, that I’ve cheekily dubbed the “Fantastic Fours.” Of those, he is the second worst.

Nova

Rating: 4. Situationally Good
Four cost allies are tough to recommend. But Nova does have an ability that doesn’t kill himself to use.
If you’re facing a villain with a lot of 2 health minions, and have a deck with lots of energy resources (Captain Marvel), he can handy for clearing them away. Or just punching the villain every round.
He is the second “Perpetual Protector.”

Brother Voodoo

Rating: 4. Situationally Good
Three cost for three health ally with a double consequential damage isn’t great.
Being able to search part of your deck for an event card helps bring down his effective cost some. But by the time you’ve paid for him, under most circumstances you’ve spent four cards out of five. That leaves you with one, plus the event you add.
In decks like Gamora, who thrive on events, he might be handy for those turns you just get an unlucky draw.

Clea

Rating: 1. Excellent
Two cost allies are the best. Play, get one use, defend.
Clea is a step up with her ability, shuffling her back into your deck for another use.
If you are building a deck that’s striving to get hero only cards out as often as possible, she might interfere being drawn multiple times.
She falls in with the “Perpetual Protectors” because she can come back frequently.

Iron Fist

Rating: 2. Situationally Great
He is the second of the “Fantastic Fours.” Unlike Luke Cage, Iron Fist earns his cost much better.
For that four cost, you effectively get six damage and block three attacks from the villain.

Multiple Man

Rating: 3. Okay
Yet another four cost ally.
The first time you play him, for four cost, you get three allies in play.
You have some flexibility with how you use their first activation, thwarting or attacking. The same with defending, you can defend yourself over three rounds or several other heroes on your team.
Does not work well in an ally heavy deck, as he’ll take up all your ally slots when he comes into play.

Warlock

Rating: 2. Situationally Great
Three cost for his stat line isn’t great, but he is a rare example of an ally that can heal and potentially remain in play indefinitely. This fits him in with the “Perpetual Protectors”
This makes him a great Voltron candidate if you have a Leadership teammate.
He is neither a Guardian nor an Avenger, limiting his upgrade potential unless you have the Honorary titles.
He is an excellent candidate for Enraged from an Aggression teammate.

Starhawk

Rating: 3. Okay
Two cost allies always have some potential.
His ability feels like a trap. He is unlikely to ever take exactly his health when defending, which is one of the prime function of allies. But it does qualify him for the “Perpetual Protectors.”
If you strive to trigger his ability, he is effectively two cost for two damage and one thwart. Not bad but nothing special.
Has some value against opponents that do indirect damage frequently, as you can give him the precise amount to return him to your hand.

Martyr

Rating: 2. Situationally Great
In some ways, she’s a more complicated Tigra.
She’s another of the “Fantastic Fours.”
If you maximize her use:

Round 1) attack, get tough, defend hero
Round 2) do nothing because she’s exhausted
Round 3) attack, get tough, defend hero
Round 4) defend hero and die

It takes a long time to get maximum use from her and she’ll do less damage than Iron Fist. But, because her ability is tied to health, if she can be healed or get extra health, she can continue to function, unlike Iron Fist who runs out of counters. This means she could show up in a crossover event with the “Perpetual Protectors.”

Moondragon

Rating: 4. Situationally Good
Her ability’s value is directly tied to the villain you’re facing.
A villain, like Zola, who buffs up his minions and she’ll be fun. Especially if she can have a minion attack another enemy who has retaliate.
In most cases, she won’t be worth the three cost.

Charlie-27

Rating: 4. Situationally Good
Another of the “Fantastic Fours.”
Retaliate is nice, especially in combination with his Toughness. He can defend, dish out a damage, and take nothing in return.
Because retaliate does not trigger if you’re killed by the attack, it’s iffy whether he gets to do it again.
Could work with Dr. Strange or someone else that can hand out Tough status again.
But he’s still pricey.

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Architecture Feud, Piasa Bird, Scam Colony with Tristan Zimmerman

Writer and game designer, Tristan Zimmerman, returns to the podcast today. Tristan and I discuss three historical topics and situations you can use in your RPG campaigns right now. We tackle a Florentine feud, the genesis of the mysterious Piasa bird, and a scam colony in the South Seas. Tristan and I give you tips and scenarios for how you can work these topics into your role-playing game sessions and campaigns today.

Molten Sulfur Blog Links

Check out the topics we discuss on the podcast at Molten Sulfur Blog. Tristan goes into vastly more detail on his blog.

Shanty Hunters Kickstarter

A tabletop RPG about collecting magical sea shanties in the year 1880: Click Here

Even though the Kickstarter may be over, you can still help out and play the RPG.

Dungeons & Dragons in 2021: Essential evolution makes the RPG bigger and better than ever, but work remains

Challenges with the ongoing pandemic aside, Dungeons & Dragons is more popular and profitable than ever before. Acknowledging the continual stream of podcasts, streams and digital accessibility through Roll20 and D&D Beyond, the tabletop roleplaying game is inviting new players into the hobby in a huge way.
This year, personalities and creators found exciting ways to advertise the game through events such as D&D Live, an annual live-play streaming event that saw celebrities such as Jack Black, Kevin Smith and various WWE wrestlers join in on the roleplaying fun. Outside of collaborative events, Wizards of the Coast is branching D&D into other intellectual properties. Most notably, Adventures in the Forgotten Realms, a Magic: The Gathering crossover set released earlier this year which featured some of D&D’s most beloved characters in cardboard form. It was so popular that Wizards of the Coast will release a second MTG offering in Commander Legends: Battle for Baldur’s Gate in Q2 next year. Either way, D&D is evolving in new and appealing ways that will extend into 2022 and beyond.

With the increasing popularity of D&D, players are changing how they approach the tabletop roleplaying game. Traditionally speaking, D&D 5E has offered a heavy emphasis on combat as a means to progress the story. Nowadays, however, a number of players are trading combat in exchange for narrative and character progression, perhaps mimicking qualities commonly seen on Critical Role. Combat is increasingly seen as a foundation for inexperienced DMs to help structure a campaign before settling into a heavier storytelling narrative once they become comfortable. Often combat can grow cumbersome yet abrupt, especially for players who have created bonds with their character and are unwilling to lose them through an improper fight. Naturally, this varies from playgroup to playgroup, but D&D is becoming less about fighting monstrous dragons and more about building the landscape surrounding them. And honestly, it’s a good thing.
Not only are players using D&D as an online social construct, they are finding escapism through a turbulent time.
It’s likely the shift came around due to the ongoing pandemic, with restrictions limiting the ability to see those we care about – and that care feeding into our D&D experiences. Through digital innovations such as Roll20 and D&D Beyond, players can maintain the routine of keeping in touch while rolling dice and building captivating stories together. Not only are players using D&D as an online social construct, they are finding escapism through a turbulent time – and that escape is comforting even for a few hours a week. With the emphasis on storytelling rather than monster-slaying, it’s introducing a new approach to D&D that is sorely needed and will only entice more players to the game long-term.

Fizban’s Treasury of Dragons was one of this year’s later releases. Image: Wizards of the Coast.

Even Wizards of the Coast is acknowledging the trend with its latest release, Strixhaven: A Curriculum of Chaos, a sourcebook that crosses over with an MTG set released earlier in the year, Strixhaven: School of Mages. The school, which is found on the plane of Arcavios, is known as the most elite university in the multiverse where players take the role of budding first-year students. As you can guess, this offering cares less about combat and invests more in the social aspect (and woes) of student life.
Then you have The Wild Beyond the Witchlight, a D&D 5E sourcebook that encourages progression through performance and entertainment, which once again ignores the desire for conflict. As such, The Wild Beyond the Witchlight is regarded as one of the better D&D products for 5E, as it marries a lavish carnival setting by pulling off a dramatic heist to round out the story.

Fizban’s Treasury of Dragons, meanwhile, provided an in-depth look at the hallmark scaly beasts of the franchise. While the sourcebook is mostly aimed at DMs, Fizban’s Treasury of Dragons offers a wealth of information for those wanting to flesh out dragons in their campaigns. The book isn’t just about creating a compelling end boss either; Fizban’s Treasury of Dragons accommodates dragons of all kinds, whether through an NPC or owning one as a loyal companion. It’s as if Wizards of the Coast is giving personality to the dragon species without falling into the same classic tropes, which feels largely overdue given the age of the fantasy roleplaying game.
Instead of addressing the issue of racial traits, the publisher introduced a “custom lineage” option that unlocked racial restrictions on bonuses, skills and proficiencies.
Even with the remarkable growth of D&D, there are nagging issues with how the RPG approaches racial traits which are deeply rooted within the game, and how these habits remain relevant today thanks to traditionalism.

Wizards of the Coast said last year that future sourcebooks would depict all of D&D’s races in similarly “relatable ways” to eliminate problematic aspects. However, there has been little motivation to change this concept to meet community standards, such as tying D&D characters to inborn violence, intelligence or honour to a race.

Shifting that creative freedom onto DMs to manage isn’t addressing the issue; it’s merely passing it on to the DMs to be held accountable instead. When creating a character in D&D, ability scores are usually tied to race, such as elves gaining an inherent +2 to dexterity.

The Wild Beyond the Witchlight was the first Dungeons & Dragons 5E campaign to push non-violent options for dealing with combat. Image: Wizards of the Coast.

Instead of addressing the issue of racial traits, the publisher introduced a “custom lineage” option in last year’s Tasha’s Cauldron of Everything, which unlocked racial restrictions on bonuses, skills and proficiencies for players to work with. Both Fizban’s Treasury of Dragons and Wild Beyond the Witchlight didn’t improve on the effort, and merely cast the issue to one side.

However, with the release of Strixhaven: A Curriculum of Chaos earlier this month, the sourcebook introduced polyamorous relationships, romanceable NPCs and the ability to gain inspiration from these relationships. Despite the emphasis on socially-skewed gameplay experiences, this is another step toward rewarding you for playing D&D through non-traditionalist means.

It will be interesting to see how Wizards of the Coast approaches D&D through digital means since there is a huge emphasis on tabletop play.
Known issues aside, next year offers plenty of encouragement for budding D&D enthusiasts. There will be two major classic D&D settings that will come to 5E in 2022, with a third classic setting coming in the form of a cameo appearance. As announced by Wizards of the Coast, the returning settings will be “published in formats we’ve never really seen in products before”, with teases this could feature in a digital space for future releases. It will be interesting to see how Wizards of the Coast approaches D&D through digital means since there is a huge emphasis on tabletop play – perhaps shifting some of the player base digitally, as with Magic: The Gathering and its Arena client. Either way, this is thinking ahead with the ongoing pandemic in mind, allowing better ways to engage with the game without compromising players’ safety.
Going further, there will be another fan-favourite setting making a full appearance in 2023, with the next major iteration of D&D coming in 2024. Although there’s no official wording this will be Dungeons & Dragons 6E, the upcoming release will include new versions of core rulebooks such as the Dungeon Master’s Guide and Player’s Handbook. Not only is the next evolution of D&D currently under development, the release will also mark the 50th anniversary of Dungeons & Dragons in 2024. All will be unveiled next year. Despite ignoring some problematic issues, there is no better time to fall into the game, as new players can help D&D pull away from old habits.

WizKids Unleashes New 'D&D Nolzur's Marvelous Miniatures'

WizKids unleashed a new wave of single-count monster packs for D&D Nolzur’s Marvelous Miniatures, which will release in April 2022.
This new wave of single count Large-sized figures come primed and ready to paint. They feature sculpts of monsters from the D&D universe that make for challenging encounters during game sessions. These miniatures include deep cuts for easier painting, and come in clear packaging. The figures require little to no assembly and some have translucent parts.The single-count packs included in this wave are as follows:

D&D Nolzur’s Marvelous Miniatures: Hill Giant
D&D Nolzur’s Marvelous Miniatures: Jabberwock
D&D Nolzur’s Marvelous Miniatures: Dragonne
D&D Nolzur’s Marvelous Miniatures: Young Emerald Dragon

Each of these miniatures will retail for $14.99.
WizKids will also release D&D Icons of the Realms Miniatures: Archdevils – Hutijin, Moloch, and Titivilus miniatures set into retail stores (see “‘D&D Icons of the Realms'”).
Click on Gallery below for full-size images!

Bringing Auril the Frostmaiden to Life in Your Icewind Dale Campaign

For those looking for a frigid Dungeons & Dragons campaign set during the winter months, Icewind Dale: Rime of the Frostmaiden is a clear winner. Yet, Dungeon Masters might find themselves fuddled by Auril, the titular Frostmaiden herself.
Despite taking top billing, Auril remains an enigmatic figure throughout the adventure and is largely absent aside from what amounts to a mid-boss fight in the middle of the campaign and a possible appearance at the end. Luckily, there are a few strategies to develop her character, but first, let’s take a look at what we actually know about Auril herself.

Be warned! Spoilers for Icewind Dale: Rime of the Frostmaiden abound in this article!

The cold, hard facts on the Frostmaiden
A member of the pantheon of Faerûn since the first edition of D&D, Auril has typically been depicted as a fickle goddess of winter’s wrath. Those who worship her tend to depend upon winter for their livelihood or simply live in far-flung regions of the world where prayers to supplicant her harsh, unpredictable season are encouraged.
Auril has long been associated with Malar, Umberlee, and Talos — a lesser deity of the hunt, the greedy sea goddess of Faerûn, and the god of storms, respectively. All four were once referred to as the Gods of Fury due to their destructive tendencies.
Rime of the Frostmaiden takes place following the fracturing of the Gods of Fury. In a nutshell, Auril overstepped her boundaries by freezing the tides of Umberlee, and the sea goddess allied with Malar and Talos for retribution. Together, the three turned their might against Auril, who fled their wrath and escaped to Icewind Dale. When the adventure begins, Auril has turned the land into her personal wintery domain, with the pass to the south blocked off and everlasting blizzards slowly wearing down the morale of all unlucky enough to reside in the dale.
While this is an intriguing setup, Rime of the Frostmaiden stops there and doesn’t offer advice on Auril’s motives. Is she simply hiding from the other Gods of Fury or has she been literally blocked from the higher planes of existence? What is her end goal with Icewind Dale?
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3 ways to flesh out Auril the Frostmaiden
Below are three ways to make Auril a more compelling villain:

A devastated Auril wants the world to suffer alongside her
Greater forces are manipulating Auril for their end goals
Auril has turned Icewind Dale into a Domain of Dread

1. A devastated Auril wants the world to suffer alongside her
The gods of ancient mythology — from the Greek denizens of Mt. Olympus to the children of Odin — were larger-than-life beings. When they felt wronged and unhappy, mortals suffered. The deities of the Forgotten Realms are no different, and if you want to emphasize the anger and resentment that Auril feels at the betrayal of her fellow Gods of Fury, lean into this characterization.
This version of Auril is devastated at what Umberlee, Malar, and Talos did to her, and for an added twist, perhaps her three former colleagues have stripped her of her power and magically blocked her from accessing her divine realm in the plane of Pandemonium. (This realm, called Winter’s Hall, was mentioned in older D&D books, including the third edition Manual of the Planes.) Auril wants nothing more than to find a way back to her celestial home. Trapped on the mortal plane, though, all she can do is fester in frozen fury. She wants everyone to suffer as she has suffered, and Icewind Dale’s neverending winter is a reflection of these intense emotions.
In my version of Rime of the Frostmaiden, I ran with this approach and tweaked lore to make the Gods of Fury not just a minor pantheon with a shared penchant for destruction, but also a quartet of capricious, backstabbing lovers who were just as likely to engage in romance as they were to steal followers and territory from one another. This added an extra dimension to Auril, since the love she had felt for the other gods had turned to icy hate. For inspiration with this approach, check out games like God of War and Hades which present the foibles, sins, and passions of ancient deities, as well as the webcomic Lore Olympus.
2. Greater forces are manipulating Auril for their end goals
Maybe the Frostmaiden is only a cog in a wheel of machinations. This approach makes sense considering that Auril only plays a relatively small role in Rime of the Frostmaiden, with a number of other threats more front and center. Chief among these are a clan of duergar who want to ravage the land with a mechanical dragon built from the demon-tainted material known as chardalyn, and a group of conniving spellcasters from Luskan’s Arcane Brotherhood who hope to explore Ythryn, a lost section of the ancient Netheril empire that lies frozen in Icewind Dale’s glaciers.
The duergar and the Arcane Brotherhood wizards can both serve as “big bads” who are taking advantage of Auril to further their own goals. The duergar, in particular, are secretly being manipulated by Asmodeus for reasons that are never entirely explained, but one can surmise that the Lord of the Nine Hells simply wants to foster chaos on the Material Plane. Perhaps he’s communicated with Auril and promised her a return to the heavens if she keeps up her winter long enough for his duergar minions to complete their mission.

The Arcane Brotherhood, on the other hand, might be intent on looting Ythryn of its artifacts, and have forged a deal with Auril to give her access to the ultimate magical item hidden within the adventure’s conclusion — a staff of power that can activate ancient obelisks and reset the world, potentially returning everything to an era predating both Auril’s exile and the fall of the Netheril empire.
Dungeon Masters versed in other Forgotten Realms gods might want to swap Asmodeus for another potential behind-the-scenes mastermind, such as Levistus, Asmodeus’ chief rival in the Nine Hells. Since Levistus is trapped in an ancient iceberg and always searching for a way out, he thematically fits into Rime of the Frostmaiden perfectly. In my game, I had him as the secret overlord influencing the duergar and the Arcane Brotherhood, and his ultimate goal was to activate a portal hidden within Ythryn that led to Stygia, his layer of the Nine Hells. Once the portal was opened, he would have the chardalyn dragon constructed by the duergar breathe magical flames onto his icy prison, freeing him at last. Auril was merely a lesser god that he had subtly influenced to hide his true plans, and my campaign actually held the potential for my players to team up with the Frostmaiden in the final battle against Levistus.
3. Auril has turned Icewind Dale into a Domain of Dread
For an Auril who’s fallen into darkness far beyond redemption, look to Van Richten’s Guide to Ravenloft for inspiration on the Domains of Dread. These fiendish demiplanes are surrounded by mists and pulled into the Shadowfell by enigmatic forces known only as the Dark Powers. Each Domain of Dread is presided over by a being called a Darklord. The Darklords are imprisoned in their domains and endlessly tormented by the Dark Powers but often cannot see this due to a habitual tendency for deep evil.
Icewind Dale can easily be converted into a frosty Domain of Dread with Auril as its Darklord. One can say that Auril’s hatred of the gods who backstabbed her, as well as the wrath she has unleashed upon the innocents of the dale, led the Dark Powers to target her. Only by defeating her can the heroes break free of the mists surrounding Icewind Dale long enough to escape the Shadowfell.
Icewind Dale: Rime of the Frostmaiden already contains much dread, with human sacrifice practiced in Icewind Dale’s Ten-Towns, coldlight walkers inspired by the poster for John Carpenter’s The Thing wandering through the wilds, and the eerie ruins of Ythryn radiating cosmic eeriness straight out of H.P. Lovecraft’s At the Mountains of Madness. Leaning further into these tropes is the perfect way to turn the campaign into a full-on horror experience reminiscent of the greatest Ravenloft adventures.
The maiden of frost cometh
Despite the fact that her motivations require some tweaking, Auril is quite the memorable D&D villain. Whether you intend on presenting her in a more sympathetic light or as an irredeemable Darklord, keep in mind that she is ultimately a god, and should always send shivers down the spines of your players. Once you’ve determined her motives and want to run Auril in combat, be sure to check out our ideas here for the best tactics on showing your players the extent of her icy powers.

Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado, and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he’s never looked back and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.

Meet the Iconics: Ciravel

Ciravel’s first—and only—childhood memory is of tasting the stars. Peering through a window into the depths of space, innumerable galaxies stare back at her and glitter their welcome. She remembers that moment, possibilities and potential branching like fractals, infinite possibilities for infinite stars; and yet, six stars shine brightest of all. Someone hands her something sweet that tastes of honey and spices, and the world smells of citrus and the sea. Fragrance embraces her, the sweetness lingering upon her tongue—the past and the present dancing together in a shared instant.

But before and after… Nothing.

And then, in some time or none at all: heat, and the rain on Sovyrian’s canals.

Ciravel’s young adulthood was spent at the university, where she earned impeccably high marks studying xenobotany, while also attending martial arts and combat training. Time rarely seemed to be the issue for Ciravel “But how do you manage it all?” her classmates asked. Ciravel shrugged. “I plan well. I have to.”

And she did need to plan. Multitudes of worlds and peoples mean multitudes of different shapes, sizes, limb configurations, and body structures. For Ciravel, it meant a body which, since birth, has been particularly responsive to varying gravities, atmospheric pressures, and other planetary properties. Some days, and in some places, Ciravel has little-to-no pain and walking isn’t a problem. Other times or places, she manages exhaustion and pain. Like many others across the Pact Worlds and beyond, using a hoverchair, or a cane for shorter distances, helps Ciravel reduce fatigue and makes moving around less difficult and painful. She trained to fight while using her chair, harnessing the thrusters and momentum to dodge and attack, conserving energy, to use her cane to counterbalance and anchor herself. Ways to minimize a bad day amongst the good and maximize a good day amidst the bad. But never knowing what sort of day was ahead meant Ciravel had to learn early how to plan for each possibility. So, she’d examine each potential outcome and prepare for each iteration until it became instinctual.

After graduation, Ciravel’s academic success in xenobotany caught the Sovyrian leadership’s attention, and in time, she was trusted with occasional official journeys to Absalom Station. Each time she boarded a starship, it felt more like home than Sovyrian ever had. It was the end of one of these trips, heading back through the station towards her waiting ship, that she was stopped in her tracks by the smell of crisp citrus in the sea air.

It was a scent she had all but forgotten, and in an instant, she was back in the memory of a window and stars and spiced honey. And in that moment, existing in two times, simultaneously, she understood. She could bend this moment to her needs. She could stretch time—delay her departure long enough to find the source of the fragrance. It wouldn’t last long, and it’d be exhausting, but it would be enough.

Illustration by Remko Troost and Ignacio Bazán Lazcano.

She stretched time at the docks and compressed it nearby. Following the fragrance, or perhaps led by it, she found the source—a young woman with golden eyes and swirling tattoos that almost seemed to dance, carrying a bundle under her arm and walking quickly into a small temple with a shattered mirror on the door—the sign of the Gap Recollective. Ciravel peered in, and when the woman drew back the cloth of the bundle, it revealed a truly ancient warhammer engraved with glowing Dwarven runes. Ciravel tasted spiced honey on her tongue. The young woman looked at her. Smiled.

And Ciravel was suddenly back on the ship home.

Years went by, and Ciravel became the default representative for most off-planet xenobotany meetings. Her excursions were always on time, dodged inclement weather, and when her insular life among the elves caused a diplomatic faux pas, it was somehow forgotten by the next meeting. With the arrival of the Idari, Ciravel was invited as part of the elven delegation to the kasathan worldship. She observed adat and was awed to note that after death the kasatha, like she, exist in two aligned points in time. She befriended one of the adata, who wore a pin engraved with a circle and arrow containing a six-star constellation.

The six stars from her memory.

The adata explained it as the symbol of Ibra, The Inscrutable. Guardian of mysteries and miracles, of exploration and discovery and the cosmos. They spoke at length of Ibra and cosmic enigmas swirling like nebulas and questions, but eventually, Ciravel bid the adata farewell and boarded the ship to Castrovel.

Another young woman boards Ciravel’s ship. She smiles at Ciravel with golden eyes as an unfamiliar object peeks out from the bundle tucked under a tattoo-adorned arm.

Citrus and spiced honey and salt flood Ciravel’s senses. Time stops.

Ciravel tastes the stars a third time. And this time, she understands.

Her memory is of the Gap. And either this woman with the golden eyes or this strange object is a link to it.

Ciravel untangles the possibilities—the present and the future, selecting a strand, tracing it forward. She knows this woman, Prindra, will lead Ciravel to the Gap Recollective on Castrovel. That Ciravel will peer into the maelstrom of the Recollective’s esoteric secrets, and someone, or something, will peer back. That they will hunt her, thinking three moves and four dimensions ahead. Ciravel unknots another time-thread and finds people who can help her, who she will help, who will become trusted companions. Ciravel knows she will become Forlorn, but feels no despair, for she will bend time itself for the friends she will make, keeping them safe on new worlds as they explore the mysteries of the stars together. Invigorated, Ciravel takes these strands and twists them together, weaving them into a new, stronger thread. Possibility.

She peers out the window, smiling at galaxies glittering with infinite potential and adventure and possibility, for Ciravel has time.

Despite understanding and manipulating the mechanisms of time, Ciravel is by no means omniscient. She selects the best plan based on the information she has on a given topic, and even when she knows an outcome, she still gets nervous from time to time. She also recognizes that someone may have information that informs a different option than the one she has chosen, so, while she will defend her statements, Ciravel is willing to follow another’s suggested plan. Her humor tends to be dry and occasionally dark, but she is playful and loyal with people she trusts.

Ciravel’s insular upbringing can manifest both as ignorance, condescension, and elitism—she corrects inaccuracies, but lacks firsthand knowledge about much of the galaxy, its peoples, their worlds, and their cultures, not for want of curiosity, but simply from a lack of exposure—more than once, cultural ignorance has put Ciravel into a sticky situation. She can be impatient and often will finish others’ sentences, assuming she knows what they were going to say, and she’s usually right. When all is said and done, there is nothing that thrills Ciravel more than exploring the galaxy, putting together a puzzle, and staring out at the stars with her friends.

About The Author
Jennifer Kretchmer is a Diana Jones Emerging Game Designer Award finalist, TV produce and performer, author (D&D’s Candlekeep Mysteries, Haunted West), streamer, and disability consultant (Skybound Games: The Walking Dead, MCDM) who has been playing TTRPGs for more than 20 years. She appears on several actual play streams including Vampire: The Nightlife (Renegade) and Heroes of the Planes (Demiplane), where her character, Alyndra, is a playable champion in Idle Champions of the Forgotten Realms. Jen is a Jasper’s Game Day Ambassador and is the creator of the Accessibility in Gaming Resource Guide.
Twitter/Instagram: @dreamwispTwitch: twitch.tv/dreamwispjenLinktree: linktr.ee/dreamwisp

Assault on the Aerie

This week sees the release of Assault on the Aerie, the adventure I wrote for the Modern AGE Missions series. The brief was to write a “high-level” adventure, and Assault is recommended for Modern AGE characters of 13th to 15th level. But what does “a high-level adventure” mean in the context of the action-adventure style of Modern AGE? We took some time to look at that, with an initial section in the adventure on handling high-level challenges in the game. In particular, how to adjust test difficulties, advanced tests, and adversaries, as well as taking into account improved Health levels and resources for player characters. The TL;DR version is that you can throw a lot more at a high-level Modern AGE character! They can take some punishment before they’re taken out of the game, and Game Masters should treat them as such.Assault on the Aerie is also a highly modular adventure: The focus is on the eponymous “aerie,” a high-altitude lair located atop a sheer rocky outcropping that takes some dangerous climbing, flying, or paragliding to approach, and the same to escape! Exactly what the heroes are there to find and do, and exactly who is there to oppose them, is up to the GM and the type of adventure they want to run. We offer five pre-made options or paths you can use, with adjustments to the adventure for each, and they range from paramilitary techno-thriller to urban fantasy, alien invasion, and even stranger. The self-contained nature of the Assault on the Aerie makes it an excellent one-shot adventure for anyone curious to see how high-level Modern AGE plays, or to run on a live-stream or at a convention table.Even without the kaleidoscopic adventure options, Assault on the Aerie is useful for the location itself: An abandoned monastery on a high outcropping in the middle of nowhere, usable as a lair, base, hideout, or even ruin to explore (with a few adjustments). The adventure contains a map of the Aerie and all of the game information you need to know about its features and the challenges of reaching it, making it a place you can drop into your own AGE System games with ease—or any RPG system, really. (For example, the Aerie would make any Mutants & Masterminds supervillain an excellent lair.)Steve Kenson has been an RPG author and designer since 1995 and has worked on numerous book and games, including Mutants & Masterminds, Freedom City, and Blue Rose for Green Ronin Publishing. He has written nine RPG tie-in novels and also runs his own imprint, Ad Infinitum Adventures, which publishes material for Icons Superpowered Roleplaying. Steve maintains a website and blog at www.stevekenson.com.

D&D: Five Ways To Make Merry During The Holidays

‘Tis the season! If you’re lucky enough to fit in a D&D holiday game this season, here are five ways your characters could celebrate.

It seems like every game these days has a seasonal event. From Destiny 2’s Dawning, aka Space Christmas, to Assassin’s Creed Valhalla’s Yuletide event, to GTA Online’s Festive Surprise. You can find themed-events and adventures everywhere from realms of fantasy to the darkest reaches of space.
Why should your D&D game be any different? Holidays abound in the Forgotten Realms or whatever world you’re playing on. Here are five ways to celebrate.
A D&D Holiday Feast
Courtesy of D&D Hero’s Feast Cookbook
You don’t need Heroes’ Feast to get a bunch of people for a description of made up characters eating food that would make even George R.R. Martin satisfied, but it certainly helps. Feasts are a great chance to not only describe sweetbreads, savory pies, roast beast, and so forth, but they’re also an opportunity to get characters together with NPCs in a casual setting.
Need a quick side-quest? Goblins have stolen a prize dish and the PCs must get it back. There’s no end of good you can have from a feast session in your D&D campaign.
Exchanging Gifts

Why let Stardew Valley have all the fun. Winter and gift-giving seem to go hand in hand, why not encourage them in your next session? For players, get a gift for an NPC and give it to them. If you’re the DM, maybe an NPC has a trinket that could be useful for the party. Or go full Lion the Witch and the Wardrobe, and have Father Christmas hand out magic items like they were going out of style. Don’t want to overpower things? Try these common magic items.
D&D Holiday Adventures

Look we all know that it’s harder to do anything when people are celebrating, and that includes preparing for a game. Why not try a holiday adventure as a quick one-shot or side quest. You can find a variety of them, including a winter night ball.
Use A Winter Monster

There are plenty of monsters that use ice and snow as either their stock and trade attacks, or are at least, suitably scary for adventuring out in the frozen north. You can find an abominable yeti and more right here.
Holiday Mini-Games

A tried and true tradition. Pick a bizarre local custom and then pull the rules from a module like Icewind Dale: Rime of the Frostmaiden or Tomb of Annihilation. Turn dinosaur racing into reindeer racing, take the fishing rules and just use them as they are.
Do you have a D&D holiday campaign planned? Let us know below in the comments!
Happy Adventuring!

D&D: ‘Advanced 5th Edition’s Starter Adventure Is On Roll20

Have you been wanting to give Level Up’s Advanced 5th Edition ruleset a try? Their starter adventure is on Roll20 today!

Level Up promises to advance your game with a new ruleset that adds crunch and depth to 5th Edition. Now you can try it for yourself in a fun, beginner-friendly adventure on Roll20.
We’ve talked before about how A5E adds new combat rules, including maneuvers for every martial character. It also includes a revamped monster design that makes monsters both fun to run and actual threats.
A5E Rules Courtesy of Level Up
Memories of Holdenshire – $4.99

Welcome to Holdenshire
When the adventurers awake in the catacombs below Northminster, they must unravel a mystery and escape the law! After frantic wagon chases, a wilderness journey, friendly hags, and a village fair, can they recover their memories of Holdenshire?
A starter adventure for 1st-level characters, this book gently introduces some of Level Up: Advanced 5th Edition’s new rules.
You can play this adventure using the 5th Edition core rules or with Level Up
The adventure is designed assuming you know how to play 5E, and it gently introduces new Level Up rules and concepts to you as you need them during play.​
Happy Adventuring!

Wizards of the Coast Announces 'Magic: The Gathering' Brand Collaboration with Post Malone

Wizards of the Coast announced a Magic: The Gathering brand collaboration with singer Post Malone to promote the Friday Night Magic program.
The return of OP to gaming stores in 2021(see “U.S. In-Store Play Suspension for ‘Magic: The Gathering’ Will End Soon”) will be followed up by a year-long celebration of  Magic’s return to stores involving a partnership with Magic celebrity super fan Post Malone. Although the full nature of the partnership has not been disclosed, it will involve promoting the FNM program as more stores return to OP as the pandemic winds down.”You’d be hard-pressed to find a bigger fan of Magic: The Gathering than Post Malone,” said Nathan Stewart, Head of Franchise Marketing for WotC. “As a fan for years, he knows just how much Friday Night Magic means to players. We’re thrilled to collaborate with Posty in ways that will allow his signature style, talent and love of the game to combine in ways fans will never forget.”
Malone’s relationship with Magic, to this point, has been as a player, a collector, and a social influencer. Earlier this year, Malone was reported to have spent thousands of dollars at a Frank & Son Collectible Show (see “Post Malone Spends Thousands on ‘Magic: The Gathering’ Singles”). With this announcement, WotC now appears to be looking to leverage Malone’s star influence in a more official capacity to promote the Magic: The Gathering brand. 

D&D: First Look ‘Legend of Vox Machina’, Critical Role’s Animated Series

Critical Role‘s animated special is well underway to release earlier than expected. Now we have a first look at The Legend of Vox Machina.

The Legend of Vox Machina is speeding along on its final production schedule at a breakneck pace, apparently. Announced just yesterday from Entertainment Weekly, the series is going to premiere on Amazon Prime about a month ahead of schedule.
First Look at The Legend of Vox Machina
You can check out the first look at the show right now. The clip shows Vox Machina facing off against any adventuring party’s greatest challenge: a locked door.

It’s a short segment, but you can see how the cast and crew have worked hard to capture the spirit of the table-talk from Critical Role. It’s not hard to imagine these conversations as half in-character half out-of-character antics. And you get all the group dynamics you’ve come to know and love over the legendary first campaign.

It is, after all, what sparked a multimillion dollar Kickstarter. It’s transformed the humble game into a media empire with its own publishing arm, splatbooks, and more.
Entertainment Weekly goes a little more in depth on the first look.
“The Legend of Vox Machina, originally scheduled to premiere in February on Amazon Prime Video, will now debut this Jan. 28 as a holiday treat, EW has learned exclusively. As an added bonus because, you know, ’tis the season, we can also reveal an exclusive clip of our heroes in action — specifically how they work together to overcome obstacles.

What if that obstacle is a locked door? The gnome bard Scanlan Shorthalt (voiced by Sam Riegel) first tries to use his magical lyrics to supernaturally open it. That doesn’t work. Half-elf druid Keyleth (Marisha Ray) next tries to melt the lock. No dice! Gnome cleric Pike Trickfoot (Ashley Johnson) can’t sense any magic workings. That’s a good sign.

But the real hero is Grog Strongjaw (Travis Willingham). Well, Grog’s sandwich.”

Which proves what we’ve always known. The real hero has always been the sandwich.
Happy Adventuring!

The Workshop: (Super)Heroes on Demand – Tempo

Sentinel Comics: The Roleplaying Game Cover

One thing that I really enjoy in my superhero RPGs is when they include a way to randomly create characters. Looking at the options and figuring out what kind of character can come from the disparate elements is a lot of fun for me. I think Wild Talents probably does it best with the ability to create a character out of a single roll of 11 dice, but the “Guided Method” of creation from the Sentinel Comics Roleplaying Game is a very close second. As you progress through the creation process, you throw different combinations of dice, which then get used in the next step of the process. These dice also provide you with a small list of choices out of a possible 20 in each step that inform what kind of hero your character is, along with what powers they have at their disposal. So I decided to sit down and spend some more time with the system and roll up a couple of characters and see what happened.
Erik Larson, better known as the superhero Tempo was a positively normal boy with a positively normal childhood. Possessed of a strong charisma, he proved very adept at getting people to do what he wanted or to see things his way, and surprising no one who knew him, wound up in front of crowds entertaining people, developing a gift for music.
In middle school, he began to have crippling migraines out of nowhere. He was prescribed several medications that failed to do anything. And then Erik started to hear other people’s thoughts and have visions of things, some of which were about to happen. His parents, recognizing what was happening to their son, sought out help for him from specialists who understood people with special gifts. Erik’s world went from positively normal to something beyond his wildest dreams.
He learned to control these new powers and with that, his headaches went away. He was able to focus back in on his “normal” life, finishing school and working on further developing his passion for music. Instead of going to college right away, he decided to take some time and live a little bit and explore the life of a musician in Megalopolis. Within a few months, he found himself as the lead singer in a band playing gigs several nights a week. And it wasn’t much longer before he found himself linking up with several other young heroes on the other nights. And so “Tempo” started to come into his own, learning to use both of his gifts to help him in his other pursuit.

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Ben EricksonContributing Writer for d20 Radio

10 essential DM tips for Dungeons & Dragons beginners

Taking on the mantle of dungeon master can be highly intimidating for D&D beginners and first-time roleplayers. Creating a world, filling it with interesting characters and providing an engaging story for your players that reacts to their decisions – not to mention remembering the various rules required – is a lot to take on if you’re new to the hobby.

But learning to DM, GM or whatever two-letter acronym your tabletop RPG of choice throws at you doesn’t need to be quite so daunting. There are some top DM tips that can make your life easier, as well as ultimately providing a better experience for both you and your players, letting you tell the stories you want to.

Top DM tips for D&D beginners

Whether you’re planning to run a roleplaying game for the first time, or you’ve been playing for years and are just looking to level up your skills, we’re gathered together 10 bits of essential DM advice to keep in mind next time your group gets together.

1. You don’t have to know every rule

Rulebooks can be a useful reference, but you don’t have to memorise every word. Image: Wizards of the Coast

Whether you’re playing your first-ever RPG and pretty much everything is new to you, or you’re an experienced GM trying out a new system, at some point you are going to have to learn the rules of a game.

Let’s not bury the lede here: learning rules can be confusing and a pain in the arse. You might get lucky with a rules-light system but some of the most popular games out there require you to understand a lot of complex systems, dice-rolling mechanics and probabilities, and all sorts of other nonsense.

This can be especially tricky if you’re still wrapping your head around roleplaying in general as a new player. Case in point, many of you will be reading this because you’re looking for advice on how to play D&D. Despite its place as a common RPG starting point, D&D is not actually a particularly good game for beginners. It’s pretty dense and there’s a lot of information to grasp when you’re getting started.

You shouldn’t feel bad about sitting down to GM and not having a full grasp on every rule in the book. If you’re confused about how something works in play, don’t panic. You can improvise what happens in the moment and check on the rule later, or even pause the game briefly to give your players a break whilst you read the rulebook. Whatever you need, just do it. No-one is going to be upset that you don’t have an encyclopedic knowledge of how the game works on day one. (If they do, they probably suck – maybe don’t play with them.)

Here’s a subtip for free as well: your players can read the rulebook as well. RPGs aren’t a 30-minute board game you play once and move on from; you can spend your entire lives playing some campaigns. The more of your group that read and understand the rules, the easier it’s going to be to have a good time and crack on with the roleplay.

2. Keep a bird’s-eye view of the game (and don’t plan too much)

Filling a notebook full of ideas only serves to leave you and your players frustrated if things don’t go to plan – a few brief ideas jotted down beforehand is more than enough. Image: fizkes/stock.adobe.com

One of the biggest mistakes a lot of new GMs make is spending an entire week obsessively planning out a whole city’s worth of NPCs and encounters and lore and maps and- oh god, the paper, there is so much paper everywhere.

Take a breath. There’s something you need to understand about roleplaying: nothing ever goes to plan. So much so that the one-in-a-million time where everything does go exactly as you expected it to, you’ll be so taken aback that you’ll forget what your plan even was.

More and more RPG books nowadays are filled with endless randomisation tables. Character names, random encounters, loot, enemies, towns, weather… Everything is available to you at the roll of a die and the reason isn’t just for preparation. These things are designed to be used on the fly! In the moment! During the game!

The fact of the matter is your players will decide what actually happens in each session. The job of a GM isn’t to control the story but to guide it and react to it. You facilitate the adventure that your players are having. When you overplan your sessions you build these dependencies into the narrative that your players need to interact with to make it work. This can lead to a lot of GM frustration. “Argh, why aren’t they talking to this character? I spent a whole hour practising their voice lines and writing a complicated backstory!”

Don’t worry. Here’s a secret: until it physically happens in roleplay, nothing is canon. Is your super-serious NPC who guards the secret to the plot ignored after a single story but some random shopkeeper is getting whole hours of screen time? Why can’t that shopkeeper be an important character in the story? The players clearly love her, so let her be a part of the tale. Grab the bits that got forgotten elsewhere and work them into what’s currently happening. Did your players go through the wrong door yet again? No they didn’t. Until you open that door, its contents don’t exist.

Avoid the frustration on both ends and cut some corners. Or even better, simply don’t write those corners until you need to. By keeping a really zoomed-out, bird’s-eye view of the story you’re trying to tell you can fill in the details as and when you need.

Having a plan is great – and knowing the kind of narrative you and your players are all trying to tell from the offset is a genuine godsend – but the more rigid that narrative becomes, the less fun you’re likely to have telling it.

This hobby is all about being imaginative and rolling with the punches, so have fun with it! Tell stories even you didn’t expect to happen. Why do you think we roll dice every time we try something?

3. Things aren’t written in stone

Undoing things should be treated with care, but don’t be afraid to retcon to serve the world, players and story. Image: Wizards of the Coast

This is a sort of continuation of the last point, but this isn’t about planning. Instead, it’s about letting go and being comfortable with that.

A really bad habit that it’s easy to get into when trying to bend the story around your players’ actions is that as GMs we can sometimes write ourselves into a corner. There are a lot of plates you have to keep spinning to keep interesting stories ticking on the fly – and sometimes even the GM can end up unsure of where to go with things. There have been multiple times where a player of mine has asked about a certain NPC or plot hook to which my only response has been: “I’m sorry, I have absolutely no idea what you’re talking about.”

Here’s a key bit of advice that deserves to be talked about more: just retcon things. If something that’s been established before no longer makes sense – or if your players aren’t comfortable with where something is going – you can just pretend it didn’t happen.

There’s this weird phenomenon we all tend to have with RPGs where anything in the future is seen as limitless and unrestrained. Anything could happen! We aren’t tethered to the planes of reality; the story is ours and ours alone. But as soon as something does happen it becomes this unshakeable and immovable constant. We must not touch the past.

That doesn’t have to be true. It’s important to not mess too much with the past or your actions in the present might as well be worthless – but if some side character you all hate is too important to let go of? If your character did something last session that makes absolutely no sense in the story? If you just made a mistake? Get rid of it! Forget it ever happened! Change it forever! Why not? Actions should have consequences, sure. But in no other medium are you expected to tell a perfect story without a single edit. Allow yourself the privilege of tidying up.

4. Your players can create the world with you

The best worlds and stories are created in collaboration between the DM and players. Image: Wizards of the Coast

This is a simple one. You as the GM of the game do not have to be completely in charge of everything that happens in the world. RPGs are, for the most part, designed to be played as a group. And sometimes the rest of that group should be given the reins from time to time.

One of your strongest tools in the RPG toolbox is literally just asking your players questions. What do you find? How do they respond? What does it feel like? They can be little flourishes of player control or massive plot-defining moments handed over with love and trust to the player who it means the most to.

This isn’t unprecedented, by the way. You’ll often see things like this in modern RPGs. In Blades in the Dark, your players create the quests and some of the NPCs – they invent the magical items, choose their adversaries and define the stakes at hand. It’s a pretty common thing for D&D dungeon masters to ask the player to describe what happens when they critically hit an enemy, giving them a cool flourish after a big chunk of damage.

You don’t have to cordon off specific areas where the players are allowed to take control – give them the power whenever it seems interesting or appropriate. You’ll be surprised by how much it can elevate the story you’re all telling together and it’s a great way of getting your players more invested as they’ll feel more agency over the direction of the game.

5. The players aren’t your enemies

Trying to ‘beat’ the players risks everyone leaving the table dissatisfied. Image: Wizards of the Coast

This is something often assumed to be common knowledge but it bears repeating. Roleplaying isn’t a competitive experience. Stories only build themselves when you work together, and that includes the GM. If you’re building your experiences in an effort to ‘beat’ the player you’re more likely to just frustrate or annoy them.

If players are asking genuine questions that are going to help them have a good time and you’re being secretive with them to stop them getting the upper hand, or if you’re unflinching in your sticking to the rules to the detriment of your group, you’re not gonna be telling a good story.

There are RPGs that are built like that, absolutely. Those can be fun to play, and some players do want a tough-as-nails challenge. For the most part, though, people are playing RPGs so that they can tell cool or interesting stories with their friends. If you’re going out of your way to disrupt that in an effort to ‘win’, that just sucks.

6. You don’t always have to tell a complex story

Sometimes the simplest stories are the best ones – and allow you to subvert expectations later on. Image: Wizards of the Coast

It can be fantastic to shock and excite your players with twisting and weaving narratives. To have grand scale and epic implications for every adventure. But maybe not every adventure.

Especially when you’re just starting out as a GM, it can be intimidating to tell a really mind-blowing tale that your players will be in awe of. But not every story is mind-blowing. Not every episode of your favourite TV show has groundbreaking moments and genre-defining plot devices in it. Sometimes they’re just fun romps or quiet moments with friends. Sometimes they’re straightforward narratives without too many twists. Sometimes the thing you expect to happen happens and it’s fun anyway. The same can be true of your adventures. Sometimes it is just a cave full of goblins. Sometimes the prime suspect did commit the murder. Try not to pressure yourself into being an Emmy-winning TV writer when you’re just having a good time with your friends over some dice and character sheets. It’ll only make the times you do really shake things up even sweeter.

It’s worth noting that your players will sometimes be new to this as well. Lead them in gently with a tale they can grasp nice and easily, and it’ll give them some room to get used to roleplaying or the system you’ve decided to play. Once everyone is comfortable you can start to subvert their expectations here and there, gradually building to those ambitious narratives. Remember: you can’t subvert expectations if those expectations aren’t there to begin with.

7. The rules are only a guide

It’s called the Dungeon Master’s Guide for a reason! Image: Wizards of the Coast

For those of you who are fully into the homebrewing and hacking side of RPGs this is likely already a code you live your life by, but if you’re new to the world of roleplaying here’s an important lesson for you to learn. The rulebook is a fantastic resource for facilitating your roleplaying sessions. It’s full of cool systems and amazing lore and if it’s well-written it will gently guide you through learning the game and getting comfortable with its mechanics and world. But it’s just a guide – and a fallible one at that.

The designers of your favourite RPGs aren’t equipped to deal with every single exception and foible that might come up in your play session. Sometimes play will be limited if you stick rigorously to the rules. Part of being a good GM is knowing when to bend or break those rules in service of the story. Did an absolutely epic moment just get ruined by a whiffed roll? It’s up to you whether you accept the results of that roll or ignore it and carry on with what everyone planned or wanted. Is the monster a little too strong or weak for your current party to tussle with? Tweak their stats. Is a rule in the book making someone uncomfortable during play? Ignore it. If a game you love has one aspect that you absolutely hate then just get rid of it.

The incredible power of tabletop roleplaying is that you are truly limitless in the things you can do. If there’s something you’re trying to work with that doesn’t fit inside the limits of the game’s rules then that shouldn’t necessarily stop you. The rules are a guide, but you and your players are ultimately in charge.

The high level skill of GMs is then knowing when to fluff those rules and when to let the game shine through. It can be tempting to abuse your power as GM but it’s sometimes best saved for the times when you really need it. The game you’re playing might be limited in its scope but it’s also the game you all decided to sit down and play. Sometimes you have to trust the designer has made the right design decisions and will guide you to something cool if you use the rules they’ve laid out. If you completely ignore the rules then you’ll end up playing the same game every time without realising. It’s about balance at the end of the day – and when you find the sweet spot you’ll be a far more accomplished and confident GM.

8. Give the players what they want as much as you can

Being a good DM isn’t just about talking – learn to listen to your players, too. Image: Wizards of the Coast

Sometimes it’s not just about letting the players have agency and letting them make decisions in the world you’re building. Sometimes you need to listen to what they’re aiming for and help them reach that point on their own. If you find yourself getting annoyed at your players for always going off and doing something different, you might not be telling the kind of stories you’re interested in.

There are a few ways to tackle this but the absolute best one is to just pay attention and listen to what they’re seeking. If your player spent ages writing a backstory about their character’s long-lost sibling they’re likely to be a little miffed if it never gets brought up.

It’s easy to assume that the GM is the only one who gets derailed by the players’ actions, but actually it’s far more commonplace for the players to feel like they’re being dragged away from their favourite moments to check back in on the plot they were avoiding. By observing the things they gravitate towards you can just fill your stories with more things like that. They’ll think you’re a genius – when in actuality you’re just being a good listener, and there’s no better skill when it comes to being a GM.

Struggling to work out what it is your players are looking for? Just ask them! Heart: The City Beneath has players select from a list of goals for their player to try and reach at the start of their sessions. By looking at those goals you can easily see what they want to achieve around the table today. If your game doesn’t have something similar then just talk to them about where they’d like to take their character, the sort of adventures they like going on or something they wished they’d been able to do in previous games. You can have these discussions in private if you’re worried about spoilers or you can sit around the table with your group to hash it out before each game.

We’re all working together when we play RPGs, so be a good team player and listen out to what your teammates are asking for.

9. You don’t need to be a voice actor to portray compelling characters

Your group doesn’t need to be the next Critical Role to have meaningful and memorable characters. Image: Critical Role

Here’s a little reassurance for those of you who get nervous about character acting. As a GM you have a lot of weight on your shoulders when it comes to performance. You’re playing literally everyone else in the world – and with that comes a demand for a lot of versatility.

A common fear among beginner GMs, and sometimes those who have been playing for years and years, is that they can’t “do accents”. And most people can’t! The thing is: it’s not the accents of your characters that makes them unique from each other. Mannerisms, quirks, turns of phrase, mistakes, jokes – these are the things that people remember about your characters and they’re the things you should be introducing to create interesting and diverse NPCs.

Defining a character just by the way they say things is always one-dimensional and after a while your characters will just blend into one even if they all sound different. By working in a unique way that people talk about things you can add intrigue and hints to who they are as a person. Maybe they don’t ever refer to another NPC by their name but just a very pronounced THEM. Maybe they spit after every sentence. Maybe they have a very slow and cautious inflection or a rapid one. You can make characters so much more interesting by thinking about what characteristics help them stand out rather than just worrying about what they sound like.

Also, remember you’re as much a narrator as you are an actor. You don’t have to perform everything you say. Your bounty hunter can have a thick Eastern-European accent without you actually doing it yourself – just say they do. In general, mimicking other people’s accents, especially outside your own country or continent, can be a bit inconsiderate. But that doesn’t mean you should never have characters from those parts of the world exist in your story.

10. Safety and having a good time is more important than anything else

There are a number of great safety tools out there, from Lines and Veils to the X-Card. Image: Roll20

Finally the most important DM tip of all. The safety of your group will always trump any cool idea or fun mechanic you want to use in your setting or story. We can never truly know what other people around the table are feeling or have experienced in their lives. There are some topics or tones that your players just won’t want to experience. It could be as obvious as something like violence or bigotry, or more personal like certain players not wanting to delve into things such as motherhood or alcohol or loud noise.

There’s no topic that can’t be removed from your story when necessary; nothing is too integral to warrant putting someone else in an uncomfortable situation. There is now a huge range of safety tools to help groups of players navigate these situations with tact and respect for the other people in their group. Many games will even suggest ones that work well with their systems.

You’ll be far more comfortable after knowing where you and your players’ hard lines sit, and your players will be more confident in your ability to handle things with the respect they deserve.

These things change as well – something that might not have been an issue for you in the last session could now be a hugely traumatic thing to experience in play and your guidelines around those topics will need to be clearly translated and fluid.

Modiphius Opens Wholesale Webstore

Modiphius Entertainment opened up a new wholesale webstore to provide direct-to-retail service for U.S., Canadian, and Mexican retailers.
The new wholesale webstore was created in response to feedback received by Modiphius that indicated North American retailers were struggling to order and receive their games from their usual suppliers. The game line that were affected by ordering difficulties were Dune, Star Trek, Fallout, and Elder Scrolls. The webstore will sell direct-to-retail at 50% of MSRP, and will be fulfilled via Funagain’s warehouse in Indianapolis.Modiphius Entertainment also recently announced Star Trek Adventures Gamemaster’s Guide, a new rulebook for Star Trek Adventures RPG (see “Gamemaster’s Guide'”).

Achieve Galactic High Scores with 'Star Trek: Super-Skill Pinball'

WizKids announced Star Trek: Super-Skill Pinball, a roll and write board game, for release on February 5, 2022.
Star Trek: Super-Skill Pinball is a new version of Super-Skill Pinball: 4-Cade, which was originally released in 2020 (see “‘Super-Skill Pinball: 4-Cade'”). The new version features new and classic Star Trek characters and plotlines that can be triggers by hitting bumpers, drop targets, skill shots, and activating the multiball. It has four new tables. The Starfleet Academy is the basic table for training, as players try to beat the famous Kobayashi Maru scenario. The other tables showcase “The Trouble with Tribbles” episode, Star Trek: Lower Decks, and a Borg attack.  This game comes with 4 copies each of 4 different tables, 4 dry-erase markers with erasers, 8 Pinball tokens, 2 dice, and a rulebook. It supports one to four players, ages 12 and up, and plays in 45 minutes. MSRP for this game is $24.99.
Click on Gallery below for full-size images!

Battle For Beyond Recap: Catch Up on the Finale Here!

Previously on Battle for Beyond, having just defeated The Architect, Nikhil is taunted by a satchel containing his sister’s removed horns. He rushes to her aid with Sestia and Leila in tow, and they each confront their past from within a magical looking glass. Nikhil and Leila escape, but Sestia finds comfort in her memory, dying as she remains lost within. Murdina is invited to a tea party by Kyshaar’s pet fish Polodio — once thought dead — and brings Lenore and Ekon with her. They are met by the horrifying sight of Seataur, but Murdina defends it against her companions, including the reappeared Nikhil and Leila. 
Battle for Beyond episode 6 recap
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Disclaimer: Battle for Beyond contains mature themes and might not be suitable for all audiences.

In the sixth and final episode of Battle for Beyond, our heroes free Polodio from the horrific Seataur currently using him as bait. Sestia escapes The Looking Glass, receiving power from the Lord of Fate in exchange for her servitude, before helping Nikhil rescue Murdina. Leila learns of a great devourer god and strikes a bargain with her mother and creator, Sahengaria, to let her and her companions join the gods’ fight against it.
The team endures the trials of their final task and stands ready to confront The Eldritch Devourer in a battle for the cosmos.
Out of the frying pan…
In the midst of battle, Ekon is compelled to approach the grotesque Seataur form of Polodio, Kyshaar’s once-pet fish. Ekon is angrily aware that he has been charmed by the creature. He manifests a 3rd-level ice knife and plunges it into his own chest, causing a burst of ice shards. Murdina takes Polodio’s share of the damage, having provided him half cover with her wings.
Nikhil, paying attention to other people for the first time in his life, notices that Malini and Sestia are missing. He knows there is a way back into The Looking Glass, but the specifics of it elude him. Instead, he meditates on the deities from the legend Malini told to him — Sahengaria, Aagshni, and Nassavani. As he repeats the names as though a mantra, a masculine figure appears within his mind: one with long, dark hair, wrapped in furs and flowing saffron-colored robes, and bearing a cold expression of amusement. Nikhil realizes he’s been unlucky enough to attract the attention of Nassavani, the Lord of Fate.
Nassavani speaks to Nikhil: “You gotta use your head.” Nikhil, stunned, imagines head-butting him. The god hints that Nikhil can get to Malini using her broken horns, which are still in his possession. Nikhil offers to show the “big, bad Fate Daddy” a good time if he helps Nikhil find the others, but Nassavani refuses. “Fate’s written in the stars,” Nassavani says. He prefers Sestia. Nikhil offers his sister’s horns to the god instead, who takes them and disappears.
Meanwhile, Lenore is trying to find new aquatic friends for Polodio but only manages to gather some phytoplankton.
Leila hears the names being muttered by Nikhil and — placing on her head the coronet she carries — invokes the deities’ names. Her form changes the moment the coronet touches her brow, and the others see her disappear. She reappears in the same void she inhabited in her memory, under the gaze of the great celestial body once more, though far closer than before. She sees dark tongues lashing out from within the body’s gaze, pulling her ever closer. (Through her transformation, Leila gains 10 additional levels in the warlock class.)
Polodio summons a whirlpool in the surrounding waters, restraining Ekon. Ekon pleads with Murdina to fight against Polodio, calling her a coward for her restraint in battle. Murdina considers striking at Ekon but recalls vaguely that certain creatures of the depths entice prey with a charismatic lure. In her gut, she believes that the real Polodio might be held under duress, forced by this larger creature to act as bait. “Polodio, if you hear me, tell me where you are!” she shouts, slicing into Seataur.
Sestia, cuddled up cozily with Tovayu in her memory, still has a nagging feeling that she is forgetting something. As her mind wanders, she notices the disconnect between her current situation and the events of the original memory and begins to pick apart the logic. Still hazy on how she got here, Sestia knows that this isn’t what really happened, and tells Tovayu that she has to leave.

Sestia finds an open doorway, but beyond it sees Nassavani skipping toward her, holding Malini’s horns to his head. Below her, Sestia sees her companions in battle, as though an upside-down reflection. Nassavani tells Sestia that she almost died, although it looks to him like she can take care of herself. Sestia doesn’t see Malini in the reflection below, and Nassavani is delighted to see the conflict on her face. He gleefully asks Sestia who she’s going to help and reminds her that Nikhil would probably never forgive her if she left Malini here.
Nassavani alludes to the fact that Sahengaria and Aagshni are currently speaking with Leila, and says that he doesn’t really like Leila. Sestia chooses to help Malini, but has a moment of panic, wondering if she chose correctly. The floor beneath Sestia’s feet turns solid, and Nassavani tells her, “No take-backs.” He reminds Sestia that she is dying, and begins to skip away. Sestia continues to take psychic damage.
Ekon is still stuck in the whirlpool. Nikhil, having faith in Sestia and Malini, rockets toward Seataur. He strikes twice with his lance, using his Divine Smite on both hits, while calling to Murdina, “Do you now get that the fish is bad?” Seataur loses concentration on maintaining the whirlpool.
Lenore casts spirit guardians, which take the form of little fish. She tries to convince Seataur to come meet his “new friends,” but he is drooling over Murdina standing right in front of him. Lenore casts shield of faith on herself.
As Leila’s land mass ever approaches the celestial body before her, she calls to it, “So you deign to respond to me…” The cold, distant feminine face of Sahengaria appears in the star and asserts to Leila that she got what she wanted. The face of Aagshni replaces the first, reminding Leila she was created from Sahengaria’s own finger; every desire has a cost. Nassavani’s face takes over, asking, “But you’re happy, aren’t you?” Leila is happy, but now she cares more about the happiness of others.
She asks what the gods wish for. “We only wished to keep you safe,” says Aagshni. “We just wanted you to survive our falling.” Sahengaria returns to the forefront and confesses that they didn’t realize that Polakott would be put in the path of an older god, one who consumes everything, and with whom they are in an ongoing conflict. They have been distracting this god with the games, allowing him to feed on the energy and laughter, in return eating only the other realms and leaving Polakott alone. Leila offers that she and her companions can face this god in their stead, but that if they win, they each get their wish granted. The gods accept, and Leila is thrust back to the grotto.
Seataur swipes twice at Murdina with its claws, raking deep furrows in her armor, before critically hitting her with its bite. She parries the final blow and remains conscious, the creature’s teeth buried in her shoulder. Murdina grasps the angler lure and hacks it off, and Seataur shrieks as it retreats into the water beyond. Inside the translucent lure is a little cuttlefish; Polodio is safe!

Murdina glares accusingly at Ekon and Nikhil, over their treatment of Polodio. Ekon is already asleep on the floor. Nikhil uncharacteristically apologizes to Murdina and asks if he can do the same for Polodio. He leans in close, whispering to the cuttlefish in Infernal, “I’m onto your ass,” and unleashes a quiet tirade of suspicion. Nikhil then picks up the sleeping Ekon and cheerfully calls to everyone in Common, “I’m glad we all healed here today.” Murdina feels her armor glimmer a bit as some of her guilt over actions in her past melts away, and Kyshaar rushes over to embrace her and Polodio.
While Lenore, Leila, and Murdina sit in the restorative spa, Nikhil returns Ekon to their chambers and sets off to find the mirror that holds Sestia and Malini. He stares into it and is assaulted by a version of himself. He attacks back, but his mirror image calls for a truce. They engage in a battle of wits instead; neither of them wins. Mirror-Nikhil recognizes that the real Nikhil is acting in someone else’s interests rather than his own, and upon learning that this person is Malini, steps aside and lets Nikhil through.

…And into the fire
Meanwhile, Sestia is walking with Nassavani, who tells her that he’s been eaten by a god, but that they’re still also locked in battle. Sestia demands to know more, but Nassavani asks her to make a deal first. “I’ll tell you everything I know,” he proffers, “if you bind yourself to me.” Sestia accepts.
Sestia communes with Nassavani’s spirit; she sees a great potter at a wheel, shaping clay to his whim, and from that clay he forms the constellations. Nassavani hints that he can do more for Sestia if she does more for him, but warns her not to let him down. He hands Sestia the tiefling horns he carries, and tells her that Malini needs her help escaping, before ushering her toward a door. (Sestia gains 7 additional levels in the bard class.)
Leila finds herself back in her quarters, which feel darker and less welcoming than before. A woman in painted leather appears to her. “I did the best I could,” the woman speaks, adding, “I’m proud you stood up for yourself, and I hope you win.” Leila asks this woman — Sahengaria — what happens if they lose. She doesn’t know; she only has one vote. Leila and Sahengaria share a sentimental moment before Leila gives the deity some advice: “You should try something new sometime. It’s very freeing, in a lot of ways… Just be.”
Meanwhile, Nikhil arrives in time to see Nassavani handing Malini’s horns to Sestia. Nassavani disappears, and Nikhil and Sestia embrace, during which Nikhil uses Lay on Hands to heal Sestia. He notices something in her has changed. The two step through the doorway to find Malini tinkering in a workshop. When asked by Sestia what she is making, Malini shows her an unfinished shield and lance. Sestia casts guidance, but Malini is still unsure of her work and discards them into a pile of dozens of other unfinished pieces.
Sestia encourages Malini and gestures Nikhil over. Nikhil shows Malini his lance and tells her that she made it for him, pointing to the lotus flower she carved into it. “It’s like a prayer every time I look at it,” Nikhil tells her, “But not to a god. It’s a prayer to you, ‘cause you’re the only thing that’s been looking over me for a long, long time.” He uses his last spell slot to cast cure wounds as he places the broken horns back on Malini’s head. Malini is suddenly aware of where she is.
Sestia picks up a discarded shield that appears to be the most complete. She uses her Performance of Creation to complete the piece. In its newly reflective surface, Malini sees that her horns have reattached, though not seamlessly — where the horns were broken off previously, they have been fused with a golden mortar. Sestia tells Malini that Nikhil is one of her best friends, and asks to be her friend, too. Nikhil and Malini hug. The floor falls away, depositing them back in their quarters as the others return from the spa.
Together ‘til the end
Before the group lies a portal in the shape of a mirror, bathing them in purple light. Harpy appears to usher them through. Sestia asks Harpy if they can have a few minutes to talk amongst the group, but Harpy turns to interview Ekon before this last match, latching onto his brief mention of intra-team affairs. When asked who among the group was an item, Murdina grabs Sestia and kisses her; Ekon says they are all “Team Sesdina” over here. Murdina apologizes to the group for the trouble she dragged them into.

The heroes notice that the entire atmosphere of the competition appears to have changed. Sestia tells them all of her deal with Sahengaria. She apologizes for her part in everything, and specifically to Nikhil and his people; she is an aspect of a god who helped create this place, a convoluted attempt to continue their battle against The Eldritch Devourer. Leila enlisted them into this final battle. “And if we win?” asks Lenore. “I think it’s the last win,” replies Sestia.
Leila thanks Ekon for his help in rediscovering what true ambition should be used for. Lenore confesses that she no longer wants her wish anymore. To her, it seems as though everybody else wants to change a regret, but her regret made her into who she is now. She killed her baby brother to prevent him from being used for political gain by her scheming step-father … But that event is what opened her eyes now to a greater purpose. Sestia hugs Lenore.
Murdina says she is scared of what’s ahead, but if they’re all making this choice together, she can move forward confidently. Everybody agrees to move forward, and they step through the portal.

The final test
The six heroes find themselves in a mazelike chamber, where the voices of the gods ring in their ears with the rules of the game: They must find a pennant and return it to a designated location. They roll initiative.
Sestia casts summon beast, which takes the form of a small tiger-shaped constellation, and sends the tiger to the right. She turns to Murdina and tells her, “You got this,” giving her Bardic Inspiration, then heads left. Murdina and Lenore follow Sestia, with Lenore casting motivational speech before they split. Ekon heads to the right.
Nikhil sees a glowing diamond, and walks into it. He finds himself transported elsewhere — separated from his companions — and uses his Channel Divinity Sacred Weapon, before beginning to scream at the top of his lungs.
He casts expeditious retreat and winds his way randomly through the passageways, flying at top speed. A red glowing rune catches his eye in a room ahead, and he wonders aloud, “What would Sestia want me to do?” before hastily plunging ahead into the rune. He finds himself standing in the colossal hands of Aagshni. “Lady of Rebirth,” Nikhil whispers humbly, and bows.
Aagshni asks Nikhil what he fears the most. He says that’s one of many things he doesn’t know: “I’m a new person today, and I feel like I was a new person yesterday, too, and … I don’t know enough about myself to tell you with honesty, my lady, what I’m afraid of.” He explains that a lot of other people need a lot of other things right now, and it’s okay that it’s not about him at the moment. Aagshni tells him that the games were a necessity, and asks whether Nikhil is not born anew because of them. Nikhil asks Aagshni for the favor of granting him the pennant, putting his utmost effort into being formal and respectful in his request. His nose bleeds with the effort.

Aagshni asks if Nikhil accepts her trial. He agrees. Nikhil drops through Aagshni’s fingers, and the ocean below turns into fire. Nikhil leans into the walls of fire as he passes, a smile plastered on his face while he weeps, and he thinks to himself: “I’m so glad none of my friends got this challenge.” (He — a tiefling — is resistant to fire damage.) He lands heavily on a floor in the chamber and sees before him the pennant.
Leila hears Nikhil’s victorious shout in the distance. She touches the crown at her brow, and radiant wings lift her off the ground as she activates her Ghostly Gaze Eldritch Invocation, allowing her to see through solid objects. She sees Nikhil holding the flag, and telepathically tells this to the others. Leila steps into another glowing red rune, and appears back before The Eldritch Devourer, its massive cosmic body wrapping a tentacle around her neck. Something seems to intercede on her behalf, and she is transported back to the chamber.
Sestia can hear Nikhil’s scream and attempts a blind dimension door to him with Murdina in tow. (She is asked for an Intelligence saving throw, and rolls a natural 20.) Sestia gives her last Bardic Inspiration to Nikhil.
Sestia and Murdina notice a scraping sound in an adjacent hallway, and Nikhil is suddenly overcome with a feeling of overwhelming hopelessness. Nikhil gives up the pennant for fear of messing up, and Murdina takes off in the direction of the sound to head off whatever might be coming their way. She sees nothing but a glowing rune on the floor, and steps into it.
Transported as Nikhil and Leila were, Murdina sees looming over her the giant form of Sahengaria, sharpening her massive sword on a whetstone. “What do you want?” the god asks. Murdina wants to help her friends, whatever it takes — she has to get the flag to the receptacle. “Strike me once, and I’ll put you there,” promises Sahengaria. Murdina draws her sword and charges ahead. Her blade whistles past on the first strike, but she twirls around for a second blow, striking the deity on the shins. Murdina immediately finds herself standing in front of the receptacle.
Lenore runs back toward Ekon to tell him she believes Sestia and Nikhil are together, before disappearing into the same rune Nikhil entered. Ekon says they should aim to split up to better find the pennant, and he enters a different glowing rune, finding himself peering up at the enormous figure of Nassavani. “Excuse me,” he calls, “I’m looking for a pennant!” Nassavani asks what games Ekon knows, and whether he is a gambling man. All Ekon knows is war, and gives a menacing glare. Nassavani is impressed enough to pick him up and drop him next to Sestia and Nikhil.
Ekon inquires about their next move. Nikhil responds, “If Murdina is sensible, she’ll be screaming at the top of her lungs.” Ekon has his doubts.

Leila can see Murdina through the walls, and Nikhil takes off flying in her approximate direction. As he passes a mirror on the wall, the mirror opens a gaping mouth and lashes out at Nikhil with its tongue. Nikhil dodges nimbly out of the way and holds the pennant out for Leila. She grabs the pennant and thunder steps through the wall, placing the hand-shaped flag into the alcove.
The maze disappears, and all six heroes find themselves standing on a shattered piece of land, beneath a grotesque green and purple star. Eldritch tendrils lash out at the fractured island, pulling it towards the gaping eye-like structure at the heart of the celestial body. Sahengaria, Aagshni, and Nassavani appear to congratulate the winners, and inform the six that they will have their wish granted. However, it must be one shared wish between the six. Leila speaks for all of them: “We wish to join the fight.”
“Ooh, a battle for the cosmos! Are we picking teams?” Nassavani asks, delighted. The three gods begin to choose champions, with Nassavani taking Sestia as his own. Sahengaria picks her daughter, Leila, and Aagshni chooses Nikhil, citing that he has grown on her. Nassavani allows fate itself to place Murdina on his team, while Aagshni chooses Ekon — “that warrior who bends flame to his will, just as I do” — leaving Lenore to join Sahengaria and Leila. Lenore is proud to stand by Leila’s side.
“Welcome to the war zone, kiddos,” teases the Lord of Fate.

And so concludes the Battle for Beyond, as the Battle for the Cosmos begins.

How to watch Battle for Beyond
Every episode of Battle for Beyond is available to watch now on our YouTube channel. Binge the entire series or revisit your favorite moments, and stay tuned for what’s to come in 2022! 
Collect your Battle for Beyond Digital Dice
Battle for Beyond Digital Dice are available for purchase in the marketplace! Each set is designed after a different hero from Battle for Beyond. Show off your fandom or just add some flare to your character sheet with these digital dice!
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Cameron (@CameronRPowell) is a Discord moderator for D&D Beyond. He is a real-life bard who accidentally dumped Charisma, and has played Purloque the loxodon cleric on Dice, Camera, Action!. When he’s not behind the DM’s screen, he enjoys hiking Icelandic volcanoes, knitting, and creating his hundredth unused character on D&D Beyond.

Introducing the Quest for the Frozen Flame Player’s Guide

The herd is on the move. The hunt is on!

In the brutal tundra of the Realm of the Mammoth Lords, only the hardiest folk have what it takes to withstand unsparing weather, track down big game, and fight back hostile followings. The Broken Tusk following has survived another winter, but a new year just began, and signs of danger foretell a year unlike any before.

Unless their newest party of scouts can secure a safe route through the wilds, saber-toothed beasts, warmongering rivals, and the ever-looming possibility of natural disaster all threaten to end an ancient people’s legacy. Will the Broken Tusks succumb to the elements and surrender to their rivals? Or will you guide your following to glory and reclaim a stolen birthright?

Inside the Quest for the Frozen Flame Player’s Guide, you’ll find player-friendly, spoiler-free lore and tips to help you craft an exciting new character perfect for the Quest for the Frozen Flame Adventure Path. Contents include:

The Following of the Broken Tusk, including details about the party’s fellow followers, the clan’s leaders, key terms, and the Broken Tusks’ way of life.
Your Character, including inspiration for ways your character might fit into the Broken Tusk following and suggestions for creating a new character.
New character backgrounds specifically for this Adventure Path, including Mammoth Herder, Northland Forager, and Songsinger in Training.
Other Materials, including rules summaries for hexploration, leadership, and other details useful for playing in this campaign.

Download the Quest for the Frozen Flame Player’s Guide.

Order Quest for the Frozen Flame: Broken Tusk Moon.

The Legend of Vox Machina Premiere Date Moved Up to End of January

So the last time we did a major update on Amazon Prime Video & Critical Role’s highly-anticipated The Legend of Vox Machina, it was October and the viewers were being treated to a look at the opening title sequence as well as the cast performing a live read of a scene from the series. Considering it wasn’t set to premiere until February 4, 2022, the previews that were put together were pretty impressive. But maybe not as impressive as today’s news because viewers are now going to get a chance to check out The Legend of Vox Machina earlier than expected, with the premiere date moved up to January 28, 2022. Here’s a look at the official announcement:Image: Amazon
Starring Critical Role founders and cast members Laura Bailey (The Last of Us: Part II), Taliesin Jaffe (Final Fantasy XIV), Ashley Johnson (The Last of Us), Liam O’Brien (Star Wars: The Bad Batch), Matthew Mercer (Overwatch), Marisha Ray (Final Fantasy XV), Sam Riegel (Teenage Mutant Ninja Turtles), and Travis Willingham (Marvel’s Avengers), here’s a look at the opening title sequence, series overview, and cast live read of a scene from the first episode of The Legend of Vox Machina:

Based on the beloved characters and adventures of Critical Role’s first live-streamed tabletop role-playing game (RPG) campaign, The Legend of Vox Machina is an animated fantasy-adventure series for adults that follows Vox Machina, a band of misfits with a fondness for boozing and brawling. In a desperate attempt to pay off their mounting bar tab, these unlikely heroes end up on a quest to save the realm of Exandria from dark magical forces. From a sinister necromancer to a powerful curse, the group confronts a variety of obstacles that not only test their skills but also the strength of their bond.

The Legend of Vox Machina is a production of Amazon Studios, Critical Role, and Titmouse for Amazon Prime Video. The Critical Role cast also serves as executive producers alongside Brandon Auman (Star Wars: Resistance) and Chris Prynoski (Metalocalypse).
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Memories of Holdenshire on Roll20

The official Level Up: Advanced 5th Edition starter adventure, Memories of Holdenshire, is now available on Roll20.Welcome to HoldenshireWhen the adventurers awake in the catacombs below Northminster, they must unravel a mystery and escape the law! After frantic wagon chases, a wilderness journey, friendly hags, and a village fair, can they recover their memories of Holdenshire?A starter adventure for 1st-level characters, this book gently introduces some of Level Up: Advanced 5th Edition’s new rules.You can play this adventure using the 5th Edition core rules or with Level Up.The adventure is designed assuming you know how to play 5E, and it gently introduces new Level Up rules and concepts to you as you need them during play.And don’t forget to use the official Level Up character sheet, also available on Roll20!

D&D: Monster Spotlight– The Remorhaz

In case giant centipedes weren’t terrible enough, the D&D Remorhaz emerges from the ice with heat blasts to swallow your party members whole.

It’s not normally a good thing when an encounter runs hot-and-cold. But when you’re talking about the D&D Remorhaze, things really start to heat up when the environment starts to cool down.
The Remorhaz premiered in Dragon Magazine #2 as part of the issue’s creature-feature. It was originally described as a monster on par with the Silver Dragon.
Armed with fire breath and a massive 75% magic resistance, the Remorhaz is a fiery creature, sure. But surprisingly, it dwells in some of the coldest regions.

First Edition
First Edition Remorhazes are no joke.
When 1st Edition rolled around, the D&D Remorhaz appeared in the very first Monster Manual. It was one of the few monsters with a special critical hit attack. When it rolls a natural 20, it swallows an adventurer whole, killing them instantly.
And disturbingly, the monster manual also lists what happens when the Remorhaz is aroused. It secretes an internal substance that causes it to emanate intense heat. So much so that any creature in contact with its surface takes 10d10 points of damage with no save.
So, you know, bad news bugbears.
Second Edition

In 2E, D&D Remorhazes retain their deadly fire abilities, including the 10d10 damage-touch and the natural-20 swallow-whole-insta-death.
It’s also known for burrowing under the snow, and, like most monsters in Second Edition, its parts can be used to create magical items. This includes a potion made from its secretion that can in turn be used to create heat-related magical items.
Third Edition

In contrast, the Third Edition Remorhazes are much more of a grappler monster. The monsters gained improved grab and swallow-whole abilities, which make it much more deadly.
Being Large or bigger was huge, so to speak, in Third Edition. With the Remorhaz clocking in at Huge, that meant it could pretty reliably pin down any foe unlucky (or stupid) enough to get close to it. They’d be forced to take 8d6 damage each turn they’re in contact with it.
While the Remorhaz could no longer swallow foes whole and instantly kill them, they still deal massive amounts of damage.
Fourth Edition
4E Remorhazes are brutes. The incredible heat coming off of them extends out to a 10 foot radius aura, dealing 10 damage to any creature starting its turn nearby.
Like other editions, swallowing its enemies whole is the signature move of this D&D Remorhaz. It deals 20 points of damager per round, but its other attacks gave it some area effects, like a trample attack and a blazing burst of heat.

Fifth Edition

The most current version of the D&D Remorhaz is associated closely with Frost Giants. They are trainable, like they had been in previous editions. They can sometimes be found as guardians of a powerful jarl or as natural predators in the arctic regions of a world.
Similar to Fourth Edition, their heat is much less intense. It only deals 3d6 damage to a creature touching it. But their swallow whole attack is much deadlier overall, dealing massive amounts of bite damage and digestive damage.
These monsters are fairly straightforward to run. But bear in mind that they can burrow. A popular Remorhaz technique is to emerge from the ground, bite a foe, swallow it, and then retreat underground to digest it.
Remorhazes add a lot of frozen flavor when you’re in the North. They’re a great way to indicate that players are entering ‘dangerous ground’ because you can have them rampage around. You can also escape fairly handily if you don’t want to wipe your party unexpectedly.
Have you encountered a Remorhaz in any of your adventures? How did your party fare against its various attacks? Which cold-region monster would you least like to encounter in a campaign? Let us know in the comments!
Happy Adventuring!

D&D: The Five Worst Healing Spells

While spells that can stitch together wounds, regenerate a body, and even bring the dead back to life abound, these are the worst.

In Dungeons & Dragons, healing spells are some of the most powerful magic you can take, because with a wave of your hand, you can take someone from dying (or even dead) and put them back in fighting form. You can all but undo a devastating round of attacks with the right spell. But these five healing spells have to try a little harder than most.
Of course, all bets are off if you’re a Life Cleric.
Cure Wounds

It takes your action to cast this, you have to be close enough to touch your target, and it only gets you, on average, about 2 points more healing back than Healing Word. Unless you’re a life Cleric, Cure Wounds is often one of the more expensive healing spells for what it does.
Lesser Restoration
Lesser Restoration is useful, certainly, as is Cure Wounds, but it’s not nearly as useful as you’d think–it can rid you of a disease or one of four conditions–but when was the last time your character was diseased in a game? Still worth taking and having, but compared to other healing spells, this one’s on the outs.
Mass Healing Word

This spell can be useful in a pinch, but it’s a 3rd level spot to deal 1d4 + modifier healing to multiple people at once. If you’re worried about healing the party, there are other spells which do more for less, like healing spirit or aura of vitality. But when you have no other option, still worth playing with.
Vampiric Touch

This is one of those spells that sounds much cooler than it is. As an action you can make a melee attack to deal 3d6 damage to an opponent, and you regain half of the amount you do. But you can only do this as a melee attack, and odds are good your opponent will still be standing long enough to punch through the paltry amount of hit points you just regained.
Fireball

This spell does 8d6 damage in a 20 ft. radius sphere. As a healing spell, it’s quite possibly the worst one WotC has ever designed.

Bounties in 2022 and Beyond

Hello, everyone!

As 2021 draws to a close and we prepare to launch our 2022 programs, we’re shaking up our popular Bounties line!

Pathfinder Bounties are PDF adventure products that launched in 2020. They’re designed to fill about an hour of play and act as an easy introduction to Pathfinder Second Edition. They can be used as standalone adventures, strung together in any order as a series, or used as transitions and side quests in between longer adventures and campaigns. While Bounties take place in specific areas, they can be used in any campaign setting. Each bounty is also sanctioned for play in our Pathfinder Society Organized Play program and is repeatable.

So, what’s changing? I’m so glad you asked!

Up until now, all of our Bounties have been level 1 Pathfinder adventures. Beginning in 2022, our Pathfinder Bounties are leveling up! You can expect four Pathfinder Bounties in 2022, all for Level 3! The first of these level 3 bounties is scheduled to release in February. Our final level 1 bounty, Pathfinder Bounty #17: Sodden Stories, by Michael Bramnik, is scheduled to release this month.

Additionally, in January of 2022, we’re launching Starfinder Bounties! You can expect six Starfinder Bounties in 2022, all for level 1. Our Starfinder Bounties are sanctioned for play in the Starfinder Society Organized Play program and are repeatable. Starfinder Bounties grant 1/4 of an XP and 200 credits. While they don’t grant Downtime rewards or Reputation, they do offer generous credits for their length. The first of these Starfinder Bounties is already announced: Starfinder Bounty #1: The Cantina Job by John Godek III.

I hope you’re as excited for the future of Pathfinder and Starfinder Bounties as I am!

Take care, and happy gaming!

Jessica CatalanStarfinder Society Developer

D&D: This Silver Dragon Mini Is Majestic

WizKids has a new draconic Icon of the Realms miniature ready to take flight. This time it’s a radiant Silver Dragon.

Dragons are an important part of D&D, they’re right there in the name, after all. And in line with that, you’ll find some of the best minis that WizKids makes are their dragons. From gargantuan White Dragons to small Green Wyrmlings, there’s a dragon of every size and color it seems.
The newest one marks the start of a new series of miniatures: Elemental Evil gathers together some powerful foes and staunch allies. Which will this Silver Dragon be?
Icons of the Realms: Silver Dragon – $41.99

“D&D Icons of the Realms: Elemental Evil brings the fierce Silver Dragon to your table top game! Unleash this deadly creature against unsuspecting adventurers!
Silver dragons dwell among the clouds, making their lairs on secluded cold mountain peaks. Though many are comfortable in natural cavern complexes or abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon dreams of.”
So whether you’re looking for a draconic ally or a good aligned dragon to challenge that all too evil group of “adventurers” you’ve got killing their way across your carefully put together campaign world, this silver dragon mini might be exactly what you’re looking for.
Happy Adventuring!

Rise of the Mimic Moon: Many Mimicking Monstrosities

In which, we expound on the rain of deadly asteroids unleashed by the Mimic Moon and on a few of the fell variants contained therein.

The rain of asteroids launched by the Mimic Moon smashes into the planet in 1d4 waves per day. Some impacts cluster while others are widely dispersed. The exact number of asteroids in each wave and how they are grouped depends largely on the needs of the campaign.

The impact of each rocklike projectile causes a 50-foot-deep, 100-foot-radius crater. Each creature in that radius must make a DC 20 Dexterity saving throw, taking 37 (7d10) force damage and 44 (8d10) bludgeoning damage from flying rubble on a failed saving throw or half as much on a successful one. All structures in the impact radius are destroyed. 

The exact number of mimics within each asteroid varies as some do not survive the landing, but 1d12 is a good starting place. At least one in twenty asteroids holds a doppelganger general who can command all mimics within 500 feet. All mimics created by Odlayo are loyal to the Mimic Moon. 

Odlayo creates all known mimic types as well as a few new variants as described below.

Assassin Mimic

A hunting mimic, this variant specializes in slaughtering high-value foes.

ASSASSIN MIMIC

Medium monstrosity (shapechanger), neutralArmor Class 14 (natural armor)Hit Points 71 (11d8 + 22)Speed 30 ft., climb 20 ft.

STR DEX CON INTWISCHA 17 (+3)18 (+4)15 (+2)8 (−1)13 (+1)10 (+0)

Skills Stealth +8Damage Immunities acid, poisonCondition Immunities poisoned, proneSenses darkvision 60 ft., passive Perception 11Languages —Challenge 4 (1,100 XP)

Adaptive Skin. While in dim light or darkness, the mimic can take the Hide action as a bonus action.

Arms Mimic. The mimic can transform its pseudopods into any melee weapon as a bonus action. The weapons it creates are as hard as the finest steel and are coated in a potent poison. The mimic has proficiency on any weapon it mimics. 

False Appearance (Object Form Only). While the mimic remains motionless on a vertical or horizontal surface, it is indistinguishable from the surface behind it.

Shapechanger. The mimic can use its action to flatten itself on a vertical or horizontal surface or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Sneak Attack. Once per turn, the assassin mimic deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mimic that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

Spider Climb. The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

ACTIONS

Multiattack. The mimic makes two Weapon or Pseudopod attacks.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 7(2d6) poison damage on a failed save or half as much on a successful one.

Beast Mimic

By copying animal forms, this mimic variant exists to spread horror and death wherever it goes. 

BEAST MIMIC

Medium monstrosity (shapechanger), neutralArmor Class 14 (natural armor)Hit Points 65 (10d8 + 20)Speed 40 ft.

STR DEX CON INTWISCHA 17 (+3)16 (+3)15 (+2)5 (−3)13 (+1)8 (−1)

Skills Stealth +5Damage Immunities acidCondition Immunities proneSenses darkvision 60 ft., passive Perception 11Languages —Challenge 3 (700 XP)

Adhesive (Amorphous Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

Animal Forms. The mimic can use its action to polymorph into a CR 2 or lower Medium sized or smaller beast it has seen or back into its true, amorphous form. Its game statistics are replaced by the statistics of the beast, but it retains its hit points, alignment, personality, and its Intelligence, Wisdom, and Charisma scores. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

False Appearance (Beast Form Only). While the mimic is in beast form, it is indistinguishable from an ordinary beast.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

ACTIONS

Multiattack. The mimic makes a Pseudopod attack and a Bite attack in its amorphous form. While in beast form, the number of attacks depends on the form chosen.

Pseudopod (Amorphous Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Mimic Bite (Amorphous Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Spell Mimic

The mimic variant seeks to level the field in terms of ranged attacks and magical firepower. 

SPELL MIMIC

Medium monstrosity (shapechanger), neutralArmor Class 12 (natural armor)Hit Points 65 (10d8 + 20)Speed 15 ft.

STR DEX CON INTWISCHA 17 (+3)12 (+1)15 (+2)5 (−3)13 (+1)15 (+2)

Skills Stealth +5Damage Immunities acidCondition Immunities proneSenses darkvision 60 ft., passive Perception 11Languages —Challenge 3 (700 XP)

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

ACTIONS

Multiattack. The mimic makes a Bite attack and two Eldritch Blast attacks. 

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

Eldritch Blast. Ranged Spell Attack: + 3 to hit, range 120 feet, one target. Hit: 5 (1d10) force damage.

Spellcasting. When the mimic has copied a spell via its Spell Transmogrification reaction, it can use an action to cast that spell. The spell uses all of the same numerical values against its new target as the original spell.

REACTIONS

Spell Transmogrification. If the mimic makes a successful saving throw against a spell or if a spell attack misses it, the mimic can use its reaction to copy the spell. A copied spell is usable by the mimic until it takes a short rest or copies a new spell.

WizKids Drops More 'Pathfinder' and 'Starfinder' Deep Cuts

WizKids dropped new miniature packs for their Pathfinder and Starfinder Deep Cuts line, which are headed to retail in April 2022.
These new miniatures feature characters and monsters for use with Pathfinder RPG and Starfinder RPG. The miniatures come fully primed and ready-to-paint, and have deep cuts to make painting easier. They also come in visible packaging, so customers can see what they are buying.This latest wave includes the following:

Starfinder Deep Cuts: Dragonkin (MSRP $8.99)  
Starfinder Deep Cuts: Lashunta Technomancer Male (MSRP $4.99)
Pathfinder Deep Cuts: Serpentfolk (MSRP $8.99)
Pathfinder Deep Cuts: Cavern Troll (MSRP $14.99)

WizKids also recently revealed a Pathfinder Foam Replica: Life-Sized Kobold figure for release into retail stores (see “Defend Retail Treasures with ‘Pathfinder’ Kobolds”).
Click on Gallery below for full-size images!

The Beastheart – An MCDM Class for D&D5e – Breakdown Part 2

This month, MCDM presented a new product: The Beastheart. It’s a huge PDF with nearly 50 pages worth of amazing curated content. If you like the idea of playing a character that has a monster companion such as an owlbear or a hell hound, then this is definitely your jam.A few days ago I focused the breakdown on the companion rules. Today, we’ll continue by talking a bit about the class and some of its subclasses. I’m doing this so you can have an earlier opinion about the class, not having to wait until I fully analyze the whole product. You can search exactly what you are looking for here:Companion rules – HEREThe BeastheartThe Beastheart classThe beastheart concept is all about having an extremely deep connection with your untamed companion. It works in such a way that your link is almost symbiotic – you work together and need each other. This character concept could probably be replicated with other classes and pets that your DM allows you to have in your game, but not nearly as great as how this works. The beastheart definitely stands out and is different enough from everything else in 5e to be considered its own class.The beastheart class is a Wisdom-based class that uses Strength or Dexterity for combat, while also having a companion by their side to combo stuff with. The PDF states that they took inspiration for this class from How to Train Your Dragon, His Dark Materials, Race the Sands, and Phoenix Extravagant, just to name a few. The companion is intentionally not fully tamed to maintain that level of wildness between it, seeing the caregiver and its companion each other as two members of the same pack.1st level – Companion: The companion itself is something you earn as a beastheart at 1st level. Your supernatural connection allows the beastheart to revive its companion with enough time. The PDF discourages multiclassing into a beastheart to get a companion. That’s what the companion section is for! Just ask your DM for a companion because multiclassing won’t give you much.1st level – Natural Language: You can communicate with your companion.I can easily picture players talking with their DMs doing weird sounds in the same way Tarzan talked with gorillas.2nd level – Primal Exploits: Primal Exploits are the eldritch invocations from the warlocks for the beasthearts. You learn 3 exploits and gain more as you level up. These, however, are used by expending ferocity from your companion. The cool thing about them is that even though you expend your companion’s ferocity, some cause effects that apply to the caregiver or both. Depending on the exploit, they can be activated with your action, bonus action, or even reaction! There’s 20 of them to choose from, adding a lot of versatility to the class, and I wouldn’t be surprised if they added more in the future.These exploits range from simple things such as protecting your companion parrying an attack to more powerful things such as having both the caregiver and the companion turn into spirits or have the caregiver launch an enemy 30ft towards the companion, who launches it back to the caregiver with its attack, only for the caregiver to use a finishing move on the enemy (these last two are only available at lvl17)2nd level – Superior Ferocity: The companion can use the exploit save DC for the ferocity actions.These will usually be higher, making your companion more powerful.3rd level – Companion bond: You choose a subclass3rd level – Master caregiver: You gain proficiency or expertise in animal handling.4th level – ASI5th level – Beyond Instinct: Your creature’s stat block gets improved. Their ferocity points increment faster, it gains proficiency in 1 saving throw of your choice, as well as 1 skill. These things increment again at lvls 10 and 15This is a nice way of having the companion be better than the average companion, thus not becoming a useless pet.5th level – Improved Signature Attack:  The signature attack now gets to deal more damage. This gets improved again at 11th and 17th level. The companion’s attacks are now considered magical as well.It would feel weird to give a companion a magic weapon, so granting them the equivalent of a magic sword at lvl5 seems like the right choice.6th level – Faithful Companion: Now you don’t need to use a bonus action to command the companion; it’s done as a free action. Additionally, when the companion enters a rampage, the caregiver can still direct who to attack.This is surely to be a pivotal point in the character’s growth. Now even though the creature is wild, the caregiver with its companion share such a great bond than the caregiver can still direct its partner. With a good enough DM, you can make this moment in the character’s growth feel really special.6th level – Rejuvenating Ferocity: As a bonus action, you can transform the ferocity points into temporary hp for your companion.Great way to make the companion tankier! It also presents the player with an extra thing to consider, which can be fun: should you save ferocity to enter rampage mode or use ferocity actions? Or should you spend them in giving your companion some extra hp?8th level – Primal Strike: You channel primal energy to make your attacks stronger. You deal an extra 1d8 damage with your weapon attacks, choosing the damage type, which you can change every level.This is kind of that damage improvement ability that clerics earn at lvl 8 as well. It’s usually a bit boring, but the fact that the energies are primal makes it a bit more interesting. Yes, I want an ax of lightning.9th level – Mystic Connection: Your bond with the creature is so strong, you gain an extra ability determined by your chosen companion.If you picked an owlbear you’ll earn something different than if you chose a hellhound. This is going to make it really interesting for those people creating companions on the internet, as they will also have to create which mystic connection it gives their beasthearts.I noticed about 95% of them give you things to do with your bonus action or they are passive things, meaning you can attack, do something with your bonus action, and direct your companion, all in one turn. There’s also the possibility of using a primal exploit. This is huge as regards action economy. I’m not sure how strong it will make your character, but I would like to believe that with all the testing MCDM usually does, this is balanced.13th level – Loyal to the End: Neither the caregiver nor the companion can be charmed or frightened.This one is definitely the most boring one. I would have rather seen something else, but it makes sense for it to be here.14th level – Keen Senses: You gain advantage on perception checks, and can use the Search action as a bonus action.Yep, you are now the guy who goes first in the line in dungeon corridors!“So, I go on all fours and smell the ground, passing my finger through the dirt and licking it. I point towards the direction our enemies went and shout ‘This way!’”This might step a bit into the ranger’s territory, but isn’t the whole class nearly stepping into it really?18th level – Summon the Wilds: You summon tons of animals around you to help you, creating a huge swarm that you can freely move. This swarm is an AOE that causes enemies to have disadvantage on attack rolls, saving throws, and perception checks if they are stepping in it and fail a saving throw.This is wicked and I love it! But what happens if you are in an interdimensional location where no animal lives? You know as well as I do that by level 18 it would not be weird for that to happen.20th level – Unbreakable Friendship: You automatically succeed on animal handling checks to stop your companion from entering a rage (if you like), and your companion drops to 1 hp when they are about to drop to 0 one time. Lastly, the companion starts all combats with 1d10 ferocity.Not having tried the class myself I can’t state for sure how powerful this is, but on paper it feels a bit lackluster for a lvl20 ability. Don’t get me wrong though! I still think it is amazing, but not lvl20 amazing.Companion BondsThese are basically the subclasses, with 5 of them included in the PDF. Today we are only going to talk about two of them, leaving the rest for next article.Ferocious Bond3rd level – Frenzied Charge: When your companion enters a rampage you can use your reaction to move again and attack.This looks like a great combo move to pair with the companion’s rampage. By having it tank multiple foes at once, it is probable that every two turns you get an extra attack3rd level – Fury of the Wise: You gain proficiency in the Intimidation skill, and have a bonus equals to your Wisdom to those checksSo… Your savagery makes you more intimidating. I like that7th level – Energizing Rampage: Your companion maintains some ferocity after the rampage is over.All these effecys are about fury and being constantly in rage, as well as learning to control it. In a way, this is the barbarian-like subclass for Beasthearts11th level – Furious Rampage: Your companion attacks get improved, by using the ferocity for extra damage when rampaging, and getting advantage on attacks when they are rampaging and within 5 feet from the caregiverJust in case it wasn’t clear, this trait alone means that this is a subclass for the caregiver to go melee instead of fighting from afar.15th level – Invigorated Rampage: Frenzied Charge gets improved by imposing a condition to the enemy when hit by your attackI can imagine great players thinking of ways to describe their attacks so they would make sense to impose that condition on the enemyHunter Bond3rd level – Chosen quarry: You mark an enemy, causing them to receive one extra 1d6 damage when hit by the caregiver or companionYep, this is basically hunter’s mark, but not as a spell because beasthearts aren’t spellcasters. It makes total sense for them to have this.3rd level – Hunter’s Instincts: You gain proficiency or expertise on Survival checks, and can use Survival in the same way Insight works.This is a way to make them more like a ranger. I really like the extra use for survival, as if it was Insight7th level – Primal Warding: You can now place invisible traps. They alert the caregiver with a mental ping once they are triggered. You can place up to your Wisdom modifier per long rest.If you are playing an ambusher or really want to plan out your attacks with your party, you can set up great ambushes with this ability.It is fantastic for paranoid PCs, so they can leave traps behind them to make sure no one follows the party.11th level – Synchronized Stealth: The caregiver and companion can coordinate to hide at the same time by using a Reaction. Additionally, standing next to your companion gives you advantage on Stealth checks while hiding.I don’t find much use in this because how many times do you need to have both characters hide at the same exact time? The advantage in stealth is nice though15th level –  Unseen Hunters: Both the caregiver and companion can turn invisible by using an action once per long rest.This ability kind of steps over the previous one. I get this one is one-time only, but still, it is weird for the designers to include two features that accomplish pretty much the same thing.Final WordsAm I liking the beastheart? I’m loving it so far! It’s a bit hard to fully comprehend how much a beastheart can affect the action economy in your games without having one in your table, but all in all it does feel pretty balanced. I’m really looking forward to having one at my table or playing one myself.As for the subclasses, both of them feel very distinctive and special. Nevertheless, I definitely enjoy the Ferocious Bond more. That image above says it all. Sharing the rage with your companion and wrecking havoc in your path does feel very like Conan, and I would love to play something like that.GET BEASTHEART CLASS FROM MCDM STOREBECOME AN MCDM PATREON FOR FUTURE ARCADIA ISSUES AND MCDM PRODUCTS

Astral Holiday Special #3 – The Grinch & Max (Toon)

© Turner Entertainment Co.

Welcome to my third Holiday Special of December 2021. 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. My favorite. So I bring The Grinch and his faithful dog Max, statted for Steve Jackson Games’ Toon and ready to join your RPG group.Note that The Grinch’s Description, Natural Enemy, Beliefs, and Goal are all pre-Christmas Day. For Christmas Day and after, he has no Natural Enemy; Description is “Has heart that grew 3 sizes;” and Beliefs and Goal are polar opposites of originals.
Max’s Description, Beliefs, and Goal also change. Description: An honored canine friend. Belief (2) is “The Grinch and the Whos are my very good friends.” His new Goal is “Enjoy my new life.”
THE GRINCH
Hit Pts: 10Species: GrinchDescription: A perpetually sour-faced creature with green fur & a heart 2 sizes too smallNatural Enemy: Whos of WhovilleBelief 1: I hate everyone but Max (& I don’t think I like him much)Belief 2: Christmas is a frivolous, noisy, troublesome holiday that annoys me no endBelief 3: Lying and stealing solve most problemsGoal: Obliterate the Whos’ Christmas joy (& probably all their other joys as well)
STATS & SKILLSShtick: Incredible Strength 5MUSCLE 5Break Down Door 5Climb 5Fight 5Pick Up Heavy Thing 7Throw 7
ZIP 2Dodge 2Drive Vehicle 3Fire Gun 2Jump 2Ride 3Run 3Swim 2
SMARTS 2Hide/Spot Hidden 5Identify Dangerous Thing 2Read 3Resist Fast Talk 2See/Hear/Smell 6Set/Disarm Trap 3Track/Cover Tracks 6
CHUTZPAH 6Fast Talk 9Pass Shoddy Goods 6Sleight of Hand 6Sneak 8

MAX
Hit Pts: 6Species: DogDescription: A long-suffering (emphasis on suffering) petBelief 1: I must obey The GrinchBelief 2: I don’t think much of The Grinch’s ideasGoal: Avoid getting involved in The Grinch’s nefarious plots
STATS & SKILLS MUSCLE 3Break Down Door 3Climb 7Fight 3Pick Up Heavy Thing 7Throw 3
ZIP 5Dodge 8Drive Vehicle 6Fire Gun 2Jump 2Ride 4Run 7Swim 2
SMARTS 4Hide/Spot Hidden 5Identify Dangerous Thing 8Read 3Resist Fast Talk 5See/Hear/Smell 4Set/Disarm Trap 4Track/Cover Tracks 4
CHUTZPAH 2Fast Talk 2Pass Shoddy Goods 2Sleight of Hand 2Sneak 2
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Linda WhitsonContributing Writer & Copy Editor at D20 Radio

D&D: Check Out WotC’s Must-See Star-Studded Holiday Stream, ‘Lost Odyssey Promised Gold’

Lost Odyssey: Promised Gold is a star-studded D&D stream with Jack Black, Michelle Rodriguez, Melissa Villaseñor, Gaten Matarazzo, & more.

The holidays are here, and we’re all waiting for those last few shopping days to creep up on us. Thanks to an endless parade of meetings, office holiday parties, and the pandemic we’re all living through, we’re left to wonder…  where did the time go? And did I pick up that Turboman doll I promised to get my kid?

But while you await your multiple run-ins with the law that would land you in prison for quite some time, you should make sure to enjoy yourself. Try the new D&D stream featuring a cast more star-studded than even Jingle All The Way.
Lost Odyssey: Promised Gold
Lost Odyssey is a team-up effort between IGN and Wizards of the Coast.  It brings you the continuing adventures of Jack Black and bis D&D character, Barrolo. You may have encountered him earlier this year during the D&D Celebration stream.
Now he and legendary DM Deborah Ann Woll are back. They’re bringing with them an incredible cast of familiar faces taking up dice to see Barrolo through his adventure.
Promised Gold Cast

Deborah Ann Woll– Dungeon Master
Gaten Matarazzo– Meryl Stroop (Half-Elf / Ranger Monk)
Jack Black– Barrolo (Mountain Dwarf / Warlock Bard)
Janina Gavankar– Zap (Human / Bard)
Melissa Villaseñor– Ruby (Rock Gnome / Druid)
Michelle Rodriguez– Lux (Dark Elf / Rogue)
Reggie Watts– Bronwyn (Wood Elf / Ranger)

Official Trailer

IGN and Dungeons & Dragons are teaming up to present Lost Odyssey: Promised Gold, a new holiday event from Dungeon Master Deborah Ann Woll that will feature Jack Black and other fantastic guests playing a hilariously exciting campaign together for a good cause.
Lost Odyssey: Promised Gold is Dungeon Master Deborah Ann Woll’s newest D&D holiday event that will have fans catching up with the adventures of Jack Black’s Barrolo after the end of his last D&D adventure. While he may have earned his dream manor as a reward for his accomplishments, he has become a bit “stir crazy” after being stuck at home in the mountains for too long.
To help with his predicament, Black’s character Barrolo has invited some friends to help him renovate his new home. However, they quickly learn that Barrolo may have ulterior motives for summoning them. Alongside his loneliness and boredom, Barrolo has also been unable to sleep due to “horrific & ghastly sounds filling the halls of his new manor.”

Lost Odyssey: Promised Gold takes place on Monday, December 20, and will start at 10am PT/1pm ET/6pm GMT. If you’re tuning in from Australia, that translates to Tuesday, December 21, at 4am AEST. The show is expected to run for around two hours.
The only place you can catch the show is on IGN’s TikTok.
Happy Adventuring

The best tabletop RPGs you might have missed in 2021

2021 has been a banner year for tabletop roleplaying games. Great RPGs are being played on tabletops real and virtual all across the world. Even so, it’s very easy to overlook some of the smaller designs that came out this year.

While there were plenty of awesome titles from big and medium publishers (Thirsty Sword Lesbians and Flames of Freedom earn honourable mentions here), the focus of this list are games put out by small publishers, one-person-shops and purveyors of fine zines. Any one of these is an excellent gift for the GM on your list – even if that GM is yourself.

1. Partners

I know, you know, you want to try this RPG

Drawing from detective dramas such as Law & Order, Partners is an RPG for just two players. Image: Tin Star Games

You’ve seen this show a million times: an odd couple pairing of a brilliant but eccentric detective and a straight-laced but caring partner bounce off of each other while solving mysteries week after week. Whether you are a fan of fake psychics, obsessive compulsive detectives or even will-they-or-won’t-they private eye duos, Partners offers an excellent way to play these procedurals with a small group.

Best mechanic: This game fits in the freewheeling association style of Fiasco, but the way card draws build and twist the mystery also makes it suitable for solo play.

Buy Partners on DriveThruRPG.

2. External Containment Bureau

Swamp gas? Weather balloons? YOU make the call!

Built on the familiar gameplay of Blades in the Dark system Forged in the Dark, External Containment Bureau focuses on player-driven mysteries. Image: Mythic Gazetteer

Sometimes a great design comes when you smash together elements of other games. External Containment Bureau puts players in the well-shined shoes of the Men In Black investigating strange phenomena. It’s up to the players to decide if they are Will Smith or Anna Torv, but no matter the power level the players must identify, contain and obfuscate what they find. The game is run on a skeleton of Blades in the Dark while adding in a riff on the player-forward mystery mechanics of Brindlewood Bay. There’s nothing weirder than a player theory and this game capitalises on that idea to answer the questions the GM sets before them.

Best mechanic: Agents rack up something like Blades in the Dark’s Heat that they must deal with, but it’s more awful and more flavourful than the original game: during downtime they have to manage paperwork. Ugh.

Buy External Containment Bureau on Mythic Gazetteer’s Itch.io page.

3. The Troubleshooters

A game for international people of mystery

The Troubleshooters’ globetrotting adventures take inspiration from the likes of Titan and Nancy Drew. Image: Helmgast

It usually helps to be familiar with the source of a game’s inspirations. But with a game as aggressively charming as The Troubleshooters, it doesn’t matter if you don’t know much about European mid-century adventure comics outside of a few half-remembered episodes of the animated Tintin. This beautifully illustrated game features globetrotting heist-style adventures set in a fictional 1960s full of exotic locales, groovy technology and an evil organisation called the Octopus to thwart just before brunch.

Best mechanic: In the grand style of these comics, players are encouraged to accept getting knocked out and tied up by the bad guys by being given a massive amount of story points. All the better to enact a daring escape after they’ve blabbed about their evil plan!

Buy The Troubleshooters from Modiphius.

4. Bucket of Bolts

This RPG did the Kessel Run in 14 parsecs

Bucket of Bolts puts players in command of their own Millennium Falcon or Serenity. Image: Mousehole Press

Many RPGs offer something of a minigame in character creation. One of the most famous examples is Traveller, where you engage in a risk/reward game to give your character more skills and money without pushing too far and giving them a devastating injury, dastardly enemy or, depending on the edition, killing them outright. Bucket of Bolts is a solo RPG that makes character creation the whole game, centring on the type of beat-up old spaceship at the heart of stories like Star Wars and Firefly. The game takes the player through their ship’s history by asking questions about its noble highs and villainous lows. The game asks questions about captains and adventures that sketch out just enough history to keep the player thinking about the ship long after the session is over.

Best mechanic: The designer encourages players to use this game as an accessory to spacefaring games where they can create the history of the most important character, their ship, together.

Buy Bucket of Bolts on Mousehole Press’ Itch.io page.

5. Wanderhome

We’re going on a cozy adventure!

Wanderhome moves away from combat as the primary way to resolve encounters while roleplaying. Image: Possum Creek Games

Most tabletop RPGs centre on some sort of combat, likely due to the genre’s wargaming roots. Wanderhome offers a diceless alternative, featuring anthropomorphic archetypes trying to get back home and have adventures along the way. There’s still action and drama, but the system is centralised on accepting trouble in the early goings to have tokens to spend for triumphs when it matters. The bright layout and illustrations make it look and feel like a lost children’s book. It also seems like a good choice for parents who want to introduce their children to their gaming hobby without worrying about the implications of beating up goblins and other monsters.

Best mechanic: The Veteran offers one of the few chances for animal-on-animal violence in the game. They can unsheath their sword to solve a problem through bloodshed but, once they do, the character must leave the game, overridden with guilt about killing once more.

Buy Wanderhome from Possum Creek Games.

6. World Wide Wrestling 2E

The king of the PbtA ring returns

World Wide Wrestling recreates the in-ring drama of wrestling matches, but also lets players build storylines outside of the squared circle. Image: NDP Design

The best Powered by the Apocalypse games are also essential genre guides to their subject matter. World Wide Wrestling is, to borrow a catchphrase, “the best there is, the best there was, and the best there ever will be”. The game walks the line between the heightened world in the ring and the real life drama outside of it that can influence the show. This edition cleans up some moves, introduces an easy way to get narrative flow in matches and some light campaign rules for building a federation up from playing bingo halls to being the global leader in sports entertainment.

Best mechanic: Each match features a few big moves to wow the crowd. Success or failure isn’t about how much damage the characters do to each other in combat – it’s about how the crowd reacts. A hit means they cheer and let your wrestlers know they are entertained. A miss means they might be getting bored with the fight, the characters or – worse – both.

Buy World Wide Wrestling: Second Edition from NDP Design.

7. Broken Compass

(Drake’s) Fortune and glory, kid.

Whether you want to be Indiana Jones, Lara Croft or Nathan Drake, Broken Compass has your high-stakes adventures covered. Image: Two Little Mice

Pulp games are an enduring genre within the tabletop space. Broken Compass takes the genre and plants it in the modern context of video games like Uncharted or Tomb Raider. For those fans who want to punch Nazis while wearing fedoras, don’t worry. There’s a Golden Age book available along with a second round of new settings that have already landed in PDF, with Kickstarter copies dropping soon. The pick-up-and-play aspect of making characters and building set pieces with just a few minutes bouncing around Wikipedia looking for relics and trivia make prep super easy with a matching dice pool system that runs as fast as someone being chased by a boulder.

Best mechanic: It’s not so much a mechanic, but for each of the genres that this game has created a sourcebook for, they’ve redone the iconic characters in the style and dress of the genre. Even the setting that’s all dogs and the one that’s set in a world of cartoons.

Download the Broken Compass quickstart from Two Little Mice.

8. Haunted West

Tell some tall tales about your very own Weird West

Haunted West is both a standalone RPG and compatible with a variety of popular roleplaying systems. Image: Darker Hue Studios

This has been a pretty fruitful year for the Weird West thanks to a new Deadlands campaign coming out and Weird Frontiers taking Dungeon Crawl Classics out west. Haunted West got the nod for our list because it’s an absolute tome that’s useful as its own game or as a big supplement for whichever way you prefer your westerns. It’s got multiple systems, several mystic backgrounds and an alternate history to let game masters build their own off-kilter look at a time period where American myth and recent history collide. Most importantly, its expansive history section includes the perspectives of people often brushed aside by movies and games about the west, such as people of colour and LGTBQ+ pioneers.

Best mechanic: The extensive lifepath system here not only helps players answer questions about what they did during big historical events like the American Civil War, it also gives players choices to make when big events happen. Your character gets different skills, for example, if they decide to rush into their big homestead fire than if they decide to run away and start over.

Buy Haunted West from Darker Hue Studios.

9. Arc

Build your own apocalypse, then cancel it

In Arc, the countdown to oblivion is always ticking. Image: momatoes

Pacing a story is one of the advanced skills most game masters need to learn. The designer of Arc, momatoes, incorporated lessons on how to handle the advancement of plot into this RPG about fighting an apocalypse. The game can be set for an advancement every session or a faster countdown every hour or so for a shorter campaign. Add in a dash of unexpected extra ticks of the doomsday clock and players feel the tension as they try to stop the end of the world. Arc’s sense of timing and simple ruleset make it an ideal choice for streaming as well.

Best mechanic: If time runs out and doom arrives, the players choose what happens. They can narrate a sad ending for their characters, put them through hell and set up a new doom, or even rewrite time and try again at the narrative cost of something or someone their characters love.

Buy Arc from Exalted Funeral.

10. Hard Wired Island

A look into the 16-bit future

Hard Wired Island puts the punk back into cyberpunk with its vision of a retro-future. Image: Luis Melo/Weird Age Games

Cyberpunk has been going through a renaissance lately, but much of it has been through a retro future lens. Hard Wired Island offers a ‘90s aesthetic set on a space station in the far-off future of 2020. It also comes down hard on the punk side of the equation. The corporations are looking to slice the prosperous station like a juicy steak between themselves and it’s up to the players to keep the station free. A simple system and some fresh takes on classic cyberpunk tropes make this game stand out.

Best mechanic: What other game balances too much cyberware with having to fight off annoying ads and upgrade commercials in the middle of a firefight?

Buy Hard Wired Island on Weird Age Games’ Itch.io page.

D&D Errata, 40K Action Figures, Star Wars Mistakes, Witcher Cosplay

Check out D&D’s latest errata, the latest wave of 40K toys, ‘A New Hope’s biggest flaws, and some amazing women of The Witcher cosplays.

Warhammer 40K: T’au Bursting Onto the Competitive Scene
Adam here to take a look at some of the competitive T’au rules and what it means when you go see them at a tournament.
D&D: WotC Errata Update– No, Mind Flayers Aren’t Kid-Friendly Now
Wizards of the Coast issued their errata update to clarify what exactly they’ve changed about monsters going forward. Check it out.
Star Wars: Five Major Mistakes In “A New Hope”
The first film in the original trilogy is good, but it’s not perfect. Let’s take a look at some of A New Hope‘s mistakes.
Warhammer 40K: JOYTOY Next Wave Announced – Space Wolves And Chaos Space Marines
These new JOYTOY figures are so good you might just want to commit heresy and join chaos for them!
Cosplay: The Women Behind The Witcher (Will We See Them in Season 2?)
It takes some serious Girl Power to Keep the Witcher out of Trouble.
How To Play Death Guard In Warhammer 40K 9th Edition
Today take a look at some basics of how to play and get started with Death Guard in Warhammer 40,000.
D&D: An Adventurer’s Guide To Vlaakith
Vlaakith CLVII is the jealous, paranoid lich queen of the Githyanki. Exactly the sort of being you want in charge of Red Dragons.
Warhammer Next Week – Christmas Teases, Reveals And More
Can you believe Christmas is here already? And next week promises more teasers and reveals.

Demiplane Partners With Free League To Launch Free League Nexus

Demiplane has officially partnered with Free League Publishing to launch its own online RPG system called Free League Nexus. Much like they recently did for Pathfinder, the company has created an all-in-one access point for PC and mobile access to all of their content, giving you a better way to play any of their tabletop RPGs with all of the resources. The platform will have everything you could need to run a game either as a GM or a player, as it will be releasing several tools including a digital reader, game rules compendium, character builder, and an interactive character sheet. You can check out more about it below as it will go live sometime in 2022.Credit: Demiplane
Free League Nexus enhances game sessions with planned features such as a digital reader, game rules compendium, character builder, and interactive character sheet. Free League Nexus will also feature an online playspace that allows fans to connect with other players through matchmaking and video chat, where all the other tools are fully integrated.

“Free League has taken the tabletop roleplaying space by storm in the last few years, publishing games that are steeped in masterful game design, unparalleled production value, and compelling storytelling potential,” said Adam Bradford, Chief Development Officer at Demiplane. “We’re thrilled to bring this kind of digital support to life for these incredible games–I can’t wait to use Free League Nexus at my own table!”
“Tabletop gaming and its communities have been moving online for years, and we want our games to be where gamers are. Free League Nexus on Demiplane is another major step for us in this direction. We don’t want gamers to choose between playing online or at a physical table– Free League Nexus gives them tools to enhance the experience for both,” said Tomas Härenstam, CEO of Free League Publishing.
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D&D Accessories: The Witcher Inspired RPG Goodies

Make your next tabletop RPG feel a little more like the Witcher with these accessories inspired by the series, books, and video games.

The Witcher is back for season two and whether you’re a savor-the-season sort of viewer or have already binged every episode twice, it’s not a secret why this show- and the games and books its based on- are so immensely popular. Plus the fantasy elements fit to well with one of our other favorite hobbies; D&D. These RPG accessories will you add a little of the Witcher to your next tabletop session, Dungeons and Dragons or othrwise. As always, links to shops are in the item titles.
Witcher RPG Book

If you’ve been here for a while, you know about the Witcher RPG. Distinctly not D&D, R. Talsorian Games developed this system using the Interlock system, and ended up making a really fun and true to the source material tabletop RPG unique to the Witcher universe. It’s not an RPG accessory as much as an entire RPG, but you should check it out all the same. But while you are playing D&D…

Geralt of Rivia Dice

I picked the Gerlat set, but Viridian Gaming has dice sets representing a bunch of your favorite characters. Each set has a unique design around the numbers as well as for the highest number on each of the dice as well as a coin for those fifty fifty chance scenarios where the face side shows the character in profile. Honestly, not enough sets of dice come with coins, and these all do it so beautifully.

Witcher Inspired Dice Tray

Dice trays are so useful at the D&D table, some days they’re all standing between me and giving my cats brand new toys to bat under the couch never to be seen again. This tray is inspired by The Witcher with a very subtle design that definitely won’t be overbearing or attention grabbing during a game while still looking very cool and sleek. The tray also includes spots to put all of your dice that aren’t in the process of being rolled so you know nothing is getting misplaced or sacrificed to the cats.

Ciri Mini

Just like the dice sets, if you’re looking for a specific character to have a miniature of, whether for in-gameplay use or just to paint and collect, you can probably find just about every character you want. This one features Ciri as an adult with her sword, getting ready to jump into the fight, with tons of thoughtful and lifelike little details.

Witcher GM Screen

This four panel GM screen has aged wood, runes, claw marks, and awesome little functional details like magnets to hold your notes in place. Each piece is made by hand so things like the exact stain color may differ from screen to screen, which means you’d have a one of a kind piece of art keeping all of your plans secret.

Have you seen all of The Witcher season two yet? Have any of our accessories picks make it onto your wish list? Let us know in the comments!
Happy Adventuring!

D&D: An Adventurer’s Guide To Vlaakith

Vlaakith CLVII is the jealous, paranoid lich queen of the Githyanki. Exactly the sort of being you want in charge of Red Dragons.

Not many people can claim to be so feared that even the red dragons pressed into their service by a magical scepter would remain loyal even if the magical dragon controlling item was destroyed. But Vlaakith CLVII, lich queen of the Githyanki, commands all through fear and reverence. As her loyal knights would often proclaim: “to slay in her name is our greatest service.”

But how does one being command such absolute authority? It all starts centuries ago in the timeless void of the Astral Plane. Vlaakith CLVII, like Vlaakith CLVI before her, shares a name going all the way back to the origins of the Githyanki. Vlaakith I, the original, was the first Githyanki rulers to rise after the disappearance of Gith, who led the uprising against the Illithid.
Vlaakith I forged a pact between the Githyanki and their favored mounts, Red Dragons, but Vlaakith CLVII found another path. She proved worthy of her name by ascending to lichdom and establishing a nigh-eternal regime among the Githyanki.

With the psionic abilities of a Githyanki and all the arcane power necessary to not only become a lich but survive throughout centuries of challenge, Vlaakith CLVII grew a reputation for herself across the multiverse. Especially skilled in necromancy and transmutation, Vlaakith CLVII would often devour the souls of her enemies–or those who grew to be too strong within Githyanki society.
With dedication to knowledge of all kind, Vlaakith CLVII eventually came upon a plan to leave behind even her undying life, instead setting her sights on godhood. Over the span of decades, she gradually established a heretofore unknown priest caste in Githyanki society, along with the tyrannical oppression of all those who opposed such a move.
All this to prepare the Githyanki to worship her as a deity. A move that has had…mixed results. While she has yet to become anything approaching divine, she still rules over the Githyanki absolutely.
Happy Adventuring!

D&D: An Adventurer’s Guide To Graz’z’t

Grazz’t is one of the Demon Princes of the Abyss. Noted for schemes that span entire planes of existence, Graz’zt is not to be taken lightly.

The Demon Princes of the Abyss are a fun bunch. Ruling over concepts as broad ranging as undeath and madness, they command power to rival the archdukes of hell and, depending, the gods themselves. They are literal forces of destruction, some of whom are older even than the Prime Material Plane. And as you’ll see, each of them is more dangerous than the last. Today we’re taking a look at Graz’zt, sometimes called the Dark Prince.

Graz’zt is one of the smaller demon princes, coming in at nine feet tall with skin like polished obsidian. But don’t let the size fool you, this six fingered demon is considered the comeliest demon in the abyss–a liar, a schemer, and a seducer, Graz’zt is unusual for a demon. But perhaps this is because Graz’zt was not originally a demon.
Many believe Graz’zt to be a former archdevil in the service of Asmodeus. Depending on which story you believe, Graz’zt either led an invasion into the Abyss but became corrupted by the chaos inherent to the plane, or he left the nine hells after realizing that there’s room for only one supreme devil: Asmodeus, but that the Abyss would give him a chance to get out from under Asmodeus’ shadow.

Others claim that Graz’zt is in fact the child of something more elder than an elder god, known only as Pale night. Of course. Who knows when it comes to Graz’zt? From his fortress in the Abyss, Graz’zt rules over many, with a growing following of worshipers. Monstrous races, like Lamias often revere the demon prince, carrying out rituals of darkness and betrayal.
Graz’zt was, famously, trapped on the Material Plane once, when he was summoned to Oerth by the witch-queen Iggwilv, better known as Tasha. The two had a fiery love affair and it’s said that Tasha is one of the few to ever tame the demon prince’s wandering heart. Out of their union, the demigod Iuz was born.

You might recall hearing about Graz’zt’s myriad schemes, not the least of which involved bargaining with Waukeen, the goddess of coins and merchants–when the Time of Troubles came, Graz’zt bargained with the no-longer-divine goddess, initially seeming to offer safe passage for vast wealth, however, once Waukeen arrived in the abyss, Graz’zt imprisoned the goddess in his Argent Palace, where he drained her divine power until she eventually escaped.
But Graz’zt counts more than just gods among his enemies. The demon princes Orcus and Demogorgon have famously halted their neverending battle to try and kill Graz’zt–the war between these three demons is conflict enough to rival the Blood War. And though Graz’zt may never claim it, he desires the title of Prince of Demons, and will stop at nothing to claim the title for his own.

If you ever find yourself in a bargain with Graz’zt, the best thing to do is turn it down. Mortals foolish enough to bargain with the demon prince condemn their souls to an eternity of torment in Zelatar, Graz’zt’s realm, after their death. So beware Graz’zt, the obsidian demon with a beguiling smile.
Happy Adventuring!

D&D: There’s A New Dragonlance Trilogy In The Works For 2022

Dragonlance: Dragons of Deceit marks the next wave of Dragonlance novels, and it has a release date: next summer.

Dragonlance is back, baybee. Margaret Weis made the official announcement on Twitter early yesterday, revealing both the title and release date of the first book in the upcoming Dragonlance trilogy: Dragons of Deceit.

It’s official! Dragons of Deceit by Margaret Weis and Tracy Hickman, published by Del Rey, will be released August 9, 2022. We’re returning to old friends while introducing a new heroine to the classic world of Dragonlance. pic.twitter.com/JS5LS8kEIl
— Margaret Weis (@WeisMargaret) December 17, 2021

It’s official! Dragons of Deceit by Margaret Weis and Tracy Hickman, published by Del Rey, will be released August 9th, 2022. We’re returning to old friends while introducing a new heroine to the classic world of Dragonlance.

We also have the official blurb for the book, thanks to a previous leak that revealed the thrust of the new trilogy and the identity of the series’ new protagonist, Destina Rosenthorn.
“The first new ‘Dragonlance’ novel from Margaret Weiss and Tracy Hickman in over a decade, and featuring fan-favorite characters from the iconic first two trilogies, Dragonlance Chronicles and Dragonlance Legends–books that brought a generation of readers into the fantasy fold.
Destina Rosethorn–as her name implies–believes herself to be very much a favored child of destiny. But when her father dies in the War of the Lance, her carefully-constructed world comes crashing down. Not only does she lose her beloved father, but the legacy he has left her: a wealthy fiance, and rule over the family lands and castle. With nothing left in the world to support her but wits and determination, she hatches a bold plan: to secure the Device of Time Journeying she read about in one of her father’s books and prevent her father’s death.
The last known holder of the Device was one of the Heroes of the Lance: the free-spirited kender, Tasselhoff Burrfoot. But when Destina arrives in Solace–home not only to Tas, but to fellow heroes Caramon and Tika Majere–she sets into motion a chain of events more deadly than she had ever anticipated: one that could change not only her personal history, but the fate of the entire world, allowing a previously-defeated evil to once again gain ascendancy.”
This first book will set up the series. So come and check out Destina Rosenthorn and a new adventure that could shake up the whole world. What defeated evil might it be referring to? Fistandantulus? Soth? Some darker force altogether? Let us know what you think.
Happy Adventuring!

D&D Monster Spotlight: Polodio, the Half-Fish, Half-Horse Monstrosity of Nightmares

If you’re going to flush a goldfish down the toilet, make sure it’s actually dead, folks. Battle for Beyond Dungeon Master Jasmine Bhullar shows us what happens when you betray a fishy friend and they form a symbiotic bond with a bloodthirsty monster known as Seataur. If that description doesn’t quite make sense, then it’s time you caught up on the chaotic six-part D&D mini-series on our YouTube channel. 
Here’s everything you need to know about Polodio. Beware spoilers for Battle for Beyond. 

Who is Polodio?

In Battle for Beyond, Polodio is the pet fish of Kyshaar, a half-orc porter. The doomed creature was left in the care of the tiefling Nikhil, whose thoughtlessness led to the fish’s (presumed) death and a trip down the toilet and into the sewers beneath RajMedan.
When we meet Polodio in the penultimate episode of Battle for Beyond, we discover that he has formed a symbiotic bond with a mysterious monster humorously known as Seataur. The nickname is owed to the fact that it looks, well, like that.
Little is known about Seataur, though residents of RajMedan have their theories.
One is that Seataur was a former contestant that was sucked into a whirlpool in the fighting arena. Others simply see Seataur as nothing more than a tall tale. But no matter the truth behind this fishy nightmare, it has a thirst for blood — and unique methods for getting a taste.

Have you met The Line?
Battle for Beyond introduces all manner of homebrew monsters, including The Line, a flamethrower-wielding, trapsetting man without a face! Click here to learn about The Line and see his statistics.

Polodio statistics
Polodio the fish returns from the dead with an arsenal of abilities thanks to its symbiotic relationship with Seataur. Conjure a water elemental, entrap characters in a whirlpool, or make a new “friend” on the fly as this slimy beast of the deep.

Playing with Polodio at your table
You’ve got a horse, a fish, and the tragic backstory of a pet tossed down a toilet. What’s not to love about Polodio?
To bring this monstrosity to your table, take a look back at all of the animal companions and familiars the characters have discarded, waved off, or forgotten. Pick your favorite and bring them back into the story by having them form a symbiotic relationship with Seataur (use Polodio’s statistics). Perhaps the two have melded together and are now a mesh of limbs or the former friend has been swallowed whole by Seataur and now safely dwells in a pocket dimension. No matter how you detail the union, the combined creature will be brimming with high ability scores and plenty of ways to make your characters regret ever crossing a creature as harmless as a quipper.
For companions, look no further than waves and waves of beasts. Nothing will make a party crumple faster than having to face off against swarms of adorable cats that have aligned themselves with Seataur. For an underwater encounter, check out the following adventure hook, which doesn’t follow established lore from Battle for Beyond. 
The ghost of Stardot Reef

The Longshore is a sleepy tavern on the docks. You can order mulled wine, take a seat by the window, and watch the waves draw in and out like long drawn breaths. On clear nights like these, you can see Stardot Reef, glinting purple and blue from beneath the waters.
Folks at The Longshore are occupied with the weather and how business is going. It’s a quiet night. That is, until the tavern doors fly open and a fisherwoman who’s soaked to the bone stumbles in and crumbles at the nearest table. “My husband!” she shouts. “I saw him again!”

The Longshore is the stomping grounds of a small fishing town. Characters can hear gossip, be alerted to dangers on the roads, or just find a cozy spot to decompress after an adventure. Press some of the patrons of The Longshore for rumors, though, and you’re liable to hear a ghost story about Stardot Reef.
Stardot Reef sits just on the horizon, and any character that watches fishermen sail out in the mornings will notice that they take care to avoid nearing it. Local stories say a fisherwoman’s husband was attacked and killed at the reef and now haunts it, and that the purple and blue glinting you can see at night are the treasures it has collected from crashed ships. But the truth is much worse.
What happened at Stardot Reef
Laurel Bryn is the fisherwoman whose husband, Rin, supposedly haunts Stardot Reef. In truth, he is still alive but under the control of Seataur. Months ago, Laurel and Rin discovered that the coral at Stardot Reef is magical and could be sold at a high price to a far-off mage academy. Unbeknownst to them, the reef was protected by Seataur. When the couple began harvesting the coral, it filled the waters with purple and blue glowing speckles of broken coral and angered Seataur.
When the creature attacked, it destroyed the couple’s vessel and took Rin hostage. Laurel barely survived the swim back to shore. When she told locals that Rin had been killed, they sent a small group to retrieve his body. Instead, they encountered him. Mind-controlled, Rin attacked the group and ordered them to stay away from the reef lest their vessels are sunk as well. Since then, the town has shared rumors of ghost sightings and respected the warning it gave.
When Laurel stumbles into The Longshore, she has just returned from Stardot Reef, where she attempted to loot coral. Tormented by what she believes to be her husband’s death, she sought to gather enough coral to buy herself a way out of town. More than anything, Laurel wants a fresh start. Unfortunately, her attempt at looting the reef failed when she was attacked by Rin.
Hook, line, and sinker
To put an end to Laurel’s misery and help the town, the characters will need to encounter Seataur and destroy it. Unfortunately, getting to Seataur will likely require the characters to convince a local to give them a ride to the reef or allow them to borrow a boat. That will be a tough sale.
When the characters arrive at Stardot Reef, Rin appears underwater and telepathically issues the same warning: leave or be destroyed. A successful Wisdom (Insight) check reveals that Rin is mind-controlled. If the party jumps into the water, they discover Seataur hiding deeper underwater and poised to strike.
Rin and Seataur are connected by a fleshy cord. It sustains Rin and allows him to survive underwater. Destroying the cord frees Rin, including from Seataur’s psychic grasp, and demoralizes the beast. This allows the party to escape but will not stop future attacks on vessels that approach Stardot Reef.
If the characters continue to fight, Seataur flees when he reaches 20 or fewer hit points. In such a case, he never returns to Stardot Reef.
Return of the dead
If Rin is safely returned to town, Laurel and the townsfolk are relieved. Though they cannot offer a large reward, the characters are treated to drinks and meals for the duration of their stay. If the truth about what Laurel and Rin did to anger Seataur comes out, the two are asked to leave. Otherwise, they quietly leave town on their own after 1d4 days.
Keep your friends close, lest they become enemies
You can catch Polodio and his symbiotic friend Seataur in Battle for Beyond. The six-part D&D campaign features other homebrew monsters, as well as a delightful cast of characters fighting for the chance to change one moment from their tragic lives. To celebrate the show, we’ve released Battle for Beyond Digital Dice Sets, found in the marketplace! 
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Michael Galvis (@michaelgalvis) is a tabletop content producer for D&D Beyond. He is a longtime Dungeon Master who enjoys horror films and all things fantasy and sci-fi. When he isn’t in the DM’s seat or rolling dice as his anxious halfling sorcerer, he’s playing League of Legends and Magic: The Gathering with his husband. They live together in Los Angeles with their adorable dog, Quentin.

Forged Among Stars: An Actual Play RPG Podcast

A solo play-through of Ironsworn: Starforged, science fiction tabletop RPG. Follow the adventures of Hawking Duval, a diplomat turned tomb raider, as he seeks to write his destiny among the stars. Presented by dicegeeks.com.

Ironsworn: Starforged RPG designed by Shawn Tomkin. Learn more here: ironswornrpg.com. Ironsworn: Starforged artwork by Joshua Meehan.

This is a fan-made podcast. It is not an official Ironsworn podcast.

Author Spotlight: Absalom Nights

It’s been a long journey, but Absalom, City of Lost Omens is almost here! That means it’s time for the authors of that book to step forward and take a bow. While the writers of our Paizo products are always credited in the front and back of the books, a simple name in a byline doesn’t give readers much information on the people who work to bring the setting to life! I reached out to the authors with the intent of promoting them—as well as any other personal work they would like to show off, so that new fans of their work could find other projects, RPG products, websites, livestreams, and more to enjoy! If there’s a section in the book that you particularly liked, why not check out the author behind it today?

Eleanor FerronPathfinder Developer

Allie Bustion
Hey there, Allie here! I’m a freelance game designer and writer with indie projects of my own but also work on games like the Thirsty Sword Lesbians expansion Advanced Lovers and Lesbians (“Shinsei Galactic Puroresu: The Final Engagement — Revolution”), Brinkwood: The Blood of Tyrants (“The Scene Is Dead, Long Live The Scene”), and Into the Mother Lands. Sealord Amodjun and Iolanthe were among the first NPCs I ever wrote for Paizo. Looking back, I think I’ve grown a lot since, but they’re NPCs I’ve still got some fondness for.

You can find me around the internet on Twitter talking about my cat (http://twitter.com/madpierrot), Twitch playing and making games (http://twitch.tv/madpierrottv), TikTok serving up GMing and game design advice (https://www.tiktok.com/@lemadpierrot), and Patreon also making games (http://patreon.com/madpierrot). You can also check out my itch.io page ((https://madpierrot.itch.io/) for my games like HEIST and The Way You Make Me Feel.

Jeremy Corff
Hello! I’m Jeremy, and I was thrilled to write Haigen Topkick for the Absalom, City of Lost Omens book. The Puddles has always been a great adventure location in Absalom, and I couldn’t pass up a chance to contribute to that dangerous local. I hope ol’ Haigen has a chance to make things more complicated for anybody who ventures into the water-logged district he calls home.

If you’d like to find out more about other projects I’ve worked on, you can find me on Twitter at @Belabras or at my Starfinder blog https://solorunstudio.com/ where I post weekly homebrew Starfinder content. You can also find my work in my Starfinder adventure “Added Value,” in several Legendary Games publications, Wayfinders #16 through #21, on Starfinder Infinite, and in the upcoming Kingmaker Anniversary Edition Companion Guide.

Vanessa Hoskins (she/her)
Hello everyone! I had the pleasure of writing The Docks and the Wise Quarter sections.
The Docks is the perfect place to go to wish loved ones a “bon voyage” or check on the latest imported wares from Arcadia. There’s also Besmara’s Boardwalk for some carnival games and deep-fried foods, or The Mithril Chef for a fine dining experience where Chef Claudette Butterfoot creates masterpieces out of rare, and sometimes dangerous, ingredients. If you want to get cozy with a book at a tea house, or study for your Conjuration final, or engage in book-smuggling, then the Wise Quarter is the place for you. As one of the sleepier parts of Absalom, it’s perfect for students, scholars, and library enthusiasts. Just watch your coin purse, because the Learned Guard cares more if you paid your silver letters than if someone took your coin purse. What are “silver letters” you ask? Read the book!

Once you’ve done that, read Vellum & Lace, a work of serialized fiction on Pathfinder Infinite that takes place in the City at the Center of the World and explores all sorts of exciting locales.

James Jacobs
A book about Absalom was one of the first things we published ages ago, and since then most of the development for the city has happened organically across all sorts of products—but mostly through Organized Play. A big part of what I worked on in this book gets categorized under the “Help Erik create text for the connective tissue” once we got started with the first (and smaller) incarnation of this book. There was a lot of connective tissue to create, but my focus was mostly on NPCs and additional locations and sidebar content. Looking back on it all, though, I think the part I enjoyed the most (and I hope folks like it as well!) was writing the various songs that you’ll see in some of the sidebars. It was tough to not go on for pages once I got going on one of them!

Virginia Jordan
Virginia is a life-long PNW resident who loves nothing more than beekeeping, memes about dogs, and completely useless facts about Medieval history. Having worked at Paizo for two years, their time there only fostered their love of fantasy roleplaying games. Their favorite Pathfinder subjects to write about are diseases and fae creatures, and the weirder the subject matter, the better. In their free time, they enjoy LARPing and creating props and costumes. They are also a professional photographer with a focus on non-traditional portraiture. You can find their work at JordanImages.com

Matt Morris
I’m Matt Morris, and I’ve been lucky enough to do freelance writing for Pathfinder and Starfinder for several years now, working with Paizo and a few 3rd-party companies, including Everybody Games and Rogue Genius Games.

The Lost Omens line for Pathfinder Second Edition has given me the opportunity to explore some of my favorite parts of the setting in the Lost Omens Character Guide, Lost Omens: Gods & Magic, Lost Omens: Legends, and Lost Omens: The Grand Bazaar. Now I’m excited to be contributing to the description of the Coins, Absalom’s bustling commercial district.

I keep an up-to-date list of my work on my Paizo profile, and I’m always looking for interesting projects, so feel free to contact me if you are looking for a reliable writer!

When not writing, I’m teaching high school English near Philadelphia, Pennsylvania.

Mikhail Rekun
Уважаемые читатели, дожили! I’m Mikhail Sergeyevich Rekun, and you may recall me from past Lost Omens such as Legends (Baba Yaga, Eutropia) and Mwangi Expanse (Mbe’ke, gnolls, Mwangi Jungle, Terwa Uplands). When not writing for Paizo, I’m a Russian-American historian, educator, and author.

I wrote for Absalom fairly early in my freelancing career, and it was until very recently my largest project by far. I wrote the Shadow War section, the Petal District, and several of the NPCs, including Dyrianna, Lady Adrielle, Lord Kerkis, Lord Avid, and my personal favorite, Samel Maleagant of the Court of Black Paper (last seen snooping around Eutropia in Lost Omens Legends). Looking back, I’m still quite proud of the things that I wrote, particularly the Court of Black Paper (an exceedingly heterodox Norgorberite cult) and the contours of the Shadow War at large (a political struggle with genuine issues that make for some very strange bedfellows).

I should mention that I am also working these days on a different sort of city book, Ourichor: Fulcrum of the Luminant Age, a rather stranger sort of city spread across seven ancient derricks in a world recovering from the Cold Darkness. Check it out at https://twitter.com/LuminantA!

David N. Ross
I’m delighted to bring you much of the chapters on Absalom’s ancient and magical keeps and the military organizations that run them. I have a special place in my heart for the Starwatch and all sorts of spycraft. Since I can never get enough politics and intrigue, my next big project is a Pathfinder first edition sourcebook with rules supporting that kind of play. It’s called Spheres of Guile from Drop Dead Studios, and it’s now live on Kickstarter! You can also find me on Twitter @DavidRossWorlds

Shahreena Shahrani
Marhaba! I’m Shahreena Shahrani, a Malaysian-American educator, writer, and researcher. I’ve been contributing to the expanding worlds of Pathfinder and Starfinder for several years. I can’t tell you how happy I am that this book is finally out!

My contribution to the licit and illicit! markets and drugs, trademasters, and guilds in the Lost Omens line for Pathfinder Second Edition has been inspired by the peoples and cultures of the Middle East. From the stimulating qat cultivated on the terraced mountains of Sana’a (Yemen); to the historic Khan el-Khalili souq in Cairo (Egypt), where merchants and artisans enjoy the thrill of haggling and bartering with customers; to the night market at Jemaa el-Fnaa in Marrakesh (Morocco), where vendors and their wares appear almost magically with the setting of the sun; and the incredible warmth, generosity, and strength of diverse peoples. I also named one of the NPCs, Namira, after my cat!

When not gaming, I teach Arabic and Persian culture courses, and deliver lectures/presentations on hot topics to government agencies and personnel. Additionally, I create storytelling adapted from world folklore on my YouTube channel.

I’m always looking for interesting projects, so feel free to email me at shahreena_s@yahoo.com.

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): Goff Nob (40K-RT), Boneripper (WFB), Mine (Mighty Emires)

Outside the Box – December 17th

Here we go again, this week with news from Corvus Belli, Para Bellum Wargames, Atomic Mass Games and more!Corvus Belli announced the January releases for Infinity: – > More Corvus Belli News
A new Marvel Crisis Protocol set can be pre-ordered from Atomic Mass Games:– > More Atomic Mass Games News
Wargames Atlantic announced a new set of medium horses:– > More Wargames Atlantic News
New releases are available from Raging Heroes: – > More Raging Heroes News
Artel W Miniatures presents a new preview picture: – > More Artel W Miniatures News
The Neophyte is now available from Para Bellum Wargames:– > More Para Bellum Wargames News
 Laser Cast published new 2mm previews:– > More Laser Cast News
A new preview has been published by Tabletop World:– > More Tabletop World News
TT Combat announced upcoming releases: – > More TT Combat News
And Rubicon Models published new preview pictures: – > More Rubicon Models News
And here are this week’s new Kickstarter campaigns:
Triple Ace Games – Ironclads: Space Battles in the Victorian AetherTabletop Terrain – Medieval Town House Pay What You WantMiniForge – Goblins! : 3D printable tabletop miniaturesWarehouse 23 – The Fantasy Trip: Foes Printable STL Miniatures for RPGsMap Alchemists – 40+ Digital Fantasy Battle-Maps for 5th edition, Roll20 +Blind Beggar Miniatures – Face Rippers!Free League Publishing – Vaesen RPG Mythic Britain & Ireland3Dice – Series 4 Elevate Your Gaming ExperienceKazrak Studio – Mythos VillainsTaylor – Roaming dice : The RPG game dice roaming under the seaDoomBellStudio – Savanna bustDioHistory – German Village Handmade 6mm 1:285 Tabletop WargameMini Crystal Dice – Super Mini Crystal Dice 8mm Collection With Sharp EdgesShed Games – Monthly Monster: JabberwockCGSOMAFX – King Of Empire ( 37+56 .STL File for 3D Printing)Neil Billings – Lair of the WerewolfJoy Games Interactive – RANK UP!: 10mm and 15mm armiesSolo Miniatures – Debbie’s Diner 3d printable STL Files Pay what you wantMonolith Arts – Arctic Tribes Miniatures STL files for 3D PrintingBlack Oak Workshop – Kitty-Clacks The Second Litter!Z-Kino – WOLF CLANPercy – Resin dice-Core of contemporary art3D_Forge – The Railroad in old west and ACWDungeons Forge – The Cid | 3D Printable sceneryBunkern – Idólion City Scenery STL3D-Fortress – Cyber library of 3D models 3.0Global Daily – RPG Dice Sealing Big News TOYDOY – SCI-FI INFINITY WARSDragon Maps – Dragon Map Maker: TTRPG battle maps made easyandFASA Productions – Interceptor II
And if you want to stay up to date, head over to the Tabletop Fix for daily updates!

Dragonlance: Dragons Of Deceit Announced For Q3 2022

Random House revealed a brand new chapter to the Dragonlance series is on the way in 2022 with Dragonlance: Dragons Of Deceit. Margaret Weis and Tracy Hickman have partnered up again for this new entry into the franchise, which has spanned nearly 38 years at this point with over 190 novels to its credit. This brand new book based on the tabletop RPG Dungeons & Dragons will be the beginning of an all-new trilogy, which will bring readers back to some of the series’ most beloved characters from the original novels, while also introducing a strong new protagonist to the mix. As of right now, the book is currently set to be released on August 9th, 2022. No word about the other two entries in the series or how far apart they’ll be spaced. You can read a quick synopsis of the story down below as you can see the cover art for it.Credit: Random House

Destina Rosethorn—as her name implies—believes herself to be a favored child of destiny. But when her father dies in the War of the Lance, she watches her carefully constructed world come crashing down. Not only does she lose her beloved father but the legacy he has left her: the family lands and castle. To save her father, she hatches a bold plan—to go back in time and prevent his death. First, she has to secure the Device of Time Journeying, last known to be in the possession of the spirited kender Tasslehoff Burrfoot. But to change time, she needs another magical artifact—the most powerful and dangerous artifact ever created. Destina’s quest takes her from the dwarven kingdom of Thorbardin to the town of Solace and beyond, setting in motion a chain of disastrous events that threaten to divert the course of the River of Time, alter the past, and forever change the future.

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D&D: The Battle For Beyond Talk About D&D And… Beyond

With the Battle For Beyond hitting its epic conclusion today, we caught up with the cast to talk D&D and… beyond.

The rise of D&D over the past seven years is inextricably linked with the rise of actual play D&D games. Stranger Things too, for sure. But just as many people who’ve never played a game of D&D can tell you all about it because they’ve watched other people playing.
Back in 2017, Wizards of the Coast estimated that over half of the people who got into D&D got into it through watching people play online. And that was four years ago.

The Growth of Actual Play Games
As a concept, actual play games of D&D has been around since 2008, at the launch of 4th Edition. In the ensuing thirteen years, AP games have come a long way.
There have been games/shows focused on playing by the rules, comedy D&D podcasts, wizard-school games. The sheer number and variety of actual play shows is staggering.
And it’s going to keep going too. With D&D’s new Invitation to Party show on G4 TV, and an audience that keeps growing exponentially, it feels like actual play games are turning a corner.

Whose ready for tomorrow’s #battleforbeyond finale? While we wait let’s appreciate some of these AMAZING #BTS photos.
📷: @TheCameronRice ⚔️ Catch Up With the Battle For Beyond Playlist: https://t.co/VioAFycK9k pic.twitter.com/caGJTU1Zwm
— D&D Beyond (@DnDBeyond) December 16, 2021

We caught up with some of the cast and crew of Battle for Beyond. If you don’t know it, it’s a six-part Battle Royale mini-series on D&D Beyond that has done so much in just five short sessions.
And while the twists and turns of the game are surprising, it’s not surprising at all that “a Battle Royale” would be so much more complex. Especially with the powerhouse crew of tabletop heavy-hitters put together for the show.
We talked with those heavy hitters about creating such an enjoyable show, D&D in general, and where things seem to be headed.
Battle for Beyond blended cooperative and competitive styles of play from the outset. That’s a delicate balance to maintain, how did that come to be? What considerations go into creating a campaign where the players are ostensibly pit against each other? Or creating a character you know might be fighting the others?
Jasmine Bhullar (DM): It started with Joe (Starr of Fandom) coming to me with the overall conceit of the campaign, which was this Battle Royale style game. I asked how much of my own spin I could put on it, and Joe gave me the freedom to infuse some of those cool narrative elements in it, and over the course of it, it really morphed into something bigger than I think either of us expected. The scope of it was a lot more narrow than what it ended up being, which was this very big sweeping narrative encompassing all of these interesting characters.
As the players came forward with them, to me it became very clear that this wasn’t just going to be a competition, that it was very quickly going to morph into something more.
Aabria Iyengar (Sestia): The initial concept we were pitched on was this Battle Royale. And the dual meanings of that, of this big huge battle and then ‘wait…are we gonna fight each other? Hold on.’ I have the joy of knowing everyone on the cast, and so I would ask ‘what are you building? Oh cool cool cool, multiclass huh? No reason’. Of course getting into the actual game, you realize the emotional connections everyone built right away built a feeling of ‘are we still gonna fight?’ And that tension remained a great throughline throughout the other beats of the emergent narrative.

There was really never a point where I thought ‘okay cool, we’re not gonna fight.’ The entire time, my only goal was, I will not get dropped by Brennan.
Josephine McAdam (Murdina): I think I was the last one to join the show, so by the time I arrived everyone had already had their characters. Which was great, because I like to see what everyone else brings and build off of that. In this case, I wanted to find someone who would be ready to go along with whatever–are we fighting? Great. Are we on a team? Great. So I thought, what’s missing is the classic fighter.
My dad’s Scottish and I grew up in that culture. I feel like in the U.S. everyone thinks of Braveheart, they think of these tough warriors. But there’s also this thriving folklore in Scotland as well. Especially with the Triton–I saw the Triton and thought, well there’s so much about selkies and mermaids and lots of different stories that I can pull from to create this mesh between the two.

I was looking at Alexander McQueen runways–he’s a designer who could take designs that have grittiness to them and add this softness to them. And mermaids are always alluring and soft OR you’re a tough warrior on the isles; I wanted to find a way to bring all of that together with Murdina.
Joe Starr (Producer): When we were talking about the concept early on, I think collegiate wrestling is cool and impressive, but as a viewer, I watch pro wrestling every time. You need to be invested in character, you need to be invested in story to be invested in the premise. I think it’s why people really connected with Squid Game and then looked at the YouTube recreation and it doesn’t land the same way, because you’re not invested in the story being told.
When you want someone who can come in hard with story and a world and themes and ideas, you call Jasmine. 99% of my job was emailing Jasmine.
What goes into encouraging and fostering the chemistry that it takes to get those kind of team dynamics in a game like this?
Jasmine: [The team dynamics] originally came up because of a scheduling conflict. But it quickly turned into something I really wanted to do, which was having the players come in three at a time in the first two episodes. I really wanted each character to have face time with the audience.
One of the challenges with a mini-series if taking these really rich characters that are fleshed out, and making sure the audience gets to know more about them because that investment is so important. But when you have six players at the table, each of them needs time. Especially in the case of Battle for Beyond, we need to know “What drives someone to go to the end of the universe and participate in a competition to get one wish?”
And the other part of it was, I kind of wanted old school NWO style rivalry, where it’s like “are you NWO white and black or are you red and black?” And in order to push that team idea where you know eventually there can be only one, but maybe we have to work together to get there–I could not have anticipated that it would work out as well as it did.
Because when Aabria and Josephine and Brennan sat together, I could tell exactly what Aabria was talking about, that looking over my shoulder of “what is this guy gonna do?” But the second there were three strangers in the room, they were immediately “we’re a team now.” Now it’s us vs. you.

Aabria: I think the only hard part was living in that world where I’m looking over my shoulder at the rest of the table, but I just want Jasmine to describe the rest of the world to me in aggressive detail.
I want to shout out the moment in episode 4, where we got just enough information about Leila (Erika Ishii’s character) to cast that little bit of doubt and I fully thought we were gonna throw hands then and there. And then watching Ify [Nwadiwe] come in with Ekon and immediately stand up for her. It was this wonderful moment of not knowing what’s going to come next.
Josephine: I think there’s a big difference in how I go about a streamed game vs. a home game. [For a streamed game], I tend to think more in terms of character arcs. Especially if I know there’s a set number of episodes. I do a lot of homework, with streams.
Of course I don’t know what the DM is going to do, but I try to think more in terms of arc and trajectory. It’s all malleable but knowing how I feel about each person at the table makes for a very grounded and fuller character. And if I know my character: how they think, who they like, things they agree with and don’t, then whatever gets thrown at me, I know how they’ll respond in the moment, and it’s not me coming through. Whenever I’m performing a character I know people are going to be watching, I like to have a very hard line between myself and the character.
Especially because I do like to pursue romantic storylines or really heavy, sad things.
Joe: In terms of the production side we were sort of flailing and screaming right up to shooting on the first day. I know a few people were checking in, but aside from having drinks the night before, really, everyone just jumped right in. We didn’t have a session zero. We put together a cast we could trust and said “hey, we trust all of you to make big choices and go for it. You have six episodes. Make big end of campaign choices, and go for it.” And if you can trust any table to do that and not stress out, it’s this table.
I think part of the premise that Jasmine and I kicked around was, “what does a D&D game feel like if our table is on the same page and working together to tell a story, but our characters aren’t?”
Jasmine is probably one of the best DMs in this world of celebrity DMs right now and making those choices inform each other. Everything she does informs story. Watching her make sure everything is driving story, real time, while on top of that juggling the players while saying “okay but I only have two hours to record this session” and watching her weave all that real time is incredible.
And I think because of the way Jasmine really drove story and figuring out those relationships with each other, the moments where everyone’s on the sideline, rooting for each other either way. To punch each other or not. The moments where everyone continued to say “nope, it’s the six of us” always felt so earned and organic because it was never a given. That wasn’t the premise.
You didn’t have a session zero, that’s incredible, given the chemistry between the players. What goes into encouraging and fostering that kind of chemistry/trust at the table, as you’re playing?
Jasmine: It’s one of the only mini-series I’ve run where there was no session zero. But, it helps having a cast like this one. This is the first time I really got to play with Aabria, but I’ve been a fan of hers from afar. Same thing with Erika, same thing with Brennan; I was familiar with their work coming into it. Even though it sounds really cheesy, the cool thing about this table is we’re all legitimately fans of each others. And we all come into this very excited, like “aaah! I finally get to play with you.” And that lets us come in cold but hot. We get to play together, this is so exciting.
Ify and I come from the hosting world. Hosting is a different animal. That is a trust fall. It’s alive, you have to riff off each other. It’s kind of like doing standup. You develop this chemistry and nonverbal communication of when to throw to each other and how to sell a joke.
I found I developed that with Aabria too where we could look at each other and check in, sort of ask “are we gonna make this sad? are we gonna make this funny?” And then just go for it. And it’s great when you are able to do that trust fall.
Aabria: I also think there’s something really cool and interesting about the assignment allowing for a strange, instant chemistry to be built. Session zero and early chemistry meetings are usually for campaign-long planning.
But the added element of “hey maybe you’re going to kill everyone else at the table,” made for immediate connections. There’s nothing more interesting than being like “okay I’m going to make a muppet, and I wonder what everyone else is bringing.” It felt like equal parts storytelling and show and tell. Like “here’s this weird thing I built, what are you gonna do with it?” If the vibes are rancid, and we don’t get along, then that’s fine, we’re gonna be enemies right away and that’s great too.

Everything was so big about this from the jump. Enemies, lovers, friends, there’s nothing but to have big beats and big moments here. And having all of that in the strata of Jasmine’s insanely good storytelling and NPCs that were keeping us moving in a direction and dropping those little bits of lore to keep us in that 3-act structure.
It was just pivot after pivot of “and here’s why everything’s a little bit worse.” Here’s how the world is actually screwing all of you over together now what do you want to do with that? Constantly having those land mines thrown in, made it so interesting to go from “I want to hit you with my druid powers” to “okay wait did you hear that? What are we doing?”
It was so interesting to be constantly reacting in big ways in real time throughout a very short series, and having it not feel like a burnout level of high emotions the whole time. It always felt really good and amazing and incredibly investing.
Josephine: One thing I did was ask to make sure beforehand was “are you okay if I romance or hit on you excessively.” I always make sure that’s okay with players, because I actually like to romance people I’ve never played with before. I think it can be a great way to give you a connection and to let your character cheer for their character in a really loving way.
It’s really interesting because it’s improvised and we don’t know what we’re going. I know not everyone has the same background in acting as me, but I am generally okay with almost anything that can get thrown at me. So it’s just figuring that out with new players.
Aabria and Brennan were very much “absolutely yes, go as far as you want.” But if they had said no, there’s so many things to explore so it’s easy not to do something.
You’ve all been on multiple streams and seen how far we’ve come over the last few years. With that in mind, where do you think gaming and streaming are headed in the next few years? What lies D&D Beyond?
Aabria: I think the very cool thing that we’re experiencing right now is the pushing of form. Where so much of early AP was about capturing the feeling of a home game, but on camera, and we told these boxed high-fantasy adventures, I think we’re leaning in to figure out what kind of interesting stories can we tell? We’re asking “how do we bring elements of horror and discuss philosophy?” We’re trying to get at all the best things about speculative fiction, which resonate with me more than high fantasy–and that’s what’s the thing we can change about the world that helps us investigate what it means to be human.
I think there’s something interesting in D&D specifically, and tabletop roleplaying games in general, where you can reach out and make those changes easily. You can add magic or a different race or an existential monster threat or declare all gods are real, then ask, “what does that mean about where you line up in the cosmos?”
As an audience member, I love watching APs for that reason. It’s something I can’t get with Netflix. It’s improvised, which makes it closer to someone’s heart. And maybe the dialogue is suboptimal, but there’s something so raw and wonderful about taking that first reaction to new stimuli and having to run with it and live with it.
There’s something wonderful about improvisational theatre that’s like “this could only happen at this table with these people and this set of circumstances.” Same with tabletop roleplaying games.
Josephine: I started playing when I was about six years old, my dad DM’d my brother and I when I was growing up. For a while there was this long gap where I couldn’t find anyone to play with, or who knew what D&D was–and then it exploded again.
When Critical Role started, and you see mentions of D&D in Stranger Things, it’s been lovely because now I don’t have to force people to play with me as my one and only birthday wish.
I’m always happy for more people gaming, because I’m always trying to get people to play. I think it’s great that it’s growing. [F]rom personal experience, not everyone wants to perform to a certain level all the time. I love board gaming where I’m not performing at all.
And I wonder if we’re going to see more of those lines appear where people are one camp or the other. I think that’s fine, you should be able to do both.
I hope that what we understand is you can make [gaming] whatever you like it to be. And that’s the beauty of tabletop RPGs, you can fine tune them to be whatever you’d like, and I think we’ll see a lot more homebrewing as people become comfortable enough to venture outside of the ‘learning the rules’ and experiment.
Joe: I hope it encourages more and more people to understand this is what D&D is and what it can do.
When I first told my dad about this, I explained to him “it’s like an improvised audio drama from back in the day, when you would listen to Little Orphan Annie.” I don’t know how old my dad is.
But getting people to recognize, that “oh I can have this experience in my home with my friends, and not only can I, I should” is thrilling. And I hope that it gives more people control over their own worlds when we live in this real world where we have zero control.
Jasmine: I heavily agree with Aabria. I definitely think it’s about less looking at this as a home game, and more thinking about it in terms of what kind of stories can we tell in the space. Originally when we looked at D&D content that was being made on the internet, there was so much of a focus on not just the system being used, but mechanics and rules.
Then we shifted into a renaissance of the focus being just on storytelling. Now I feel like we’re coming back into the gamification part of it, where I think the rules inform how we deal with conflict in a fair and equitable fashion vs. something dispensed out of hand completely or something that’s main the focus of the game. I think we’re finally reaching this amalgam in the middle, which I love because I do focus a lot on encounter design. I come from this old school DM school of how many traps can you put in a dungeon.
But you do not get a room full of brilliant performers and storytellers and have them strategize for two hours. How do you let the roleplay and collaborative storytelling breathe and then still have a puzzle to solve at the end of it? I think if you can do that, you’ve created the perfect campaign.
And then the problem becomes, how do you create this in a format that people can actually keep up with. So that people do not look at the idea of 4 hours every single week and you miss two episodes because you went on vacation and how can you possibly catch up?
With Battle for Beyond, we’re at that perfect length where, there’s enough for you to get invested. There’s enough to give you a full story. We’re not giving you an appetizer, we’re giving you a full meal and hoping maybe you’ll come back and dine again with us in the future.
You can catch the last episode of Battle For Beyond today at 4PM PT/6PM CT on D&D Beyond’s Youtube Channel. Don’t miss it!
Missed the first episode? Want to catch up on the finale? Click here!

Magic: The Gathering in 2021: Exhausting release cycle and skyrocketing prices pour cold water on game-changers

Magic: The Gathering has had an absurd year in 2021. This is largely detached from any ideas of good or bad – it’s just a simple fact that we’ve had more MTG this year than any before it, and it’s been harder to keep up with than ever. With the end of the year now upon us, it’s the perfect time to look at what the year has been like on the whole, and what it could mean for MTG going forwards.
In terms of just Standard set releases, 2021 is possibly the first time in the history of MTG that we’ve had five sets in one year. Kaldheim, Strixhaven: School of Mages, Dungeons & Dragons: Adventures in the Forgotten Realms, Innistrad: Midnight Hunt and Innistrad: Crimson Vow all released this year.
Outside of Standard we’ve had Modern Horizons 2, Time Spiral Remastered and a slew of Commander decks alongside each of those releases. Modern Horizons 2 is possibly the best set we’ve had in the last few years, thanks to a strong mix of new cards and reprints which bolster the format. It’s also an intensely powerful set, and has contributed to some of the highs and lows in MTG itself this year. This set, in particular, really highlighted the issues with the secondary market again. The new Commander deck idea is excellent though, leading to sets feeling more focused on the formats they’re meant to support and parasitic mechanics like dungeons and foretell all having more options in the best format going.

The 2021 Core Set for Magic: The Gathering was one of many released during this year. Image: Wizards of the Coast.

While it’s hard to believe there’s any more than the seven sets we’ve already discussed, there have been a couple of MTG Arena-specific sets as well. Historic Anthology 5 was a rather minor addition, but Jumpstart: Historic Horizons added an obscene number of cards to the game. On one hand, it’s nice to see so many new cards. On the other hand, it highlighted the issues MTG Arena has when it comes to its in-game economy, which still doesn’t allow trading, dusting or crafting. Put simply, it sucks.
When there’s always a new release on the horizon, how on Earth can any of us be expected to actually look forward to it?
All in all, that makes for nearly one new set a month this year – and that’s not counting the various Secret Lair drops. It’s an awful lot to deal with, and it’s clear at this point that we’re simply not meant to keep up with it. Aron Forsythe, VP of design for MTG, talked to IGN and admitted that even he didn’t recognise some cards that were played against him. He believes that trying to keep up with MTG now is as unrealistic as trying to watch every baseball game, despite that being an absurd analogy.
Forsythe’s words accurately sum up how a lot of us are feeling with our hobby at this point. With nearly one set every month comes a nonstop stream of spoilers and an expectation of hype. It used to be that a new MTG set was worth getting excited about, but when there’s always a new release on the horizon, how on Earth can any of us be expected to actually look forward to it?

Instead – and this is mostly anecdotal – players have been stripping back how much MTG they’re playing. After a full year of being locked inside, many were keen to get back out and play Magic with real people again. With the incessant marketing cycle, a lot of players have realised it’s impossible to keep up with it all. Where a lot of players used to be active in multiple formats, some have just given up on doing so and decided to stick to just the one.
Nimble Pilferer is more expensive in MTG Online than in paper at one point, which is one of the most absurd MTG things of the year.
It’s not just a time issue, either. Magic: The Gathering has always been expensive, but this year has shown off just how pricey it can be to stay on top of things. Modern is possibly one of the biggest offenders here, and it’s largely due to a one-mana monkey.
Ragavan, Nimble Pilferer is a one-mana Red 2/1 that can be cast using dash for two mana. Dash is the ability that lets you put a card into play, give it haste and then have it come back to your hand at the end of the turn. Its ability reads: “Whenever Ragavan, Nimble Pilferer deals combat damage to a player, create a Treasure token and exile the top card of that player’s library. Until end of turn, you may cast that card.” It’s a good card, undoubtedly, but it’s also currently sitting at around the £70 mark for a single. It was, in fact, more expensive in MTG Online than in paper at one point, which is one of the most absurd MTG things of the year.

Crimson Vow was themed around some classic gothic horror tropes.Image: Wizards of the Coast. Image: Wizards of the Coast.

This single Red card sits as a four-of in multiple Modern decks, with the average cost of each of those decks being around £1,100 – Ragavan alone contributing to a quarter of that cost. We all know MTG is expensive, it always has been, but something about this year seems to have made it more so. It’s completely absurd to have to spend nearly £300 for four copies of a card that was released this year. Wizards of the Coast could absolutely change these prices by changing its own pricing, but it won’t – and that’s going to stop players from getting involved in the more expensive formats.
The sets have been great, for the most part, but the cost of trying to keep up is becoming larger with each passing day.
If these formats can’t be supported by more people then they are doomed to attract fewer players in tournaments. Which will, in turn, mean they get less support. It’s simple enough, yet the issue hasn’t been solved, and it doesn’t look like it’s going to be anytime soon.
It’s frustrating because, from a card quality perspective, it’s been a good year for MTG. The sets have been great, for the most part, but the cost of trying to keep up is becoming larger with each passing day.

January sees the release of Innistrad: Double Feature, a set that was sold to us as a curated collection of cards from Midnight Hunt and Crimson Vow, specially designed for drafts. The initial reaction to this was positive, as people love a good draft format and people really love Innistrad. That’s not what the set actually is; it is, in fact, nearly every single card from both sets in one box, all of which has had a black-and-white filter applied to the artwork (and not a particularly good one at that). This probably isn’t indicative of the future of MTG, but it is a disconcerting start to the new year.
Magic: The Gathering is changing at a rapid rate into something that feels more akin to Fortnite than a card game.
Next year will see the release of that along with Kamigawa: Neon Dynasty, Streets of New Capenna, Dominaria United and The Brothers War. Those are the Standard sets. We’ll also be getting Unfinity, Commander Legends: Battle for Baldur’s Gate, Double Masters, Jumpstart 2022 and the Warhammer 40,000 crossover product too. That is nine separate products – not including the Commander Collection in January, the new Commander decks and whatever extra stuff is going to come out.

The rate of releases for Magic: The Gathering is getting worryingly high for some players.Image: Wizards of the Coast.

Irrelevant of how much excitement there is for any of these sets individually, it seems we are once again going to be expected to either live in a constant state of excitement or just start to ignore anything that doesn’t obviously cater to us. Magic: The Gathering is changing at a rapid rate into something that feels more akin to Fortnite than a card game. There’s simply too much to do and no way to possibly keep on top of all of it, nor any way to realistically afford all of it.
We leave 2021, frankly, a little worried about MTG. The card quality remains high, and the sets can all be fun on their own, but the future of the game is wrought with too much. It’s as though a monkey paw has curled in answer to those who wanted more MTG and now the game is almost impossible to keep up with – and next year looks to be even busier.

Saints of Midgard: St. Regina of the Bow

The Midgard Worldbook already details a score of saints dedicated to the war god Mavros, but the other deities have their share of saints as well. Saints of Midgard uncovers some of these holy personages, including information on their origins, followers, blessings and miracles, and the relics attributed to them.

Saint Regina of the Bow

Origins. St. Regina of the Bow was a noblewoman from the Crossroads who journeyed to the Northlands in search of adventure and became one of Sif’s most prominent and popular saints. Known for her uncanny skill with the bow, Regina is also known as the patron saint of archers and is praised by most archers throughout Midgard.

Regina grew up in the town of Peltzenheim as a pampered but lonely child. When she turned 15, she was married off to the son of another noble and went to live in Zigistad. The marriage was not an unhappy one, though Regina found the trivialities of noble life boring in the extreme. Just 2 years into her marriage, Regina’s husband was killed in a local dispute before she had any children, and she found herself a widow. Without any heirs to look after, she was freed from the burden of having to watch over her husband’s affairs by her in-laws and was sent back home. This did not sit well with Regina, and instead, she took a sum of coin and made her way north to the city of Stannasgard.

Highly adept with the bow from an early age, Regina quickly found employment as an archer in one of the many mercenary guilds operating in the area and made a name for herself with her fierce temperament and remarkable battle prowess. During these years, Regina found love and companionship with an elfmarked ranger named Erkil Koldasson and bore him several children. She also became a cleric of Sif after a chance encounter with the goddess herself while traveling through the wilds on a cold, moonlit night.

It was not until her forties that Regina truly came into her own, and stories of her exploits during this time are the stuff of legend. They include felling the mighty green dragon Lookingdeath with a single arrow to the creature’s eye while it soared hidden behind a cloudbank; cutting a rope from over a thousand paces, thereby sending an entire platoon of over fifty hobgoblins tumbling into a ravine; and competing with the little-known demi-god Uller in a contest to strike a flea off of the back of a hound, which ended in a controversial draw.

Regina died like a true warrior-priest of Sif—in battle protecting a group of children from a band of rapacious jotun (see Tome of Beasts) looking for slaves. Shortly after her death, Regina was ordained as a saint.

Followers. St. Regina’s followers are split into two distinct camps: those who praise her as an outstanding mother and cleric of Sif, and those who revere her as the patron saint of archers. The latter group is much larger and is rather vociferous in its praise of the saint. Unfortunately, this group is often involved in bitter rivalries with the followers of other famous archers, including the legendary elven prince Elevandur, who it is said once shot an arrow into the moon, and Sif’s own son, the demi-god Uller. Generally, these rivalries are resolved with a simple contest, but more than one of these events has deteriorated into open warfare.

Blessings and Miracles. An image of St. Regina will sometimes appear before an archer going into battle against the forces of evil or before a mother protecting her children, granting them the use of a spell such as bless or cure wounds. Very rarely, a valkyrie (see Tome of Beasts), matching Regina’s description and wielding a longbow rather than a spear, will appear beside the person and aid them in battle.

Regina’s legendary deeds are seen as miracles by the faithful since many of them cannot be attributed to her skill with the bow alone. Her detractors claim that several of these tales are made up, but the fact that many were witnessed by hundreds of people speaks volumes about their accuracy.

Holy Relics

The relics of the saints are items of renown and power, vitally important to those of the same faith and zealously sought after and guarded.

BOW OF THE FAITHFUL WARRIOR

Weapon (longbow), very rare (requires attunement by a cleric or paladin)

This longbow of white ash appears featureless, but once you attune to it, the symbol of your god appears burnt onto the leather grip.

This magic bow grants a +2 bonus on attack and damage rolls made with it. When you hit with the bow, the target takes an additional 1d8 radiant damage.

Once per day, as a bonus action while firing this bow, you can cast a spell at a target using the bow’s range instead of the spell’s normal range. You must hit with the bow for the spell to take effect, but the target has disadvantage on any saving throw it is forced to make. Even spells with a range of touch can be cast this way, though the spell must only target a single individual. This property can’t be used again until the next dawn.

Community Interview

By Jon Webb
Featuring Corey Broadway-Bennett
As part of our ongoing exploration of 3D printing, I’ve been catching up with community members (as well as dipping my toes into the waters with my own 3D printer). We aim our sets at the resin side of things, but there are plenty of folks out there who are well versed in FDM printing and are getting great results.
As such, I sat down to talk to Corey Broadway-Bennet about his experiences and results printing our range on his setup.

Jon – Corey, thanks for taking the time to chat to me, first up why don’t you introduce yourself and give us a bit of your background when it comes to Fallout and Wasteland Warfare.

Corey – Hi, my name is Corey Broadway-Bennett, I’m 51yrs old, and I have been playing with toy soldiers for as long as I can remember, but I started to get serious in my early teens with DnD and then in the late 80’s with Rogue Trader and Battletech and have been Wargaming and Roleplaying various games ever since.

Jon – a tale many of us can tell for sure. Some classics in there.

Corey – I have been a big fan of the post apocalyptic genre since Mad Max, The Day After and on a side note Romero’s Dead series. Then in the late 80’s, the game, Wasteland. So when Fallout came out around 97 I was already hooked and have been playing the computer games (yes even 76) ever since. Besides having a feature wall full of Fallout memorabilia, my wife and I also cosplay fallout themed characters at conventions.

Jon – I’m always envious when I see folks with the various Fallout replica props… I need to start saving my bottle caps and see if I can do some bartering to secure some.

Corey – Getting involved in Wasteland Warfare was easy. I bought 2 starter sets on release and have bought almost every model since. Some multiple times. Sadly, I live in Australia and the game hasn’t yet become popular enough for stores to run any events, so I play with a small group of friends or solo.
The Survivors are my favourite faction, due to their diversity in looks and abilities. From power armour, robots, dogs and Super mutants, you can use them all. 
Nuka Girl is one of my favourite characters. She is fast and has luck and crits built in to her card and she has some good abilities. Also, her Perception (pistols), Charisma (for spotting), Agility (for health and thrown weapons) and Luck are all high. Her defence is pretty good too as is her Intelligence for hacking computers. Her only downside is her default armour, but I don’t use her to tank, so this isn’t really a concern for me. 
And now that the themed Nuka World STL’s are being released, I will be running whole battles and campaigns around her.

Jon – I certainly spent a lot of time in Nuka World so can’t wait for that research to start paying off. The STL sets shown so far are kind of the start of something even bigger… on that note, how did you start down the 3D printing route?

Corey – I bought my first 3D printer, a Cocoon Create about 3 years ago and have been dabbling off and on printing terrain pieces for my games. I now have an Endor 3 Pro and have virtually been printing Fallout items for cosplay to gaming pieces ever since. I have really only just scratched the surface with printing as I have not created anything myself and I don’t normally tweak any of the default settings, preferring the safe method. So for any more experienced users in our community, I am always looking for advice.

Jon – So, we intended this range to mostly work with resin printers. However, you are using FDM for your experiments. Talk us through some of the experiences you have had working with a filament printer and our new sets. 

Corey – I have printed a diverse range of objects and have had success with most of them. I may be wrong in saying this and hope to be corrected by more experienced people, but I find the smaller items and ones with finer detail do not come out very well with an FDM.
Also, I personally seem to have a higher success rate printing the files on a raft rather than the brim or skirt, I don’t need to use glue or painters tape on the bed like quite a few people do. 

Jon – Any advice to people who are thinking of trying out any of the sets but don’t have resin printers? 

Corey – This all depends on which FDM printer you have purchased. But for myself and the Ender 3 pro, you can print terrain pieces comparable with a resin printer. Choosing a fine detail setting and slowing down the print speed produces better results and you can find several examples on the Fallout and Elder Scroll 3D community FB group and the members are very helpful with advice and tips to further improve your results.

Jon – You’ve become my test subject (hopefully willing) for some of the future sets, so have a little bit of advanced knowledge about what I’m planning. With that in mind, what would you like to see in future sets for the print at home range? 

Corey – I would love to see more themed sets. New Vegas, Diamond City, Far Harbour, the Castle from Fallout 4, even some quirky thrown down terrain like the Pulowski shelter with a skeleton in it. I think having terrain that is distinctly Fallout themed really immerses you into the setting.

Jon – Corey, thanks for your time (both here and in testing). We’ve included some shots of the results you are getting so anyone with a filament printer who is interested in trying the line out can get some idea of what to expect. Thanks for helping out and looking forward to seeing your future results. 


Del Rey Announces the First Book in New 'D&D' 'Classic Dragonlance' Trilogy

Del Rey announced that the first book in a new Classic Dragonlance novel trilogy, Dragons of Deceit, will hit retail stores on August 9, 2022.
Margaret Weis and Tracy Hickman are back to publishing books after settling their legal tussle with Wizards of the Coast over allegedly terminating their agreement to produce new Dragonlance books without cause (see “Margaret Weis and Tracy Hickman Sue Wizards of the Coast Over Cancelled ‘Dragonlance’ Books”). Dragons of Deceit will be the first book in their new Classic Dragonlance trilogy, which was announced back in January 2021 (see “‘Classic Dragonlance’ Series”). This book features a heroine named Destina Rosethorn who is looking to resurrect her father, who died during the War of the Lance.After the death of her father, the legacy of her family crumbled and Destina lost the family lands and castle as well. To save her father’s legacy, she forms a plan to go back in time and prevent his death. Destina then embarks on a quest to obtain an artifact known as the Device of Time Journeying, and use it to divert the course of River of Time in an effort to alter the past and change the future.
This book will come as a hardcover and retail for $28.99.

Finder’s Archives – Castle Sengir

Hi everyone, and welcome back to the Finder’s Archives.
In this column, we take some of the lands from Magic: The Gathering and turn them into something you can use for your fantasy games.
The stats given in each entry assumes that you’re using Pathfinder or 5e for your games, but they can easily be converted over into any fantasy system. This week we are invited to dinner at Castle Sengir. As dinner.

Castle Sengir
Castle Sengir sits on a lone mountain, in a desolate area. Nothing lives for miles around, not even mice or grass. Eternal night blankets the land, with the sun having been blocked out by the thick clouds that occasionally spew forth from the highest towers of Castle Sengir. From within its darkened walls, a curse emerges as Vampires roam the land under the control of the Blood King.
Once upon a time, Castle Sengir was a bastion of good, with its knights lauded as being among the bravest of the land, but that all ended in a single night of slaughter as the vampire now called the Blood King claimed his birthright. The vampire was the eldest son of the king, one thought killed in battle and left buried on the fields of honor. Unfortunately, his slayer had been a vampire and he had given the young prince the Dark Embrace. A few years passed before the prince was able to overcome the control of his master and slay him, but once he did he returned to his homeland. None recognized him, and upon seeing his bride betrothed to another man, he lost control and slaughtered them all. In their place, he raised a few of the strongest knights as his champions and set out to conquer the world. Every month his knights roam slightly further from Castle Sengir and claim more lands. If given his due, humanity will be reduced to mere cattle under the Blood King, with the rest of the world plunged into darkness and death.
Lay of the Land
Castle Sengir sits high in the mountains, halfway up the tallest mountain, and holds a commanding view of the surrounding countryside. Several ill-maintained roads lead up to the gates of the Castle, where two vampiric giants stand sentry, one on each side of the gate, in eternal vigil.
The lands surrounding Castle Sengir are dead, with the only things moving being the undead. Not all of the undead are vampires under the Blood King’s control though. The land exerts an almost irresistible pull upon the undead, and many find their way here on their own. Skeletons and zombies arrive daily and can be found all over the domain, as can wights and shades. Those undead that require sustenance, stick to the outskirts of the Blood King’s domain, sticking closer to where they can find their victims. The exceptions are the Blood King,s subjects within Castle Sengir itself who all have access to the Blood King’s larder — a nicer way of saying “human abattoir and breeding pens.”
Dangers
Going to Castle Sengir, as a mortal, is a sure-fire sign of insanity. There are undead creatures of all sorts in and around the Castle itself, but even those lucky enough to avoid the undead find that their own lifeforce and strength slowly drains away. These people often find that they’ve developed bleeding wounds or nosebleeds during the night when they sleep and that the ground itself has drunk their lifeblood.
Beyond the undead, there is one more main threat: a cult dedicated to the worship of the Blood King has sprung up in recent years on the outskirts of his domain. They hope to either appease him and the land with blood sacrifices though whether that means that he’ll spare them in the long run, or that they’ll be allowed to join the ranks of his vampires remains unknown, as he has yet to react to their presence, at least publicly.
And that concludes Castle Sengir. See you next week. 😊
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Kim Frandsen

D&D: WotC Errata Update– No, Mind Flayers Aren’t Kid-Friendly Now

Wizards of the Coast issued their errata update to clarify what exactly they’ve changed about monsters going forward. Check it out.

Yesterday, Wizards of the Coast updated the blog post accompanying the latest batch of errata. Wizards of the Coast has clarified exactly what’s being changed after a week of, shall we say, spirited conversation on various forums and social media. You know, the places famous for fostering measured, reasoned discussion?

Is This the Disneyfication of D&D Monsters?
The biggest concern among the playerbase seems to be the idea that WotC is removing swaths of lore from books. Some commenters have decried WotC for “Disneyfying” monsters like Beholders or Mind Flayers in their latest errata.
But if you look at what’s actually been taken out, it’s a few paragraphs here or there. Most of which describe monster personalities, sure. But they’re just a lead-in to the meat and potatoes of roleplay tables that tell you your Beholder enjoys lording its  superiority over others.
Or that it holds Greed as its highest ideal. Or that it’s worried its followers are spying on it, and it needs to take out frustrations on its minions.

In short, the lead-in to the personality tables has been largely overwritten. For now, it’s just changes that clarify and make explicit that the various traits you might find in a table are only possibilities. Beholders are by no means all xenophobic aberrations who reproduce when they dream about something obsessively.

Relax, the Mindflayer is Fine
All of that lore is still in the book.
The only thing that’s gone are three paragraphs that gave some flavor, sure. But they were by no means the only clue as to the monsters’ personality or habits or history. All of that information is largely untouched.
A fact which head of D&D, Ray Winninger, explained in an update to the recent errata post. We’re including it in full below so that folks can see what exactly they said.
In a nutshell though, don’t worry– Mind Flayers are still evil monsters. They still colonized the Underdark and devoured brains and totally run Wizards of the Coast.

WotC Errata Update– Statement
We recently released a set of errata documents cataloging the corrections and changes we’ve made in recent reprints of various titles. I thought I’d provide some additional context on some of these changes and why we made them. 
First, I urge all of you to read the errata documents for yourselves. A lot of assertions about the errata we’ve noticed in various online discussions aren’t accurate. (For example, we haven’t decided that beholders and mind flayers are no longer evil.)
We make text corrections for many reasons, but there are a few themes running through this latest batch of corrections worth highlighting. 
1) The Multiverse
I’ve previously noted that new setting products are a major area of focus for the Studio going forward. As part of that effort, our reminders that D&D supports not just The Forgotten Realms but a multitude of worlds are getting more explicit. Since the nature of creatures and cultures vary from world to world, we’re being extra careful about making authoritative statements about such things without providing appropriate context. If we’re discussing orcs, for instance, it’s important to note which orcs we’re talking about. The orcs of Greyhawk are quite different from the orcs you’ll find in Eberron, for instance, just as an orc settlement on the Sword Coast may exhibit a very different culture than another orc settlement located on the other side of Faerûn. This addresses corrections like the blanket disclaimer added to p.5 of VOLO’S GUIDE. 
2) Alignment
The only real changes related to alignment were removing the suggested alignments previously assigned to playable races in the PHB and elsewhere (“most dwarves are lawful;” “most halflings are lawful good”). We stopped providing such suggestions for new playable races some time ago. Since every player character is a unique individual, we no longer feel that such guidance is useful or appropriate. Whether or not most halflings are lawful good has no bearing on your halfling and who you want to be. After all, the most memorable and interesting characters often explicitly subvert expectations and stereotypes. And again, it’s impossible to say something like “most halflings are lawful good” without clarifying which halflings we’re talking about. (It’s probably not true that most Athasian halflings are lawful good.) These changes were foreshadowed in an earlier blog post and impact only the guidance provided during character creation; they are not reflective of any changes to our settings or the associated lore.  
3) Creature Personalities
We also removed a couple paragraphs suggesting that all mind flayers or all beholders (for instance) share a single, stock personality. We’ve long advised DMs that one way to make adventures and campaigns more memorable is to populate them with unique and interesting characters. These paragraphs stood in conflict with that advice. We didn’t alter the essential natures of these creatures or how they fit into our settings at all. (Mind flayers still devour the brains of humanoids, and yes, that means they tend to be evil.) 
The through-line that connects these three themes is our renewed commitment to encouraging DMs and players to create whatever worlds and characters they can imagine. 
Happy holidays and happy gaming. 

BoLS Prime: How Adventure Paths Saved ‘Pathfinder’

Pathfinder rose out of the ashes of Dragon Magazine and 3rd Edition D&D. But the thing that kept it going was the humble Adventure Path.
Depending on who you ask, Pathfinder is one of the best things to come out of the rise of 3rd Edition D&D. Sparked during the height of the popularity of the OGL for the original D&D, Pathfinder was the only RPG that would go on to eclipse D&D for even a little bit.
And a big part of that is that, for a time, Paizo was D&D. They originally got their start publishing both Dungeon and Dragon magazines. They also published the Star Wars Insider but that’s neither here nor there.
The point is, they were uniquely positioned to see what players loved about 3rd Edition. If the company hadn’t been in charge of those magazines, they might never have survived the end of 3.0/3.5 Edition D&D.
Why, you ask? It’s complicated. But in a nutshell, as WotC prepared to change from 3.x to 4th Edition D&D, they ended the licenses that they had out with most of the 3rd party partners. Including Paizo.
As 2007 dawned, Wizards of the Coast informed Paizo they would not be renewing Paizo’s license to publish the magazines. Instead, WotC would be taking them back over, a necessary move for their plans to make 4th Edition’s digital tools at the forefront. To that end, they were going to end the print runs of both magazi…

Wizards of the Coast Previews 'Kamigawa: Neon Dynasty' for 'Magic: The Gathering'

Wizards of the Coast previewed Kamigawa: Neon Dynasty, a new Standard set, which is scheduled to hit retail on February 18, 2021. Prerelease events for this set will begin on February 11, 2021.
The Kamigawa: Neon Dynasty set is a return to a fan favorite plane originally introduced during the mid-00’s (see “‘Time Spiral’ the Next Block”). For the most part, the first three Kamigawa sets showcased art and themes anchored in traditional Japanese folklore, much akin AEG’s Legend of the Five Rings. The new set seems to be a mix of the this traditional art style alongside a more futuristic The Fifth Element-esque art motif.This set will come in Set Booster, Collector Booster, Bundle, and Draft Booster product configurations. Boosters will feature regular, extended, and borderless style cards. They have also added a new soft glow card treatment to cards and certain cards have a Ninja treatment, which showcases anime-style artwork. The defining, brand-new features of this Magic set come with the full-art lands and the introduction of Neon Ink parallels (see “Parallels to ‘Magic: The Gathering'”) via the new Hidetsugu, Devouring Chaos card.
The full-art basic lands are a homage to the Ukiyo-e style of Japanese artwork. This artwork was popular during the Tokugawa era, and featured paintings and woodblock carvings of folk tales, kabuki actors, landscapes, sumo wrestlers, and beautiful women. The most famous Ukiyo-e artist was Katsushika Hokusai, who created The Great Wave off Kamigawa (see “Artist Katsushika Hokusai”).  
Kamigawa: Neon Dynasty also introduces Neon Ink parallels to the mix via the Hidetsugu, Devouring Chaos card. This card will feature four different types with neon ink and a soft glow treatment. These are only found in Collector Boosters and less than 1% of boosters have a Neon Ink card. Also, each type of Neon Ink card has a different rarity; there are half as many green ink cards as blue cards, a quarter as many red ink cards than green ink cards, and the yellow ink cards will be WPN Premium store promos. This offering of parallels is more along the lines of how sports card makers like Topps, Upper Deck, and Panini handle inserting parallels into their packs, as their color-coding of players’ card frames often indicates rarity and print run.
WotC also announced the return of Game Day, after being shelved four years ago. WPN stores can host Game Day events on March 5-6. There will be new promos for Game Day which include the cards Consider, Fateful Absence, and Atsushi, the Blazing Sky.
Click on Gallery below for full-size images!  

Beadle & Grimm's Reveal Critical Role's Tal'Dorei Premium Details

Beadle & Grimms revealed more details today about their upcoming release for Critical Role’s Tal’Dorei Reborn Campaign Setting. The company will be doing a full Premium Edition as they’ve done in the past for both Dungeons & Dragons and Pathfinder. The full details of this come off the heels of the release date for the Campaign Book, which will be released on January 18th. The PE will have three different tiers, which will contain different amounts of content depending on what you decide to pay for. There will be the Arcane Tier for $249, the Awakened Tier (either Badge Pack or Map Vault) for $299, and the Exalted Tier (Badge Pack and Map Vault) for $349. They will also be releasing a tube of battle maps and a pack of faction badges that can be purchased separately for discounted prices. We have the rundown of everything that will be in the Arcane Tier box as you can currently pre-order them, as they will release on January 30th, 2022.Credit: Beadle & Grimm’s

The Arcane Tier is packed with exclusive items, including, but not limited to:

FOUR BATTLE MAPS: Poster-sized battle maps created for key areas on the Tal’Dorei continent incorporating grids for use with miniatures.
30+ IN-WORLD PLAYER HANDOUTS: When the player joins a faction or receives a hand-written letter as a call to adventure, the GM can actually hand these beautifully designed pieces to the player instead of simply reading them.
JEWELRY & COINS: Each Arcane Box will contain three expertly crafted metal coins of the realm, as well as a Clasp Token, a Council of Tal’Dorei badge, and a Golden Grin pin.
50+ ENCOUNTER CARDS: Designed to fit over the GM’s screen, the cards will feature artwork on the player side and all the crucial stats and role-playing information on the GM’s side, including the members of Vox Machina.
72 MAGIC ITEM CARDS: A card for every new magic item, and three for every Vestige of Divergence, legendary artifacts that grow in power with their wielders, so that the GM can give their player a card for each tier as they go: dormant, awakened, and exalted.
GM SCREEN: The exterior will feature an eye-popping combat scene while the interior will give the GM the quick-reference tables and information needed to run a smooth game.
FOUR BONUS ADVENTURES: Designed to offer the GM fully fleshed out encounters, these short Tal’Dorei adventures can’t be found anywhere else but in the Arcane Box.
TAL’DOREI CAMPAIGN SETTING REBORN INCLUDED: The sourcebook is included in its entirety as smaller booklets that allow the GM to hand certain sections, like a full in-world Gazetteer, to the players and put aside sections not currently in use.

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Call for Organizing Committee Volunteers

Greetings, friends! It’s that time of year again where we begin to assemble our organizing committees for our major conventions!

Now, we haven’t done this in at least a year, if not longer, so let’s talk about what that means. For our major shows (such as PaizoCon and Gen Con), we have a volunteer organizing committee that runs our organized play space. This group works closely with me, as the Organized Play Coordinator, to determine the schedule, recruit GMs, and get them everything they need to make the show a success!

Obviously, there’s a lot about 2022 that’s up in the air. If we’ve learned anything from the past two years, it’s that we can’t predict the future. However, I want to share what our current plans are, with the understanding that they may change significantly.

We are currently investigating running our major shows as hybrid shows. This would mean that we would have both a physical presence at the event as well as online offerings, featuring the same scenarios that are premiering at the physical shows. As a result, we’re looking for applicants who have the ability to assist with both physical and online events. Safety requirements and all those sorts of things will be announced well in advance of physical shows, we’re not ready to talk about those yet, but rest assured that Organized Play will be following the latest CDC Guidelines as well as the show’s safety policies to keep attendees safe.

Below is some specific information about the shows we’re currently looking to form committees for: PaizoCon 2022, Gen Con 2022 and PaizoCon Europe 2022. There may be additional shows added to the major convention schedule next year (such as PAX Unplugged), and if we add more, we’ll do a similar call for committee members. There are some positions we know we’re looking for, but we’re also seeking general interest for all our shows; let us know if you’re interested and what skills you bring to the table!

Please note that joining a committee is a significant commitment; there is a lot of preparation work to do to get ready for a show, and especially coming out of two years of not having physical shows, we’ll be doing a lot of rebuilding to figure out our new processes. Committee members are compensated with convention rewards as if they had GMed the maximum number of slots at the convention. Additionally, committee members who are not already Venture Officers are granted benefits for the year at the VL or VC level, depending on their position. Note that anybody is free to apply for a committee; we welcome those who are not already Venture Officers!

PaizoCon 2022
Date: Memorial Day Weekend 2022Location: Seattle, WANeeded Positions: Online Department Head, Onsite Department Head, Overnight Online HQ Department Head

Gen Con 2022
Date: August 4-7, 2022Location:Indianapolis, INNeeded Positions: Academy/Kids’ Track Trainee

PaizoCon Europe 2022
Date and Location: TBDNeeded Positions: General Interest

If you are interested in serving on a committee, please fill out the Google Form below. Information will be shared only with Paizo staff and the current committees. If you are interested in GMing or serving as an HQ staffer, this is not the form for you. We will begin soliciting GMs and HQ staff once the committees are in place. Applications will close on January 7, 2022.

Major Convention Committee Application Form

Thank you all for your interest! Until next time—Explore! Report! Cooperate! And enjoy the holiday season!

Alex SpeidelOrganized Play Coordinator

Neverwinter Announces New Expansion With Dragonbone Vale

Perfect World Entertainment has announced a new expansion for the D&D MMPROG title Neverwinter with the reveal of Dragonbone Vale. This particular expansion will be taking your adventure back to the Sword Coast as players will drop into the Valindra Shadowmantle and deal with the Cult Of The Dragon, who are hard at work trying to bring dead dragons back across Faerûn and beyond. The expansion will add in a new campaign, a new adventure zone, a new mechanic for hook traversal, a new 10-player trial featuring the grand return of Valindra, new heroic encounters, an Enchantment and Refinement overhaul that some might say is a bit overdue, and more to come. You can read about the campaign below along with a trailer for the announcement, as it will arrive for PC on February 8th and for consoles on March 8th.Credit: Perfect World Entertainment

In Dragonbone Vale, the evil moon elf lich Valindra Shadowmantle has returned to threaten the Sword Coast alongside the Cult of the Dragon, who have gathered in the Sword Mountains as they plan to invoke the Rite of the Dracolich to bring undeath to dragons across Faerûn and beyond. To make it to the Scaleblight Summit and stop the Cult of the Dragon once and for all, adventurers, alongside the Heroes of Neverwinter and allied forces, will need to make their way through the four distinct neighborhoods of the Sword Mountains.
For the first time ever in Neverwinter, players will be able to zip around specific, designated areas of the Dragonbone Vale adventure zone with a new grappling hook, making exploration even faster and more epic than ever before. At the beginning of the module’s campaign, players will be given this tool to equip and explore all the areas the zone has to offer, with select areas offering story events and rewards. Players who are looking for a deadly challenge can take on Valindra and the bronze dracolich, Palhavorithyn, in a new 10-player trial, The Crown of Keldegonn, and complete new heroic encounters to earn various rewards. Additionally, this module will include an Enchantment and Refinement overhaul that will bring new quality of life improvements and all-new enchantments.

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D&D: Five Spells For Escalating That Snowball Fight

Because it’s not D&D if you aren’t escalating things to the point where someone is entombed in a block of ice.

Winter is here, and while that waning might be ominous for the denizens of Westeros and parts beyond, it means that it’s time to put on your coziest sweater, your heaviest jacket, and frolic in the snow. Even Texas gets snow now, apparently. So while I stare off into the middle distance, hoping that anyone in power has taken any steps to ensure that Texas’ power grid doesn’t pull a repeat of earlier this year (they haven’t), let’s take a look at five spells perfect for snowy weather.
Snilloc’s Snowball Swarm

This is as pure as the shovelled snow.#tuesdayvibe #TuesdayFeeling pic.twitter.com/wPgTKi3HPh
— ᗰᗩᖇᛕ ᗩ. ᖇᗩƳᑎᗴᖇ (@markarayner) December 14, 2021

This is perhaps the most obvious choice. And it’s one of the few times players might actually cast the spell. Snilloc’s Snowball Swarm catches a lot of flak because it has the misfortune of not being fireball, but if you want to absolutely buffet someone with magical snowballs–or multiple someones in a very small radius, this spell is a power move.
Ray of Frost

A less powerful icy attack, but nevertheless, with its ability to slow a target, it lets you either outrange them, or position yourself for the perfect snowball counterattack. Plus it’s a literal freeze ray, and if that isn’t escalation, I don’t know what is.
Otiluke’s Freezing Sphere

Well okay, maybe this is escalation. We’re once more back to a snow ball (well it’s more of an ice sphere) that you can hang on to as long as you want. When you hit someone with it, everyone in a 60-foot radius sphere is hit with a blast of cold, people in water are frozen within it. It’s the ultimate snowball.
Cone of Cold

But why limit yourself to a snow ball when you could have a snow cone instead. Cone of Cold is the ultimate power move when you want to escalate things. Blast creatures with icy cold, anyone succumbing to its powers becomes a frozen statue. What more could you want?
Tomb of Levistus

Not technically a spell per se, but some times you need a good defense. And with Tomb of Levistus you can become a snow/iceman and gain an incredible amount of resilience for a turn–and all you have to do is encase yourself in a tomb of ice.
Happy Adventuring!

D&D: ‘Beastheart & Monstrous Companions’ Adds 5E Pets!

Wanna have a D&D pet? For any class, not just the Ranger? What about an entirely new class-based all-around pet? Check out Beastheart.

Animal Companions are one of the best parts of fantasy adventures. Play D&D long enough and I guarantee you’ll adopt some horrifically monstrous beast. One flash of a pettably-soft underbelly and you’ve got yourself an extremely exotic fantasy pet.
Can You Officially Have a Pet in D&D?
But what if you want to have one for your character? Some folks might tell you to play a Ranger, but even with the new fixes that’s still not always what you want to do.
Why can’t your Wizard have a pet dragon? Or your Rogue have a basilisk bud who’s fun to be around?

Beastheart & Monstrous Companions
MCDM Productions’ latest release is aimed right at your heart. Yes, Beastheart & Monstrous Companions is a new splatbook that adds rules for adventuring alongside “a wild companion”. It gives DMs the tools they need to let any creature befriend a party of adventurers.

And not just the usual beasts, either. In Beastheart & Monstrous Companions you’ll find rules for fifteen sample companions. This includes ferocious creatures like an Owlbear, a Dragon, a Bulette. Even the pet you’ve definitely thought about but never quite managed: a Mimic.

How Does it Work?
In a nutshell, you select someone to be the caregiver of a companion. That character gets access to a monstrous companion, which is a curated stat block that has actions who level up along with you. As you gain levels, they gain access to different actions.
But each action comes with a “ferocity” cost. Ferocity is a new resource that fuels your monsters abilities.
Your pet generates ferocity every round based on enemies near it, and this ferocity is spent to use abilities. As you generate more and more ferocity, the companion might go on a rampage.
If it starts a turn with 10 or more ferocity, it goes on a rampage and attacks the nearest creature. Unless you make a successful animal-handling check.
So you’ll have to manage that carefully. But that’s just monstrous companions. There’s also an entirely new class dedicated to monstrous companions.

The New Monster Class
This new class can use your monstrous companion’s ferocity to power your own abilities. You can also gain a mystic bond with a pet, and do all sorts of primordial, beastmastery kind of things.
The class looks pretty incredible, and unlike the other MCDM productions, this is easy to drop into any game. You don’t have to focus on Strongholds & Followers (though those books are fun). You can just play a Beastheart or have a Monstrous Companion in any campaign.
For the time being, you can even get your hand on miniatures of five of the monstrous companions, including a deinonychus with a knife.

And an owlbear with a teddy bear:

These are limited in number, but available now.
Beastheart & Monstrous Companions – $15

Leap into adventure alongside a ferocious friend! 
MCDM’s Beastheart and Monstrous Companions codifies the fantasy of adventuring alongside a wild companion. This supplement presents rules for companions: wild creatures that any character in your 5e game can befriend and bring along on adventures. They aren’t always easy to control, but having a basilisk bud is totally worth it.
The Beastheart class then builds on those rules, letting a character work in maximum harmony with a companion. This new class presents a hero who is never without their faithful friend, and who shares a supernatural bond with a companion that allows both to perform incredible feats fueled by primal power. 
Monstrous CompanionsIn battle, your companion builds ferocity, a new resource they can spend to use special actions like Earthshaker, Slime Shower, and Owlie Oop. But beware: if your companion builds up too much ferocity, they can enter a rampage and might just attack you instead!
Fifteen companions are included:

The Beastheart ClassThe Beastheart is a brand-new class that uses the companion rules to create an adventurer with a wild partner. [It’s] presented with five new subclasses:

Ferocious Bond
Hunter Bond
Infernal Bond
Primordial Bond
Protector Bond

ExtrasWe’ve also added eight new magic items made for companions and their caregivers, and an original piece of fiction from Matt Colville, “The First Meeting”.
Let’s get wild!
Grab the Beastheart Minis Here
Happy Adventuring!

D&D: The Nine New(ish) Subclasses In Critical Role’s New Tal’dorei Guide

With an exciting return to Critical Role’s continent of Tal’Dorei on the books, nine subclasses have been revealed.

Take a look at the magic of Exandria! Although, truthfully, it may not be literal magic in every case. The Path of the Juggernaut is all about hitting really hard, no harder, harder than even that. Nevertheless, there will be nine subclasses in the upcoming Tal’Dorei Campaign Setting Reborn from Critical Role’s friendly neighborhood publishing imprint, Darrington Press.

Thanks to Darrington Press, we know what those subclasses are. There are nine, all in all. This includes four brand new never-before-seen subclasses, one previously published during Critical Role’s Campaign 2, and four that had previously only been available in the out-of-print original Tal’Dorei Campaign Setting Guide.
Let’s take a look at them now:
Meet the subclasses of Tal’Dorei Campaign Setting Reborn! They include a mix of new and updated subclasses for your epic adventures in Exandria and beyond.

Barbarian: Path of the Juggernaut
Bard: College of Tragedy
Cleric: Blood Domain
Cleric: Moon Domain
Druid: Circle of the Blighted
Monk: Way of the Cobalt Soul
Sorcerer: Runechild
Paladin: Oath of the Open Sea
Wizard: Blood Magic

The accompanying paragraph has me pretty excited–D&D has come a long way since the first Tal’Dorei guide.
Since the book was first published, WotC released Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything. These raised the bar for what folks expected out of a subclass. But more importantly, both WotC and Critical Role published Explorer’s Guide to Wildemount. The book includes some of the most innovative spell designs in 5th Edition. So much so that there are DMs out there who are afraid of the subclasses. Not because of anything they’ve done, but because of what they might do.

What will these subclasses look like now that Mercer & Co. has a bit more experience under their belt? It’s an answer I’m excited to find out. The four updated favorites: Path of the Juggernaut, Blood Domain, Way of the Cobalt Soul, and Runechild, are joined by the Oath of the Open Sea. You can check Oath out right now on D&D Beyond. This, famously, was the subclass that sad green boy Fjord Tough Stone adopted after getting creeped out by an eyeball snake.

The new subclasses, though, are particularly exciting. Given Matt Mercer’s penchant for gribbly blood magic, the wizard school of Blood Magic will surely be another way to get a beloved character killed about twenty or so sessions into the campaign.
The Moon Domain and Circle of the Blighted promise a little more darkness in your games, and with a subclass called the College of Tragedy, it’s a wonder nobody in Campaign 3 is playing one yet. You can just make out a preview of some of what the Moon Domain has to offer:

Several bonus spells including faerie fire, moonbeam, invisibility, hallucinatory terrain, major image, and dream
Two new Channel Divinity abilities that give either an increase to speed and advantage on Wisdom checks or advantage on attack rolls whenever an ally is within five feet of their target.
A capstone ability that lets you call upon the power of one of Exandria’s moons that gives creatures in the area disadvantage on saving throws for a while

The book is due out in January, so be sure and check back for more!
Happy Adventuring!

Thurian Adventures: Player’s Guide Cimmeria: An Interview With Evan Erskine (Iron Tower Publishing)

On Kickstarter, there’s a new RPG setting that’s based on Robert E. Howard’s pulp fantasy novels, Thurian Adventures. Using 5e and Pathfinder as its engine, this setting expands on Howard’s world. Created by two former game store owners, this setting promises a great deal of adventure. I spoke with Evan Erskine about the project, what they’re making, and why they’re creating it.

EGG EMBRY (EGG): Thanks for reaching out, I’m looking forward to talking with you about your project. First off, what is Thurian Adventures: Cimmeria?
EVAN ERSKINE (EVAN): Thurian Adventures is a campaign world inspired by Robert E. Howard. The first kingdom guide we are publishing is Cimmeria. Every kingdom will include a Player’s Guide covering the information that players can discover easily while journeying through the land such as local myths and legends, flora and fauna, geography and information about the local peoples. The Game Master’s Guide will include much more in-depth and user-friendly information about the kingdom and additional things such as monster and NPC stats, adventure location maps, and the actual truth behind the myths and legends that the players have heard about while exploring the lands.
EGG: Let’s drill into the books a bit, what creations are you funding in this campaign?
EVAN: We will be offering the Player’s Guide to Cimmeria, the Game Master’s Guide to Cimmeria, a Map of Cimmeria, a 3rd Level Adventure: Foray into Pictland and a 5th Level Adventure: Escape from Hyperborea. Both adventures were played at Origins this year and the excitement and feedback was very encouraging.
We are also doing something we think will be fun. We have found an awesome artist, Jackson dos Reis, who specializes in taking photos of people and turning them into fantasy characters. We will be offering the ability to send in your picture and have a personalized Non-Player Character created based on your photo. A Heroes Gallery for Thuria will also be published containing the NPC’s created for our supporters.
EGG: This is not related to Robert E. Howard’s Conan: Adventures In An Age Undreamed Of Roleplaying Game from Mōdiphiüs Entertainment, but a separate RPG. We talked a little before this article and you mentioned your bid for the property. Can you talk about your history with Conan?
EVAN: Conan and Hyboria are trademarks and heavily defended. Iron Tower Publishing has no intention of encroaching on those trademarks. Thurian Adventures is a completely independent RPG. We are making our campaign setting for use with 5E and Pathfinder 1st Edition game systems. Mōdiphiüs’ game uses their own 2D20 game system.
Ryan (co-owner) and I have been Robert E. Howard fans for over 40 years. We are now creating the Thurian World inspired by the original published stories from Robert E. Howard. We are hoping to create a playable world as Howard would have envisioned it.
EGG: This is Robert E. Howard’s universe one hundred and fifty years later, correct? Can you give us a quick snapshot of what the world is like in your version?
EVAN: Robert E. Howard wrote an essay for his world called “The Hyborian Age” and it was published in two parts. In this work, Howard develops a history for the Thurian continent. His published stories of Conan all happen at the end of Part I.
We are setting our story about 150 years later. The reign of the Barbarian Kings in Aquilonia has ended in bloodshed. King Titanicus has seized the throne and his ambitions for world dominance have begun. This historic period encompasses the rise of The Golden Empires and sets in motion the events of “The Hyborian Age, Part II.”
EGG: Why both 5e and Pathfinder 1st Editions?
EVAN: The simple answer is that we want to bring this incredible world, that literally started the entire Sword and Sorcery genre, to as many people as possible. We wanted to focus on the campaign setting and not our own rule system. We also wanted our product to be playable right after purchase with the most popular game systems that people are already familiar with. Most people who play fantasy role playing games play either 5E or Pathfinder, or both. With Pathfinder, we decided to focus on 1st Edition with the belief that those players would be most interested in third party content.
EGG: How many pages? Are you offering any extras like dice or miniatures? What stretch goals are you excited to fund?
EVAN: The complete set of artwork and the final layouts of the Player’s and Game Master’s Guides are not done, but we are anticipating books between 150 – 200 pages. We have Stretch Goals which include a 1st Level Adventure in Cimmeria, a Map of Thuria, and a Gazetteer for Thuria. We are very excited about the last two products as they will contain valuable information that will allow game masters and players to adventure through all the kingdoms of Thuria. We have decided not to include dice and miniatures for this first Kickstarter but, we do believe both could be great additions in the future.
EGG: Who is working on this project?
EVAN: The main Game Designers are Ryan and myself. We have a group of fantastic artists contributing to the project: Alvaro Calvo Escudero, Elias Stern, John Ric Detoon, Chalky Nan and Jackson dos Reis. And we have several support staff – Sarah Melnyk, Kathy Dupont, Jeff Riegle, Stacy Stevens and Jeffry Olson. And our video and animation team from Mulitmediaone. It takes a village.
EGG: This is not your first time working in gaming. Can you share some of your history and what else you’ve done in the tabletop gaming space?
EVAN: Beyond our 40+ years of playing RPG’s, we did own and operate several retail stores from 1992 – 2000 focused entirely on gaming products. We have a great deal of experience in game promotions, sales and marketing.
EGG: As former friendly local game store (FLGS) retailers, are you designing this product with retailers in mind?
EVAN: We are planning on selling our product in limited places to try and help the FLGS. We will not mass market our products, no Walmart or Barnes & Nobles. We plan to sell our products through our own web store fronts, DriveThruRPG, etc. In this way, we can keep the pricing consistent with the pricing FLGS can sell our product.
Our future plans also include a Thurian Heroes program to promote play of our products in local game stores. One of the things that Paizo did very well at, was their Pathfinder Society program. It helped Paizo and it helped the FLGS and we hope to start a similar program for Thurian Adventures products.
EGG: That’s a good move. Beyond Thurian Adventures: Cimmeria, what else are you working on?
EVAN: As you can imagine all of our time right now is going into support of our Thurian Adventures: Cimmeria Kickstarter. But in general, we are also working on a Thurian Adventure Path for Cimmeria and the next kingdom – Thurian Adventures: Hyperborea.
EGG: Thanks for talking with me. Where can fans learn more about you and this project?
EVAN: Our company website and people can reach on Facebook.
People can also check out our website and join our referral program to earn free Thurian Adventure products by helping us spread the word for our Kickstarter campaign.
Thurian Adventures: Cimmeria from Iron Tower Publishing, LLC
End Date: Sat, January 1 2022 6:00 PM EST.
“TTRPG Fantasy Campaign Setting inspired by the works of Robert E. Howard. Playable with 5E and Pathfinder 1st Ed Game Systems.”
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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“A slap in the face”: Tabletop creators wrestle with the cost of departing Kickstarter in wake of crowdfunding site’s crypto plans

Kickstarter recently revealed its plans to move the crowdfunding platform onto the blockchain in 2022, sparking a fierce wave of criticism around its move into the controversial world of crypto.

Among those who most vehemently opposed last week’s announcement were independent tabletop creators who rely on the platform’s ability to finance projects through the support of hundreds of backers. With the success and popularity of tabletop projects growing year after year on Kickstarter – vastly outperforming the likes of video games along the way – the decision to embrace the divisive technology behind crypocurrencies such as Bitcoin and NFTs – non-fungible tokens, notable for their presence in the art community – was received with no shortage of outrage.

Among the chief concerns expressed by critics were the highly questionable ethics – ranging from reports of scams to allegations of money laundering – and steep environmental costs of crypto and its associated technology. While Kickstarter’s announced blockchain provider Celo claims to be the world’s first carbon-negative crypto platform, the title is achieved via carbon offsetting – in other words, making up for the carbon used in the process by planting trees and investing in other such eco-friendly projects – rather than direct reduction of its carbon footprint.

Moving to such an intensive and complex construction for their platform just feels like a slap in the face.

“We have some huge concerns about the environmental impact of Celo that we don’t think are solved by carbon offsetting – we’re aware Proof of Stake uses less energy than Proof of Work, but that’s an incredibly low bar and we haven’t been able to find enough evidence on its actual energy use to make us comfortable using it,” said Sasha Sienna of MacGuffin & Company. The tabletop RPG studio ran its first Kickstarter in April for system-neutral settings collection Odd Jobs, followed by a collaboration with Ella Watts and Max Briar on tarot-powered RPG Upriver, Downriver. The team is actively looking for alternative crowdfunding platforms to launch two Kickstarter projects planned for 2022 and 2023.

“We’re deeply unhappy with their actions in light of their stated commitment to environmental justice,” added Robin Belle of Shrike Tabletop, which launched a Kickstarter campaign for ‘chemipunk’ RPG Era of Silence in mid-November. The campaign was live at the time of Kickstarter’s blockchain announcement. “We had to fill out an entire section on how we were going to make our product and process sustainable, and them moving to such an intensive and complex construction for their platform just feels like a slap in the face.

“Despite it objectively having worked for us as a platform we’d rather just opt to explore opening a shop that we have more control over, but this is a privilege we have. This decision is going to harm a lot of creators who relied on Kickstarter to operate their businesses.”

Tabletop projects raised $236.6m on Kickstarter last year, according to analyst Ico Partners – helped by the record-breaking success of board games such as Frosthaven.

When contacted by Dicebreaker to seek comment in response to creators’ concerns regarding the ethical and environmental implications of using the blockchain, a representative responded with a link to a public FAQ released shortly after the initial blockchain announcement.
“Our Trust & Safety team works hard to ensure our platform is safe and reliable,” the FAQ says in regard to the risk of scams and “bad actors” as the result of the blockchain move. “We remove projects that violate our terms of use. When a project is fraudulent, or infringes on the IP rights or copyrights of an artist, we take it down. We’ll continue to do that when we’re a client of the protocol.”
On the topic of crypto’s environmental impact, the FAQ reads: “We are confident that a crowdfunding protocol built on top of Celo will not significantly negatively impact our carbon emissions given its underlying architecture. It may, in fact, meaningfully reduce our carbon footprint.

“Because we’re dedicated to limiting our environmental impact, we wouldn’t build a protocol on an energy intensive blockchain,” it added, citing its Benefit Corporation charter that declares the company will “seek to limit environmental impact”.

A number of tabletop designers and publishers who spoke with Dicebreaker similarly expressed a desire to move away from Kickstarter as the result of the news. Dedicated crowdfunding rivals such as Gamefound have gathered momentum in recent years among both smaller creators and established publishers, attracting major video game adaptations and indie projects alike.

“This is a time for the creative community to come together and have real conversations about alternatives,” said Tony Vasinda, who designs and reviews indie RPGs as One Plus Exp. “I won’t be funding more projects on KS even if they walk this back. I will still support projects on KS because my focus is supporting creators and a lot of them (for the near future) won’t have any choice but to fund on KS.”

“We are having conversations, but there’s been no decisions made,” said Danni Loe, marketing manager for Machi Koro and Dinosaur Island maker Pandasaurus Games. “We’re talking about our options moving forward.”

Kickstarter has always suffered from being the big fish so they never felt the need to innovate or do the job well.

“In some ways this feels like the nail in the coffin for the platform for smaller companies,” said Steve Dee, president of Australian RPG maker Tin Star Games. The publisher funded its two-player detective drama game Partners on Kickstarter earlier this year, but expects to move over to Gamefound for future projects.

“Kickstarter has always suffered from being the big fish so they never felt the need to innovate or do the job well. Now that they’re doing this, the environmental and ethical damage of working with cryptocurrency is not something we want to be part of personally – but, more importantly, it’s not something our customers like.”

Restoration Games will relaunch its Kickstarter campaign for Thunder Road: Vendetta in 2022.

Return to Dark Tower studio Restoration Games will launch a Kickstarter next year for Thunder Road: Vendetta, after its first crowdfunding effort on the site was cut short. President Justin Jacobson said that lack of clarity in Kickstarter’s blockchain announcement had left it “confused” and unclear about the reality for creators.

“I want to know more about what the decision actually is,” Jacobson told Dicebreaker at this year’s PAX Unplugged convention. (Read’s Chase’s full interview with Jacobson here.) “The thing I got from it is it’s not happening tomorrow. For example, we’re going to do Thunder Road on Kickstarter – we’re already signed. We got too much in place to back out.”

Like a number of publishers who spoke with Dicebreaker, Restoration has been exploring alternative platforms, with Jacobson predicting a future Gamefound project to be a near-certainty. Jacobson said Kickstarter’s move to the blockchain would be a “dealbreaker” for the company’s future use of the platform.

“We’re all not happy about it,” Jacobson said. “A lot of these big companies are talking to these consultants or whatever, saying ‘This is a hot new thing and you got to get in on this’, without understanding what their user base feels about it at all. Maybe if they hear enough loud voices in that regard, they might reconsider. But if they move forward we probably would not use the platform.”

A lot of these big companies are talking to these consultants or whatever, saying ‘This is a hot new thing and you got to get in on this’, without understanding what their user base feels about it.

James Hudson, senior director of tabletop games at Skybound Entertainment, agreed that the lack of hard details had left the publisher unsure about its future on Kickstarter. The company plans to launch a crowdfunding campaign for Tidal Blades 2 in February.

“I honestly don’t have enough information to really understand and have a really good position on it yet,” Hudson said. “I think there’s three categories here: there’s anti, there’s pro and there’s curious. So, I would say I’m curious, but it’s not because of my leanings one way or the other. It’s because I just don’t know enough yet.

“I have not seen anything really positive, at least from consumers and industry folks. It seems like nothing but negativity. It doesn’t seem like the right time to jump into that headlong even if somebody could come to me and make a really strong case for it. It doesn’t feel like you want to be the tip of that spear no matter what. So, yeah, my official position will be wait and see.”

Sean F. Smith is the designer of EXUVIAE: Relics of House Dragonfly, an investigative RPG crowdfunded on Kickstarter in 2017. Smith was in the process of planning a Kickstarter campaign for early 2022 when the news hit; he is now searching for a new platform for the project.

“Unless KS takes a solid stance against the ecologically damaging uses of blockchains, I will be using a different platform,” Smith said. “I expect I’ll make less money by doing so, but at what cost is the earth?”

I expect I’ll make less money by using a different platform, but at what cost is the earth?
Asked whether there was any concern tabletop creators may move to alternative platforms such Gamefound in wake of its crypto plans, Kickstarter said that moving onto a public blockchain would allow it to serve as the foundation for other crowdfunding platforms.

“We’re deeply committed to helping game creators bring their projects to life,” a representative told Dicebreaker. “We will continue to improve our product and provide the best service we can for all our creators, including the tabletop community.

“We want to see many options for people to find funding for their creative projects. The more creative projects that can find the funding they need to be realised, the better. That’s our whole mission as a company. In fact, we hope that by creating a decentralised version of Kickstarter’s core functionality, we’ll encourage more tools and platforms to spring up and serve creators in new ways.

“We’re speaking with creators one on one, and planning additional ways for creators and backers to learn more and share their thoughts. We may not have all the answers, but we’re committed to bringing our community along on this journey.”

We know our community has a lot of questions about this new direction, including how it will benefit creators, and how we’ll stay true to our environmental commitments. We are listening. We’ve started an FAQ at https://t.co/YG1XSdpMCZ with what we’ve been asked the most. https://t.co/v8ti7mMpIE— Kickstarter (@Kickstarter) December 15, 2021
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Designer, actual play podcaster and Kickstarter superbacker Grahame Turner expressed concerns that the blockchain announcement heralds a further shift away from supporting smaller creators to catering for large tabletop companies that use crowdfunding as more of a marketing tool than a financial necessity.

“There are two tiers of Kickstarter project: one for small, independent creators trying to get something off the ground that may otherwise never exist. Another for larger companies looking to secure pre-orders for already popular products,” Turner said. “In the blockchain announcement, I see mostly tools for those bigger players.”

Kickstarter denied that its embracing of technology such as crypto marked a further shift towards attracing large companies and investors over smaller creators.

“Supporting the development of an open protocol is not about catering to large companies – this is about finding ways to dramatically increase the number of creative projects that get made, and improving the experience for creators and backers,” it said.

“When Kickstarter was founded, the number and breadth of potential funding sources for creative work increased dramatically – from a few centralised gatekeepers to anyone on the internet. This is what we’ll do at a different scale now. We expect the changes we’re making to result in better tools for creators and backers, more backers getting involved in supporting projects and more projects finding funding. We’re doing this to benefit creators and to help bring more creative projects to life.”

Kickstarter rival Gamefound has attracted an increasing number of major campaigns, including the Skyrim board game.

Turner voiced a worry, echoed by a number of designers and backers who spoke to Dicebreaker, that public backlash to Kickstarter’s announcement would disproportionately affect those smaller creators who rely on the platform for the bulk of their business.

“While I don’t want to support Kickstarter’s leadership in this move, I also don’t want the creators to suffer the fallout of a decision they can’t control,” Turner said. “When something sends backers away from Kickstarter in droves, it’s not Kickstarter itself that suffers the consequences, it’s the small-tier creators who can’t reach their funding goals. This announcement reads like they’re saying, ‘We’re OK with that.’“

Sandy Pug Games’ Nem revealed that the RPG studio’s combined lifetimes sales on indie marketplace Itch.io, its own webstore and DriveThruRPG accounted for less than 10% of a single Kickstarter campaign, leaving the team and fellow indie creators with “no other options”.

“At the moment the unfortunate reality is that nowhere else will allow us to do the work that we do,” Nem said. “If people want us off of Kickstarter, we’re more than happy to, but we need people to either support us better on other platforms by an order of magnitude, an alternative platform that can promise us the same financial potential as Kickstarter, or about 3 or 4 years time to build the business large enough to survive without crowdfunding.”

Kickstarter threw the people running campaigns under the bus.

Cat McDonald launched a Kickstarter campaign for actual play series Roar to Heaven two days before the blockchain announcement. Kickstarter’s dominance meant they were left without viable alternatives to fund the project despite strongly opposing the blockchain move: “I am depending on them to get the funds I need for this project.”

McDonald said that the negative reaction to Kickstarter’s announcement – released without pre-warning creators – had “throw[n] the people running campaigns under the bus”.

They initially considered cancelling their own campaign in the wake of the news, only to see supporters rally around smaller creators “caught in the crosshairs of corporate venture capital crypto nonsense”, spurring further support of the Roar to Heaven campaign.

“I’ve been extremely lucky,” they said. “I genuinely cried, like completely sobbed, when I saw that those people were willing to lend a hand.”

McDonald launched a separate Itchfund – Itch.io’s own crowdfunding tool – for backers who wished to avoid Kickstarter entirely. The Roar to Heaven Itchfund campaign has almost equalled the Kickstarter campaign in funding, they said, encouraging them to put greater focus on alternative platforms going forward.

Indie marketplace Itch.io offers its own crowdfunding service, known as Itchfunding.

Commenting on the potential impact on tabletop creators as the result of backlash to its blockchain plans, a Kickstarter representative told Dicebreaker that “in the days after our announcement, we’ve seen pledges to projects continue at the same level as the weeks prior”.

“We’ve heard from the games community that we could have told the story of why we are supporting a decentralised protocol better,” they acknowledged. “We take our responsibility to creators very seriously. We’re working to paint a clearer picture of the opportunities and possibilities that the protocol will unlock for the games community.

“Tabletop creators and backers are and will always be an incredibly important part of the Kickstarter community. And we are committed to being thoughtful and transparent, and hearing from creators and backers as plans take shape from here.”

Even with alternatives available, Kickstarter’s dominance in the tabletop industry leaves many creators and their backers in a difficult position, forced to choose between depending on a platform they oppose or dealing with the likely loss of income and recognition that comes with leaving it all behind.

“For us, it’s really going to be about: what’s the best way? What’s the best venue and mechanism to get this new thing out to the community?” said Bart Vickers, marketing director for Fandom, the owner of genre-agnostic RPG system Cortex Prime. Vickers said that Fandom had “no major concerns” about the blockchain news, but was taking an “intentional” approach.

“Kickstarter is a great way to raise initial funds to get stuff going. I mean, geez, the Avatar RPG just did great. I’m super stoked for those folks. But it’s also a way to really kind of announce your new thing to the community, and in many ways that’s almost the bigger value of Kickstarter. We want to make sure that it works for us as a publisher, and it works for the Kickstarter community.”

“It’s galling as a designer to know that many of my peers will feel forced to accept KS funding even if they are personally upset about the move to a crypto-based platform because it’s the only way a lot of smaller publishers can afford to get games out and thus the only way their designs will see the light of day,” summarised Jake Staines, creator of Marquis, which crowdfunded a second print run of the solo RPG on Kickstarter in February. “There are other platforms but none of them have the widespread acceptance and trust that KS does in the English-speaking world.

“It’s also galling as a consumer to potentially be forced to choose between supporting something as damaging to society as the crypto cult or returning to a world where designers have to pitch their game to one of a handful of giant publishers to get it out to a wide audience.

“I’m still going to choose the option that allows me to not fund blockchain-fuelled companies every time, though – and if that means never backing anything on KS again, so be it.”

D&D 5E – Strixhaven: A Curriculum of Chaos review – studies and sorcery in MTG’s magical school

For all that magical boarding schools have become rather a cliché over the past 20 years or so, the latest entry into Dungeons & Dragons’ library of hardbacks is a deceptively ambitious little book. In just a couple of hundred pages, Strixhaven: A Curriculum of Chaos looks to introduce players to an arcane university; muster up a mid-sized, multi-year campaign; and find a way to mash a combat-heavy ruleset into a setting with more student pranks than dungeon crawls.

The result is a book that feels a little shallow in places and a little inflexible in others, but nevertheless succeeds at its aim to deliver something outside of the usual wandering adventurer rigamarole that defines so many of our campaigns. It isn’t just a book about giving players a cool magical school to explore as part of their wider adventures; it’s a book about going to a cool magical school, and finding enjoyment within its pages hinges on you being on board with that idea from the start.

The school in question is that of Strixhaven, a prestigious arcane college that first made its appearance as the host of a Magic: The Gathering set earlier this year. It’s a well-written enough place, and the card game’s love of dividing things up into nice, colour-coded factions makes for a nicely diverse range of schools and philosophies for the heroes to try out and identify with.

This is an important touch, because when you and your friends enter the world of Strixhaven, it’s expected that the group will be playing as students rather than the typical rough-and-tumble adventurers. Over the course of the campaign you’re expected to take exams, play sports and build relationships with other students, many of which are sketched out in a rather beautiful NPC gallery.

School activities bring their own rules and subsystems to the 5E ruleset. Image: Wizards of the Coast

Each of these activities is managed by its own set of brand new subsystems. On a first readthrough of the material it’s easy to look at all the new rules to contend with – such as the addition of special “student dice” that are earned by passing exams and used to bolster relevant skill checks later in the game – and fret about keeping track of it all. However, while the book could arguably do with slightly better organisation – expect to do a lot of flipping between campaign chapters and rules chapters for your first few sessions – all these new subsystems help to make Strixhaven feel truly distinct.

The new subsystems help to make Strixhaven feel truly distinct.

Alongside these new systems, there’s also a fair amount of new rules content for players and DMs alike to toy with. Front and centre among this is the chance to play as owlin – humanoid owl-folk with the biggest, cutest eyes you’ve ever seen in a game of D&D – though the most impactful new options come in the form of backgrounds that tie new characters to one of the campus’ main factions. Where backgrounds are usually just that – elements that offer a bit of flavour and a minor mechanical benefit of limited power – the five on offer here are much more potent, granting a handful of free spells to their bearers.

Backgrounds tie players’ characters to one of Strixhaven’s factions. Image: Wizards of the Coast

It’s a wonderfully flavourful bit of rules-writing, and ensures that even characters who’ve chosen classes that need to wait a bit before their spell-casting comes online get to toss around some early magic. However, it does upset the usual modicum of balance that has kept D&D’s current edition from descending into a morass of finely-tuned power builds. If you want to pluck these specific backgrounds out and use them in a non-Strixhaven game, you’d better come prepared with a damned good argument to justify it.

Far and away the biggest amount of content jammed into the book, however, is the four-part campaign that makes up its middle section. Each part is supposed to represent one year spent at the school, so that over the course of the campaign the party will not only climb from level one to level ten, but also grow from fresh-faced newcomers to campus royalty.

The adventures themselves are, unfortunately, nothing special. They’re fun, light and breezy, but despite the occasional brush with danger they rarely feel as though they have any teeth. Problems tend to be of the mystery-of-the-week variety, and in the early parts there is always a powerful NPC waiting just off-screen to swoop in and save the heroes if things start going south. Some of this can probably be attributed to the fact that each of the four sections are theoretically able to be played on their own – gods alone know why you would do that, though – but even the underlying arc about a disgraced former pupil dumping minor calamities on campus feels shallow and underdeveloped.

Strixhaven hints at some truly fascinating mysteries that barely get touched in the campaign.

This is a shame, because Strixhaven hints at some truly fascinating mysteries. Each of the factions is headed by a super-powerful, super-ancient dragon; the campus is roamed by multi-limbed magical behemoths who can see through time; and there’s a secret society of dark mages running around with cool masks and plans to summon a horrifying being known as the ‘Blood Avatar’. None of this really gets touched in the campaign, and only really gets the scantest mention in the bare 27 pages devoted to background lore.

The adventures in Strixhaven are enjoyable, but don’t delve deep enough into the setting. Image: Wizards of the Coast

It feels as though the designers have stepped away from this wealth of potential plots because they went into Strixhaven: A Curriculum of Chaos with a very particular goal in mind. Just as The Wild Beyond the Witchlight was an experimentation in low-combat adventuring, this book pushes towards running a narrative-heavy, relationship-heavy, magical school adventure in the D&D 5E ruleset.

Not everybody will enjoy this. Not everybody will want to give up the go-anywhere, do-anything appeal of the core game for the sake of school drama and pseudo-quidditch. Not everybody will like the idea of trying to squeeze the already wildly successful D&D into even more genres.

However, if you’re incredibly keen on the idea of exploring relationships at a magic school and beating up the occasional monster along the way, Strixhaven: A Curriculum of Chaos is a wonderful vehicle for both flirting and fighting. Also, if you’re already invested in the D&D system and are curious to explore the curious paths it’s forging and the subsystems its designers are experimenting with, Strixhaven: A Curriculum of Chaos is a fascinating book.

It falters here and there, and if you’re on a budget it’s hard to justify unless the concept really appeals to you, but it’s also joyfully ambitious and packed with a pile of different ways for The World’s Greatest Roleplaying Game™ to grow. If Strixhaven: A Curriculum of Chaos and The Wild Beyond the Witchlight are anything to go by, it’s going to be an interesting few years.

Free for All Users: Build D&D Encounters and Track Combat With Encounters Beta!

D&D Beyond’s combat tracker and encounter builder tools have been combined into Encounters! This comprehensive tool for planning and running Dungeons & Dragons combat has entered beta and is now free to use by all registered users. If you aren’t yet registered, you can sign up for free here.

How Encounters makes playing D&D easier
Plan combat encounters with ease
This tool is a D&D encounter builder and combat tracker rolled into one. When you navigate to Encounters, you’ll import player characters from your campaign or use a preset selection of characters. Then, you’ll search through monsters, compare their statistics, and add them into an encounter, which you can save for later use.
You can find monsters by name or by filtering by challenge rating, monster type, size, environment, or something else.

Automatically calculate encounter difficulty
As you add monsters to an encounter, the tool automatically calculates XP and combat difficulty for you based on the player characters’ level. This information is presented in an encounter summary, found to the right of the monster search function.

Run combat and follow the action with ease
When you’re happy with your combat encounter, you can save it and run it later or immediately roll initiative! Encounters has a built-in D&D combat tracker. Keep tabs on initiative by turn and by round, see characters’ and monsters’ stats with ease, and use the game log to keep track of die rolls. 

Take the tool on the go
Encounters is available to use on mobile, as well! Just keep in mind, whether you’re on desktop or mobile, we’re still working out some kinks. So, as you enjoy Encounters, keep us posted on bugs you run into. And we’ll keep you posted on more ways we’re making it easier to play D&D!

The Beastheart – An MCDM Class for D&D5e – Breakdown Part 1

This month MCDM decided to give us something different. In some ways it’s what the Beastmaster Ranger could have been, except the concept now is completely different. It’s its own class! The Beastheart is the perfect class for those players who are looking to play those characters that share an extremely special connection with an animal companion (notice I didn’t say pet, more on that below!)If you enjoyed the Illriger class, then you should know that the Beastheart is even one step above in what it comes to polishing. That’s how we ended up with 40 pages worth of a class, 5 subclasses, rules on how to handle creature companions when you are/aren’t a Beastheart, and some magic items. I asked on Twitter if you preferred a breakthrough divided into multiple parts to have an earlier breakthrough from my part, or if you would rather have me post it in one single article. The poll results were very close, but more people prefer to have it split into multiple articles. If you want to participate in polls like that or see what I’m up to, why not give me a follow? @TGimenezrGMToday we’ll focus on the companions, the first section in the ruleset:The BeastheartBefore we begin, can we take some seconds to appreciate that cover art? It looks AMAZING! It definitely gives off Conan vibes. Ok, with that out of the way, let’s start with the (not so) little beasties.Companion Creatures rulesI’m going to start this by stating that even though animal companion rules are something people have been wanting for a loooong while, giving a companion creature to a character will affect encounter balance. The PDF states that a creature companion affects an encounter in the same way a powerful magic item does. If that is not your cup of tea, then you may only enjoy this section if you are intending to play a Beastheart. Can companions die though? That is a very important question, and the rules here treat them the same way a PC works, by doing death saves and being revived with one of the usual spells. If you want to freely revive your companion you will have to become a Beastheart (more on that on Part 2).CaregiverAll creature companions have a caregiver. This is something like an “owner”, except we don’t use that word because the monsters are intentionally being left wild, and not docile like a pet. This is what allows the companions to use ferocity in combat, a new mechanic to track that unlocks new attacks the longer combat lasts. The caregiver works as their “pokemon trainer” in a way, by instructing the companion who to attack as part of the PC’s bonus action (this changes if you plan on playing a Beastheart, gaining more benefits)FerocityAs stated before, ferocity is what it’s all about when it comes to companions. Once per turn, companions earn 1d4 + the amount of creatures within 5ft of the companion ferocity points. This means:Companions work better tanking the enemies by placing themselves within all enemies (putting itself in danger)The longer the combat, the more ferocity it buildsFerocity, at the same time, works as a way to balance out the companion’s abilities. You have signature moves you can spam every single turn, but the “ferocity actions” can only be used once the companion earns a certain amount of points. Nevertheless, taking into account companions are still wild creatures, an extra (and very fun) mechanic is introduced.RampageOnce a companion gets 10 ferocity points, there is a chance they may enter a rampage and attack creatures close to them at random (yep, even the caregiver). This means that by accumulating ferocity points you are pushing your luck to possibly get the chance to use a ferocity action, but you run the risk of getting hurt or hurt those close to you. By the end of combat, ferocity goes back to 0 points, meaning you are now safe from your companion.Stat blocksCompanions use different stat blocks from the ones in the Monster Manual, in a similar way to the mounts from Arcadia 1. Their hp and attacks improve as the PC levels up, even if you are not a Beastheart, which is amazing! That means that your companion won’t die or be useless once you hit lvl10. They all have a signature attack that is the attack you can always spam and are always melee, and 3 ferocity actions that may or may not use the signature attack as part of it. The PDF comes with sideblocks that offer some variant rules, such as using the companion as a mount as well.Companions15 different companions appear in the PDF, with more to come in future Arcadia articles, and much more created by fans and shared in the MCDM Subreddit and Discord. These range from monstrous creatures such as basilisks and dragon wyrmlings to weird ones such as gelatinous cubes, mimics, and earth elementals. My favorite one has got to be the bullette, because how cool is it to burrow with your own companion and attack enemies from under their feet as if you were mounting Jaws? Another interesting pick is the gelatinous cube, who lets you travel inside of it without taking damage and allows the caretaker to attack enemies engulfed by the “companion cube” (see what I did there?)Final WordsI won’t yet give a conclusion because there is still much to read. I’ve already taken a good read at the class, and some glimpses at the subclasses. This means that I will probably make two more articles, one with the class and some subclasses and the other one with the other subclasses and my conclussion. I am doing this so you can have a quicker review of the product and I don’t have to stress myself reading, analyzing, rereading, and writing down a full review article. So far I’m loving this product and I hope you do love it as well!GET BEASTHEART CLASS FROM MCDM STOREBECOME AN MCDM PATREON FOR FUTURE ARCADIA ISSUES AND MCDM PRODUCTS

The Windsong Testaments: Fafnheir's Lament

The manuscript that follows is taken from but a single source, stored at Windsong Abbey. It is impossible to verify the authorship of “Fafnheir’s Lament”; the book in which it is contained also includes a bestiary and various tales of monster-hunting. If authentic, the lament—written in Skald—must have been copied and recopied many times over its ten-thousand-year history, potentially introducing scribal errors. Translation was further complicated when a fire broke out at the abbey centuries ago; an anonymous librarian saved the book, but not before the manuscript was singed along one edge. The damage was not extensive, but enough to make many passages difficult to read and some phrases entirely indecipherable. The edition presented here represents the best efforts of the abbey’s staff.

So, fresh from the First World I came, Fafnheir,Burdened and brandishing the eggs of my brood.Boldly I’d taken the blood of my brotherAnd the price, my penance, was the exile’s path.Now on Golarion I gazed, greedily,For glory and gold was mine to gather.From mountains where men rode upon mammoths To the Obari Ocean, none could oppose me.Warriors and would-be kings both wentGroaning with grief into my gullet.I felt certain Fafnheir was fiercest,First among foes, now and forever.That was good killing.

But fat on the fear of fools, I forgotThe fickle future of fortune’s wheel.For although the life of a linnorm is long,And time toughens us like an oaken tree,No royal or regent is allowed to ruleLonger than the law of cruel fate allows.Your might won’t matter, is what I am meaning,When you gaze upon a god and graspThe golden age of your glory is gone.Heed my history, and hewTo the wisdom which I have won.Listen to the lament of the first linnorm.

Millennia ago by mortal measure,Veiled villains seeking vengeanceSummoned the Starstone from the depths of space.But Acavna of Azlant, bride of AmaznenMade a magnificent shield of the moon.She shattered the Starstone into shardsAnd some souls were spared.But gone was the glory of ancient Golarion,And men became cowards crouching in caves.

Into this apocalyptic air I ascendedTo witness what wonder remained in the world.I sojourned south, taking the swan’s road,And all that my eye encompassed was empty.Fewer folk than you have fingersLived in that lonely desolate land.But as I approached the antipodes by airStalwart survivors began to be seen,Sheltering in the shade of Mwangi’s shield.Here were heroes a linnorm could hunt,So down I descended, hungry for dinner.

The trees were towering torchesBlazing below me, their light blinding.Under that kindling canopy were helpless kin-folk,Mortal men and elves, MualijaeCaught in a barbarous burning. Time had taught them the meaning of terror,For a dreadful dragon had chosen todayTo descend and deal devastation.But the fear that filled them wasn’t for Fafnheir,And my blood boiled as I wondered what bastardHad the craft and the courage to steal my kill.Then I drew near to dread Dahak,Dealer of death and desolation.Then the father of linnorms felt fearFor the Age of Ashes had arrived.

Dark is the day I first saw DahakFeasting on fools who howled as they fled.Spells and spears he shattered for sport,Shields splintered, they perished in shame.Blades that breached him were, by his blood,Melted to mist like ice in a meadow.A Mualijae maid raised her voice in mourningAnd the greedy one paused, engrossed by her grief.She sang of centuries filled with sorrowHow Starstone survivors became food for the slaughter.But the monster was unmoved by her music;Sky swallowed the smoke.

Many are the deaths that delvers discoverWhen they dare their descent into the depths:A poisonous point in the depths of a pit,Or their corpse consumed by gelatinous cube,Or reduced to dust, disintegrated,Or by the relentless reach of a mummy’s rot,Their strength sapped as they’re turned to stoneBy the sudden stare of a medusa’s snakes,Or mauled by a minotaur lost in a maze,Or by a bear with the brow of an owl disemboweled.

But lo, this litany now must be lengthened,Expanding the examples of exsanguination,For dungeon delvers have new ways to die:Caught and cut by the dragon god’s clawsOr by his bite sent to the Great Beyond.A swipe of his tail scatters them stumbling,Beaten by the buffet of his batlike wings.And finally flames hot as a furnaceBrightly furious forth from him fly.The fearful fools caught in that fireAre fried in a flash by that perilous flood.

Lament for the linnorm who has boasted his last.Long is his life, but brief is his legacy.Shunted and shamed, by Dahak overshadowed,To caves in the crags Fafnheir will crawl.From that darkness I’ll dare not emerge. Day’sLuminous light on the father of linnormsShall not shine. And my shimmering scalesWill henceforth be hidden, this for my hubris.Wanderers into my web will be welcomed,As I break my fast on their brittle bone-house.But never again by noon or nightWill I hunt heroes, as was my habit.

About The Author
Jason Tondro develops Adventure Paths for the Pathfinder and Starfinder RPGs. A former college professor, he taught literature, writing, film, and comics & graphic novels before joining Paizo as an editor in March 2018. He is the author of the Arthur Lives! RPG; look for him on Twitter @doctorcomics. He lives in Seattle with his two dogs.

About Windsong Testaments
On the northern reaches of Varisia’s Lost Coast stands Windsong Abbey, a forum for interfaith discussion tended by priests of nearly twenty faiths and led by a legacy of Masked Abbesses. At the dawn of the Age of Lost Omens, Windsong Abbey suffered as its faithful fought and fled, but today it has begun to recover. A new Masked Abbess guides a new flock within, and the Windsong Testaments—parables about the gods themselves—are once again being recorded within the abbey’s walls. Some of these Testaments are presented here as Golarion’s myths and fables. Some parts may be true. Other parts are certainly false. Which ones are which is left to the faithful to decide.

Kickstarter Round-Up: Samurai, Mimics, Cryptozoology, and Borderlands on the Tabletop

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

Samurai Warfare – STL

We are excited to offer our first collection Samurai Warfare 15mm (pre-supported) and 28mm (unsupported) scale armies. These miniatures have been crafted to be printed using your 3D resin printer. 
This Kickstarter is for digital downloadable files (.STLs) to make these units using your 3D printer. No physical models are provided, Files will be delivered via the  MyMiniFactory Pledge Manager.
Pledges start at $36 for the core set of files.

Legacy of Mana World Guide – 5e

Welcome to Imaria! Legacy of Mana is a 5e compatible setting guide infused with unique mechanic adjacent gameplay that will revitalize how you play Dungeons and Dragons at your gaming table. Our world focuses on mystical new features such as the concept of anti-mana vs. mana, chronomancy, anthropomorphic cultures, gunpowder properties and airship technologies, godless realms, and the intense connectivity between manipulating destiny and the promise of fate.
Grab your dice, record initiative (prepare to have it tampered with by a Bard of the College of Time), and get ready for an adventure worthy of time itself!

Pledges start at $35 for digital rewards.

Mimic Manor! – STL

Hello! My name is Jamie and I sculpt minis for 3D printing. In this campaign Mimic Manor!, I am creating mimics that are polymorphed into various inanimate objects in both the motionless/hidden form and in-motion/revealed form. I run campaigns for small sets of 3D printable minis that grow in proportion to how much backing it receives. I will also be taking suggestions from backers and letting backers vote on what extras I end up making.
Pledges start at $9 for a personal use set.

Steven Rhodes Games Vol. 2

Get ready to get immersed in the dark retro worlds of artist Steven Rhodes again! Vol. 2 features more of what you love from Cryptozoic’s Dynomite Games sub-brand: games that anyone can learn, with enough depth and hidden complexity for the tabletop masters. Inspired by the art of Steven Rhodes, all three games bring the FUN!
Cryptozoology For Beginners is a creature-drafting set collection game for the entire monster-hunting family. In Living Well Is the Best Revenge, bury your opponents in a pile of points in a dice game of fantastic proportions. Finally, gather your friends for a social deduction game that will make you say, Let’s Call the Exorcist!
You can get one game, two games, or (highly recommended!) ALL THREE games in an amazing Kickstarter Exclusive slipcase.
Pledges start at $30 for one game and $55 for all three with the slipcase.

Vaesen RPG

Leave the Mythic North and set sail for the mist-shrouded isles of Mythic Britain & Ireland. Explore the fog-shrouded streets of London, discover the secrets of Rose House and the British Society. Discover the islands and walk the moors in search of long-lost tales and ancient remnants.
This book provides a new setting for the ENNIE-winning Vaesen – Nordic Horror Roleplaying. Letting you experience Gothic horror mysteries in the lands of Mary Shelley, Arthur Conan Doyle, and Bram Stoker. Written by industry legend and ENNIE-winner Graeme Davis (The Enemy Within) and beautifully illustrated by multiple award-winning artist Johan Egerkrans,the acclaimed cartographer Francesca Baerald and talented portrait artist Anton Vitus.
(This week’s header image is from this campaign.)
Pledges start at $33 for a PDF.

Borderlands: Mister Torgue’s Arena of Badassery

Welcome to Borderlands: Mister Torgue’s Arena of Badassery, an officially licensed cooperative, board game for 1 to 4 players, in which you and your friends must defeat the hordes of bandits, skags, and other challenges Mr. Torgue throws at you to prove you are Ultimate Badasses. Here’s what’s in the core game box:

6x Vault Hunter and companion miniatures: Moze, Iron Bear, Mordecai, Bloodwing, Amara, Salvador
39x Enemies: Psychoreaver, 2x Badass Psychos, 2x Goliaths, 2x Raging Goliaths, 4x Shotgun Tinks, 4x Suicide Psychos, 4x Adult Skags, 8x Marauders, 12x Psychos
48-page rulebook with campaign
Over 80x Arena Hexes
A Pile of Tokens
Token Loot Bag
Base rings to represent alternate enemy profiles
Vault Hunter skill tree dashboards
Over 400 cards, including Vault Hunters, Enemies, Spotlight, Announcements, Events, Zed’s Meds, Ammo Dump, Torgue Legendary, and GUNS!
10x [RE]action dice  

Pledges start at $85 for the core game.

~Which Of These Campaigns Caught Your Attention?

Let’s Play D&D With Ciri from the ‘The Witcher’

This week we’re heading back into the world of The Witcher as we invite Ciri to our next Dungeons and Dragons session.

Just about everyone is excited for the return of The Witcher to Netflix. The first season captured the attention of fans of the books and games. The first season delivered, making a fun, exciting, and funny show with good world-building. It had a song that got stuck in all of our collective heads for months, to boot.
[embedded content] 
With The Witcher‘s return to Netflix right around the corner, let’s take a moment to add who I’m sure will be this season’s most compelling character to our next D&D campaign. Let’s make a sheet for…
The Witcher‘s Ciri
via GIPHY 

How to Play Ciri in Your Campaign
There are a ton of ways to make a playable version of Ciri for your D&D campaign. Hexblade Warlock would be a fun way to lean into her Witcher training. Her control of time would make her a great candidate for a Chronurgy Wizard. But in season two, we’re still looking at a younger Ciri who’s still figuring out who and what she is. That thing isn’t always entirely stable.
As a Source, she has a natural talent and connection to magic, but it tends to make itself known when she’s under stress. That isn’t always something she is in control of. I can’t say for sure if this is the direction they’re going in with the show, but this background for Ciri made me think of a Wild Magic Sorcerer right away.
I still wanted to utilize her time powers a little, even at a relatively low level. As a character who is still very much in training, I gave her Blink and Misty Step as spells. While they have nothing to do with time per se, they both have the practical ability to make your character be in one place one moment and completely other places the next. Not wasting time on travel looks flashy. It also gives you an upper hand in a fight and looks like this moment in the game.
via GIPHY 
Of course, Ciri has Witcher training as well. She’s fast and strong in a fight and skilled with various weapons. A Sorcerer is not usually highly skilled in weapons. I made up for this by giving her the feat Weapon Master and adding a few weapons to have proficiency at on her sheet. A grownup version of Ciri would probably have a far different sheet with multi-classes and fully developed Chronurgy abilities. I think this is pretty darn close for the young version who’s still in training and has a difficult time controlling her abilities.
Your Ideas!
How would you make Ciri for Dungeons & Dragons? Which Witcher character would you try to sneak into your next campaign?
What movie, show, game, or comic would you like to see sheets from next? Let us know in the comments!
via Netflix
Throw A Coin To Your Witcher, Adventurers!

‘What pain do we want to experience?’: Fandom Tabletop address community license backlash

The members of Fandom Tabletop and the Cortex Prime design team seemed to expect the announcement of two new community-focused licenses to be received with excitement. But the November 30th update to the genre-agnostic system’s Kickstarter instead prompted an outpouring of criticism and dismay.

At worst, players interpreted the community license as a crass method of legally stealing community creations. The company working on Tales of Xadia: The Dragon Prince RPG and Legends of Grayskull: The Masters of the Universe RPG was quick to explain that this initial version simply did not accurately convey its intentions and promised to return to the legal drawing board.

Dicebreaker sat down with Fandom Tabletop’s Marketing Lead Bart Vickers at PAX Unplugged 2021 to discuss the shape of those revisions, when players might expect an update and what those poorly conveyed intentions really were.

You joined Fandom about a year after they acquired the rights to the Cortex system and Cam Banks. What has been your role in that increased tabletop push?

Bart Vickers: They’ve already got a great relationship, as well as a platform and D&D Beyond. How do we continue to grow that are a little bit more specific and custom. How do we help people celebrate little-f fandoms through gameplay? That’s where the Fandom Tabletop side of things bubbled up. We had a great out-of-the-gate relationship with Wonderstorm and The Dragon Prince – really passionate fan base, there. Being able to create something that is part of the work so that people can celebrate that fandom rather than just licensing the IP and making a game out of it.

It’s interesting that Fandom decided to go with Cortex Prime, given the company’s investment in D&D Beyond. Why not double down on 5E to power licensed games?

It’ll probably be a little unpopular to admit things aren’t the way you want them in version 1.0, but we’re going to continue to listen and support.

I think we had a really great convergence of opportunities. One was a great relationship with Cam Banks, the designer of the Cortex system, as well as Fandom becoming better and better over time about understanding the space and what tabletop gaming means. Let’s have the most flexible platform possible to use gaming as a way to celebrate fandom. The D20 systems are great, but what we’ve got on the Cortex side is something much more narrative, much more collaborative, much more storytelling based. Also, it’s really, really flexible. Those are two sides of the business that operate independently.

Licensed games tend to have a reputation as quick cash grabs, akin to movie tie-in video games. How is Fandom Tabletop approaching Tales of Xadia, Masters of the Universe, etc. in order to avoid that feeling?

It’s huge. Part of it is like, ‘What pain do we want to experience?’ We’d prefer the pain of really crafting something great and partnering with the IP creators themselves to do something authentic, genuine and that grows and extends that IP. The painful part of that is, we’re working with writers and artists and making sure that what we’re doing on the gaming side is tying into what they’re doing – writing the next season of the series. That means our timelines are slower. It’s a lot more back and forth. It’s a lot more partnering.

For example, players and fans of The Dragon Prince are going to see things in Tales of Xadia that have never been shown before in that universe but are canon. That’s really what we want to do. We see when IPs don’t fare well, and that’s because there’s not intentional hard work to make it part of the larger story.

Legends of Grayskull: Masters of the Universe will be the second licensed RPG published by Cortex Prime and Fandom.

Do you feel as though Fandom Tabletop has a handle on how to produce these licensed RPGs, yet? One that works best for the creators, the players and the IP holders?

Part of me is never going to feel that way. I’m always the person that asks how we do this better. How do we really fine-tune everything? But we will likely have this operational rhythm established by the time we’ve done maybe three to five games. The vision is that once you get the Cortex System, playgroups can get super deep into certain worlds or sample a little bit of everything, buffet style. We want to make sure both approaches are available.

Coming from a traditional RPG background, how do you feel about the company putting a lot of stake in the digital tools? Do you believe they will be polished enough to entice other old-schoolers like yourself?

I will admit that up until probably 2018 I was that pen-and-paper player, one who needed physical dice. I need to touch the books. I had tried D&D Beyond – the Player’s Handbook and Xanathar’s Guide to Everything were my very first digital purchases. And while the experience wasn’t perfect, it was a game changer. If we can help people spend more time hanging out, socialising and really enjoying the game, rather than flipping through a few thousand pages of rules – that’s great.

How do we help people celebrate little-f fandoms through gameplay? That’s where the Fandom Tabletop side of things bubbled up.

Tabletop games should be for everyone, and digital tools – if we do them right – lower that barrier to entry. If someone is hesitant about branching out from D&D or coming from The Dragon Prince without any tabletop knowledge, those tools should help.

I want to talk about the community licences. Why did Fandom Tabletop decide that now was the time to announce them in the manner you did?

This was the frustrating thing – we spent a lot of time internally talking about what we wanted the licences to communicate to our community. Right at the core of it were two things that shouldn’t be competitive. One is, if you want to call the thing that you’re creating a Cortex game, there are certain things that you need to do in order to protect the Cortex brand. The other side of that was our desire to put a stake in the ground saying that the community is very intentionally sharing things.

So, if I create something with a community licence – I make a new mechanic for my game, for example – we wanted to have a very clear statement that says, ‘Hey, that’s going to be available to the whole community to use, as well.’ And we felt like we had hit the balance point between those two things. Obviously, There were some things lost in translation. The community had a lot of feedback – ‘What about this or that’ or ‘Can you really claim ownership of these things?’

As we heard that feedback, it was a great point for us to step back and realise this wasn’t as clear as it needed to be. This isn’t communicating the intent of community sharing, while protecting the core Cortex brand. So, yeah. We’re in the process of doing those revisions literally right now.

How did that mistranslation happen in the first place? What went wrong, in your opinion?

We spent a lot of time internally talking about what we wanted the licences to communicate to our community.

I’m one of those people that will always say the buck stops here. If I had a time machine, I would go back and spend a lot more time with my user hat on for a second. What are the ways I might look at this and have concerns? It was a great lesson learned for me that since we’re a community-oriented game we should make sure we’re putting that hat on. I’m looking forward to the next generation of [the community licence]. It should be coming soon.

Did you look at existing community licences as models or comparisons while drafting your own?

I wouldn’t necessarily say comparisons. It was always really important for us to understand what’s out there and the approaches that other publishers are taking, but I wouldn’t say that there was an intent to model or pick and choose [among existing licences]. Really it was more about what it is that we want to accomplish with the community and kind of starting there.

Tales of Xadia give players the chance to explore the world of Wonderstorm’s The Dragon Prince that has been expanded with more characters, locations and stories.

Many designers use community licences and open creative licences as ways to start their careers – some with dreams of landing at Wizards of the Coast or other dream jobs. Is that something you want to foster?

Oh, 100%. We talked earlier about what those tentpole licensed IPs might look like. On the Cortex side, I think it’s very possible that, through either the community licence or some variant of the commercial licence, we may actually see the most popular and successful games bubble up from the community. We really want to make sure we’re encouraging that. Right now, we’re in kind of a strange spot. If you want to make something from a community perspective, here’s the licence for that – imperfect as it may be. If you want to Kickstarter your thing or sell it through whatever publishing channels, we have commercial mechanisms for opportunity.

Part of it is like, ‘What pain do we want to experience?’ We’d prefer the pain of really crafting something great.

What’s on the roadmap, which will really unlock that path, is a community marketplace. It’s in the middle of the two established extremes where someone can create, share and make some money off of it, while also getting feedback from the community. And we, as Fandom Tabletop and Cortex, can shine a spotlight on it, encouraging that creation. The problem is that it takes technical infrastructure that’s on the roadmap. We’re just not there, yet.

The Kickstarter update about these licences admitted that the marketplace would have filled in some necessary context. Do you feel as though its lack was another misstep?

I don’t know if I would necessarily call it a misstep. I do think it’s one of those things that absolutely contributed to that tension within the community. We basically had to make a decision – and it was a tough one – to hold off on releasing a community licence until that marketplace infrastructure is done – and we’re working on it – or reach out to the community and say, ‘start your engines.’

Are you reconsidering aspects of the marketplace in light of the public criticism of the licences?

I think it’s really about making sure that we’ve been rigorous with that community hat before we turn the lights on in the marketplace. Our designers and product developers do a really good job of that. We just have to make sure we’re carrying it through all the way to the end. Make sure people know how they will earn money off of it and the ways they can use it to hype up their creations.

There will be times we may not be able to do everything users would like to do, and we want to be able to call those out very clearly. It’ll probably be a little unpopular to admit things aren’t the way you want them in version 1.0, but we’re going to continue to listen and support. We’ll never say this thing is done.

Warhammer 40K: What New Models Are The T’au Getting?

A new codex is coming for the T’au, but what new models are they getting? It’s looking relatively light…so far.

Early next year Games Workshop is releasing the new T’au Codex, aside from the rules updates in the codex we were wondering what new models they were getting. And it’s looking a little sparse for now.

New Models Announced

First up we have the new Darkstrider miniature. This character is a special Pathfinder operative and it looking to add some extra tricks to the T’au’s arsenal. But that’s not all they are getting…

Don’t forget about the “new” Pathfinders that showed up in Kill Team Chalnath. Sure, it’s mostly just a new accessory sprue but GW did tease that those bit would have rules to match…eventually.
New Rules, Light On Models?
Games Workshop has been a little light on new models for the the upcoming three codexes. Think about it, the Genestealer Cult and the Adeptus Custodes each got one new model to go with their new codexes:

The Blade Master and Saboteur were the only new models those two factions got. 
So, with a new Pathfinder character and a new Pathfinder upgrade sprue, the T’au are technically getting more attention in the model range than the GSC and Custodes. That’s still pretty light on the model count no matter how you look at it. So what gives?

Well, aside from the mess that is the global supply chain right now, we think that GW’s efforts might be focused on something else coming in the future right now. Based on the Advent Engine, it looks like we’re going to be getting some new Aeldari miniatures in the future. The problem is we don’t know exactly how far in the future. After all, we’re still waiting for the new Codexes for both the GSC and Custodes to actually arrive. Plus the T’au are probably after that. We’re three books behind what was already anticipated thanks to delays.

On the Age of Sigmar side, let’s not forget that GW also just cranked out a new miniature range for the Orruk Kruleboyz and also a ton of new Stormcast Eternals as well. That was probably a big resource drain for their production team as well. And we also had the Black Templar refresh hit for 40k which was another big injection of new and updated kits, too. I don’t think GW is tapped out of new models, but I do think this downtime is coinciding with the holidays as well as hiccups with the rest of the supply chain. That’s all speculation on my part — but it’s all very coincidental, ain’t it?!
On the plus side it does look like all three of these new books are at least getting some solid rules updates. We’ll have to wait to see their full potential when we get copies of them in our hands. And at this pace, it’s looking like 2022 is going to have a deluge of new rules to tackle.

Maybe GW has more up their sleeves…or maybe they are waiting to show off a whole lot more from another army.

Keep owlbears and mimics as pets in this supplement for D&D 5E

Get an owlbear or a mimic as a beloved pet in this supplement for Dungeons & Dragons 5E, Beastheart and Monstrous Companions.
The ranger class in D&D may be able to have an animal companion, but their choices are often limited to friendlier and less deadly creatures, such as wolves and bears, but for those players who have always dreamed of having their own beastly being as a buddy can now live their roleplaying game dreams with Beastheart and Monstrous Companions. A supplement designed to be used with Dungeons & Dragons 5E, Beastheart and Monstrous Companions enables players to get a monster friend of their choice – gaining its trust and arsenal of formidable abilities as well.
The potential creatures that players can tame in the fantasy RPG supplement include some classic monsters such as giant spiders; giant toads; basilisks and worgs – which are essentially enormous wolves – alongside some more bizarre creatures like mimics, which are monsters that imitate ordinary items like wooden chests, the adorable owlbear and the iconic gelatinous cube, which has the ability to absorb living beings to gradually dissolve them within its acidic insides.

In their pursuits to befriend and command the various creatures featured in Beastheart and Monstrous Companions, players will have to be wary to keep control over their newly acquired monster companions or otherwise risk chaos. Different creatures will have varying levels of ferocity, with the more ferocious monsters having the chance to go on a rampage – which sees the monster attack the creature nearest to it, regardless of their affiliation. Depending on the size and type of monster, some companions in the supplement can be ridden as mounts, whereas others might have more unusual uses – such as the blood hawk, who can fly and attack enemies who are further away.
A new class called the beastheart is featured in the supplementary rulebook which enables players to create a character that is built around having a monstrous companion. As a beastheart, players can select from five different subclasses focused on building bond types with their chosen monster.
Besides the Beastheart and Monstrous Companions rulebook, there will also be a set of monstrous companion miniatures made available – including models for the sporeling, dragon wyrmling and owlbear.

Beastheart and Monstrous Companions rulebook and Monstrous Companion Miniatures were both developed and published by MCDM productions, a company formed by Matt Colville that specialises in creating supplements and tools for players to use with Dungeons & Dragons 5E.
The Beastheart and Monstrous Companions rulebook and Monstrous Companion Miniatures are available for $14.99 (£11) from the MCDM store, Fantasy Grounds and Roll20 now.

Virtual Tabletop Updates

Work is continuing apace on our Virtual Tabletop (VTT) implementations of Level Up. This is a quick update on progress. If VTTs aren’t your thing, you can safely skip this update. As you know, we decided to proceed with Roll20, Fantasy Grounds, and Foundry at this stage. All three are underway.Roll20The Roll20 character sheet has been live for a while now, and it a work-in-progress which is constantly being updated. You can follow that progress on this thread on the forums. Our Roll20 work is being done by Paul Venner.Additionally, the Roll20 version of Memories of Holdenshire is looking great. Here’s a peek at some screenhots!

Asmodee Being Sold to Video Game Group

Asmodee Group owner PAI Partners is in exclusive discussions to sell Asmodee to video game company Embracer Group, the companies announced.  A purchase price was not disclosed.  Private equity group PAI acquired Asmodee in October of 2018 for around $1.4 billion (see “Sale of Asmodee Group Closes”).Embracer Group, headquartered in Sweden, owns eight operating groups in the businesses of developing and publishing PC, console and mobile games for the global games market: THQ Nordic GmbH, Koch Media GmbH/Deep Silver, Coffee Stain AB, Amplifier Game Invest, Saber Interactive, DECA Games, Gearbox Entertainment and Easybrain, with 86 internal game development studios and over 9,000 employees and contractors in over 40 countries.
Tabletop game publisher and distributor Asmodee Group, headquartered in France, sells games in over 50 countries, with a global workforce of over 2300 people.
Asmodee will continue to operate independently, with CEO Stephane Carville remaining in place as its head.  No reorganization driven by the contemplated transaction is anticipated. 
The companies are seeing potential for cross-fertilizing their IPs across both tabletop and video game platforms.  “The envisaged groups’ collaboration and joint forces would bring impact and scale around IPs, distribution, technology, game development and transmedia projects,” the announcement said.  The combined entity will be Europe’s largest gaming group, according to the announcement.

Critical Role Announces Release Date For Tal'Dorei Campaign Book

Darrington Press revealed today that they have an official release date set for the Critical Role campaign book Tal’Dorei Campaign Setting Reborn. The book, which is a remastered version of the now out-of-print original released back in 2017, brings you all of the resources and knowledge you need to set up your own campaign in the continent of the show’s first campaign. All set to Fifth Edition D&D rules with updated notes and material to fit in with the content from the second and third campaign, the latter of which is currently being played. As of the time we’re writing this, there’s no price point set for the book, but we’re guessing it will be around $50. As for the release date, you’ll be able to get the book at Darrington Press Guild stores and the CR shops on January 18th, 2022, and everywhere else two weeks later on February 1st, 2022.Credit: Darrington Press

From Darrington Press, the official publishing arm of Critical Role, comes the new Tal’Dorei Campaign Setting Reborn, the definitive sourcebook for bringing the locations, people, creatures, and player options of Critical Role’s world of Tal’Dorei to roleplaying fans everywhere! This fantasy-filled continent was first explored through the epic adventures of Critical Role’s first campaign, Vox Machina, and this new publication updates, revises, and expands significantly upon the popular and out-of-print original Tal’Dorei Campaign Setting. The world’s timeline is updated to cover the exciting conclusion of the Vox Machina campaign and takes place 20 years later, showing how Tal’Dorei has changed and progressed leading up to the start of Critical Role’s second campaign.
Take these amazing new designs beyond the walls of Tal’Dorei, too, as they are compatible with any game using the 5th edition ruleset. The sourcebook’s lead designers are Critical Role Game Master and Chief Creative Officer Matthew Mercer, Hannah Rose, and James J. Haeck. Additional contributions are provided by Critical Role founders Laura Bailey, Taliesin Jaffe, Ashley Johnson, Liam O’Brien, Marisha Ray, Sam Riegel, and Travis Willingham; as well as John Stavropoulos (Van Richten’s Guide to Ravenloft, X-Card, Wizards of the Coast: Game Design Coach) and Aabria Iyengar (Exandria Unlimited, Misfits and Magic, Pirates of Salt Bay). This art-filled, 280-page tome contains everything needed to unlock the rich campaign setting of Tal’Dorei and make it your own, including:

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.

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D&D: Critical Role’s ‘Tal’Dorei Campaign Setting Reborn’ Gets An Official Release Date – Next Month

Critical Role’s Tal’Dorei Campaign Setting Reborn promises to take adventurers back to a familiar corner of Exandria–sooner than you think!

Tal’Dorei is at the heart and soul of Critical Role’s 1st campaign. It was the continent that served as many a Critter’s first introduction to the wider world of Exandria, with its ancient magic empires, warring gods, and magics that affect both time and gravity.

It was also Critical Role’s first foray into the world of D&D sourcebook publishing, and though the original has been out of print for quite some time, Critical Role–through their publishing imprint Darrington Press–is revisiting the familiar corner of their world once more with Tal’Dorei Campaign Setting Reborn. The new sourcebook, promises to be a “significant expansion and improvement” of the nigh unavailable first sourcebook. And with a team of veteran D&D designers, the new sourcebook looks packed with new stuff, including new subclasses, magic items, and more.

Let’s take a look at the book and get a closer glimpse of what awaits within.
via Darrington Press

Created by lead designers Matthew Mercer (Critical Role Game Master and Chief Creative Officer), Hannah Rose (Explorer’s Guide to Wildemount, The Wild Beyond the Witchlight, Mythic Odysseys of Theros), and James J. Haeck (Explorer’s Guide to Wildemount, Waterdeep: Dragon Heist, Baldur’s Gate: Descent into Avernus), the continent of Tal’Dorei’s locations, people, creatures, and character options are beautifully presented and ready to use at anyone’s table. The updated sourcebook is a significant expansion and improvement of the popular and out-of-print original Tal’Dorei Campaign Setting, with newly crafted creatures, subclasses, magic items, and more designed for the 5th edition ruleset. Additional contributions are provided by Critical Role cast members Laura Bailey, Taliesin Jaffe, Ashley Johnson, Liam O’Brien, Marisha Ray, Sam Riegel, and Travis Willingham; as well as John Stavropoulos (Van Richten’s Guide to Ravenloft, X-Card, Wizards of the Coast: Game Design Coach) and Aabria Iyengar (Exandria Unlimited, Misfits and Magic, Pirates of Salt Bay).

Tal’Dorei, a continent within Exandria (the world created by Game Master Matthew Mercer and the cast of Critical Role), was first explored through the adventures of Critical Role’s first campaign, Vox Machina, and is brimming with epic stories of heroes and adventurers — and eagerly awaiting adventures of your own. Taking place two decades following Vox Machina’s conclusion, this sourcebook outlines how Tal’Dorei has changed and progressed leading up to the start of Critical Role’s second campaign, The Mighty Nein. Soar on a skyship from the metropolis of Emon, home to the Tal’Dorei Council, to the distant haven of Whitestone; explore the lush wilderness in between, meeting monsters and wayward mages; and uncover magic items ranging from simple trinkets to the legendary Vestiges of Divergence. How will you shape the future of Tal’Dorei? The land’s fate is in your hands. 

The book is chock full of gorgeous art, which has come to be par for the course for all things Critical Role. Throughout the article, you’ll find samples of the intricately detailed pieces which fill the upcoming book. But in addition to art, 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

mockups-design.com
Releasing January 18, 2022, Tal’Dorei Campaign Setting Reborn will first be made available at Darrington Press Guild stores (list here) and Critical Role shops (US, UK, CA, and AU), followed soon after at other local hobby and gaming stores. The sourcebook will also receive a deluxe treatment from the team at Beadle & Grimm’s, featuring in-world player handouts, battle maps, a Game Master screen, and more.

January 18th is quite close. And not far after, in March 20222, you can check out the first big official Critical Role adventure book, Critical Role: Call of the Netherdeep.
Happy Adventuring!

Tales from the Loop publisher joins D&D and Pathfinder with own online platform

The studio responsible for roleplaying games such as Tales from the Loop, Free League Publishing, is getting its own online platform.
Called Free League Nexus, the online platform will contain digital toolsets designed to be used alongside roleplaying games published by the studio. Similarly to D&D Beyond, which provides dungeon masters and players with online tools for Dungeons & Dragons 5E, Free League Nexus will include features intended to enable players and games masters to plan their sessions, create characters and view rules for each RPG.

The Free League Nexus will include a digital reader – to allow players to view content created for the various roleplaying games released by Free League Publishing – as well as a compendium of rules for each game and an “online playspace” that will help players to find other people to play certain roleplaying games with or games masters to find a interested party. Players will also be able to create their characters using the Free League Nexus online character builder, before using an interactive version of the character sheet during each session.
Free League Publishing joins both Paizo Inc – the studio behind fantasy roleplaying game Pathfinder: Second Edition – and Vampire: The Masquerade universe The World of Darkness in forming a partnership with Demiplane, a company that has already created an online platform that’s designed to be used with any TRPG system players and games masters want to use, also called Demiplane.

Free League Publishing is responsible for releasing the Alien RPG – a horror tabletop RPG based on the world of the science-fiction film series – alongside Vaesen – Nordic Horror Roleplaying, Mutant: Year Zero and the sci-fi roleplaying game Coriolis – The Third Horizon, all of which Free League Nexus is set to provide support for when it releases in 2022. Other titles that the studio publishes – such as the aforementioned Tales from the Loop and the death metal inspired RPG Mörk Borg – are yet to be confirmed for the platform.
Free League Nexus will initially release in an early access phase, with feedback being used to shape the online platform thereafter.

Skald: Against The Black Priory Will Release In 2022

Raw Fury revealed that have taken over publishing for Skald: Against The Black Priory, which will be released sometime in 2022. The company has partnered with developer Scape-IT AS (Anders Lauridsen) to release the game on PC on Steam and GOG, as it has been out in Early Access for a while now. Back in mid-2020, the game was originally revealed to be at 75% complete, but in the past year and a half, word on the development has been quiet, so it’s been a little hard to judge as to when we might see it next year. In the meantime, you can check out a new trailer for the game below.Credit: Scape-IT
You drag yourself from the black tides, across the corpses of drowned men, and onto the unwelcoming, craggy shoreline. Gulls cry overhead and the stink of seaweed fills your nose. By some miracle you have made it to Idra. It will take all your skill to survive and unravel the eldritch mysteries of the Black Priory. Pray your sanity holds. Skald: Against The Black Priory is an old-school roleplaying game that combines modern design and a fully realised narrative with authentic 8-bit looks and charms. Delve into a dark fantasy world, full of tragic heroes, violent deaths and Lovecraftian, cosmic horror. Explore an engaging, branching story mixed with rich exploration and crunchy, tactical, turn-based combat that will seem familiar yet innovative to RPG fans, old and new. Do you have what it takes to lead a company of broken heroes from the tainted shores of Idra to the gates of the Black Priory – and beyond?
Experience a richly illustrated world of authentic pixel art using thousands of hand-drawn tiles and images. Build your main character and recruit a party from among a dozen diverse characters, each with their own skill-set, agenda and personality. Explore the vast expanse of Freymark and the Outer Isles and watch your actions spell doom or salvation for the region.

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Bards with Class: Creating Non-Musical Bards

Bards are jacks-of-all-trades, dabbling in a little of this and a little of that. Despite their theme of versatility, many of the core bard abilities focus on music and performance. But not every artist is a musician or orator. The purpose of this series is to provide ideas and options for players who want to explore bards through other artforms.

The first entry of the series provides optional rules and aesthetic suggestions for players who wish to play a non-musical bard. Subsequent entries in the series will present new non-musical bard subclasses as well as new spells, items, and backgrounds for the non-musical bard.

Affected Class Features

Not all bard features are affected by the options in this article. Only the following features are re-flavored. Both the GM and the player must be flexible with these features because they may not be as intuitively spontaneous as musical performance, but in the end, enjoying the character you’re playing and story you’re telling is most important:

Bardic Inspiration. Your character utilizes an art form other than music or oratory to inspire your allies. This could take the form of rapid drawings or sketches, culinary performances, performance art, improvisational poetry or comedy, or even providing party members with pre-made treats or trinkets. Regardless of the way you describe the feature, it works the same way mechanically as it does for musical bards. For ease of gameplay, GMs shouldn’t impose any additional hardships on bards using these aesthetics than they do musical bards. Perhaps an ally discovers they still have one of the bard’s homemade cookies, glances at a hilarious caricature the bard drew, or draws the hood of the cloak the bard sewed for them.Song of Rest. Instead of performing soothing music, the bard uses some other method to revitalize their allies. They might mix elaborate wellness drinks, feed their allies delicious treats, or paint soothing landscapes.Countercharm. Instead of singing or giving a speech to disrupt mind-influencing effects, the bard uses a different artform. They might craft the words to a story in their mind as the battle continues and display it with a visual illusion. Or they could perform a rousing dance or feat of agility to pull their allies’ minds out of the influence, such as juggling, sword swallowing, or fire eating.

Non-Musical Bard Concepts

The following are character concepts you can use to re-flavor your bard. It is possible for a character to employ more than one art form for their bardic abilities (GM’s discretion), just as musical bards can use more than one instrument in their performances.

Artisan. Your bard abilities relate to an artisanal craft, such as knitting, candle-making, whittling, or perfumery. You might inspire your allies with the spiffy clothes you made or the nostalgic scents of candles you light in battle. Or perhaps you whittle humorous or astounding carvings. Or you might sharpen their minds with empowering scents of essential oils.Chef. Your bard abilities focus on culinary artistry. You might prepare sophisticated foods in your downtime and distribute them to your allies. Or perhaps you cook for them in between battles, keeping up their strength. You might even perform an on-the-fly culinary display during battle, rapidly chopping vegetables, filleting fish, or lampooning your foes with fruits carved into shapes to make them look bad.Fine Artist. Your character’s artistic bard abilities utilize a permanent artform, such as painting, drawing, or sculpture. You sometimes prepare these during your downtime, then display them during battle. Other times, you create rapid works of art on the fly, drawing on your sketch pad, shaping the earth into a sculpture (as if with a cantrip but without requiring an extra action), or creating a temporary image with an illusion.Writer. Your bard abilities center on written but not necessarily performed prose, fiction, or poetry. Perhaps you are writing the story of the campaign during downtime and distributing to your allies, providing them with inspiring words to recall later. Or maybe you are furiously scribbling the events of a battle while lobbing spells, thrilling your companions with the knowledge that their actions are being immortalized. Or maybe you are skewering your foes with your writing, holding up the most critical parts when your enemies are vulnerable.

Alternate Starting Equipment for Non-Musical Bards

Core bards have the following starting equipment:

a rapier, (b) a longsword, or (c) any simple weapon(a) a diplomat’s pack or (b) an entertainer’s pack(a) a lute or (b) any other musical instrumentLeather armor and a dagger

A non-musical bard likely needs to start with different equipment. Weapons and armor are unaffected, and the diplomat’s pack or entertainer’s pack should be versatile enough to cover most concepts. But instead of a lute or another musical instrument, the non-musical bard chooses a tool appropriate to their concept, such as cook’s utensils or painter’s supplies.

Alternate Starting Tool Proficiencies for Non-Musical Bards

Core bards start with proficiency in their choice of three musical instruments. As an optional rule, non-musical bards can take three tools other than musical instruments instead, but they cannot take any musical instruments with these three proficiencies. The tools they select must relate to the aesthetic of their bardic inspiration.

For example, a culinary bard might take proficiencies in brewer’s tools, cook’s utensils, and an herbalism kit. An artisan bard focused on wood art might take proficiencies in carpentry tools, woodcarver’s tools, and tinker’s tools. There won’t always be three tools that clearly fit a particular concept, and in that case, the player should work with the GM to select appropriate tools.

Spellcasting Focus

A core bard can use a musical instrument as their spellcasting focus. A non-musical bard can use a single type of tool they are proficient in (one of the tools they selected for their tool proficiencies) as their spellcasting focus.

Optional Spells for Non-Musical bards

The following spells can be added to the spell list for non-musical bards. Given that bards must know each spell they cast, and this is small list of spells, it is not unbalanced to add these to the list rather than replacing existing spells. These spells are added to the bard spell list for your character, but you must still select them from your spells known, and they presumably relate to the bard’sfocus. A bard who sculpts might take mold earth, fabricate, and creation. The player should work with the GM to choose other spells that fit the non-musical bard concept they envision. The spells below are just a sample of potential spells that might incorporate into some non-musical bard concepts.

Spell LevelSpells1stdetect poison and disease, purify food and drink4thfabricate5thcreation6thheroes’ feast7thmagnificent mansion, simulacrum

D&D: WotC’s New Lore Changes Raise Questions Among Players

The recent errata from Wizards of the Coast changes what you know about monsters. This leaves the community to wonder– is new lore coming?

Yesterday, Wizards of the Coast released a new set of errata for many of their D&D books, including Volo’s Guide to Monsters. The changes to the book has set off considerable discussion among the community about the future of monsters in Dungeons & Dragons.
D&D Lore Changes to Monster
Here’s a sampling of some of the changes that have different parts of the community up in arms:

In a nutshell, Volo’s Guide to Monsters is being reworked so that it only suggests possibilities for certain monsters. Now, the “lore” established in the book is clarified to be purely from the perspective of Volothamp Geddarm, a fictional character whose fictional opinions are made up by WotC’s writers.
It’s an excuse, however flimsy, to get around having to rewrite whole sections of the book as part of WotC’s quest to move away from racist/insensitive/harmful tropes in their writing:

“You’ve reminded us that alignment is a suggestion. Does that mean you’re not changing anything about D&D peoples after all?” We are working to remove racist tropes from D&D. Alignment is only one part of that work, and alignment will be treated differently in the future. #DnD
— Jeremy Crawford (@JeremyECrawford) June 26, 2020

Similarly, much of the description in the book has been changed, replaced with “When you’re roleplaying a/an X, the following tables contain possible inspiration. They suggest characteristics that a/an X might possess.”
What is the text being replaced? You can find writeups online or check your own copy of Volo’s Guide to Monsters, but it ranges from text as simple as “Mind flayers are inhuman monsters that typically exist as part of a collective colony mind” to descriptions of orcs that WotC has explicitly identified as problematic:

Moves Toward Diversity & Inclusion
A big part of Wizard of the Coast’s statement on Diversity included a segment of what they were doing to improve. It also outlined some of the new directions that they were headed.

It feels like these changes have been a long time coming. But many are commenting with questions as to what these changes mean for the future. Sure, there’s the usual brigade of people who express their disappointment in D&D getting to be too woke. But we know that changes have been coming for a long time. They just aren’t here yet.
Perhaps a glimpse of what’s in store for the way monsters are portrayed can be found in the recent updates to Drow lore. This introduced new Drow civilizations so that A) the Drow are no longer monolithic, and B) there’s opportunities aplenty for people wanting to play heroic Drow without having to be “the one exception that proves the rule.”
Monsters of the Multiverse
Many commenters on reddit and Twitter have expressed dismay at “chunks of text being removed” without seeing what the replacements are. Where might we see this? Perhaps in the upcoming Mordenkainen Presents: Monsters of the Multiverse.

Monsters of the Multiverse was announced back in September. The book promises to rework more than 250 monsters and more than 30 player races.
“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.”
One of the biggest changes in the new book was a reworking of spellcasting NPCs and monsters. It replaces the typical spell slots/lists with “spellcasting actions”. These are spell attacks that mimic spellcasting without using the same rules that PCs do.
In the panel, they gave the example of an NPC having a “Holy Fire” action. It would deal damage instead of the monster casting a spell like fireball. By adding in more specificity, the team can more accurately reflect the CR of a creature. But notably, all of the examples outlined seemed to come from Volo’s Guide.

Is this new book basically a replacement for Volo’s Guide? Well, the release of Mordenkainen’s Monsters is just around the corner. Perhaps this is where we’ll see new or updated monster lore. And a new core set is coming in 2024. So there’s still plenty of room to introduce new facts to replace what once was in Volo’s Guide.
Happy Adventuring