Bert Ballast

Meet the Authors: Starfinder Society’s Year of Fortune’s Fall

Greetings, players! In today’s blog we’d like to recognize the talented freelance authors who contributed to our most recent slate of Starfinder Society adventures. Some of these authors have been writing for us for years, while others saw their names in print for the very first time!

Alex SpeidelOrganized Play Coordinator

Joseph Blomquist (he/him)
SFS1 #6-03: Project Dawn and SFS1 Special #6-99: The End Awakens
This season, I had the opportunity to put my stamp on two adventures that couldn’t be more different.
For the first one, Starfinder Society Scenario #6-03: Project Dawn, I was given the chance to dive back into the nostalgia of my gaming youth when Shadowrun was my game of choice. Project Dawn is truly intended to be a standard espionage run against an evil corporate entity and was a ton of fun to write. Jess even let me bring back an NPC from my first ever SFS adventure! In all honesty, using a simple subsystem to create tension while sneaking around the Dayside Inc. head office was a treat unto itself.
Starfinder Society Scenario #6-99: The End Awakens brought entirely different obstacles and opportunities. As a special, its needs were far different than a standard SFS adventure. Fortunately, I was working alongside the dev of some of my favorite PFS adventures, Mike Kimmel. While our styles are very different, they complement each other well, which just shows Jess’s high Wisdom score in pairing us together. One of my goals was to bring a lot of the big moments and decisions back to the table instead of solely allowing the house to have all the fun. And we got away with it! We had forking paths, aid tokens based on table decisions, and even a big moment to understand Krethiskar that occurred at a table level! But more importantly, I got to return to terrorizing Starfinders with bugs, as happened in my somewhat infamous adventure Illegal Shipment from four seasons ago. Starfinder tears really do taste so sweet…
Anyway, for more about me, check out the blog I never update at www.UnderwearOnTheOutside.com or on social media under the name DoctorMono. Or better yet, pick up Mechageddon! and get to know what makes me tick (spoilers: Mechs vs. kaiju).
See you in Second Edition!

Charlie Brooks (he/him)
SFS1 #6-09: Ridgerock Rescue
Hi everyone! My name is Charlie Brooks, and my pronouns are he/him. I had the privilege of writing Starfinder Society Scenario #6-09: Ridgerock Rescue, which was my first Starfinder publication and an opportunity to engage with this season’s metaplot by revealing the truth behind the Organization.
My gaming group loves “adopting” cute and unusual creatures. Since I was going to involve them in the playtest for this scenario, I made sure to add some elements that would make them smile. A big piece of that picture was the skittermander Baazo and his “burnydooms.” Jessica Catalan provided sage advice in crafting this encounter, leading to a sidebar with sample “chitter-chatter” and placing Baazo in a control center so particularly quick groups wouldn’t wipe him out in a single round. In playtesting, the encounter went exactly as I hoped, which is a rare thing in any game for me.
Writing a revelation scene in an RPG adventure is different from doing it in a novel, since you don’t have control over the characters and their reactions. The end of Ridgerock Rescue features a lot of exposition about the Organization. I tried to use Ongie’s voice in a compelling way so players felt like they were unraveling a mystery.
Outside of the RPG sphere, my recently-released novel Meddling Heroes mashes up a hard-boiled detective story with Silver Age super-heroics. You can find more about that and my other projects at www.ChBrooks.com.

Alison Cybe (they/them)
SFS1 #6-10: The Death of Kortus IV
In The Death of Kortus IV, your characters enter a region to evacuate citizens facing the threat of genocide, proactively interceding against the forces trying to destroy them. Starfinders are not a military faction, but they possess enough strength, expertise, and allies to be a positive force for change in the galaxy.
The Starfinder Society has been shown to possess corruption, and no small number of agents have gone rogue; this isn’t a utopian setting. But at the same time, they’re the protagonists and can act heroically.
And I don’t believe that any true hero, any group on the side of good, would stand by idly while an entire country or planet is subject to genocide. At the time I wrote this adventure, that wasn’t a heavily political statement to make. Things have changed. My position has not. All genocides are an act of raw, unfiltered evil and must be acted against unilaterally.
I’m aware that the adventures I’ve written are highly political; I include transgender characters where I don’t have to and make political stances very clear. I strongly believe gaming can be used as a means to discuss, explore, and unify ourselves. I’m also well and able to make a load more of these; ask the devs, loudly and repeatedly, to give me more. You do that, you’ll get more queer and political adventures like this.
https://www.facebook.com/alisoncybe
https://x.com/A1IS0NCYI3E
https://bsky.app/profile/alisoncybe.bsky.social
https://cybeswebsite.com

Jeremy Corff (he/him)
SFS1 #6-11: Gifts Ungiven
Hello! I’m Jeremy Corff (he/him) and I wrote Starfinder Society Scenario #6-11: Gifts Ungiven. Inspired by a few antics from my own childhood, as well as classics like Home Alone, I tried to set a light tone while still keeping to the “well-meaning disaster” theme. Without giving away spoilers, I think my favorite part of the adventure is the running gag of Big Cherry Goo-gurt ™. No doubt available at all respectable space ports in the Pact Worlds and beyond! I just hope folks have enjoyed the scenario half as much as I enjoyed writing it.
If you’d like to find out more about other projects I’ve worked on, you can find me on Blue Sky at @solorunstudio.bsky.social or at my Starfinder blog https://solorunstudio.com/ where I post weekly homebrew Starfinder content.

Hilary Moon Murphy
SFS1 #6-12: Yesteryear’s Hope
Hello, I’m Hilary Moon Murphy, also known as Hmm. I wrote Starfinder Scenario #6-12: Yesteryear’s Hope, a whimsical and hope-filled repeatable adventure that can be summed up as a party on a bug planet. It takes the Starfinders back to Elytrio, home of two very thought-provoking early scenarios by Jason Keeley (#1-03 Yesteryear’s Truth and #1-21 Yesteryear’s Sorrow).
There are so many things to mention about this scenario. I had a chance to return to the delightful ghibrani and give them a brighter future, while showing Elytrio in all its radiation-blasted glory. Fans of the earlier scenarios will find many callbacks to the earlier storyline.
Shortly after getting the scenario assignment, my dear friend, Jack Brown, died. I made a request to my developer, Jessica Catalan. Could I write Jack’s favorite PC, Lucius, into Yesteryear’s Hope as a special tribute? She said yes (with the approval of Jack’s family). The scenario is dedicated to his memory. In writing this story, I felt that I had come full circle. Yesteryear’s Truth was the first Starfinder Scenario that I GMed, and Jack and I had prepped it together for GenCon, learning the starship combat system as we did. I think Jack would be very happy to see Lucius returning to the planet where his career had gotten its start.

Linda Zayas Palmer (she/her)
SFS1 #6-16: Dawning Fate
Hi folks! I’m Linda Zayas-Palmer (she/her), former development manager for the Organized Play team and current full-time freelancer. I was delighted to have the opportunity to write Starfinder Society Scenario #6-16: Dawning Fate, the epic finale to the machinations of the villainous Order of Dawning Fate. Jessica Catalan and the authors of previous scenarios stretching all the way back to the Order’s first appearance in Starfinder Society Special #3-00: The Last Bite gave me plenty to work with. Storming the stronghold of an organization that has been reading and twisting fate for over a century is no easy task, but the Starfinder Society isn’t going to back down. To avoid spoilers, my favorite parts of the adventure are the lasers and the timey-wimey stuff. I’m excited to see what people think!
You can find me on my twitch stream Arcane Mark [link] twitch.tv/arcanemark [/link] on Tuesdays at 8pm Eastern and Saturdays at 1pm eastern, and on the Arcane Mark Discord [link] tiny.cc/arcanemark [/link]. My next project is a Pathfinder Second Edition conversion of Dr Dhrolin’s Dictionary of Dinosaurs, which will launch soon on Kickstarter [link] https://www.kickstarter.com/projects/palaeogames/pathfinder-second-ed-dr-dhrolins-dictionary-of-dinosaurs [/link]. Produced by paleontologists, it features detailed and scientifically accurate information alongside dozens of new stat blocks for Mesozoic dinosaurs and reptiles, plus plenty of new player content.

Sara Jeffers (she/they)
Starfinder Bounty #10: Those Who Were Taken
‘Way! Hello! I’m Sara Jeffers (she/they), and I’m the author of Starfinder Bounty #10: Those Who Were Taken. I really enjoyed pulling inspiration from personal experiences and cultural influences to create a banal evil, a thoroughly unremarkable force that can permeate quietly—something that has directly impacted my lives and the lives of my family. It was freeing to channel that, and now I can repeatably defeat it in a variety of exciting ways! The anacites are one of my favorites in the whole game because the idea of self-modification to become who you truly are and need to be is something I feel to my core. The idea that each individual is not only allowed to but is celebrated for their uniqueness is something I staunchly and stubbornly support. You can catch me on Twitter @BabaYagaQuest, Discord @babayagacreative, and on Twitch with Enchanted Sorcery Productions in a Murder Mystery Monster of the Week game set in Thedas. End of Love airs all summer on Thursday at 7:30 PM Pacific!

Basil Wright (he/they/xe)
Starfinder Bounty #11: The Aucturn Dilemma
Inspiration:The Aucturn Dilemma was somewhat inspired by Henrietta Lacks and the unethical usage of her cells.
Favorite Part: The orocoran encounter when the players enter the laboratory for the first time. I also really enjoyed getting the chance to employ the sci-fi trope of broken screens displaying a spooky message.
Social Media: https://twitter.com/Kobanya_kana & https://bsky.app/profile/kobanya.bsky.social

This ‘Arcane’ Vi Closet Cosplay is Hot, Cupcake

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We’re gearing up for Season 2 of Arcane; this Vi closet cosplay will keep your dukes up.

League of Legends continues to imagine some seriously unique heroes and plot points. They’re launching the second season of the animated show Arcane, which brings us closer to Jinx and Vi, two of LoL‘s most iconic characters.

Since we’ve already created a great Jinx closet cosplay, it’s time we did the same for her sister. The gritty, protective Vi is constantly trying to help her family stay safe. Here’s a tribute to sisterhood—the Vi closet cosplay!

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Vi Closet Cosplay: The Jacket

Vi rocks a seriously cool red jacket throughout the series. Any red jacket you’re confident in will do the trick (bonus points for something lived-in and a bit dirty). The elements I focused on were the open front, side pockets, and collar.

The only real difference here is the material and the shade, but you get the point. I can’t stop drooling over how soft this suede looks!

Vi Closet Cosplay: The Shirt

Vi actually has a few different layered shirts, but this one combines those elements well. White fitted shirt, with a blue collared top. Something fitted and minimal will let the other elements shine.

Vi Closet Cosplay: The Pants

A pant like Vis was surprisingly hard to search for. I had a difficult time narrowing down which search terms worked best. A wide, vertical strip on a loose-fitting pant, with a nicely tapered top. Good luck in your own search, I imagine something from a ren faire or some tech-wear might go great!

Vi Closet Cosplay: The Boots

Vi has a really cool cut of boot that can be replicated in many different ways. I didn’t want to go full pirate boot, so this option was great. Just enough visual interest, and some cool layering of different materials.

Vi Closet Cosplay: The Gloves

Vi comes ready for combat everywhere she goes. These wraps are legit for the practice mat, or for the costume arena!

~Join us next week for more cosplay coverage~
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Have a Cosplay question you would like Mayhem’s Muse to answer?
Know a Cosplayer you’d like to see featured? Send an email here!

Just so you know BoLS may collect a share of sales from the links on this page if you decide to shop from them. 

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Jennifer aka “Mayhem’s Muse” is the Cosplay Editor for BoLS and manages Ad Sales and Communications. Her cosplay awards include the RTX Judge’s Choice Award and Dragon’s Lair Austin’s Cosplay Symposium.
Jennifer has been a Cosplay Guest Judge at RTX, Tacticon and Genghis Con in Colorado. She regularly attends conventions to cover cosplay for BoLS. Her cosplay work has been featured in publications such as Girls Who Love Monsters, Geek Fuel, and Renaissance Magazine. Jennifer has modeled in the Her Universe Fashion Show, Precision Camera’s yearly Precision Camera University, and has taught several workshops for photographers about partnering with cosplayers and creative muses/models.
Jennifer is a lifelong enthusiast of retro video games and loves Dungeons & Dragons, urban fantasy, tabletop games, VR technology, and historical archery. She has set National Records through USA Archery’s Traditional Division for Asiatic Bows and earned 4th Place in the World Nomad Games in Kyrgyzstan in 2018 for Women’s Korean Archery. Jennifer is currently studying for her Masters’s Degree in Organizational Leadership.

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Atomic Mass Games Says Goodbye to X-Wing & Star Wars Armada

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Atomic Mass Games announced today that they would end development on Star Wars: X-Wing and Star Wars: Armada. Sad times for all.

Popular Star Wars miniature games X-Wing and Armada are coming to an end, it seems. According to a new post from Atomic Mass Games, the developer will no longer be working on the two games. Though just because development is ending doesn’t mean the games are completely dead.
Organized Play and tournaments will still exist. But this seems like a heavy blow for the little miniature fighter game that revolutionized a whole new level of pre-painted miniatures and combat.
At any rate, let’s take a look at the official announcement.

Atomic Mass Games Ceases Development on X-Wing and Armada

Per Atomic Mass Games’ announcement, the chief reason is “rising production costs”:

After long and careful consideration, we are here today to announce the end of development on Star Wars™: X-Wing and Star Wars: Armada.We are grateful for the community’s passionate engagement and support. Over the past few years, rising production costs, global manufacturing, and pandemic-related challenges have made it increasingly difficult to produce high-quality, pre-painted miniatures which ultimately lead to the decision to end development.

Asmodee also chimed in…

 

And it’s a crying shame because X-Wing leveled up the whole pre-painted miniatures game basically out of nowhere when it swooped in with S-Foils locked in attack position.

You would be hard-pressed to find cleaner pre-painted minis. But, alas, it seems they are expensive enough to make. It’s one of those rising problems in the industry. As things get more expensive, studios look for where they can cut costs. Sadly, this probably won’t be the last such occurrence.
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But, though development is ending, Atomic Mass still has plans to support the game:

Although development is ending, we are not stepping away from these games entirely. Atomic Mass Games will continue to support tournaments and Organized Play for both games, with OP kits to be found in your local shops, culminating in the Open World Championship at AdeptiCon in March 2025.

In the meantime, time to go through the miniatures you have and figure out the best ships you can throw together for any upcoming tournaments. There’s always the Championship in 2025 to look forward to!

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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‘Dungeons and Daddies’ Isn’t a Naughty D&D Podcast (Mostly)

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Hop into your closest minivan, we’re driving across the Forgotten Realms with the suburban dads turned adventurers in Dungeons and Daddies.

There are a lot of actual-play D&D podcasts out there, but which is right for you? Well, if you’re looking for a story of four suburban dads from our world flung into the forgotten realms on a quest to rescue their lost sons, Dungeons and Daddies may be the show for you. Are they disasters? You know it. Do they have any idea what they’re doing at first? No, absolutely not, why would they? But will it make you cry? You know it will!
Dungeons and Daddies
Dungeons and Daddies is a D&D actual-play comedy podcast. If you’re not familiar with other actual-play style games and shows, this just means that it’s a series that features a bunch of people playing tabletop RPGs into a microphone for fun. If you’re a fan of the tabletop RPG medium, great storytelling, and improv, APs are awesome to jump into. And in my opinion, Dungeons and Daddies stands out in the crowd.

Despite the name, the cast is quick to let you know that it’s (usually) not a BDMS podcast—though there’s at least one episode that toes the line a little for comedic purposes. Instead, it’s a story about four dads who’s sons are teleported to the Forgotten Realms during a soccer tournament trip. The dads and their 2013 Honda Odyssey embark on a quest to save their children, unlocking all sorts of D&D based powers and abilities along the way. Episodes are known for having introductions where player’s reveal one new fact about their characters and unique musical recaps every single time.

“Measure once, cut twice” – Freddie Wong; Dungeons and Daddies

Since their premiere in January 2019, Dungeons and Daddies has become one of the most popular and beloved actual play podcasts out there. The team wrapped up season one after 68 episodes in October 2021.
READ MORE: Dimension 20: Say Hi to Your Intrepid Heroes

Seasons Two and Three
While season one follows four suburban dads, season two went in a slightly different direction. Now the adventurers are the grandchildren of the season one dads twenty fives years later. In a post apocalyptic version of San Dimas, CA, the teens have to find their own fathers (yes, the sons from the previous season) who have once again disappeared with little explanation.

Season two ran from January 2022 through March 2024 with a total of 53 episodes. it’s been followed up by season three which just started in May of this year and won’t be taking place in the same story as or involving the same characters from arcs one and two. Instead it uses a the Call of Cthulhu system as normal four suburban people uncover and fight the unspeakable horrors of Peachyville.

The Cast
The main cast of Dungeons and Daddies consists of…
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Anthony Burch as the Game Master for seasons one and two and Francis Farnsworth in season three
Freddie Wong as Glenn Close (no relation) in season one Taylor Swift (also no relation) in season two, and Tony Collette in season three.
Matt Arnold as Darryl Wilson, Lincoln “Link” Wilson and Kelsey Grammar (no relation).
Will Campos as Henry Oak and Normal “Norm” Oak in seasons one and two and the GM in season three.
Beth May as Ron Stampler, Theresa “Scary” Marlowe, and Trudy Trout.
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But there have also been some very memorable guest stars and characters over the years.
Ashley Burch played Dennis Anderson in season one
Jenna Stoeber played Ratticus Finch in season one.
Jimmy Wong played Jodie Foster (no relation) in seasons one and two.
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And Elyse Willems played Erica Drippins in season two.

Wait A Minute… Where Do I Know Those Names From?
Anthony Burch was lead writer on Borderlands 2, Rocketjump and League of Legends.
Freddie Wong is a filmmaker, internet personality, podcaster, and competitive gamer. He’s well known for Video Game High School and Rocket Jump where he acted as co-creator, co-director, writer, and producer. But you may also know him from Dimension 20: Mentopolis where he played Dan Fucks, Anime Crimes Division where he wad director and co-creator, and voicing Tim Wizard on the web series of Bee and Puppycat.
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Ashley Burch is a prolific voice actor who you may have heard in Fallout 4 as Tina De Luca, the Borderlands series as Tiny Tina, and the Horizon series as Aloy as well as Critical Role (podcast and animation) Adventure Time, Stephen Universe, Sasha in Attack on Titan, Cass and Cicada on Bee and Puppycat. Ashley and Anthony Burch are siblings and have a series of sketch comedy shorts vidoes on Youtube called Hey Ash, Whatcha Playin’?
Jimmy Wong is an actor and musician who had roles in 2020’s Mulan and 2021’s Wish Dragon.
Elyse Willems is an internet personality who has been involved in many Funhaus / Rooster Teeth productions including Red vs. Blue, and Camp Camp.

Who Sings the Dungeons and Daddies Theme Songs?
Season one’s theme sone is Alright and season two has theme song On My Way. Both are by Maxton Waller and both are fantastic.

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Alright by Maxton Waller; Season 1

Is Dungeons and Daddies Popular?
Yes! I’d consider it one of those gems that you have to know if you’re in the hobby. Somebody who hasn’t touched a D&D book and only knows Critical Role as an animated series may not even know that Dungeons and Daddies exists. But for people in the D&D and actual-play fandom and community, they absolutely are.
As of September 2024 they were in the top 100 podcasts by listeners on Spotify, and their Patreon had over 40,000 supporters. In 2019 Dungeons and Daddies won the AudioVerse Award for “New Improvised Production” and Anthony Burch won for “Player Direction of a New Production.”

Are There Any Side Stories or Stand-Alone Episodes in Dungeons and Daddies?
Yes!
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At the Mountains of Dadness was a three episode prequel minicampaign featuring the grandparents of the season-one main-characters. It uses the Call of Cthulhu system.
Gungans and Daddies: All That Jizz is a three episode Star Wars adventure using the Edge of the Empire system.
Fetch Quest is a three episode D&D adventure where everyone plays a dog or a cat.
Sons and Sonsability is a three episode Recengy Era story about the Mothman sisters. It uses a homebrew system that uses a big of D&D, a bit of Marrying Mr. Darcy, and a bit of The Good Society.
Dad Then There Were None is a three episode homebrew murder mystery.

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On My Way by Maxton Waller; Season 2

Happy adventuring!

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She/Her/They/Them | Writer, Cosplayer, Podcaster, Tapletop RPGer, Opossum Enthusiast, Mediocre Ukulele Player, & Coffee Addict. To find Meaghan elsewhere on the internet, check out her LinkTree at https://linktr.ee/habie_cosplays
Any emails regarding articles or potential game or accessory spotlights can be sent to [email protected].

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‘Over War: The Night Comes Down’ is an RPG That Feels Like a Battle Strategy JRPG

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For fans of battle strategy JRPGs like Fire Emblem, Over War: The Night Comes Down is a tabletop RPG with that same gameplay feeling.

Have you ever sat down to play Fire Emblem or Final Fantasy and thought, “I like this…. what if we translate it over to a tabletop RPG setting?” I haven’t, but it makes sense. The JRPG styling would work well for a TTRPG game. A D&D or BESM system would probably work fine, but what if there was something specifically for that? With Over War: The Night Comes Down, we have an RPG system specifically inspired by video games like Fire Emblem and Yggdra Unin. 
Over War: The Night Comes Down

“It is the year 1472 Dracos Domini and the land of Ballark is bathed in unrest.
The armies of the Over War have descended from their floating islands to ravage the countryside, leaving disease, famine, and the byproducts of their cruel alchemical experiments in their wake.
You are a person of some minor authority. Whether you were born to this station or crawled into it, you now have control of a small band of combatants.
The nations of Ballark may have broken before the conquerors from the clouds, but you are determined that you will not fall. You will reclaim what they have taken.”
Like the games that inspired it, Over War is a strategy heavy high fantasy game of warfare with a gothic twist. Draft units, unlock new characters, and reclaim territory from a powerful enemy. It’s messy and involved in a way that’s reminiscent to the games that inspired it. But at 47 pages, the corebook is also not a terribly long system to read through or learn.
Gameplay and Character Creation
In Over War players control commanders who control their units… So by extension players will be controlling the units as well. While commanders are unique, custom characters, units are a bit more broad and over-arching. In some games there are characters and then henchmen who act as an amalgam; this is similar to that.

Commanders have the ability to recruit and restructure unities, as well as specific combat and diplomatic skills. By comparison, units are formed around their commander and made up of premade character types. Units may be made to traverse the sea or built for healing, so the right combination of units can fill out a well rounded team.
Over War is a mostly diceless game system. Instead, the emphasis is on strategy, location, and formation. Which also makes it a very visual game. Hex maps are key in knowing where your units are in relation to any enemies and using terrain to your advantage for hiding or ambush. In Over War dice are only ever really rolled for skill checks when players are ready to make a move that has a risk of failure.
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Strategy games like this aren’t everyone’s cup of tea. They’re not electronically, nor in a tabletop setting. But if you are somebody who enjoys that Fire Emblem style of strategy game Over War: The Night Comes Down is a fantastic addition to the genre.
Have you played Over War? What do you think of these strategy heavy battle games? What kind of commander and units do you think you’d play? Let us know in the comments!
Happy adventuring!

Don’t Miss:

She/Her/They/Them | Writer, Cosplayer, Podcaster, Tapletop RPGer, Opossum Enthusiast, Mediocre Ukulele Player, & Coffee Addict. To find Meaghan elsewhere on the internet, check out her LinkTree at https://linktr.ee/habie_cosplays
Any emails regarding articles or potential game or accessory spotlights can be sent to [email protected].

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MTG: Get Off My Lawn! – Top Necron Commanders

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They may be from a different IP, but that hasn’t stopped the Necrons from making their presence known in EDH.

Welcome Planeswalkers and Praetors to our ongoing series about the best casual experience in Magic: Commander.
The Necrons are an ancient race from the stars that successfully transferred their consciousness into metal bodies and killed their parasitic gods. If you think that doesn’t quite sound like Magic, you’d be right (though I think a world with Eldrazi will have Necrons eventually). These chrome conquistadors are a Warhammer 40k favorite, and they made their way over to MTG with the Universes Beyond expansion.
In Magic, they function much like they do in WH40K: they live, they die, they live again. Your graveyard is just as important as your library. Best of all, since they’re exclusively monocolored, you rarely have to worry about not having the mana you need.

Imotehk, the Stormlord

Imotekh is an incredible Commander, but he has a little more trouble standing on his own than the others. Still, his abilities can’t be ignored, and if you have the cards to dig your creatures out of the graveyard, you’ll have an army in no time. He boosts your army and then turns a single warrior into a wrecking ball. He might not be the fastest Commander on this list, but he’s definitely one of the deadliest.

Szarekh, the Silent King

Now THIS is what I’m talking about! Szarekh fills your graveyard, recurs your artifacts, and evaders blockers. He sets up all the great things this deck wants to do, and he does it in style. While he isn’t as supportive as Imotehk, he makes for a better setup. If he isn’t your Commander in a Necron deck, he should definitely be in the 99.

Anrakyr, the Traveller

Anrakyr is another Commander that requires a bit of setup, but not nearly as much. He lacks the evasion of the support of the previous two Commanders, but he gives you a way to dig out your graveyard, which is great. Throw in a few zero-cost sacrifice artifacts (like Lotus Petal if you’re spicy), and you can generate a hilarious wheel of murder.

Trazyn, the Infinite

Trazyn is the sleeper hit of the bunch, and he’s easily overlooked. Of all the Commanders on this list, he definitely requires the most big-brain plays. However, if you can get the right cocktail of artifacts in your graveyard, you can produce some wacky combos. A favorite of mine is Sol Ring and Pili-Pala, which makes Trazyn an infinite mana engine. Fill your yard and go ham.

What do you think of these Commanders?

What is Commander?

For the uninitiated, Commander is a semi-casual format for Magic: the Gathering. You use a deck of 100 cards led by a legendary creature, your Commander.
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Aside from basic lands, you are only allowed one copy of each card in the deck. Moreover, you can only include cards in your Commander’s “color identity” or artifacts. Each color and color combo has a unique playstyle and a wealth of mighty generals to lead your deck to victory. EDHRec.com is an excellent source for Commander info and can give you ideas on how to build your next Commander deck or tune an existing one.

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From North Carolina to Texas and back to North Carolina again, Clint lives the life of a traveling artist. An avid gamer, writer, actor, pyrotechnician, and general nerd, he has finally turned his love of EDH into a career. When not busy being a clueless cowboy, Winterfell Bannermen, or whatever else acting life throws at him, he enjoys reading folklore from around the world, writing narratives for his Wargaming armies, or running D&D 5e games as a professional DM. Look for his storytelling podcast, By the Dancing Fire, or find him on Twitch at FeybornPhyrexian, where he produces MTG content.

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The DC20 RPG Hits $1 Million on Kickstarter, Proving Players Are Still Hungry for 4e

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DC20 is another D&D-alike aimed at finding the next great evolution in fantasy TTRPGs. Finding significant crunch in some old ideas.

D&D 5th Edition has just about run its course. The new evolution is coming in a few short months. But, more to the point, the divergent systems are starting to grow. You have Level Up A5E, Tales of the Valiant, and soon, DC20, an “intuitive and dynamic” fantasy roleplaying game that promises to change things up in a big way. And, though this might sound flippant, it pleases me to no end to see that the spirit of D&D 4th Edition is alive and well here.
Because some of the big features of the system come from some of the best parts of 4th Edition: all characters have spells. It’s the solution that everyone wants, “but not like that.” I don’t know why they say it like that, but they do.
From The Tome of Battle: The Book of Nine Swords in the latter days of 3.5 Edition to 4th Edition, “every character has special attacks that are basically spells.” This is a problem that the industry solved. And then took a massive step back from because executives answering to shareholders are cowards.

But the ideas of 4th Edition live on. In DC20, you’ll see things like “Martials get Stamina Points and Attack Maneuvers” and “Skill Challenge Mechanics,” which was another 4th Edition special. But DC20 goes even further. It’s not “just 4th Edition,” but it clearly takes some cues from the past and runs with them into the future. And it’s just passed $1 million on Kickstarter, so let’s take a look.

DC20 on Kickstarter – $1 million and Then Some

So what is DC20 anyway? Well. It’s a D&D-alike RPG. You play as elves and dwarves and humans and fighters and wizards out there a-questing in the questlands. It doesn’t hide this fact either:

Innovating on the best parts of 5e and Pathfinder, DC20 forges a new path forward with reimagined rules for ALL aspects of TTRPGs. The rules are designed to not hold Game Masters back and to no get in the way of Players, so that everyone has more fun as the rules fade into the background.

However, I do take issue with “the rules fade into the background” because they most assuredly do not. The rules, in fact, get all up in your face basically any time you’re doing stuff, which isn’t necessarily a bad thing. Part of playing a game is wanting to actually use the rules rather than have them fade into the background. It just strikes me as a little weird to say, “We are reimagining all of these rules, but then also they fade into the background.”
They don’t. And the creators should be louder about that. For instance, characters have 4 action points that they can spend on and off their turn. You might use an Action Point as a reaction. You might use it to make an attack. Or you might even combo with an ally. It’s hardly fading into the background, though.

The other big pillar of DC20 is big number good. It’s basically how everyone plays D&D already anyway: you roll a natural 20 and something amazing happens. But now it’s baked into the system a little more. Roll high on your attack roll and you’ll do commensurately more damage.
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It’s a very gamified take on D&D, for what it’s worth. And it feels like there are some exciting ideas here. You should check out the Kickstarter for the full rundown of how the game works. But just know that if you’re looking for a more exciting D&D, DC20 has got you covered.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Preview the New Remastered Champion Class From ‘Pathfinder Player Core 2’

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Champions are Pathfinder 2E’s answer to Paladins, and these divine warriors get a fairly significant overhaul in the upcoming Player Core 2.

There is just something cool about being a divine warrior of some kind. Whether it’s Paladins in D&D, who frequently tops the list of most frequently chosen classes, both in tabletop and Baldur’s Gate 3, or Pathfinder 2E’s version, the Champion, a much more divinely-focused warrior, maybe it’s the built-in code of honor (or evil honor). Maybe it’s the magical powers that make you feel like your deity’s most special princess. Either way, they get a lot of love in the tabletop sphere.
Today we’re taking a look at some of the major changes to Champions in the upcoming Pathfinder Player Core 2. The new splatbook will round out the Pathfinder Remaster Project. Which mostly means moving away from the OGL content. And that means big changes for these once alignment-focused Champions

Pathfinder Player Core 2 Preview – Champions

With Pathfinder 2E’s move away from alignment, Champions get refocused. Rather than taking up a Cause based on alignments, Champions under the remastered rules have new sets of Causes which they can take up, both good and evil in flavor, if not in the name: Justice, Liberation, Obedience, Desecration, Iniquity, Redemption, and Grandeur. Alongside these, they have more of an emphasis on the deity that they champion.
A Champion can now choose a Sanctification, holy or unholy, which grants you access to different powers and adds a trait to your strikes. But, beyond that, Champions have more going for them.

Here are some of the highlights, courtesy of Paizo:

You now have a defined champion’s aura for your reactions, aura feats, and other abilities, which lets other rules alter and refer to the range of your divine abilities more easily.The divine ally ability has been changed to blessing of the devoted, and the mount has moved to a 1st-level feat. You can instead choose the blessed swiftness option to move faster—whether you’re mounted or not.Feats saw a ton of change, like the new Defensive Advance feat and updated structure for Mercy. We focused on broadly useful feats plus maintaining some backward compatibility, but we did run out of room. You’ll see oath feats moved to Lost Omens Divine Mysteries. We’re hoping to find a book in which it would make sense to remaster litanies at some point, but we don’t have one that can hold them yet.You choose a focus spell based on your deity’s divine font options. As before the rem/saster, you can choose lay on hands if your deity allows the heal divine font or touch of the void (formerly touch of corruption) if they allow the harm divine font. However, there’s also a new option for a deity with any font, specially made for defense-minded characters. Introducing shields of the spirit!

Be sure to stay tuned for more from the Player Core 2, due out in August 2024!

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Sporting Goods: Give your players a sporting chance with holbagen

While popular medieval pastimes like jousting and archery often feature in campaign settings and adventures, other organized sports barely rate a mention.

Even in fantasy fiction, sports get a short shrift, with a few notable exceptions, such as Quidditch from Harry Potter and Ja’la dh Jin from the Sword of Truth series.

It’s a fun change of pace to get your PCs involved in a game within the game! It lets players experience competition without life or death stakes, and lets a GM set up rivalries and enemies without worrying about whether they’ll be killed by the end of the session. That’s already a win!

Each article in the Sporting Goods series will introduce a sport that a GM can incorporate into a fantasy campaign. Given the high fantasy nature of most campaigns, many of these sports will have magical or monstrous components. Most will also be team-oriented so that a group of players can participate (perhaps with some persuasion or modification).

Holbagen

The hectic, icy sport of holbagen is played in cold climes where giants roam. Those in attendance of a game can expect hot pies, cold ale, cheering fans, and copious brutality.

History of Holbagen

Holbagen dates back several hundred years to a war between a clan of rapacious frost giants and a kingdom of reaver dwarves. After multiple bloody skirmishes, the two sides declared a truce and decided to settle their differences with a game. Unfortunately, they could never decide on a game that both sides could play fairly until one enterprising dwarf named Hakhig Ironbrow devised a solution: a game that includes giants and dwarves on each team.

Hakhig’s idea was a success, and the game of holbagen was born. Holbagen became so popular that it ultimately led to the unification of the frost giant clan and the dwarven kingdom, creating a new realm in their place.

Nowadays, holbagen is played throughout the winter months, and holbagen teams are treated with great respect by the common folk, who cheer raucously for their favorite competitors. Audience participation can run to a fever pitch in a match, and brawls in the stands are not unheard of.

Playing Area

Holbagen is played on a large, flat, oblong icy field 500 feet long and 200 feet across. At each end of the field are two goalposts (typically wooden trunks thrust into the frozen ground). A large net woven from frost giant hair and mammoth fur is strung between each goalpost. Surrounding the field is a wooden palisade, above which are platforms for spectators.

Teams

Anywhere from two to six teams play in a holbagen match, except during a finals series where only two teams participate. Each team contains the following members:

One frost giant who pushes the log (the logrunner)

Two dwarves whose hit the leather ball (the whackers)

One dwarf who guides the other members of their team and keeps watch over the opposition (the surveyor)

Equipment

A holbagen match includes the following equipment for each team:

A hollowed-out wooden log in a canoe shape, at least 8 feet in length, onto which four steel or iron runners are attached. Each runner must be at least 2 feet long and 1 foot high.

A standard holbagen log has the same statistics as a sled and costs 25 gp. When pushed by a frost giant, a holbagen log can reach speeds of up to 40 feet.

Two wooden mallets (each 3 to 4 feet long).

A holbagen mallet weighs 3 lb. and costs 2 gp. Each wooden mallet has the statistics of a mace but deals 1d4 bludgeoning damage on a hit because of its padded wooden head.

One large leather ball (18 to 24 inches in diameter).

A dead boar is sometimes substituted for informal matches.

Helmets and other protective gear are optional but not outlawed.

Rules

The aim of holbagen is to guide (i.e., whack) a leather ball into one of two goals. When there are only two teams, each team is assigned a goal. In the case of three or more teams, both goals can be used to score. The winner is whoever can score the most goals in the allotted time. A holbagen match typically lasts no longer than an hour, though in the event of a tie, all teams continue playing until one of the tied teams scores or another team overtakes the tied teams.

The ball must remain on the ice or in the air. When your team does not have the ball, you can attempt to steal it from your opponents’ control. The primary means of doing this is by striking the ball away from them with your mallet or smashing your wooden log into theirs to throw them off balance. If a team’s log is destroyed or a team member is seriously injured or killed, the team must withdraw.

Any team caught using spells, magic items, or weapons on the playing field is immediately disqualified.

In recent decades, Thormag Ironbrow, Hakhig’s nephew and a former holbagen champion, has attempted to introduce the following additional rules for officially sanctioned games.

If the logrunner or surveyor touches the ball, or a whacker touches the ball without a mallet, they must turn the ball over to the opposing team. If there are more than two teams, the team closest to the offending team gets the ball.

Surveyors and whackers cannot exit the log. If they depart the log involuntarily, they must return to it immediately unless they cannot do so.

A team that loses its logrunner or both of its whackers must forfeit the game. Subs are not allowed.

If the ball is whacked out of play, it must be returned immediately. If the ball is destroyed, a replacement ball must be issued. The team who had possession of the ball when it was destroyed or whacked out of play loses control of it. In the event of more than two teams, the team closest to the offending team gets the ball.

Adventure Hooks

Here are some of the ways the sport of holbagen can be introduced into a campaign.

The PCs are spectators at a holbagen match when a remorhaz bursts out of the ice and begins attacking the players. They must defend the arena from the rampaging Monstrosity.

The PCs have been asked to participate in a holbagen match by Thormag to help increase the game’s popularity outside of the dwarven kingdom. The party must put their own people on the line.

An aged druid approaches the PCs and asks them to track down a local holbagen team that murdered a treant with the intent of turning her body into a holbagen log. PCs must track down the culprits involved in this atrocity and bring them to justice—possibly during a match!

New Wave of 'Dungeons & Dragons: Acererak's Treasure' Dice Packs Incoming

Sirius Dice will release Dungeons & Dragons: Acererak’s Treasure – Gold Edition PDQ, new wave of randomized dice packs, into retail on November 6, 2024.
This product brings the officially-licensed Dungeons & Dragons dice packs back to retail shelves, after Sirius had recently released a second run of the first set in March 2024 (see “Second Wave of ‘Dungeons & Dragons: Acererak’s Treasure’ Packs”). The Gold Edition PDQ displays will come with 25 packs that contain a random set of dice, a metal activity coin and a D&D logo dice bag in a foil pouch. The set features 54 possible dice sets, 18 different coins and 5 different color dice bags. The dice sets come in four different rarities: common, uncommon, rare, and legendary.

Player Core 2 Preview: The Champion, Remastered

With Pathfinder Player Core 2 releasing at the start of August, we know players are anticipating the remastered versions of some of their favorite classes! In a series of blogs starting right here, we’ll be alternating between talking about the changes to four of the classes and showing off some fun fiction and art starring the iconic characters of Player Core 2.

The champion is the premier divine warrior, with some of the best armor and defenses in the game. They’re devoted to their deity and their tenets. One of the major changes to the remaster was dropping alignment, which the champion has always featured heavily, so we know everyone expects big changes to the class!

We’ve already put basic compatibility rules for the champion in the Pathfinder FAQ—see Pathfinder Core Rulebook Errata (Remaster Compatibility)—but the Player Core 2 version will present a much more thorough overhaul. So what do fans of this class have to look forward to?

Seelah, the iconic champion, battles a tyrant devil. Art by William Liu.

Before the remaster, a champion’s alignment and their choice of champion cause established a strict set of hierarchical rules to be followed. Each good and evil alignment had a cause tied to it, like the lawful good paladin, chaotic good liberator, and neutral evil desecrator. The remastered version still has a cause, but the focus has shifted away from being so strict and static. Now we use edicts and anathema tied to different character choices to guide your roleplaying.

Let’s take the paladin as an example. They used to follow the two tenets of good, two tenets of the lawful good paladin cause, and any edicts and anathema for their deity. A champion under the remastered rules would choose the justice cause. They would follow the edicts and anathema of their deity, plus the following from the cause of justice.

Edicts follow the law, respect legitimate authorities or leadership

Anathema take advantage of another, cheat

More emphasis on edicts rather than an unbendable code loosens some of the restrictions on their roleplaying to allow more well-rounded, nuanced characters. There’s a better balance over “should nots” instead of all “must nots.”

A champion can optionally choose a sanctification. If you’ve read Pathfinder Player Core, you’re familiar with holy and unholy sanctification—a choice based on your deity that lets you commit yourself to the battle for souls between the holy planes and unholy planes. Champions can choose sanctification based on their deity, though unholy sanctification is an uncommon option. Each sanctification gives you another edict and anathema, and adds the holy or unholy trait to all your Strikes.

Some, but not all, champion causes require a certain sanctification. Justice, mentioned above, does not. The Player Core 2 causes are justice, liberation, and obedience (open to all); desecration and iniquity (open only to unholy champions); and redemption and grandeur (open only to holy champions). If you are already playing a champion and want to update them to the new options, you’ll probably be able to keep the core of that character. Though you can always shake things up with the new grandeur cause, which is based on the brilliant splendor of celestials.

Other Changes

This class has seen a huge number of other changes we think will make it more satisfying to play, but we don’t want to keep you here all day with one blog post. So here’s the short version!

You now have a defined champion’s aura for your reactions, aura feats, and other abilities, which lets other rules alter and refer to the range of your divine abilities more easily.
The divine ally ability has been changed to blessing of the devoted, and the mount has moved to a 1st-level feat. You can instead choose the blessed swiftness option to move faster—whether you’re mounted or not.
Feats saw a ton of change, like the new Defensive Advance feat and updated structure for Mercy. We focused on broadly useful feats plus maintaining some backward compatibility, but we did run out of room. You’ll see oath feats moved to Lost Omens Divine Mysteries. We’re hoping to find a book in which it would make sense to remaster litanies at some point, but we don’t have one that can hold them yet.
You choose a focus spell based on your deity’s divine font options. As before the remaster, you can choose lay on hands if your deity allows the heal divine font or touch of the void (formerly touch of corruption) if they allow the harm divine font. However, there’s also a new option for a deity with any font, specially made for defense-minded characters. Introducing shields of the spirit!

Shields of the Spirit [one-action] Focus 1

Uncommon, Champion, Concentrate, Focus, Sanctified, SpiritRequirements You are wielding a shield.

You Raise your Shield, causing ephemeral spirit shields to float within your champion’s aura. The shields last until the start of your next turn or until you’re no longer raising your shield, whichever comes first. While one of your allies is in your champion’s aura, the shields grant them a +1 status bonus to AC, and each time an enemy makes an attack against the ally, the enemy takes 1d4 spirit damage (even if it misses).

The benefit applies only while an ally is in your aura, ending for any ally that leaves and applying to any that enters later. As normal, you don’t count as your own ally and therefore don’t get the benefits of the spirit shields yourself.Heightened (+2) The damage increases by 1d4.

Logan Bonner (he/him)Pathfinder Lead Designer

Ride for Camelot and Be a Virtuous Knight in Pendragon 6E

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Chaosium’s classic RPG of knights, chivalry, and Arthurian romance, Pendragon gets its 6th Edition as of today.

Pendragon 6E releases today, friends. Chaosium’s rpg set among the mythological glory of King Arthur’s Britain, where you play as capital-K Knights trying to live up to the noblest ideals while also dealing with the brutal realities of the world, is out today.
The release marks an exciting return to another of the originating source materials for roleplaying games. Legends of King Arthur are clearly an influence on the long history of RPGs. And indeed, next year, Pendragon itself turns 40, since it originally released in 1985.
But what is it? What makes Pendragon so enduring? Why do people call it an enduring RPG or declare that it is “one of the best systemised role-playing games around”? For starters it’s the emphasis on character tension and mechanized roleplaying.

Most notable are the personality traits and passions that are levers the game uses to conflict your character. The game bakes in internal conflict right into character creation. You have thirteen opposing vices and virtues that can represent your personality, and you’ll have to decide where you fall. Are you lustful or chaste? Both will get you into trouble, both may save you when you really need it. Ultimately you get to decide the answer to the game’s big question: what kind of knight will you be?

Pendragon 6E Releases Today!

Pendragon is set amidst the glory and grandeur of King Arthur’s Britain. Its innovative mechanics drive the emotional impact of play as your characters pursue Glory, overcome life-and-death struggles, cross blades with ruthless enemies, and fight for love and justice in a world of brutal medieval realism.The Pendragon: Core Rulebook contains everything you need to begin an epic adventure in King Arthur’s Britain. It covers the complete core rules of the Pendragon game system, including Traits and Passions, Skills, combat, injury and recovery, Glory, Favors, and Honor.

And as the name suggests, Pendragon is steeped in the world of King Arthur. It is a great sourcebook for Arthurian fantasy and will help ease you into the world if it’s been a while since you watched Disney’s The Sword & the Stone or BBC One’s Merlin.

But there’s more than just the world of King Arthur to appeal here. This RPG does one of my favorite things, which is to allow for the passage of loads of time in the campaign itself. In Pendragon 6E, campaigns take place over generations. Your characters age and marry and have children, and when they die, you continue playing as your very own heir. It’s such a fantastic way to get into the world of a game, I wish more RPGs had that baked in.
It’s a refreshing difference from the D&D campaigns, where you go from weirdos in a tavern to killing gods in the span of about two in-game months. Anyway. Pendragon 6E is out now, and I’m excited about it. If you’re excited about it, too, you can check it out below.
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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Age of Sigmar: New Knight-Azyros and Brood Terror Revealed

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Warhammer: Age of Sigmar is showing off two more miniatures. One is a new Skaven and the other is a Stormcast Eternal.

The Skaventide war is heating up and new units are taking to the field. Today, Games Workshop is showing off the latest for the Skaven and the Stormcast Eternals. Say hello to the two newest recruits to this war:

via Warhammer Community
“The Hour of Ruin is here, and the Skaventide is coming to drown out all hope in the Mortal Realms. In the wake of the catastrophic Vermindoom, the children of the Great Horned Rat have burst forth in great swarms, renewed malice in their twitchy little hearts. The Stormcast Eternals are on the front lines preparing for this incoming disaster, with the soul-stricken members of the Ruination Chamber lending what may be their last life to the gruelling war effort.”
Knight-Azyros & Tornus the Redeemed

First up we have a look at the new Knight-Azyros. A winged warrior with a lantern and sword he brings the radiant light of Azyr to the battlefield. But this kit has another option. Meet Tornus the Redeemed. He’s a legendary Knight-Azyros character who was once servant of Nurgle. But after an encounter with the Celestant-Prime the corruption of Nurgle was purged from him and Tornus was reborn.

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This alternate version comes with a spear and is still holding the light of Azyr in a lantern. Personally, I’m glad we got a look at the other side of this miniature because at first I didn’t know if he had any legs — it looked like he was just floating. Alas, he’s perched on those ruins and is either about to take off or come gently down for a landing.
Skaven Brood Terror

On the other end of the spectrum we have the ghastly new Skaven Brood Terror. I’ll be honest, I’m not quite sure what I’m looking at here. You’ve got quite a few Skaven stitched together to form a mutant Rat Ogor with other bits, too.
“Crimes against nature created in the foetid laboratories of the Clans Moulder, these abhorrent colossi are part of a never-ending quest to create ever more cunning abominations. To create a Brood Terror requires sacrifice – typically unwilling, as is the Skaven way – on the part of a Master Moulder, and the gibbering head that still protrudes from the beast’s neck is a living vestige of that unlucky donor.”

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Yeah….this thing is gross and I think that’s the entire point! If you’re a fan of Skaven and body horror, well, this one’s for you! It’s not exactly my cup of tea but I know there’s folks out there who are going to love it. Between the steam-punk vibes, the rat-men composite body, and that chaos warpstone infusion I know there are some hobbyists out there who really want to get their hands on this one.
I’m curious to see what each of these will do in the game. The Knight-Azyros/Tornus the Redeemed could be a nice character to add to any Stormcast lists. And the Brood Terror…well, I have no real idea what that thing will do! But I know the dangers of a Warpfire thrower when I see one.

What do you think of these two new miniatures? Are you going to add them to your forces?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Morph Does Impressions of All Your Favorite X-Men

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With the ability to morph into anyone or anything, Morph from the X-Men is an infinite number of super-beings stuffed into one silly goose.

Unlike so many of their teammates, the X-Man Morph didn’t step onto the screen with a huge history in comic books. But in the first episode of the iconic animated series, their story took a dark turn for a kid’s TV show. The 90s—what a time to be a kid!
From being a Changeling to Sinister’s puppet—wait, didn’t Morph die? Their reappearance and new look in X-Men 97 has a lot of fans curious. Who exactly is Morph from the X-Men?

Table of contents

via Disney

Morph, Changeling, and Professor X’s Substitute

Kevin Sydney first appeared in the pages of X-Men comics in 1967. They used their mutant shapeshifting abilities to engage in some evil shenanigans. Eventually, they learned that they had a terminal disease and came to Xavier looking for a redemption arc.

Sydney, who was known at the time as Changeling, got right to work using their powers to impersonate Professor Xavier—at the Professor’s behest. He needed to go prepare to fight a big bad in solitude. And we all know how Charles likes to take his famous breaks from the X-Men without telling any of them. Men will literally employ a mutant shapeshifter to pretend to be them instead of asking for a mental health leave, amirite?
Sadly, at the end of this storyline, Morph dies. In future comics, their appearances have been limited. They got turned into a zombie and fought She-Hulk once. Merlyn uses their image in a dark illusion, but otherwise, Changeling (now Morph) is a pretty scarce appearance on Earth-616 (the main Marvel comics storyline).

X-Men: The Animated Series

The character was given new life in the iconic X-Men: The Animated Series—or rather, a death. The showrunners had decided they needed a character to act as an early sacrifice and ultimately landed on Changeling. There was only one problem: DC Comics owned the name. That’s how Kevin Sydney became Morph.

In the show, Morph is a real kidder. They provide levity, and from the go, it’s clear that they’re a beloved member of the team.

Wait, Didn’t Morph Die?

If you remember Morph dying in the 1992 animated classic X-Men series, you’re not wrong. In the first episode of the show, the cackling shapeshifter is presumed dead after the team runs into a group of Sentinels. Wolverine, notorious tsundere, takes his death incredibly hard.
But it’s comics, and no one is ever really dead except for Uncle Ben. Thankfully, Morph comes back. Except at first, they’re under the control of the mutant-obsessed hyper-surgeon Sinister.
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But he got better.
Once freed from Sinister’s, err, sinister grasp, Morph comes back to the X-Men. They rejoin the X-Men, and their subsequent story arc explores their recovery from the trauma they experienced, ultimately leaving the team to spend more time recovering.

X-Men ’97

Marvel’s newest animated X-Men series picks up in the Animated Series universe in 1997, one year after Morph left the team. Professor X has died (spoiler alert: he’s on another one of his “vacations”), and the team is doing their best to pick up the pieces.
Morph is once again a full-time member of the team. They’re seen doing their usual—using their abilities to try to get a laugh out of their grieving teammates. The season also sees Morph facing more of their trauma and helping their teammates fight Sinister.

Morph is Nonbinary, and They’re Gay for Wolverine. Deal With It.

Morph looks different in X-Men 97. We’re left to assume that part of their recovery process was taking on a form that suited them better. We love that for them.
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And if you watched the show and saw Wolverine and Morph and thought, “Woah, is anyone else feeling this?” The answer is yes, we’re feeling it. Later, we see the clawed and cranky hero unconscious in a hospital bed. Morph turns into Jean Grey and says, “I love you, Logan.”

Morph totally wants to be Logan’s Bub. Don’t believe me? The showrunner said so.

This isn’t the place to lay out the “X-Men (and all comic books, really) have always been progressive-leaning” argument. But for a person who can shapeshift into anybody, there are fascinating discussions to be had about Morph’s gender. And as a nonbinary person, I’m thrilled to have this goober in our camp.
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Powers and Abilities

Morph’s mutant abilities allow them to shapeshift into anyone, including their voicebox, allowing them to speak in the person’s voice. They can mimic powers that are physical, like strength, durability, and flight. Everything they shapeshift into is made of Morph’s own body. If they were to shift into Wolverine, for example, their claws wouldn’t be as hardcore as Logan’s real adamantium claws.

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Danni is a staff writer and editor whose expertise lies in comic books, superhero movies, science fiction/fantasy, horror, and cheesy dad jokes. They spent 8 glorious years working at Austin Books & Comics, and created content for almost 15 years. They’ve written for the Daily Dot and made YouTube content with the Weirdlings. Danni currently does all the things for BoLS, Screen Fanatic, and TheStreet.

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Marvel: Crisis Protocol – Shang-Chi & Silver Sable Up Close

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The new Character Pack for Shang-Chi and Silver Sable are in the house. Let’s take a closer look at this pair of heroes!

Atomic Mass Games sent us a preview copy of the upcoming Shang-Chi and Silver Sable Character Pack. Considering we’ve only gotten a close look at Silver Sable’s Rules so far I’m excited to check this one out! So let’s dive in and check out the minis.

I do like the new box style. It’s more colorful than the first versions. But I know the box is the least of your concerns. It’s what’s inside that counts, right?!

Packing-wise it’s exactly what you’d expect. It’s a baggy with the single sprue for both miniatures as well as all the cards. You’ve got their respective hero cards and then the 6 Team Tactics cards, too.

There’s also some tokens included with this one related to the heroes. And, of course, you’ll get four sets of cards/team tactics cards for each supported language set. Now then, let’s check out those miniatures!

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First off, I do like the poses of both of these miniatures. You’ve got Shang-Chi with a more defensive stance, almost saying, “come get some.” While you have a much more dynamic Silver Sable pushing forward with a very large rifle while under fire. There were four more “bullet explosions” you can place on the base around her. However, I opted to leave them off because of the base I ended up choosing. I wanted something a little different than the box this time around.
Shang-Chi

If you can’t tell who Shang-Chi is modeled after you need to catch up on your Kung-Fu movies. Clearly, this is an iconic nod to the one and only Bruce Lee.  I won’t get into all the history of the comics for Shang-Chi. But this sculpt, pose, and the box-art paint job is pulled right from the comic panels. If you were hoping for more of the MCU look, well, you can paint him how you want. Personally, I really like this version of him.
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Silver Sable

Silver Sable is all about that tacti-cool gear. You’d be forgiven if you mistook her for an agent of S.H.I.E.L.D. or even Black Widow (with longer hair). She’s got a very large rifle and is ready to lay down some cover fire. I would like to note the barrel was a little bent when I got it and it’s a thin piece of plastic. Luckily, it didn’t snap. I might try to reinforce this later with some sprue shavings and plastic glue but I think once it gets some paint on it, the barrel should be fine.
Defenders Assemble?

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Now, if you’re like me you might be looking at those team tactics cards and wondering what affiliation these two characters are going to be in. I can’t confirm this but uh…there’s three Defenders Cards and three Unaffiliated cards. You can do the math. Now, having said that, these two characters might also fit into other affiliations. But for now I’m sticking with the assumption that they are going to be Defenders.
Shang-Chi and Silver Sable are currently up for pre-order and currently have a release date of July 12, 2024.

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Marvel: Crisis Protocol – Shang Chi & Silver Sable $39.99
Two new characters join Marvel: Crisis Protocol. Trained by his father in the martial arts from a young age, the assassin Shang-Chi became a living weapon. After learning the truth about his father’s crimes, Shang-Chi cast him aside and began working with fellow heroes to do what is right. Silvija Sablinova convinced her father to train her to hunt war criminals. After his death, she took the name Silver Sable and her skills have taken her all over the world—fulfilling contracts to support her team and homeland. These two miniatures are accompanied by 2 character stat cards and six team tactics cards.

Okay. Now I need to make up a “Kung-Fu Fighting” MCP list with Shang-Chi and Iron Fist leading the way. Oh and Ninjas…

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Battlecry! Playtest: Boots on the Ground

Ten hut! Fall in! There’s less than two weeks remaining in the Battlecry! playtest for the new commander and guardian classes, so if you haven’t had a chance to register your feedback, report to https://paizo.com/pathfinderplaytest to download the PDF and find the links to the surveys. There’s been a lot of interest in the playtest so far—it was downloaded more times than the original Pathfinder playtest in the first few days!—but we can use every last one of your forward reports. Of course, the boffins back at home base have been paying attention to what you’ve had to say so far in the surveys and on the forums and are starting to formulate ways to make these classes even better.

We’ll have a lot more intel from the feedback front once the playtest closes. It’s too early to note what exactly we’ll be tweaking and how we’ll be changing it, but here are a couple little tidbits of information.

The commander will receive more tactics for a diverse set of playstyles, especially master and legendary tactics!
We saw that there was some confusion about the Hardness and statistics for the commander’s banner, so we’re already looking to make sure that will be clarified.
Similarly, we have noticed a few wording issues with the guardian’s threat technique and have flagged that class feature for future work.
We’re also closely examining the numbers of the guardian’s Taunt ability, with the hopes of creating something that will really sing.

Two armies clash in the forests of the River Kingdoms. Art by Rogier van de Beek.

I’d also like to share a couple of anecdotes from my own playtests of the guardian! The first, which occurred over PaizoCon weekend, saw a 4th-level party dealing with a “swamp witch,” who was just an ogre glutton and a boggard swampseer working together. The guardian of that party used Area Cover to turn a successful basic Reflex save into a critical success, preventing the group’s fighter from taking any damage! For the second playtest, we put together some 16th-level characters to face an ancient adamantine dragon! The guardian’s ability to withstand damage was put to the test, but he stood firm against the threat and even managed to grapple the fearsome opponent for a round. Overall, these playtests have allowed me to see the classes in action and better understand how people might play them, which will help the team better refine their mechanics.

We don’t yet have sketches for our new iconics but rest assured that Wayne Reynolds is in the trenches producing his usual stellar art. Personally, I’m so excited about what we’ve got in store for these two characters. Now, you might be able to guess some facts about one of the iconics, but I’m certain you’re going to be surprised by the other one! If you’ve got some theories, I’d love to hear them in the comments!

Jason Keeley (he/him)Senior Designer

Age of Sigmar: ‘Hedonites of Slaanesh’ Faction Focus – The Euphoric Killers

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The Hedonites of Slaanesh are under the microscope for today’s Faction Focus from Games Workshop. The Euphoric Killers are here!

Slaanesh might still be stuck in his paradoxical prison but that doesn’t mean his followers aren’t out and about looking for ways to break him free. Today we’re going to see how that translates to the tabletop in this Faction Focus. It’s time to head to the pain and pleasure with the Hedonites!

via Warhammer Community
“Where the Hedonites of Slaanesh spill blood and tempt their enemies to join them, the walls of reality erode, and daemons coil out from the Realm of Chaos. Captivating Daemonettes promise an eternity of pleasure and excess even as they slice their prey to ribbons, great chariots scything through whole regiments with their elegantly bladed wheels. Their presence and profligate debauchery transform the field into a phantasmagorical paradise, an agonising prelude to the carnival of ecstasy and violence that Slaanesh will usher in when he finally breaks loose from his impossible prison.”
Hedonites of Slaanesh – Battle Traits

The Hedonites of Slaanesh are still going to use their unique temptation dice mechanic. Although this version is very different than the previous one. It’s still a way for your opponent to get some “Free” 6s on their rolls but they could get mortal wounds as well. Personally, this seems like a less punishing version for your opponent. Euphoric Killers does give your units a nice boost as well — so maybe this is more of a temptation for the Hedonites player instead of their opponent now…
Hedonites of Slaanesh – Battle Formations

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Once again we get a look at one of the Battle Formations from the army. This time it’s the Depraved Carnival. It gives a flat +1 to hit rolls for friendly Sybarite Infantry that have damage or have had any slain models in the same turn. Pretty straightforward and plays off the whole pain and power theme of Slaanesh. Additionally, there are more Battle Formations to use, too:
“Other battle formations revolve around Seeker cavalry chasing with reckless devotion at breakneck speeds, slipping in and out of combat without reprise, or work to scrape down the winnowed walls of reality and supplement their daemonic hordes, or focus on egotistical champions whose reverent warriors claim objectives to honour their ever-perfect masters.”
Hedonites of Slaanesh – Lore of Extravagance
We’ve only got one look at a spell today from the Lore of Extravagance. It’s Sadistic Spite and it’s a way to convert your Crit (2 Hits) for Crit (Mortal) instead.

Hedonites of Slaanesh – Warscrolls
Up next we have a few warscrolls to chew on. We’ve got three of the various units you might want to run as well as the faction terrain piece. The Fane of Slaanesh seems like a new way to buff various units — and not just champions either. Toss the buff over to a brick of models and hope you roll low. The extra +1 to wound could really stack up. Or throw it on a caster and let them get a +1 to casting and unbind until the start of your next turn.
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Hedonites of Slaanesh – Spearhead
The Spearhead is also showcased here. It’s the Blades of the Lurid Dream:

And once again it’s the same as the current Vanguard box.
Contents:

1x Shardspeaker of Slaanesh
3x Slaangor Fiendbloods
5x Slickblade Seekers, which can alternatively be built as Blissbarb Seekers
10x Blissbarb Archers, plus 1x Blissbrew Homonculus

It’s a good start for a Hedonites army. Plus we get a look at the Spearhead Battle Traits where are different that the full rules above. These actually function a lot more like the current edition which is uh…strange. So I don’t know if this is a great way to learn the army in the long run as the mechanics are different enough. You’re still using temptation dice but generating Depravity Points. I’m sure no new players are going to get this confused at all…

Finally, we get a look at the Slickblade Seekers. Enjoy this lightly armored but faster moving cav unit to harass your enemies.
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I think the Hedonites are going to be a little easier to play overall. The temptation dice seems like a much easier system to work with overall. The Hedonites players get the benefits and their opponents are slightly less punished for interacting with the system. But what do you think?

Is this the edition that Slaanesh breaks free? Time will tell…

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Political Actions

By Stephen Near, Star Trek Adventures Contributing WriterArt by Carlos Cabrera

I’m a political junky.
When I watch Star Trek, no matter the era, I’m always captivated by stories that go beyond shipboard drama or bold exploration. Show me Starfleet struggling to keep the peace in a Galaxy full of warring cultures and I’m hooked. The wide diversity of factions in the Star Trek universe—the Klingons, the Romulans, the Cardassians—is compelling enough. But when they clash over competing beliefs and agendas, you’ve got the ingredients for a crackerjack drama.
That’s why my very first pitch to Jim Johnson, project manager for Star Trek Adventures, was a series of mission briefs around political actions in the Star Trek universe. 
See, of every episode of Star Trek: The Next Generation, the one I’ve seen the most is “The Defector.” Described by episode writer Ronald D. Moore as “the Cuban Missile Crisis in the Neutral Zone,” it’s a damn near perfect hour of Star Trek.
Opening on the holodeck with Data and Picard quoting Shakespeare’s Henry V, the episode unfolds as a political drama featuring a Romulan defector carrying classified intelligence in the hopes of averting a war. But the Romulan is far more than he appears, and he confronts Picard and the Enterprise with troubling questions on how to deal with the growing threat of the Romulan Star Empire. In many ways, this episode firmly set The Next Generation onto a path of daring political stories involving the great factions of the Alpha Quadrant.
For me, political adventures touch at the very heart of what makes Star Trek both epic and deeply personal. The stakes are always high. But the characters making decisions based on those stakes? They’re all individuals, imperfect and flawed. Add in the burden of limited time, scant information, and overwhelming agendas, and the stakes are even higher.
As Picard muses in the episode: “We have less than 48 hours to avert a war… or to start one.”
It doesn’t get much higher than that.
Political stories have the capacity to change direction very quickly. And that makes for great storytelling. What might start as a straightforward negotiation almost always turns into a dangerous confrontation that must be defused with diplomacy and quick thinking.
So, when I set to writing “Political Actions,” I always considered how to complicate the initial situation with a conflicting agenda. Invariably, this meant the introduction of a surprise faction or entity. Whether diffusing a civil war between two planetary factions or negotiating ownership of a powerful relic or potent resource, the idea of how to negotiate competing agendas made writing “Political Actions” a joy to write.
I also consciously mined the back catalogue of Star Trek lore as much as I could. Part of the reason, aside from admitted fans-service, was the fact that many of the political actions we see involves familiar factions. So, you’ll see the requisite Klingons, Romulans and Cardassians, of course. But I also involved the Son’a, the Maquis, the Talarians, and even our favorite parasitic invaders.
I hope these mission briefs can plant the seeds for much larger political stories in your Star Trek Adventures campaign and add even more drama to the tales being told by your gaming troupe.
Grab your copy of the “Political Actions” briefs pack now to start creating your own Star Trek stories!
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Thanks for reading this article, and thank you for your interest and support of Star Trek Adventures! Keep frequencies open for news about other Star Trek Adventures product releases. Live long and prosper! 

TM & © 2024 CBS Studios Inc. © 2024 Paramount Pictures Corp. STAR TREK and related marks and logos are trademarks of CBS Studios Inc. All Rights Reserved.

The Second Stab

By Rookery PublicationsArt by Mark Gibbons

A second edition of Dark Deeds?
What would draw a hapless minion back to Anthrand’s shadowy embrace? Why prowl her suspiciously sticky streets again? Who would subject themselves to the inscrutable machinations of a cruel and petty Patron one more time? Hopefully, everyone that’s reading this of course, but to answer these questions comprehensively, we must roll back the clock a few years… 
The first edition of Dark Deeds was published by Games & Gears in 2016 and was very much a passion project for all involved. Designers of legend, Andy Chambers and Ryan Miller teamed up with veteran fantasy artist Mark Gibbons, to craft a ‘fiendishly fun little card game’, of skullduggery and suspicion. No expense was spared during production as the creators indulged their love for beautiful gaming pieces – wood tokens and a metal coin, a custom dice, bespoke tuck boxes for the lavishly illustrated card decks, a burlap sack to throw the bits in once the post-game dust had settled, and all bundled up in a beguilingly petite, skull-bedecked box…
Delightful, if a little extravagant. The team had accidentally created the Dark Deeds ‘deluxe’ edition and had to price the final product accordingly.
Despite this, the modest print run of the game’s first edition sold out and from that moment, the seeds of a second stab were sown.

Mark Gibbons takes up the story: ‘After Dark Deeds’ release, Andy and Ryan (quite sensibly), moved on to other projects but I stuck around, working with Games & Gears on a series of booster packs to support Dark Deeds on the convention circuit. As well as being great opportunities to peddle our wares, these events proved invaluable for gathering player feedback and answering questions about the game that we’d not anticipated at the time of writing.’2017 saw the publication of Darker Deeds, an expansion to the game that collated the limited edition booster packs, along with additional cards, and welcomed ‘The Festival of Solix-Moctis’, which introduced a day/night cycle to the game’s Street.

MG continues: ‘Despite the grand plans of all involved, the relationship with Games & Gears wound down and when it finally came to an end, Dark Deeds enjoyed a lengthy spell in purgatory. I’d been working to drum up interest in a second edition of the game, touting a ‘1.5 version’ of the rules around a big publisher or two, but any hope of that paying off came crashing down in 2020 with the arrival of Covid.’ The uncertainty created by a global pandemic affected the tabletop games industry, just as it did every other, and projects were slowed, suspended, or abandoned entirely. MG: ‘I needed a distraction. Something I could sink my teeth into that was unrelated to events in the wider world. After playing a Tabletopia demo of a game an old mate back in Nottingham was making, I realised there was a perfect platform for an online version of Dark Deeds, featuring overhauled rules, updated art, and new cards that was within my capabilities to tackle as a solo project. Secretly, I harboured a dream that this new, shiny (just not too shiny) virtual version of the game would catch the eye of a publisher and they’d offer to make a second edition in the real world. I was caught off-guard when this actually happened.’

In the time between creating Dark Deeds: Second Stab for Tabletopia (try it out!) and hearing from Modiphius’ Chris Birch, Mark had teamed up with former Games Workshop comrades Andy Law, Lindsay Law, and Andy Leask to form Rookery Publications.MG: ‘Chris and I played one game of Dark Deeds on Tabletopia, at the end of which he said Modiphius would like to publish a new edition. Once the smelling salts had been administered and my faculties restored, I realised I’d need my new Rookery teammates to muster sufficient amounts of both spit and polish to raise the game to what I imagined Modiphius would deem the required level. A task we applied ourselves to with wild abandon!’
In a shrewd move, Dark Deeds was licensed to Rookery Publications, allowing the full might of that team’s developmental expertise to be brought to bear. By the time the ink had dried on the contract with Modiphius, Dark Deeds had been tuned to perfection. 

In the coming weeks, future blog posts will explore the game’s mechanics, characters, and strategies, and take a close look at all the new edition offers. Our next blog will discuss the game’s influences and inspirations. Until then, may your bolts fly true and your schemes never sunder.
Finally, you can pre-order Dark Deeds now!
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If you want to keep up-to-date on all the latest news concerning Dark Deeds, including future blog posts, you can subscribe to the mailing list here. You can also uncover more about Dark Deeds at Rookery Publications’ website. Share your excitement for the game on social media using the hashtag #DarkDeedsGame to connect with fellow minions in the service of our cruel but glorious Patron worldwide!

Potion Commotion: Potion of Healing

Potion Commotion looks at a few staple potions in the game and plays around with them. We’ll taking the standard abilities and offer them with either boosts or limitations, providing new versions of these old classics for all levels of play!

This time we’re looking at the most iconic potion in the whole game, the potion of healing.

Catch up on all the other Potion Commotion articles!

Be Healed!

This might be an odd choice, considering there are already several variants of this potion type. However, aside from the amount of dice you roll for healing, the potions all function in exactly the same way. There are a number of ways to make this straightforward potion more interesting.

Here are variations to make potions of healing more complex and interesting.

Potion of Contingent Healing. A potion of this type falls under one of the existing categories of healing potion. You can drink this potion in advance, its magical properties lasting for 1 hour. During this time, if you lose hit points due to damage, you can activate the magic of the potion as a reaction, immediately regaining the amount of hit points rolled.

Potion of Continuous Healing. A potion of this type falls under one of the existing categories of healing potion (healing, greater healing, superior healing, or supreme healing). Unlike standard healing potions, these potions heal the maximum number of hit points possible for a potion of its type. (A potion of healing, for example, allows you to regain 10 hit points.) However, instead of healing it all at once, it does so over time. After you drink this potion, and again at the beginning of each of your turns, you heal a certain amount of hit points, up to the maximum amount allowed by the type of potion you drink. If you are not wounded on a given turn, the potion sits dormant, activating again once you have taken damage. A dormant potion will last for 10 minutes. The following table shows the maximum amount of hit points as well as the number of hit points healed each round, according to the potion type.

Potion of …Maximum HP RegainedHP Regained Each TurnHealing102Greater healing204Superior healing408Supreme healing10020

Potion of Focused Healing. These healing potions have been concocted to be extremely efficient at healing certain types of damage, at the cost of potency versus other types of damage. When a potion of this type is found, the GM chooses a particular type of damage (for purposes of bludgeoning, piercing, and slashing damage, consider categorizing all three types under the heading of physical damage). When you drink a potion of focused healing, you regain twice as many hit points type the potion is designed to heal if those hit points were lost due to the type of damage for which the potion was made. It will only heal half as much as a standard potion for other damage types. For example, when you drink a greater potion of healing (fire), you can regain up to 8d4 + 8 hit points that were lost due to fire damage. However, if you lost no hit points to fire damage, you only regain 2d4 + 2 hit points. A potion of focused healing has a rarity of one level lower than a standard potion of its type.

Potion of Fortified Healing. A healing potion of this type briefly enhances your flesh, fortifying you against further damage and causing wounds to begin healing even as they are delivered. For 2 rounds after drinking this potion, until the end of your turn on the second round, you are resistant to bludgeoning, piercing, and slashing damage from nonmagical weapons. A potion of this type has a rarity one higher than the standard version of the potion.Potion of the Healer. When you drink this potion, your body is imbued with healing energy, which lasts for 1 hour, dissipating at the end of the duration, or when used. As an action, you can touch a wounded creature and expend the potion’s energy, healing hit points as if the creature had drunk a potion of the type you imbibed (healing, greater healing, superior healing, or supreme healing).

Potion of Rapid Healing. These function as the standard versions of a potion of healing, but instead of drinking the potion, you simply apply it to your body, or the body of another creature, and the potion is absorbed instantly through the skin. A potion of rapid healing can be used to heal yourself or another, adjacent creature as a bonus action. A potion of this type has a rarity one rank higher than a standard potion of its type.

Oil of Vampiric Healing. When you apply this blood-red oil to a melee weapon, it is imbued with magically parasitic properties for 1 hour. During this time, when you successfully hit a creature with the weapon, you regain hit points equal to half the damage dealt. The total amount of damage you can heal depends on the strength of the oil (standard, greater, superior, or supreme). Refer to the Maximum HP Regained column on the potion of continuous healing table. Once you have regained hit points equal to that amount, the oil’s magic is expended.

Find more potions and magic items of every kind in Vault of Magic!And don’t forget, magic items come standard in the Tales of the Valiant Player’s Guide! No more bugging your GM to look up how your magic items work!

Wizards of the Coast Unveils 'Magic: The Gathering' Gen Con 2024 Promos

Wizards of the Coast unveiled their Magic: The Gathering Gen Con 2024 promos, which will be available at the convention from August 1-4, 2024.
This year, Secret Lair Showdown (see ” MagicCon Chicago”) will make an appearance at Gen Con 2024 in the form of a Legacy Constructed qualifiers with a 32-person championship event on Sunday. The Secret Lair play promo for these qualifier events will be a Spell Pierce card with art by Michael Koehler. Players who make it to the championship event will receive a Murktide Regent promo with art by Rowynn Ellis, and the winner of the event will earn a Dark Ritual promo with artwork by Wizard of Barge.There will be over 400 Magic events at Gen Con this year, ranging from classic Win-a-Box events to Regional Championship Qualifiers. Players who enter events that cost $40 or more will receive a Lightning Bolt promo that has art rendered by manga and graphic novel artist Toru Terada (see “‘Black Box Chronicles'”). This promo can also be obtained by purchasing the Secret Lair: Burning Revelations drop set from the Hasbro Pulse booth, which contains an Inspiring Overseer, Consider, Price of Glory, Reckless Fireweaver, and Akroma’s Memorial with artwork by Ricardo Cavolo.
Click on Gallery below for full-size images!

‘Warhammer: The Old World’- The Five Best Elite Heavy Infantry Units

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Take a look at some awesome heavy infantry units from Warhammer: The Old World to punch up your list.

We’ve all had our hands on The Old World for a bit. The game is starting to shake out. We’ve gotten a decent look at what is good and bad and how people like to play. The truth is as things are shaking out infantry, are kind of on the bottom of the pile. However this doesn’t mean all infantry is bad at all. I already looked at some very basic infantry that might still be worth taking. But on top of that we do need to take a look at more elite types of infantry. These are in a bit of a better spot, while they still suffer from being slow and not getting the charge off a lot, they bring a lot more to the table. These are units you are far more likely to see and build an army about.
These tend to be units that can both take and deal out good damage and, while costly, can be important to armies. So lets take a look at these units. I’m going to split elite infantry up into heavy and light groups, and focus on heavy today as they play a different role. I’m also leaving out monstrous infantry for their own. Lastly today, we are going to focus on the Core 9 nine armies and on units that can fight in combat.
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5. Bestigors

Bestigors, as we all know, are the best of the Gors. That being said, stats-wise, they don’t really stack up all that amazingly to most of the other elite heavy infantry on this list. While they have the very important S&T 4, they only rock a single attack and can’t get better than a 5+ save. These are pretty big bummers, and I would normally take them out of the running for me. But they have a few pretty nice buffs. Warband is a great rule, and they have the option to upgrade to both Veteran and Stubborn, making them a very reliable unit. On top of that Move 5 makes them pretty fast for heavy infantry. Combined with the re-roll from Warband, they’ve got the best charge chances on the list. Still I think they are the bottom of this list.
4. Black Orcs

A step up from Bestigors, we have the ever-popular Black Orcs. These are true heavy infantry and can take a real hit. They’ve got S&T 4- which is great. They’ve also got a base 4+ save with full plate and the option to take shields for a sweet 3+ save. They can also swap things up with an extra hand weapon or a great weapon (though Choppa also means going hand weapon and shield isn’t bad). Motley Crew actually lets them mix and match for some interesting combos.
Their big downside is being stuck at a single attack base. Yes, they can take two hand weapons for an extra attack, but that has its own downsides. They do gain an attack on the charge, but that’s a lot harder to count on. Still they have the option to get more than one attack. They also have the option, for one unit to upgrade to Stubborn and/or Veteran, both great rules. Quell Animosity also gives them a good place in an army.
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3. Ironbreakers

Let’s turn away from the Ravening Hordes for a bit and take a look at the great heavy infantry the good guys get, it’s a much… shorter… list. Dwarf’s, of course, clearly make up a chunk of that list. For diversity’s sake, however, I’m going to focus on what I think is the best of the elite Dwarven Heavy Infantry – Ironbreakers. These guys are a tough unit, with Full Plate and shields they rock a 3+ save and can re-roll 1s on their saves. They also get a native 6+ ward save vs non-magical attacks – and have some options to improve that if needed. S&T 4 and WS 5 mean they are hard to hit and wound and make a lot of saves. Stubborn and Shieldwall mean they can take a charge and stop it.
Their main trade-off is when it comes to offensive power. They are stuck with a single S4 attack. Gromrill weapons does bump this to AP -1 at least. I think for this reason a lot of people will go for Hammerers instead, they hit harder and when charged get two attacks. That seems to make them better, but I would argue it doesn’t. The issue with Hammers is going from a 3+/6++ to a 5+ save. Despite their extra attacks, the Hammerers rarely actually get to make them. They are also more vulnerable to shooting. Ironbreakers on the other hand, play the long game. In particular, using them with the Master Rune of Hesitation to get rid of lancers/cav spears, can really tank the AP of the enemy. They can also take Irondarke detachments, which gives them some extra flexibility.  Of the Dwarf units they are the ones I’d take.
2. Swordmasters of Hoeth

It might be time for another hot take. High Elfs also have a good stock of Elite “Heavy” (For Elves) Infantry. Of them, to me, the best one, and really the one worth taking, has got to be Swordmasters. Now, a lot of people go for Phoenix Guard, but they just don’t cut it for me.
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On the face of it Swordmasters kind of seem on the weak side. S&T 3 is a big downside, and they are stuck with only a 5+ save. This is a fragile unit. They also only have a single attack. All of those things should kick them off the list. Even getting a 6++ save vs non-magical shooting only helps a little. So why are they on this list? Well, it’s mostly for their weapon and speed. With I6 and a +1I on the first round of combat they will normally strike either at the same time, or often first, even when charged. You have to be base I5 to hit before them and there aren’t a lot of non-elf units that are. This means the vast majority of the time they will be getting full attacks even when charged. And with S5 AP -2 attacks that are going to hit pretty much any non-character in the game a 3+ these attacks matter. Cleaving blow doesn’t hurt and HE have good options to give them a second attack.
In Warhammer: The Old World, the truth is: most of the time infantry are going to get charged. Swordmasters are one of the few units for who that doesn’t matter a ton. Put them in a nice line and cav will think twice about going into them.
1. Chosen Warriors Of Chaos

And here we come to it, probably the Ur-Example of Elite Heavy Infantry. Chosen Warriors of Chaos have it all. S&T 4, WS 5. Access to a 3+ save and a native 6++ save. Two attacks base. The choice of extra hand weapons, great weapons or even halberds. Stubborn, Drilled and a choice of marks. This a brick of a unit that can be super tank-y, has a scary punch and can be super flexible. Any way you look a them, they are pretty scary. Now, they aren’t cheap and suffer from getting charged, but boy can they lay on the hurt when used correctly.
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Chaos, of course, are a bit spoiled for heavy infantry. There is a solid argument that Forsaken are actually a better choice. They are also a super strong heavy infantry choice, but just having this list be all Chaos would be a bit boring. I think Forsaken do garner an honorable mention. Unlike Chosen, who are limited to one unit and are special, they are cheaper and are a basic core unit. This makes them a really strong choice. Stacked up against each other however, Chosen come out as the more reliable unit and aren’t hampered by loner and impetuous. For that I’ve, heh, Chosen them as the top of the list.

Let us know what your list is, down in the comments! 
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Abe is that rare thing, an Austin local born and raised here. Though he keeps on moving around, DC, Japan, ETC., he always seems to find his way back eventually. Abe has decades of experience with a wide range of tabletop and RPG games, from historicals, to Star Wars to D&D and 40K. He has been contributing to BOLS since almost the start, back when he worked at and then owned a local gaming store. He used to be big into the competitive Warhammer tournament scene but age has mellowed him and he now appreciates a good casual match. He currently covers 40K tactics and lore, as well as all things Star Wars, with occasional dabbling in other topics. Abe remains in mourning over the loss of WFB to this day.

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Heroes of Might & Magic Tabletop RPG Announced

Posted in: Games, Modiphius Entertainment, Role Playing Games, Tabletop, Ubisoft | Tagged: Heroes of Might & MagicModiphius will be working to release a brand new TTRPG based on Ubisoft’s popular Heroes of Might & Magic franchise, arriving in 2025.Article Summary
Modiphius and Lans Macabre are developing a Heroes of Might & Magic TTRPG.
Game to utilize the 2d20 system; set in the World of Enroth with epic campaigns.
Crowdfunding campaign set for early 2025, with a late 2025 game release.
Pyrkon Festival seminar in June will offer more details on the TTRPG.
Modiphius Entertainment announced they have partnered with Polish developer Lans Macabre to develop a new TTRPG for Heroes of Might & Magic, based on Modiphius’ 2d20 RPG system. According to the announcement, the game will be based on the popular Ubisoft franchise, taking characters and settings from the game and utilizing them as a base to create this new tabletop title. However, they’re going to be taking a bit of a crowdfunding route with a new campaign happening in early 2025 and then eventually releasing the game sometime in late 2025, both online and in retail.More info is set to be released soon as both teams will take part in the Tabletop RPG Seminar at the Pyrkon Festival in Poznan, Poland on June 14 from 3-4 pm in Hall 7, room RPG 1. We have more details from the announcement made this week for you to check out below as we now slowly wait for more details to emerge about it.
Credit: Modiphius Entertainment
Heroes of Might & Magic TTRPG
The game is set in the World of Enroth, the setting of the first three Heroes of Might & Magic installments in the series, and players will be able to relive some of the most epic and memorable moments in the saga, starting with “The Restoration of Erathia”, the crusade of Queen Catherine Ironfist to restore her Kingdom and uncover a conspiracy. This is the first high-fantasy edition of the 2d20 system. It will set players as legendary heroes who are key figures able to call on the resources of a nation and lead formidable armies of diverse combatants drawn from the myriad of species that inhabit the world into daring assaults and venerable last stands. Players will be able to control multiple characters and immerse themselves in a world shaped by their actions according to their whims. They will face challenges of mythical proportions, in a reflection of the popular fantasy franchise.
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AoS: A Bone to Pick – Ossiarch Bonereapers in 4.0

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Several things are changing in Age of Sigmar, but one thing always remains true: the Bone Tithe must be paid.

Welcome in, Generals of the Realms! The newest edition of Age of Sigmar is almost upon us, and Games Workshop is preparing us for war. Leading up to the new edition, they’ll be showing off how our favorite factions are going to change. 4.0 has been completely changed from the ground up, so every faction is going to fundamentally change how it plays.
When the Ossiarch Bonereapers were first announced as an army, I was all in. I loved the idea that Nagash had created a relentless, well-trained answer to Sigmar’s Stormcast. Of course, it didn’t hurt that they reminded me of the regimental perfection of the Tomb Kings (which I can’t wait to try in Old World, but I digress). These warriors were the Death army I was waiting for, and they aren’t slowing down in the new edition. While a lot has changed, a good deal more has stayed the same, or at least feels familiar.
The Perfect Legion
What I loved most about the OBR was their Relentless Discipline points. Unlike the CP of the inferior mortal races, the Bonereapers could produce a ton of ability points and generally outmaneuver their foes. 4.0 brings back the Relentless Discipline, but in a fun new way that feels just a little less oppressive.

Rather than spending your hard-earned Discipline points, you have a pair of abilities in each phase (except shooting, but you don’t need that). In each phase, you can pick one of the two abilities based on whether you’re playing offensively or a bit more on the back foot. I love this, personally, and think it balances the crazy strength Relentless Discipline used to have without feeling like a nerf.
Bone Daddy
Like with all Death armies, the Ossiarchs are only as good as their leaders. Whether you choose the more militant options like a Kavalos or Katakros himself or one of the mysterious Mortisans, you’ll have a perfect general designed to unmake your enemies. Based only on what we’ve seen so far, I think the Soul Mason will be an auto-include for most lists.

The Soul Mason’s signature spell is a nasty offering, giving all of your deadly warriors the Strike First ability. As amazing as that is on spearmen or sword and board, it’s going to be devastating on some of the bigger creatures. Just to drive the point home, you can also throw out some Empower Nadarite Weapons.

There are a lot more exciting things on the horizon for Age of Sigmar, so keep checking back for more faction spotlights!

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From North Carolina to Texas and back to North Carolina again, Clint lives the life of a traveling artist. An avid gamer, writer, actor, pyrotechnician, and general nerd, he has finally turned his love of EDH into a career. When not busy being a clueless cowboy, Winterfell Bannermen, or whatever else acting life throws at him, he enjoys reading folklore from around the world, writing narratives for his Wargaming armies, or running D&D 5e games as a professional DM. Look for his storytelling podcast, By the Dancing Fire, or find him on Twitch at FeybornPhyrexian, where he produces MTG content.

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D&D: Five Places for the Party to Meet that Aren’t a Tavern

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Starting off a new campaign? Here are five places for your party to meet up that aren’t the taproom of a tavern.

When you’re starting a campaign, nothing is quite as iconic as the smoky taproom of an unassuming inn tucked away in some quiet corner of the map. And I’m not here to knock that. If you haven’t had that experience, it can be quite fun. The sleepy little town. The sense of adventure brewing.
But, if you want to capture that magical start of the campaign feeling, and you’ve been in the inn a few too many times, here are some other places to start a campaign that give you that “endless adventure” feeling without making the party roll their eyes.
Arcane Academy

This is another classic. And a great way to get the whole party together. Have them be in school. There are plenty of places that could be an arcane academy or some other institute of higher learning. It’s how Strixhaven starts off. But you could be at any of D&D’s many magical colleges.
Or invent your own. Nothing creates an immediate shared purpose like having mid-terms coming up. Plus it lets you tie everyone’s backstories together pretty readily, and has some built-in side quests. Go out and gather the materials for the test. Try and track down the missing professor.
Even the Fighter can get in on the action, after all Eldritch Knights gotta come from somewhere.
Heroes’ Guild

Or go a step further and take queues from fantasy stories where bold adventurers are required to register with a local chapter of the Heroes’ Guild, and do that. Make the party come together to register their adventurers’ group.
Or have them be new recruits, hoping to head out and make a name for themselves. If the adventure begins with a training mission (that may or may not go awry) then you already have something for them to do together. And then they can spend hours talking about their secret backstory as they travel back to the guild.
On a Boat

The thrilling spray of sea salt can help bring any adventure to life. With the wind filling the sail of a fast but quirky sailing ship, you’ve got a story start ready to go. Where are they traveling? Are the party members passengers or part of the crew? Or are they pirates ready to plunder the next ship they come across?
There’s plenty of opportunities when you start off on a boat. Plus, that way the DM can use some of those all-too rare aquatic monsters before you level up past the point of ever needing to travel anywhere ever again.
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In a Dungeon (Not Prisoners)

Maybe everyone in the party is already in a dungeon together. This is kind of the trope of how Indiana Jones often starts at the end of one quest, right before another, implying a greater continuity where he’s this adventuring professor, even though we only ever see him do three things.
Start your narration off with something like “you have been traveling for days when you finally found the ruby idol of Dendar deep within the temple of the Night Serpent” and you can get right to the action. Complete one quest, cement the party, and imply a lot more lore about the world.
Then when the real adventure starts, you already have some shared history to joke about because you just lived it.
Hey You, You’re Finally Awake

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The party wakes up on a wagon in the middle of the road. They were trying to cross the border, right? But then they walked right into that Imperial ambush, same as the other passengers on the wagon, and that thief over there.
Call it the Skyrim special. But the party starting off as prisoners is a cliche the Elder Scrolls uses time and time again for good reason. May as well do it for yourself.
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How do you like to start your campaign when it’s not in an inn?

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Last Days for the ‘Blade Runner: Replicant Rebellion’ Kickstarter

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The Replicant Rebellion Kickstarter might be winding down, but your work with the Replicant Underground is just about to begin.

Inside the neon-drenched, rain-streaked world of Blade Runner, you have to ask the big questions. What does it mean to be human? What does it mean to really live? At the heart of these questions is the tension between Replicants and the people who created them.
That’s what makes the setting so compelling. Why it endures, years after the original movie and its amazing sequel. But the movies only show one corner of the world. There’s so much more to explore. And in the Blade Runner RPG, you often get a chance to do just that.
But have you ever wanted to fight for the Replicants? To help those whose visions of wonder, like attack ships on fire off the shoulder of Orion, or C-Beams glittering in the dark near the Tannhauser gate, might be lost in time, like tears in rain?
A new expansion for the Blade Runner RPG gives you the chance to find out. In Replicant Rebellion, players take on the role of rebels and provocateurs. Switching sides, sort of, to be a part of the Replicant Underground. As part of the Rebellion, they’ll be on the run from Blade Runners and have to work in the shadows of the cities.
The Kickstarter for this book ends perishingly soon. There’s two whole days left, and then that’s it.

Blade Runner RPG: Replicant Rebellion

In the Kickstarter campaign, you get a pretty good idea of what’s inside the book:

Replicant Rebellion massively expands the scope of the critically acclaimed tabletop RPG, recruiting players to join the ranks of the Replicant Underground in Los Angeles 2037. Set at the same time and place as the Core Rulebook, players explore this neon-noir cityscape from the opposite perspective – now running from Blade Runners in an evocative cat & mouse race of provocateurs and powder kegs lit to explode, expose, and oppose the establishment, one way or another.For the Rebellion, players will run their own independent crew who must undertake a variety of operations, all while attempting to maintain their cover and keep their records clean. Are they helping fugitive Replicants evade capture? Sabotaging the Replicant trade? Grappling with the cops, courts, and megacorps? Clashing with warring crews and syndicates? Smoking out moles in your midst? In this big city of dazzling lights and moral contradictions, Replicant Rebellion flips the famous script of the beloved Blade Runner universe and dares you to explore how much you’re willing to lose for a cause that’s sacrificing it all. Yet regardless the price, the Rebellion must live on.
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I mean, what more do you want out of a Blade Runner story? The new expansion will “flip the script,” as they say. In Replicant Rebellion, there will be a whole suite of new player options. The most exciting stuff seems to revolve around the “underground” part of the Replicant Underground.

With new Player Archetypes, there’ll be a lot to play with. You can see the Street Rat above. Alongside those, new mechanics for evading the authorities, like maintaining a cover identity or dealing with increased Heat as the law closes in.

Free League also promises several complete “Operations” (their word for adventures) to help illustrate what a campaign should feel like. And in the final hours, players have unlocked a new Solo Mode as `well. You can see for yourself in the Kickstarter campaign, linked below.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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‘Yazeba’s Bed & Breakfast’: The Cozy RPG with Legacy Rules is Now Widely Available

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Yazeba’s Bed & Breakfast, the “slice-of-fantasy-life” RPG with a blend of legacy rules and minigames, is out in the wider world as of today.

Yazeba’s Bed & Breakfast is many things. A cozy game. A slice of queer found-family fantasy life. And it’s also very tricky to pin down an exact “release date” for it. Because the game has been available for a while now in various formats. But it’s also officially released as of late yesterday.
This is due in part to the changing nature of the beast. The beast here is the tabletop gaming industry at large, not an actual beast. But Yazeba’s Bed & Breakfast, like most RPGs that aren’t backed by their own publishing arm, had a crowdfunding campaign first. Back in 2022, the “found family, wooded bed & breakfast” RPG made a big splash. And then a year or so later, an even bigger one thanks to a partnership with the soon-to-be-shutdown One More Multiverse.

You’ve been able to snag digital versions of the game in one place or another. But the hardcover book, the actual release for rubes who didn’t back the campaign (I’m rubes), is available to order from publisher Possum Creek Games’ website. You can snag a hardcover book, which you may want to do, because Yazeba’s Bed & Breakfast transforms through play.
The book is broken into chapters, each one a sort of “mini-game” with its own rules…and consequences. After each chapter you’ll make changes, add stickers, write things in, all the “legacy board game” type stuff you’ve come to know.
Afterwards, you’ll have your own unique version of Yazeba’s Bed & Breakfast.
Yazeba’s Bed & Breakfast – A Hardcover Feast for Your Shelf and Gaming Group

Yazeba’s Bed & Breakfast is many things. It’s a bed and breakfast, of course, but it’s also this book. And this book is a book, of course, but it’s also a role-playing game—the sort of game we can play with our friends around a table, or on a voice call while hanging out, or even very, very slowly by mail.Yazeba’s Bed & Breakfast is played over the course of 48 chapters, each of which is a 1 to 2-hour scenario with its own unique but quick-to-learn rules. Players can take control of one of the 7 long-term residents of the B&B or choose from a cast of 50 quirky guests, each of whom has their own ongoing storylines.

If you’re getting some Spirited Away vibes from all this description, that’s the idea. Yazeba’s uses a blend of magic and the mundane to make for its storytelling. It also blends premade characters with modular rules, so that you can pick up and play without necessarily feeling lost.
But if you prefer the digital format, that’s widely available as well. So if you’ve been looking forward to trying this game, now’s your chance.
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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Warhammer Fantasy Roleplay Unleashes the ‘Corsairs of Captain Flariel’

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Vicious sea dogs and Dark Elf reavers await in a new piratical book Corsairs of Captain Flariel for Warhammer Fantasy Roleplay, available now from Cubicle 7.

Warhammer Fantasy Roleplay is legendary for many reasons. The setting is grim, dark, and perilous. It’s also full of hilarious ways to die. Including one method that has remained a classic through the ages: death by pirates. As we all know, death by pirates is good.
And death by pirates in the Old World? That’s about as good as you’re going to get. And pirates is exactly what you’ll find in the Corsairs of Captain Flariel, a new supplement that has rules for bands of antagonists for WFRP. Inside you’ll find Dark Elf Corsairs and their ships, but you’ll also find rules for all sorts of pirates.
Norscan nautilists, Bretonnian buccaneers, Goblin plunderers (look there isn’t a good word for pirate that starts with “g”), these and more await inside The Corsairs of Captain Flariel.
The Corsairs of Captain Flariel

When clouds cover the moon and the sea fog rolls in, the Dark Elves strike from their sleek vessels. Cloaked corsairs swing onto enemy ships or slink into remote coastal villages, the air ringing with cruel laughter and the sound of slaughter. They seek plunder or captives, bound for a life of misery in frozen Naggaroth.The Corsairs of Captain Flariel is one of a series of supplements detailing bands of antagonists for Warhammer Fantasy Roleplay. It provides information on Dark Elf Corsairs and suggestions for encounters and plot hooks. It also includes a profile for a Dark Elf ravenship, compatible with the rules in Sea of Claws. An introduction to the malign practices of Dark Magic is also provided.

As you might expect from the big book o’ Warhammer Pirates, this supplement is full of rules for dying at the hands of a passel of privateers. Within it you’ll find templates that you can use to create any sort of pirates out of the creatures in the WFRP core rulebook.
But you’ll also find four important characters from Flariel’s crew, including Captain Flariel, the Sorceress Rakaria, Corvian Sabeth master of hounds, and Cynwra, a captive plotting an uprising against the Dark Elves.

All of these are meant to be used in whatever adventure you see fit. It’s a band of antagonists ready to threaten your players… but also ready to hook them in on a new adventure, as they try to exploit the tensions between Flariel’s crew.
You can see for yourself today at Cubicle 7.
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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Horus Heresy: Sanguinary Guard Exemplary Battles – Assault on Castrum Velx

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The Blood Angels are sending in the Sanguinary Guard for the Assault on Castrum Velx in the lastest Exemplary Battles of the Horus Heresy.

There’s a brand new PDF you can download right now for a new Exemplary Battle of the Horus Heresy. The Assault on Castrum Velx is here and takes place after the betrayal at Calth. It features the Blood Angels racing to save an Ultramarine Gene-seed store under attack by the Night Lords. It’s brightly colored Sanguinary Guard against the midnight-clad Night Lords!

via Warhammer Community
“The sons of Curze proved a fitting challenge to the IX Legion, and only by deploying a complement of Sanguinary Guard could victory be achieved. Known as the Ikisat, or the Burning Ones, these Legiones Astartes were tasked with the safety of the primarch Sanguinius – and only the most supremely talented warriors could rise to the rank of Sanguinary Guard.”
The Assault on Castrum Velx
Lore-wise there’s a nice chunk of story to chew on here. With a quick 6 pages to read you’ll be all set (at least lore-wise) to take on this mission. Ideally, you should probably use Sanguinary Guard with some fellow Blood Angels vs the Night Lords. At least if you want to be thematically accurate. Considering this PDF contains the rules for the Sanguinary Guard for use in your Horus Heresy games, this also seems appropriate. But hey, it’s not like the Warhammer Police are going to come to your game and stop you from playing if you want to just use the scenario rules for some other factions.

Secure The Keep
The Legendary Mission itself is called Secure The Keep. It has some different conditions for setup and victory. Again, it’s recommended for BLood Angels and Night Lords, but you can really use any army that can fit in a 2000 point Zone Mortalis Engagement.

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The setup uses a slightly different sized board than you typical game — mostly because it’s a Zone Mortalis engagement. It’s played on a 4’x 4′ table and has some additional rules to follow.

This looks like a rather blood affair to take part in. The closer-quarters combined with the VP rules should lead to some brutal combats. Get ready for some up-close and personal fights! Both sides are known for their brutality in close quarters but again, you can use whatever Horus Heresy army you’d like to play. I could see some World Eaters really digging this type of fight.

Blood Angels and Night Lords in a Zone Mortalis Engagement? Sounds like a Cage Match to me!
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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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D&D: Five Spells for Magical Mischief

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Feeling tricksy? Then you might want to pick up one of these five spells for all sorts of magical mischief.

Magic can let you do all sorts of things in D&D. From crushing your enemies with the force of the cosmos, to making them chill out, magic is capable of much. But where it can really shine is in creating chaos. Sewing havoc. Making mischief, in other words.
Not to say you should go around thinking you’re a prankster, because that ends in tears. Always. But sometimes you don’t want to kill an NPC, because of “oh my actions have consequences” or they’re the DMs “pet NPC” or killing them would “destabilize the government.”
Which, first of all, if killing one guy can take out your government, it was NOT that strong to begin with. But more importantly, sometimes petty inconvenience is the best revenge. For that, try one of these five spells.
Arcane Lock

Arcane Lock is an incredibly underrated spell. If you’ve been playing Baldur’s Gate 3, you might have seen the havoc it can cause when used “offensively.” Notably, you can use it to keep Auntie Ethel from escaping into her lair, so you can whomp on the Hag until she surrenders or dies.
But even though that’s more an issue with the AI than anything else, the principle still applies in regular D&D. Sneak into an enemy’s sanctum and Arcane Lock the doors to any place you don’t want them getting into. Are you assaulting a bandit fortress? Arcane Lock the armory doors beforehand. Do you know that there’re a bunch of troops in the barracks? Barricade them in with Arcane Lock.
But for petty revenge? Arcane Lock the bathroom doors and force them to shit their own pants trying to break into the privy.
Prestidigitation

This is a perfect spell for all sorts of arcane trickery. With this spell, you can have a variety of magical effects happening at once. Including an instantaneous “harmless” sensory effect like a shower of sparks, puff of wind, or an “odd odor.” So while you can’t necessarily cast “shit pants” on your enemies, though more on that later, you can make it smell as though you have.
But even if you’re less prurient, you can chill, warm, or flavor up to 1 cubic foot of nonliving material for an hour. Meaning you can make your petty revenge target’s outfit uncomfortably warm in the middle of summer, or cool in the dead of winter. Or make everything they eat taste gross (use your imagination).
Just be sure to take something like “subtle spell” so you can do it without being detected. Otherwise it defeats the whole purpose of petty, non-lethal revenge.
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Minor Illusion

This spell is absolutely one of the best arrows in your petty, mischief-fueled revenge. Use this to pull off some Shakespearean style prankery, causing it to create the voice of a love-lorn NPC’s crush, making them think they’re either being insulted or praised. Some real Midsummer Night’s Dream or Much Ado About Nothing he sayeth/she sayeth shenanigans there.
Or if not, create an image of an object, like a chair. Especially if you create it in place of a chair which you have previously removed. That way your target will sit down on a chair that isn’t there and fall to the ground, a classic comedy gag.
Grease

People falling down is great. And if you can cast Grease on a place, each creature standing in the area must succeed on a Dex save or fall prone. Same goes for if they end their turn in the area of Grease.
Of course, people might get mad at you when it happens, but this isn’t a concentration spell, so you can keep casting the spell for as many 1st-level spell slots as you have.
Nathair’s Mischief

It has mischief in the name. This spell is a new spell added in Fizban’s Treasury of Dragons. And it can help create some magical mischief, as the name suggests. When you cast the spell, you create both fey and draconic magic, resulting in one of four magical effects at the start of each of your turns:
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The smell of apple pie fills the air and charms creatures.Flowers appear and spray water in the faces of creatures in the area, blinding them.Infectious laughter spreads from target to target, incapacitating everyone in the area.Drops of molasses make the cube difficult terrain.
Of course, when casting any of these, you miiiight want Disguise Self on hand so that no one knows these harmless pranks are coming from your character.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Meet The Iconics: Dae

Happy Pride! The Starfinder team would like to introduce you to our newest iconic character, Dae!

Dae (they/them)* is a sparkly celebrity from a free planet in the Veskarium, a nearby star system ruled by a warlike empire. Dae was born on Pulonis, the pahtra** homeworld—a magical jungle world wracked by intense magnetic storms that degrade technology and bless the planet with spectacular aurora displays. Born last in a large litter from a remote agrarian village, Dae has always loved to make a dramatic entrance, and their birth was no exception.

A magnetic storm raged over Pulonis during Dae’s birth, and coils of lavender, rose, and golden light fractured the sky over their village in slow, chaotic waves, shutting down power in every household and scrambling comms as tech infrastructure suddenly failed—a disaster for a pahtra ending a long labor by delivering a runt the midwife thought might be stillborn.

Dae asked the old folks about it later, and they said the storm was Meyel tearing the sky apart as she danced for joy.Dae fought through the storm of the century alive, dragging a souvenir of the event with them: a tiny orb of starfire that blazed like a miniature sun.

Dae is a solarian. At the time of their birth, they miraculously manifested a stellar mote. At first, Dae’s family believed they’d imagined seeing it, as the mote was a speck and appeared for only a second; it was surely a trick of the light. Then the spark emerged when Dae cried out in hunger, or flared into being when the baby woke up alone in their cradle. Somehow, it could never be captured on video, even when everybody thought they had seen it.

Dae’s mote became more stable as they grew. Soon they learned how to command it, shaping it into armaments: a dazzling sword of starlight, a flaming ribbon, a shield made from the aurora they were born under. As Dae practiced forging their mote into new shapes, they discovered its attunement with gravitic energies. Cycling between these extremes helped them keep control of the reckless stunts they performed, using their mote as an anchor to keep balance or as a flashlight to see down dark tunnels.

Dae is a famous performer, and they have wanted to be seen from the moment they scrambled out into the world. From dancing to executing dangerous stunts and elaborate dramatic scenes, Dae has always been down for whatever it takes to draw a crowd. Showing off was always the norm for them (their aunties and littermates could tell you some wild stories), and they grew up performing at local cultural festivals and winning awards at regional talent shows.

For a long time, Dae uploaded their vids for a small but loyal following on local infospheres. Then serendipity—or Meyel herself—struck again: they met Miiyu, a pahtra celebrity pop star. Scrambling to dodge the paparazzi, Miiyu ducked into a local café, ran for the back door, and nearly smacked right into Dae, who was performing a stunt in the café’s back alley in view of their live-recording camera drone. After recovering, clocking the live feed, and seeing Dae’s dance moves, Miiyu invited them to costar in a music video. The video was a hit, and Dae later joined Miiyu as a backup dancer for her sold-out world tour.

Miiyu’s no-strings-attached endorsement boosted Dae’s career. But that was months ago, and Dae’s only just begun to shine. Next up, they want to see the galaxy outside the Veskarium. They’ve used their pay from Miiyu’s tour to book their own personal “tour” to the Pact Worlds system, starting with the space station at the center of the galaxy.

Now, Dae’s a rising star hoping to do fame their way. They’re not looking to line the pockets of some greedy exec or get tied down with fine print; they care about putting on a show and exploring the galaxy, which is why they vibe so well with Chk Chk. After meeting as interns working for the Starfinder Society, the pair became the best of friends. They’ve even traded friendship bracelets (Dae wears theirs every day) and have shared a mystical bond that lets them speak straight into each other’s minds (with permission).

Where will Dae go next? That’s up to you! Stay proud and playtest.

MTG: That’s No Bull – Top Minotaur Commanders

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You’ll definitely have an a-Maze-ing time playing MTG with these three bovine Commanders. Your opponents? Not so much.

Welcome Planeswalkers and Praetors to our ongoing series about the best casual experience in Magic: Commander.
Minotaurs have been a part of myth and folklore since ancient times. Whether they were the horrifying monster that lived in the center of the Labyrinth of Crete or warriors from the steppes of Dominaria, these bovine brawlers have dipped their hooves into almost every corner of fantasy culture.
As a creature type, you can expect Red or Black creatures ready to trample over your enemy and leave their creatures buried by the stampede. To tame these wild beasts takes a Commander of extraordinary skill. Thankfully, these three just want to unleash them.

What is Commander?

For the uninitiated, Commander is a semi-casual format for Magic: the Gathering. You use a deck of 100 cards led by a legendary creature, your Commander.
Aside from basic lands, you are only allowed one copy of each card in the deck. Moreover, you can only include cards in your Commander’s “color identity” or artifacts. Each color and color combo has a unique playstyle and a wealth of mighty generals to lead your deck to victory. EDHRec.com is an excellent source for Commander info and can give you ideas on how to build your next Commander deck or tune an existing one.

Sethron, Hurloon General

Sethron is the perfect start for our Minotaur feature, and everything you need for an aggressive Rakdos stomp fest. Whenever a nontoken Minotaur, including the man himself, enters the battlefield, you get another 2/3 Minotaur. That alone would make Sethron far exceed his cost, but then you can give your entire field a buff, evasion, and haste. This is as simple as they come strategy-wise: pack your deck with impactful Minotaurs and a doubler like Fiery Emancipation or Dictate of the Twin Gods (which features a Minotaur) and leave a hoofprint in your opponent’s battleline.

Neheb, the Worthy

Neheb did not have an easy life…or unlife for that matter. However, as a Commander, he’s hard to top when it comes to his fellow Minotaurs. He gives all your beastie boys first strike, and the less cards you have, the stronger they get. This is another “apply Minotaurs to enemy face” Commander, but he’s less about a horde and more about a few choice killers.

Mogis, God of Slaughter

While not technically a Minotaur, Mogis is still a perfect general for them. He gets blockers out of your way or makes your opponent pay with blood. After all, once Mogis raises his horned head, he could make Khorne himself blush.

What do you think of these Commanders?
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From North Carolina to Texas and back to North Carolina again, Clint lives the life of a traveling artist. An avid gamer, writer, actor, pyrotechnician, and general nerd, he has finally turned his love of EDH into a career. When not busy being a clueless cowboy, Winterfell Bannermen, or whatever else acting life throws at him, he enjoys reading folklore from around the world, writing narratives for his Wargaming armies, or running D&D 5e games as a professional DM. Look for his storytelling podcast, By the Dancing Fire, or find him on Twitch at FeybornPhyrexian, where he produces MTG content.

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Age of Sigmar: ‘Lumineth Realm-lords’ Faction Focus – The Power of Hysh

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The Lumineth Realm-lords are next up for the Faction Focus from Games Workshop. Will they bring the light of perfection in the new edition?

When the Archmage Teclis teamed-up with the Spirit of the Hysh Celennar, he formed an alliance to create a better Hysh. This sustainable coexistence lead to a unification of the Lumineth Realm-lords and a powerhouse of an army. The Lumineth’s strive for perfection supplemented by the guidance from aelementors has made quite the formidable force. But how does all that translate to the tabletop? Let’s find out!

via Warhammer Community
“The Lumineth Realm-lords are perspicacious paragons who present a gleaming template for all other mortals to follow. These effortlessly superior aelves bring enlightenment to the realms, driving out corruption with blade and sorcery and striving for true perfection.”
Lumineth Realm-lords Battle Traits

The Lightning Reactions of the Lumineth are back. They get to activate two units in combat instead of just one. Anyone engaging with them in melee should be aware that getting in with two Lumineth units is going to make for a painful experience. Their Facet of War abilities also can be used every battle round now as well. You only get to use one but depending on the unit you’ve got options. Shining Company is -1 to be hit while Power of Hysh grant Vanari units crit hits on unmodified 5+ rolls. Deep Thinkers can also give your Scinari a casting boost. Enduring As Rock grants Alarith units some extra Rend defence and Move Like The Wind benefits Hurakan units with a bonus move.
This is a big change overall for the army. I’m curious about the rest of the rules they’ll have access to. I’m also curious to see how the army will play on the tabletop now. Let’s get into those Battle Formations next!
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Lumineth Realm-lords Battle Formations
“The warhosts of the Lumineth are made up of warriors of different disciplines, all striking in synchronised fashion – though usually one aspect takes the lead. The Alarith Temple battle formation draws on the Alarith Fortitude its acolytes are well known for, allowing it to use the Enduring as Rock Facet of War alongside another, every battle round.”

Alarith Fortitude is actually really strong for anyone looking to run a lot of Alarith units! The fact that you can always have Enduring as Rock up every battle round in addition to one of the other options is good. But there are also other Lumineth formations for Vanari, Scinari, and Hurakan themed armies. And yes, each will be able to use their Facet of War in a similar way!
Lumineth Realm-lords Arcana – Manifestations of Hysh
Games Workshop has dropped one of the Manifestations of Hysh here with a look at the casting of it and the warscroll as well.

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This isn’t a Manifestionation you can attack but it can still be banished. It seems like a nice casting bonus as well. The extra wizard level, the ward, and the extra range are all nice benefits.
Lumineth Realm-lords Warscrolls
Naturally, we’re also getting a look more Warscrolls from the Lumineth Realm-lords, too. It’s a good mix of heroes and units to check out. From the twins Ellania and Ellathor to the mighty Sevireth, Lord of the Seven winds. We also get a closer look at the hard hitting Alarith Stoneguard and the humble yet plentiful Vanari Auralan Warders.

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Lumineth Realm-lords Spearhead – Glittering Phalanx

The Glittering Phalanx might not have the most intimidating name but it’s no push over. Comprised of the current Vanguard box, it’s a great starting point for any aspiring Lumineth Realm-lords player. While it’s not flashy, it’s got a lot of the core units you’d want in your collection.
Contents:

1x Scinari Cathallar
5x Vanari Bladelords
10x Vanari Auralan Wardens
10x Vanari Auralan Sentinels

We also have a look at their battle traits for the spearhead and they mirror the ones above. And finally we also get a look at the Vanari Bladelords which is a potent melee unit. Watch out for them in melee!

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That’s it for the Lumineth Realm-lords Faction Focus. It’s going to be interesting to see how the rest of their rules shape up. I’m very curious about the playstyle of this army moving forward with the new Facets of War. The army doesn’t seem quite as “book-keepy” as before (and I think that’s a good thing). We’ll have to wait for the full rules but I think you might want to keep an eye out for the Lumineth Realm-lords in this edition!

Do you like the changes? What other unit warscrolls would you have liked to see?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Games Workshop Rumor Engine: ‘Slice & Dice’

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The newest Rumor Engine is made for cutting. But who could be wielding it? This is quite the teaser from Games Workshop.

Welcome to another Tuesday and a brand new Rumor Engine. This one is clearly a bladed weapon. But it’s got some chunks missing out of it. So who would take such a busted weapon into battle? That’s what we’re looking to find out! But before we go any further you should have a look for yourself.

via Warhammer Community
“Last week we lamented an edition of the Rumour Engine with a notable lack of darning, and this week’s complaint is similar. The lack of maintenance on this weapon is frankly unconscionable; you’re never going to make a clean cut if you don’t oil your glaive after every engagement!”
Rumor Engine Slice & Dice
So what is it? Well, as noted by the text it’s possibly a glaive. Or some other polearm-type weapon. It’s a little hard to tell. But I have a feeling I know who — or at least what army is using something like this.

When it comes to dirty, rusted and busted weapons the Nighthaunt have you covered. If I had to guess then I’d toss my hat in with that faction first. It could possibly be another Death faction as well.
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The undead of the Soulblight Gravelords aren’t too picky when it comes to gear either. If we could see the rest of the weapon we could confirm one way or another but those would be my top two picks.

On the Chaos side, we also have the Skaven to consider. They do have a release coming soon with the launch of the new edition and GW did tease that they had even more stuff planned for them. Which ever side wins the Battle for Hel Crown will get their releases revealed first after all.
Could this be something from the Grimdark universe instead? That’s a great question! Nothing really jumps to mind but that’s where you come in. If you’ve got any thoughts or theories we’d love to see them in the comments. It’s even better if you can explain why you think it could a new Space Marine Lieutenant!
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Yeah…I don’t a Space Marine would take blade that beaten in to battle…
So what do you think? Another gastly undead creature? A new Skaven glaive-wielder? Or something else entirely?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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50 landmarks to populate your hexcrawl campaign map

When you’re creating a hexcrawl, one of the central tenets of the exercise is to put a landmark in each hex. It’s something PCs don’t have to hunt for, and they can come across it pretty easily. When players talk about a hex later, they’ll probably remember it by whatever landmark is in it, and they’ll orient themselves on the map by them.

Thinking up an interesting, appropriate landmark for even a 10×10 hexcrawl still requires you to come up with 100 landmarks! Many of them will be cities or other havens that you wanted on the map anyway. But that still leaves a lot of blanks.

You’ll have a bunch of your own ideas. But if you run out of steam, consult the Fifty Landmarks table here for new ideas or inspiration. Pick one you like or roll a d50 to let fate decide (roll percentile dice and divide by 2 if you don’t have a d50).

Hexcrawls are an awesome way to play D&D or Tales of the Valiant RPG. Check out Book of Hexcrawl, Part 1 to learn all the basics for starting your own hexcrawl!

Fifty Landmarks

 d50Landmark1Abandoned temple to a good god2Abandoned temple to an evil god3Colossus statue of some creature on the encounter list for this hex4Massively tall tree, sticking far above the canopy5Floating palace in the sky6Obelisk with strange carvings on it7Earthworks in the shape of an arcane symbol8Inn operated by fey9Extensive barrows10An elephant graveyard of a monster type besides elephants11Dwarven fort, occupied by a skeleton crew of dwarves12Gorge or deep ravine13Burning cenotaph14Tall iron spire, rusting15Overgrown mansion16Desertified section of land17Crystalline growths18Ancient arena19Decorative grotto20Ranger lodge21Shrine to a forgotten god22Enormous gauntlet23Lake with half-sunken buildings in it24Lost city25Thick webbing between large items and objects26Volcano caldera27Ancient stone bridge (troll guardian optional)28Inactive magical portal frame29Burned out village30Hidden valley31Sacred grove32Ghost town33Hanging gardens on a cliffside34Abandoned mine35Sphinx statue36Goblin camp37Treetop village38Topiary garden39Line of megaliths pointing in a direction40Large cold spot, snows occasionally41Remains of a battle42Wizard’s tower43Roosting site for giant birds44Headwaters for a hidden spring45Monk monastery and training grounds46Remains of a golem workshop47Large crater48Petrified giant49Curiously well developed path across the hex50Majestic waterfall

Exalted Funeral Reveals 'Monty Python's Cocurricular Mediaevel Reenactment Programme'

Exalted Funeral revealed Monty Python’s Cocurricular Mediaevel Reenactment Programme, a new roleplaying game, which will hit stores in October 2024.
This is an officially-licensed Monty Python RPG suitable for anyone seeking to learn the true airspeed velocity of an unladen swallow (African or European). It is a less than comprehensive manual for running medieval-themed roleplaying game sessions that have been inspired by the works of Monty Python. The rulebook covers everything from character creation to factions to the French, and provides ready-to-run quests and monsters. The book also provides some background on Monty Python’s work, so that new players can get involved.It will retail for $50.00.
Dynamite Entertainment is also producing Monty Python and the Holy Grail: The Game, based on the classic British comedy film (see “‘Monty Python and the Holy Grail'”).

Aliens & Monsters!

There’s monsters in space, too! The Voidrunner’s Codex contains a bestiary with dozens of monsters and NPCs ready for use in your games, ranging from tiny leech creepers to titanic void dragons! Here’s a quick look at one of them.The Voidrunner’s Codex box set is on Kickstarter now! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this boxed set expansion for your 5E and Level Up: Advanced 5th Edition games!

Warhammer 40K: Good, Bad, & the Ugly – Codex: Genestealer Cults

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Goatboy here, with what you need to know about the new Warhammer 40K 10th Edition Codex: Genestealer Cults.

Goatboy here with the 2nd codex coming out in the next few weeks.  The Genestealer’s Cult is always a weird book.  It does a few things that other armies don’t do, tries to represent a crazy cult mentality, and is filled with crazy lunatics.  It always skates the edge of being too good or just being awful.  This 40K 10th Edition update obviously took a lot of the Dataslate tweaks, locked them into the army, and left a kind of weird feeling plastic horde of fanatics.  I think of the two codex releases this is the weaker than Adeptus Sororitas, but let’s talk about it further down below.

As usual I will talk about the things I find good, the stuff I find bad, and of course the ugly things left over in the book.  As a whole I have a weird black spot in my heart with the GSC.  I had to paint an insanely huge army of them for a friend and while I think the models are cool I would never run one of these armies myself. It is just too many models and I don’t want to have to pick things up, hope they come back, and then replace them over and over.  I still like the way they look though – soo cool!
Genestealer Cults – The Good
Getting a codex is always a good thing. You get more rules, get more options, and hopefully a new unit or two.  This book does give us a new unit to use – and while it isn’t the best thing it does look pretty sweet.  Overall as a codex it feels like a lot of was built when this initial Index was wrecking the tabletop while fighting off the Aeldari menace.  Genestealer Cults took a lot of hits to get it into the place it is currently and it feels like those hits were locked into their overall rules.  I think any army that can regrow units as easily as the old Index could, makes it very hard to truly balance.  How many points is a unit worth if it comes back two times in a game?  I am happy they fixed it so units coming back isn’t guaranteed. But then I wonder if there would be a better system than the 5+ (with a +1 for turns 1 and 2).

Detachment – Ascension Day
The book has five detachments with the old Host of Ascension aka Ascension Day detachment.  Their main rule stays the same and it seems pretty good getting Sustained Hits and Ignores cover when popping out as Reinforcements.  Their Enhancements changed, with an option for the Bearer and unit attached gaining Lethal Hits, a +1 to hit versus Characters upgrade for the unit, and a +2 to the charge roll once per game for the bearer and unit.  This army seems to all be about coming out, wrecking things with piles of firepower, and maybe a charge or two.  The Genestealer Cult horde of gribbling horrors and multi-armed lunatics.  The Stratagems had a lot of changes with just Coordinated Trap, Tunnel Crawlers, and Return to the Shadows staying.  They gain a 5+ critical hit ability, an ability to be farther away from the Cult Ambush token, and an ability to cause mortal wounds on a unit charging your bros.

Detachment – Xenocreed Congregation
Xenocreed Congregation is all about the leader’s detachment.  If you have units attached to some units they can reroll Advance and Charge rolls.  Those leaders also get a 3+ FNP as well while attached.  This again, only really matters for those armies with Precision abilities so it isn’t always the best as you can’t just dump wounds on these guys.  The one enhancement that seems powerful is the ability to reroll the Cult Ambush roll once per turn as well as one of the options to allow the unit to Advance and Charge as needed.  All of the Stratagems are either using characters to make units better, having units hit better by gaining hazardous on their weapons, an advance/fallback and charge ability, a deployment without having to use a Cult Ambush marker, and some fun counter movement abilities.
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Detachment – Biosantic Bloodsurge
The Biosantic Broodsurge is more than just a mouthful to say. This is all about the the Abberants, Genestealers, and Biophagus gaining an extra attack when they complete a charge.  This one’s Enhancements are all about making these combat monsters better with things like options gaining infiltration, better punching power, regenerating wounds abilities, and even dropping enemy units OC within engagement range. The Stratagems all pump up these units with fun options like movement Cult Ambush markers if the enemy gets to close, exploding characters when they die, adding 1 to wound rolls versus monsters/vehicles, better charge options for multi charges, and even scaring the enemy enough to get them a -1 to their Ballistic Skill if they fail a leadership test.  Really this is all about the beasts in the GSC army and how you can make them hit better.

Detachment – Outlander Claw
The bike gang detachment is the Outlander Claw.  All your mounted and vehicle units double their Objective Control value.  The Atalan Jackals gain sticky objectives as well which means this army is going to move fast and hold a ton of objectives.  The Enhancements all are about using vehicles and doing better with them.  Things like all the guns from the Firing Deck hits better and gaining rerolls to hit if you pop out of a transport.  You even have an option that lets you hit a target and they are -1 to hit after being blinded by the light of your firepower.  The Stratagems all revolve around your vehicle and how they are used.  You can reduce damage by 1 on those Goliath vehicles, gain lethal hits on units within 18″, get a 4+ invulnerable save on your Jackals and Ridgerunners, and even an ability to pull a unit that is near the board edge and put it into reserves.

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Detachment – Brood Brothers Auxilia
The final Detachment is the Brood Brother Auxilia which is the Brood Brothers detachment that utilizes Astra Militarum units to grant overlapping fire to Genestealer Cult units which grants a +1 to hit roll.  You also gain the ability to take up to 1000 points of AM units for 2000 points armies and they lose their Voice of Command abilities, can’t be warlords, and are limited in some of the things they can choose.  Their Enhancements all revolve around buffing AM units near the GSC units.  One of them lets you give a AM unit a +1 to their Armor Penetration.  Another gives GSC infantry the ability to hit on a 5+ for Overwatch.  You can even give a unit nearby a 0 CP Heroic Intervention to help ensure your leaders are not charged.  Their Stratagems do things like help move your Cult Ambush Markers, put one of your AM into Cult Ambush if they die on a 3+, turn off enemy Overwatch abilities, shooting at enemy units in engagement range of your GSC units, reroll wounds of 1 on a targeted unit, and even a “move” after the enemy deploys in their reinforcement step.

Genestealer Cults Datasheet Updates
There are a lot of little tweaks to datasheets, too.  This is more to bring things in line like too much FNP options on some things.  It does make a lot of units squishier than before. With the less likely chance to regenerate, it is difficult to see where these units and models should be costed.  The Patriarch loses the Epic Hero keyword so now this model can get Enhancements and upgrades as well.  The new model – the Benefictus seems fun when you roll him around in a Rock Grinder and put any mortal wounds onto the vehicle as it shoots Brain missiles.  The other interesting thing is how the Acolyte Hybrids got shifted into two data sheets – one with guns and one without.  This lets them not be Battleline and thus a bit to easy to recycle in some of the detachments.

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Genestealer Cults – The Bad
A lot of the big time damage with Demolition Charges was nerfed down.  You are not going to see so many come out of a small unit and cover you as they went from Strength 12 to Strength 9.  This is a huge drop in damage potential and probably one of the biggest nerfs for the army.  It is the same with the Mining Laser going from strength 12 to Strength 10.  All the lasers went down in strength. It is just a hard thing to see on an army that is this squishy.  It just means big, tough tanks are going to be hard for this army to chew through.  Really a lot of the lethality of the army got hit and it is just paying for the crimes it caused initially in the beginning of 10th Edition.

Genestealer Cults – The Ugly
I think the biggest ugly is we don’t know the points right now for Genestealer Cults.  This makes it really hard to figure out if the codex is good or just overcosted.  We already know this army is punishing to build with so many models, character units, and everything costing a ton of cash.  It is just a hard thing to really think of how to start and if it is worth it to get into.
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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.

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Tapas Makes Deal with Aethon Books for Webtoon Adaptations

The webtoon platform Tapas has struck a deal with Aethon Books to adapt Aethon’s LitRPG novels into webtoons. The first adaptation will be An Outcast in Another World by KamikazePotato, which will launch on Tapas later in 2024. Webtoon struck a similar deal with Aethon in January (see “Webtoon Inks Deal with Ebook Publisher Aethon”), and Vault is working with them as well (see “Vault Partners with Ebook Publisher”).
Tapas has also hired Jacq Cohen as their new Director of PR & Marketing, responsible for expanding awareness of the webtoons and webnovels on the platform. Cohen is a comics veteran who started her career as a Publicist for Top Shelf in 2006, then moved to Dark Horse in 2007, and has been at Fantagraphics since 2009 as Executive Director of Communications & Publicity.

This Week’s Warhammer 40K Products & Pricing CONFIRMED – Big & Teensy Space Marine Legions Arrive!

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We return to the Grimdark with a new range of  Space Marines for Horus Heresy and Legions Imperialis! Take a look at these prices.

This week GW is bringing out the new goodies for the Space Marine Legions in both big and teensy scales! Here’s the latest goodies:
GW says all of these kits go up for preorder on June 15, and have a street date of June 29.

Legion Astartes Command Squads (Mk III & Mk.VI) $52 €41 £31.50 apiece
 “Praetors and Centurions from the Legiones Astartes often surround themselves with a Command Squad of trusted Chosen veterans, who carry the Legion’s colours and defend their leader as the enemy closes in. Two new Command Squad boxes add squads of five Chosen in either MKVI or MKIII power armour. Each is armed with power swords and combat shields, while one hoists a large and detailed Legion banner with your choice of Loyalist or Traitor iconography.
If you already have the MKVI and MKIII Tactical Marine bodies handy and just need the upgrades to turn them into a Command Squad of your own, the Legion Command Upgrade Set has all of the new pieces contained in the other boxes, including crested helmets, artificer pauldrons, and a variety of other accessories.”

Legion Astartes Battle Group $178.50 €145 £110
 “Unleash the might of a classic Space Marine combined arms force with the Legiones Astartes Battle Group for Legions Imperialis, bringing a diverse range of units together into a flexible and powerful army that’s ideal for beginners or for expanding an existing collection. This boxed set contains a huge assortment of miniatures: four Kratos Heavy Tanks, 10 Rhino transports, four Leviathan Dreadnoughts, four Deredeo Dreadnoughts, four Rapier batteries, four Tarantulas, two Command Squads, eight Tactical Legionary bases, two Terminator bases, two Assault Marine bases, (deep breath) four Support Legionary bases, four Contemptor Dreadnoughts, four Outrider bases, six Scimitar jetbike bases, four Javelins, and four Land Speeders. “

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Solar Auxilia Battle Group $178.50 €145 £110
 “Space Marines not your style? Tackle the Age of Darkness via the best human troops in the galaxy with the Solar Auxilia Battle Group, a massive collection of miniatures that will have you showing those Legiones Astartes upstarts who’s boss in no time. The Battle Group contains, in no particular order: two Baneblade super-heavy tanks that can alternately be built as Hellhammers, 12 Rapier batteries, four Cyclops remote bombs, 12 Tarantula sentry guns, two Legate Commander bases, eight Auxiliary bases, four Veletarii bases, four Auxiliary bases with flamers, four Charonite Ogryn bases, four Aethon Heavy Sentinels, six Dracosan transport tanks, and eight Leman Russ Strike tanks outfitted with battle cannons or Vanquisher cannons.”

Legion Astartes Predator Squadron $52 €41 £31.50
 “Add armoured support to your Space Marine army with a squadron of iconic Predator tanks, packing either a Predator cannon or twin-linked lascannons, with a choice of heavy bolter or lascannon sponsons. You get six tanks in a box, along with a sheet of 1,118 decals. “

Leman Russ Strike Squadron $52 €41 £31.50
 “Need even more Leman Russ squadrons to roll over the enemies of mankind? Add another eight Strike tanks to your roster with the choice between a versatile battle cannon and the anti-tank Vanquisher cannon. You also get to pick between a heavy bolter or lascannon on the hull.”
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Cerastus Knights – Archeron/Castigator $79 €62 £47
Acastus Knights – Porphyrion $60 €45 £37.50
Thunderbolt Fighter Squadron $52 €41 £31.50
Avenger Strike Fighters $52 €41 £31.50
Storm Eagle Squadron $52 €41 £31.50
Xiphon Interceptor Squadron $52 €41 £31.50
Fire Raptor Gunship Squadron $52 €41 £31.50
Civitas Imperialis $52 €41 £31.50
Civitas Imperialis Spires $44 €34 £27
Warmaster Iconoclast Heavy Battle Titan $178.50 €145 £110
 “There’s also a whole raft of Adeptus Titanicus and Aeronautica Imperialis models returning to the range, for use in Legions Imperialis. You’ll find venerable Knights, Titans, and a variety of fighter jets up for pre-order next week, as well as two sets of modular Imperial city terrain.”

Death to the False Emperor!
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Dad, Gamer, Publisher, Pilot, Texan. All games all the time since junior-high.
I started BoLS Interactive in 2006. I’m a lifelong tabletop & RPG gaming enthusiast, and internet publisher working to entertain and inform my readers every day.
I’ve been playing RPGs and Tabletop Games since the 1970s. I’m been playing and covering Warhammer and Warhammer 40K for over 35 years.

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Let’s Play D&D With the Sailor Senshi

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This week we’re finding our talking animal guides and transformation wands and inviting the Sailor Senshi to play some D&D.

Sailor Moon has consistently been one of those longtime favorite nostalgia animes of 90s kids. For some of us it was our first intro to anime, and for others our first toe dip into general nerd culture at all. And with the reboot of Sailor Moon Crystal and the recent English release of double feature films, Sailor Moon Eternal, our childhoods are back to make us feel like magical girls well into adulthood. So let’s keep that feeling going by figuring out how to sneak our favorite warrior of love and justice into our next D&D session.
The Sailor Senshi

Sometimes when I make sheets I’m trying to get as close to a one for one of the characters as possible. Other times I’m really just aiming to get the vibe of the character in because there isn’t a good way to translate them into Dungeons and Dragons without a lot of homebrewing from your DM. This sheet falls more into the latter category. That said, if you want to take the homebrew route, I’ve played this Magic Moon Sorcerer from DM’s Guild and it is very fun, and of course the BESM based official Sailor Moon RPG is somewhere out there. If instead, you want to try and build your own Sailor Senshi, we can help with that!
To start I picked Moon / High Elf. The aesthetic isn’t quiet Sailor moon, but the agelessness works almost too well. Plus, with trance elves don’t need to sleep, which is great for a Sailor Senshi since they’re fighting evil by moonlight and winning love by daylight and apparently not leaving much time in their schedule for sleep. I thought that sorcerer would be a good base for just about any Sailor Senshi and then various characters would have different multiclasses for their various skills—Mars I would dual with Mon while Jupiter is a fighter, I think—but since I made Moon as the sheet model, I picked Circle of the Moon Druid. Because come on.

Also, Circle of the Moon Druid gave me a chance to give her the spell Moonbeam and a transformation in the form of Wild Shape. Sure, Wild Shape is for animal transformations, but you can chat with your DM about fudging that rule or you can have her transform into some kind of rabbit, which would be funny, subtle, and very on the nose. Sorcerer I picked because of the idea of natural magic that your character doesn’t spend a lot of classroom hours learning. Divine Soul gives us Favored By The Gods, and a good affinity gives us Cure Wounds, which works as a nod to Sailor Moons Healing Escalation spell.
Her spells were inspired by specific spells and abilities from the show, for example, have you seen how the Sailor Senshi can jump? It defies all but anime physics. And of course, her trusty tiara is there… with sling stats. Unfortunately, that particular weapon doesn’t do as much damage as something we’re using as a stand-in for her tiara should, so she also has Shatter, Magic Missile, and True Strike.
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Have you ever played a Sailor Moon style magical girl during a tabletop RPG? Which Senshi would you base a character off to play for yourself? What classes or dual classes would you make the other Sailor Senshi? Let us know in the comments!
Happy adventuring!

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Any emails regarding articles or potential game or accessory spotlights can be sent to [email protected].

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So They’re Making Official D&D Postage Stamps

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D&D is really going all out for its 50th Anniversary celebration, including getting into stamps. You know, like for mail.

Stamps used to be little more than a feature you’d hear about in podcast ads from 2014-2019 when you’d hear Stamps.com and Nature Box butting into your comedy improv/true crime murder investigation/advice podcasts to tell you about Dark Cocoa Nom Noms and stamps for your small businesses. And while you’re still reeling from the temporal whiplash of thinking about the beforetimes, let me double down by saying stamps are back again.
Only this time, they’re here with D&D. At this year’s Gen Con, the US Postal Service will mark the 50th Anniversary of D&D with a whole new pane of 20 stamps. They’ll roll out at the convention, of course. But if you’re curious what will be on the stamps, there are plenty of previews to go around.

D&D Is Forever… Stamp

According to stampsforever.com, which has a preview of the pane, these stamps will celebrate the “cultural phenomenon” that is D&D:

With this pane of stamps, the U.S. Postal Service marks the 50th anniversary of ᴅᴜɴɢᴇᴏɴs & ᴅʀᴀɢᴏɴs, the iconic fantasy roleplaying game that has become a cultural phenomenon. By inviting participants to imagine themselves as wizards, warriors, and other adventurers in exciting and treacherous fantasy worlds, ᴅᴜɴɢᴇᴏɴs & ᴅʀᴀɢᴏɴs — now known worldwide by the familiar abbreviation “D&D” — opened doors to whole new universes of creativity for generations of players.This pane of 20 stamps features 10 different designs that highlight characters, creatures, and encounters familiar to players of D&D.

There are 10 stamps all in all:

A bronze dragonTiamatA wizard casting magic missileAcererakAn adventurer in a mazeDrizzt Do’UrdenLarry Elmore’s cover of the Basic D&D BoxDeath Knight leading an army of undeadA Purple WormAdventurer about to bathe in green dragon blood

Designed by Greg Breeding, these stamps will be issued on August 1st at Gen Con. So, philatelists and people who have to send actual mail alike, keep an eye out at this year’s GenCon.
And try not to think too hard about the beforetimes. It’ll only make you sad.

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Adepticon And Trans Rights Bundle Top 2024 Diana Jones Award Finalists

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The Diana Jones Award committee has announced the 2024 finalists, including a trans rights tabletop bundle and Adepticon.

The Diana Jones Award for Excellence in Gaming is a prestigious award given out every year to a pool of candidates chosen for “excellence in gaming”, and it serves as the unofficial kick-off of GenCon. Now, “excellence” is a pretty broad category, especially when you consider that the Diana Jones Award is a scrap of the Indiana Jones RPG book preserved in resin.

Past winners of the award have been everything from RPGs to designers to podcasts and liveplays. The list is an eclectic one. But here’s a quick taste of the recipients of the last 23 awards:

Coyote & Crow – 2023The concept of “Actual Play – 2018Eric M. Lang – 2016Fiasco – 2011Dominion – 2009Irish Game Convention Charity Auctions – 2006

As you can see, it’s an eclectic collection of nominees. They even state that on the website:

From a long and eclectic collection of nominees, the committee of the Diana Jones Award for Excellence in Gaming selected five finalists that it believes best exemplified “excellence” in the field of gaming for its 2024 award.

The 2024 Diana Jones Award for Excellence in Gaming Finalists

This year’s finalists are surprisingly organization-forward. Starting with a convention that BoLS readers will doubtlessly be familiar with – Adepticon. Adepticon’s reputation as the “largest and most energized” wargaming convention, as well as its support of other conventions, earned the longtime wargaming convention a nomination this year.

Next up is Ami Baio, the lone game designer in this year’s finalists. Ami is the owner of Pink Tiger Games, and her work was selected by the committee for bringing players together in new, vulnerable ways:

Players, even when they are strangers, are often brought to tears of joy or nostalgia through her carefully crafted card games. In our current world, Ami’s games are more important and necessary than ever.

Next up is Fastaval, a roleplaying and board game convention in Denmark with a “delightfully eccentric culture and pervasively joyful culture of play.”

Joining them is one of the largest, most successful itch.io bundles: TTRPGs for Trans Rights in Florida. This bundle raised more than $280,000 to support trans rights and inclusivity in Florida, showcasing the industry’s “passion and love for the trans community.”
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Finally, there’s the United Paizo Workers Union. You might recall the story from late last year, when the UPW reached its first collective bargaining agreement. This is a monumental step forward for organized labor in gaming, as well as a voice for Paizo’s workers to communicate their needs.
You can read more about each finalist on the Diana Jones Award page. As for who will win, well, GenCon will have all the answers.

Who would you pick for 2024’s Diana Jones Award recipient?

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Critical Role’s ‘Mighty Nein’ Series is Cooking, Plus LVM Season 3 Trailer!

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Critical Role’s animated series based on Campaign 2, aka the Mighty Nein series, is currently underway at a full clip.

As we head into the summer months and things get hotter outside, it’s important to remember that things are getting hotter inside as well. Assuming inside is where you keep your TV. Basically everyone does. I don’t know why I said it like that, but I do know that Amazon Prime’s Critical Role animated series, The Legend of Vox Machina isn’t the only thing D&D/Critical Role fans have to drool over.
Because earlier this weekend, the official Critical Role animated series account revealed that production was well underway for the “Mighty Nein” series. If you’re unfamiliar, Mighty Nein is both the group and the animated series based on the antics of Campaign 2, which premiered six years ago in January 2018. Ah, simpler times, those.
It looks like the gang’s all here, so let’s ake a look.
Critical Role’s Mighty Nein Series – “Y’all Aren’t Ready”

The announcement came via Twitter, a website that continues to die a slow, bot-addled death because nobody can agree on what should replace it yet. Personally, my thinking is we should return to the days of Webrings. But that’s neither here nor there. What is both here and there is the announcement from the official Legend of Vox Machina and Mighty Nein Twitter account, which is where this picture originates:
And a small update – we’re currently recording the Mighty Nein series, more to come!
So it seems like production is well underway. But that’s not the only exciting new update for fans of the Critical Role animated series. Because in addition to the news that M9 is at the voice recording stage, the premiere of The Legend of Vox Machina, Season 3, got a release date and a whole new opening title sequence.

[embedded content]

Here’s a look at the title sequence, complete with Percy and anime glasses. Scanlan Shorthalt drawing magical blue sword. Everything you could possibly want from a new season of Critical Role’s hit animated series.
And you won’t have that long to wait. It seems that Season 3 premieres October 3rd. Which is just about enough time to go back through and rewatch Campaign 1, if you hurry up and get started like today.
Look for more Critical Role animated serieseses later this year!
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D&D: Five of the Worst 7th-Level Spells

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7th-level spells can have enough power to end entire encounters. But others will leave you wondering why you even have them.

When it comes to spells, 7th-level spells occupy one of the top spots. They are the first of the spells that player characters only get a single slot for. Meaning that you’ll only ever have one 7th-level spell.
But that’s typically going to be just fine because, as mentioned, 7th-level spells can deal with whole encounters. Or at least single, powerful enemies, no problem. Unless, of course, you pick one of the worst 7th-level spells.
Prismatic Spray

Prismatic Spray falls a far cry short of its higher-level cousin. Where Prismatic Wall subjects target to multiple effects on the spell, Prismatic Spray, instead, is a streaming, multicolored cone that hits targets with a single, random effect.
But the effects often leave much to be desired. Roll 1-5 on a d8, and you’ll end up dealing 10d6 damage of an energy type, save for half. Get a 6 or 7, and you’ll hit your target with “powerful effects” like restrained and blinded. So not only does the spell do about as much damage as a 3rd-level fireball, it might not even do damage in the first place. It might restrain or blind an enemy, assuming they fail their save.
But with no way of controlling who gets hit by which ray, or even by multiple rays, this spell might just fizzle out when you need it to flame on.

Symbol

Symbol is a spell that feels like it’s meant for the DM, rather than a player. This spell takes a minute to cast, but it lets you create a magical trap that ostensibly will protect a location. However, it’s awfully expensive for a spell you can effectively replicate with a much lower level Glyph of Warding and 200gp.
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Regenerate

Regenerate is a healing spell that has the misfortune of not being quite as good as the spell a level below it. While Regenerate lasts longer and can deliver more potential healing, the fact is the 6th-level spell Heal does everything you want Regenerate to do.
Unless you’re playing in a campaign where you routinely lose limbs or know someone who does, you’ll almost always be better off casting Heal. Not only does it heal more damage in a single burst, preventing you from getting instakilled by taking too much damage at once, but it also doesn’t take up your precious 7th-level spell.

Power Word Pain
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Power Word Pain just doesn’t have nearly enough bang for your spell slot buck. Flavorwise, this spell is incredible, as you speak a single word and assail a creature with intense pain. Like some kind of Emperor Palpatine..
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But all it actually does is reduce a creature’s speed to 10 feet, and give them a disadvantage on saving throws, attacks, and so on. However, there are plenty of spells that do much more. Again, this feels like a DM’s spell more than anything else.

Mordenkainen’s Sword

Finally, we get to Mordenkainen’s Sword, which is a worse version of the 2nd level spell Spiritual Weapon in pretty much every metric. It does slightly more damage than the baseline average of Spiritual Weapon. And… that’s it. Mordenkainen’s Sword takes your concentration on top of it, so, again, you’re better off with a 2nd level spell than this one in particular.
What’s your pick for the worst 7th-level spell?
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Age of Sigmar: Global Battle For ‘Hel Crown’ Commences This Summer

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Games Workshop is kicking off another Global Battle to determine the fate of Hel Crown. Which side will you choose this summer?

Warhammer: Age of Sigmar players get ready for your chance to shape history. Similar to the Warhammer 40,000 10th edition launch (the Battle for Oghram), Games Workshop is running another launch-box event for AoS. This time, its to decide the fate of Hel Crown — a pivotal stronghold in the new war against the Skaven.

via Warhammer Community
“Should the forces of Order hold Hel Crown, it would be the ideal beachhead from which to strike deep into the heart of the Gnaw. The Skaven, for their part, are all too aware that this flank of the Gnaw may yet be seized by the storm-things after their first encounters with the Ruination chambers. Rats have swarmed forth in their thousands to claim this vital port, further curdling its surface and causing the very air to scratch at the lungs of mortal intruders. Its surface is now pocked with warpstone mines to obliterate unsuspecting strike forces whilst Jezzail sniper-posts line the island’s edges. Hidden monster pens full of Moulder experiments writhe with mutant filth, just waiting to be sprung free via carefully laid traps.”

The Battle For Hel Crown – Age of Sigmar
There’s a couple of things to note. First up, is when the event is going down. Thankfully GW has answers:
“The Battle for Hel Crown will run for three weeks after the release of the massive Skaventide launch box.”

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So, for three weeks after the Skaventide launch players will be able to submit there results starting on the 15th of July 2024. But how/where will you submit those results? Great question. And again, GW has the answer:
“Each set contains a leaflet with a QR code pointing you to a website where you can log your contribution to the battle. At the end of the battle, we will proclaim the winner – and fully reveal all the upcoming releases for the victorious faction.”
So, once again, this is very similar to the 40k event. The faction that wins (Stormcast or Skaven) will get their releases revealed first. So there IS something worth fighting over for this event. I’m kind of on the fence for this one in terms of which batch of releases I’m more excited for. Eh, who am I kidding — I want to see the Skaven stuff! That said, if you’re like me and don’t play Skaven (or Stormcast for that matter) you can still participate. This one is basically Order vs everyone:
“As the Stormcast and Skaven battle inside the city, other factions will take their chance to seize power in the area. You will be able to enter battle results between Order and all other factions at the same site.”
Personally, I would have liked to see Death and Destruction with the option to cast their victories on either side — depending on who they were battling. I could totally see Nagash sending in some Nighthaunt to score some payback on the Skaven. But I could also see the forces of Destruction just playing in all the carnage.
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So whichever side you choose get ready for this Global Battle to kick off July 15, 2024! Get your Skaventide box and prepare to go to war (on the tabletop).

Skaven or Stormcast — who do you think is going to win this round?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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MTG: Hatsune Miku Summer Superdrop is Bringing the Song of Season

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The second round of Hatsune Miku drops is almost upon us, so warm up your vocal cords and your card sleeves.

We’ve had all manner of Special Guests in Secret Lairs and Universes Beyond over the years. From Space Marines and Tyranids from the 41st Millenium to characters from The Walking Dead and Stranger Things, non-canon characters have graced our gaming tables for a while. Now, the Spring Superdrop looks to add a bit of extra flair to our MTG games with the first entry in Secret Lair x Hatsune Miku.

Wizards of the Coast had this to say about the upcoming drop.

Wizards of the Coast announces the second set in its collaboration with global digital superstar Hatsune Miku: Secret Lair × Hatsune Miku: Digital Sensation. Following the Sakura Superstar set from the Spring Superdrop, Secret Lair × Hatsune Miku: Digital Sensation will be available through the Summer Superdrop 2024 event, running from Monday, June 24 at 9 a.m. PDT to July 14, 2024 at 11:59 p.m. PDT.

The cards included in the Secret Lair x Hatsune Miku: Sakura Superstar drop are:

1x Diabolic Tutor  1x Chord of Calling 1x Child of Alara as “Miku, Child of Song” 1x Song of Creation 1x Sol Ring 1x Thespian’s Stage

Secret Lair x Hatsune Miku: Digital Sensation will be available for preorder beginning June 24th, 2024, at 9:00 AM Pacific Time, exclusively on the Secret Lair official site for $29.99 (Non-foil) and $39.99 (Foil) while supplies last. Both the foil and non-foil drops are available in English and Japanese language versions. Featured artists include Narendra Bintara Adi, Billy Christian, 加藤綾華 Aya Kato, Kekai Kotaki, п猫R PE-nekoR, and Leonardo Santanna.
via Crypton Future Media
Just like last time, I’m super jazzed for this drop. Including some of the other Vocaloids in the art makes me excited for the diverse cast to get their own cards in the future. If you want to learn more about this drop, you can check out either the Secret Lair website or DailyMTG for all the details.

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From North Carolina to Texas and back to North Carolina again, Clint lives the life of a traveling artist. An avid gamer, writer, actor, pyrotechnician, and general nerd, he has finally turned his love of EDH into a career. When not busy being a clueless cowboy, Winterfell Bannermen, or whatever else acting life throws at him, he enjoys reading folklore from around the world, writing narratives for his Wargaming armies, or running D&D 5e games as a professional DM. Look for his storytelling podcast, By the Dancing Fire, or find him on Twitch at FeybornPhyrexian, where he produces MTG content.

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Necromunda: Hive Secundus ‘Ruined Zone Mortalis’ Terrain Is Exactly What It Should Be

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They call it the Underhells for a reason. Get the Necromunda Terrain You need for that “ruined” look the hive has always needed.

I know its dubbed the “Ruined Zone Mortalis” Terrain set but Games Workshop really should have stuck with calling the Underhells Terrain set. This new terrain set is gnarled and melted and ruined in all the ways you’d expect it to be — and then some.

via Warhammer Community
“Parts of the hive survived too, but not in a factory-fresh condition. Which means for your upcoming games in the ruins of Secundus, the current Zone Mortalis terrain just won’t cut it with its clean lines and largely intact apparatus. To create the full atmosphere, you’re going to need the new Ruined Zone Mortalis.”
Ruined Zone Mortalis – The Underhells Terrain
Warped and twisted after a gravity-bombing run caused Hive Secundus to collapse in on itself the ruins are exactly that: ruined. The bombing was done to stop a growing Genestealer Cult. Unfortunately, Hive Secundus was built tough and parts of it survived its destruction. But that just opened the floodgates for some amazing terrain options to play with.

“This cunning terrain set is fully compatible with the existing Zone Mortalis terrain, but crucially adds elements of destruction and decay. There are buckled and ruined columns, damaged and holed walls, smashed platforms, broken doors, and other busted accessories. Most excitingly, there are sections of pipe walls – gangers can see through these but not cross them, adding a new dimension to combat in the darkness.”
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Yep. That’s right: all of this gnarled up mess of ruins is compatible with the existing Zone Mortalis terrain. I personally cannot wait to see what folks do with this stuff! I really want to get my hobby hands on this one and see what sorts of stuff I can mix-and-match with it. We’ve seen how clever the terrain designers have been in the past with the Necromunda terrain kits. I hope we get some more inspirations shots of what they’ve cooked up.
There’s also more thematic pieces to center your gang wars around. Like this weird Data Stack Cluster piece:

I like the look of this and could see it being used for more than just Necromunda games. It could be a fun objective to duke it out over. Or just a really cool looking terrain piece to add in to your collection.
Personally, I was already excited about Hive Secundus opening up and the new box coming out. But now? This is just all good news to me! I want to assemble this stuff and play around with building boards for Necromunda. Between all the previous Necromunda terrain kits (Necromunda, Ash Wastes, Zone Mortalis, etc) and the vehicles we’ve gotten, it’s been an amazing time to mess around in the hobby.
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I can’t wait to get my hands on this lot and the new terrain!

What do you think of the Underhells terrain?
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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Age of Sigmar: ‘Daughters of Khaine’ Faction Focus – All Out Slaughter

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Games Workshop has a new Faction Focus on the Daughters of Khaine out now. The murderlust continues with these disciples of murder!

The Daughters of Khaine are back in the new edition and are looking as deadly as ever. Led by Morathi-Khaine they look to renew their bloodlust on the tabletop once again. We’re getting a high level look at what they will be able to pull off. Let’s find out how their Battle Tactics, Warscrolls, and more will shake out in the new edition.

via Warhammer Community
“When called to war, the Daughters of Khaine strike like the quicksilver lash of a serpent. They trust in speed and agility over cumbersome armour and brute strength, and weave deadly shadow sorceries to augment their razor-sharp combat skills.”
Daughters of Khaine – Battle Traits

All-out Slaughter is here with the Daughters of Khaine. It’s a simple and straightforward ability: it lets a unit fight twice. The second time they do have strike-last but this is still a fantastic ability. We also have the Daughters of Khaine Blood Rites back once again. This is a classic of feature of the army. And yes, those abilities still stack round-over-round. I’m curious to see if the DoK will have ways to bump up the table like they did in previous editions…
Daughters of Khaine – Battle Formations
“Of the four battle formations available to Daughters of Khaine armies, the Scáthcoven favours the elite Melusai and Khinerai troops who make up Morathi-Khaine’s Vyperic Guard. They strike at the heart of enemy armies with the Speed of the Scàthborn, endowing them with blistering speed.”
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Again, there are going to be a total of four formations to start. We’ll have to wait for the rest of the rules to come out for s closer look at those. For now the Scáthcoven is looking mighty deadly. I do wonder how the interaction between Speed of the Scáthborn will work with say All-out Slaughter. Based on the previous edition, their first attack would be at “strike-first” speeds. But the second attack would then go to the standard combat phase speed because strike-first and strike-last would basically cancel out. Still, being able to activate a Melusai unit twice before your opponent gets to attack back (with the right timing) is almost assured destruction. But that’s assuming it works the same.
Spells of the Daughters of Khaine
The Daughters of Khaine are retaining access to the Lore of Shadows as well as their own blood rites. So expect lots of spells and prayers coming from this army. And don’t forget about those nasty manifestations coming your way, too. Bladewind is one of the living constructs made of blood that they can call upon.

Daughters of Khaine Warscrolls
Once again GW has dropped a handful of Warscrolls. You’ll notice two different ones (once again) for Morathi-Khaine and The Shadow Queen. And once again, those two units are tied together with the One Soul, Two Bodies ability. And also, yet again, The Shadow Queen can only take 3 damage points a turn. We also have a look at the Sisters of Slaughter and the Khinerai Hearrenders, too.
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Daughters of Khaine – Spearhead

The Daughters of Khaine Spearhead is the same as the Vanguard Box that is currently available. And if you’re reading this at the same time as the publication, well those price hikes have hit across the board. This box is now $145. You could have saved yourself $5 if you had a time machine and purchased it last week.
Contents:

1x Melusai Ironscale
10x Witch Aelves, which can alternatively be built as Sisters of Slaughter
5x Blood Stalkers, which can alternatively be built as Blood Sisters
5x Doomfire Warlocks

At least we get a look at their new Spearhead rules. They still have their Blood Rites to play with. Additionally we get a look at the Blood Stalkers which were a pretty popular option in the previous edition.

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That’s it for the Daughters of Khaine. I do wonder if GW has come up with a way to make this army really tick without bringing The Shadow Queen. I know that Krethusa the Croneseer’s Army of Renown did have some possibilities and that the Armies of Renown are supposed to return. Fingers crossed that the DoK players aren’t just relegated to running Morathi-Khaine in every game.

What do you think of the Daughters of Khaine changes for the new edition?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Midgard Monday: Trollkin Lineage and Heritage of Midgard

It’s Midgard Monday! Each week, we visit a corner of the wide world of Midgard. Look for standalone content you can drop into your campaign—whether it’s in Midgard or your own homebrew. Find new inspiration each Midgard Monday!

As we continue our tour of Midgard lineages for Tales of the Valiant RPG (on sale now!), we visit a lesser known people of the setting, trollkin. This installment of the series also includes a heritage and a background that trollkin characters (or any character!) might use.

In 2024, we are trying out some new things for Midgard Mondays! For the past few weeks, our articles focused on running Midgard campaigns. In the weeks coming up, we’ll focus on Midgard monsters. Let us know in the comments and on social media what you think of the new ideas!

Trollkin

In ancient times, ogres, trolls, and fey would sometimes take humans as mates. The children of these unlikely unions are known as trollkin, lanky and brutish humanoids who bear the otherworldly (and sometimes monstrous) traits of their inhuman ancestors.

Trollkin skin tones range from green to brown, giving them a superficial similarity to orcs and hobgoblins. What sets them apart is how their inhuman ancestry manifests. Some bear their ancestry across their entire body, limbs elongated with talon-tipped fingers and toes. Others are more subtle, such as uniquely shaped facial features or a strange texture on the skin.

As a result of their ancestry and appearance, trollkin are often met with skepticism and sometimes fear. This reputation leads trollkin to form close-knit communities, preferring isolation from larger civilization. In the wilds outside of urban life, trollkin live in tribes, hunting and raiding to survive. These trollkin often venerate their ancestors with tattoos. Some even brand their flesh to show their dedication, since only fire or acid can scar their bodies.

In Midgard, trollkin gather in Trollheim within crude halls, adopting the customs of the Northlands. These tribes establish themselves as ruthless marauders and mercenaries who conduct raids on the Northland’s isolated farmsteads. Trollkin raiding parties mar the Northlands as they attempt to secure land and resources to make a home for themselves and their kin in defiance of their neighbors.

TROLLKIN LINEAGE TRAITS

Your trollkin character has certain hereditary traits dictated by their lineage.

Age. Trollkin reach adulthood by the age of 15, living up to 60 years.

Size. Your size is Medium. Trollkin have a wide range of physicality depending on their inhuman ancestors. Typically, trollkin stand well over 6 feet tall and are sturdier than humans, weighing around 200 pounds.

Speed. Your base walking speed is 30 feet.

Natural Weapons. You have large fangs, stout hooves, or sharp claws instead of fingernails and toenails, that serves as a natural weapon. Work with your GM to determine what type of natural weapon you possess and decide whether it does bludgeoning, piercing, or slashing damage. You can use your natural weapon to make unarmed strikes. When you hit with it, you deal 1d4 + STR or DEX modifier damage (choose which during character creation) of your chosen type, instead of the bludgeoning damage normal for an unarmed attack.

Inhuman Regeneration. You take advantage of the regenerative power in your blood to quickly recover from wounds. As a bonus action, you can expend a number of hit dice equal to your PB to regain hit points as if you finished a short rest. You may do this once until you finish a long rest. If you take acid or fire damage, you lose access to this ability until you finish a short or long rest.

Natural Adaptation. You manifest different traits depending on your inhuman ancestor. Select one of the following at character creation.

                Ogre. Your body is powerfully built and imposing. You have advantage on ability checks and saving throws made to initiate and escape grapples.

                Troll. You are about as large as Medium size gets, but not quite Large. You have the Giant attribute of resistant to the stunned condition.

                Fey. Your features are beguiling and strange. When you make an ability check that uses CHA, you may roll a d6 and add it to the total. Once you use this feature, you must complete a short or long rest before doing so again.

Tribe Keeper Heritage

Characters of this heritage have been raised in isolated, close-knit communities. To a tribe keeper, the people in their tribe are the most important people in their lives. The bonds you have with your people are adamantine.

Because these tribes are often found far removed from civilization, your people rely wholly on each other to survive and thrive. Tribe keepers take pride in protecting their members, and they are suspicious of strangers and outsiders. Learning who to welcome and who to shun is just as important to the safety of your tribe as the food you gather. Trust is not something your people give to newcomers lightly, but it is a powerful thing once given.

Truly great need must arise for a tribe keeper to leave their home, but even on the road away from their family, they never feel far from their tribe. Most tribe keepers will carry tokens or gifts from their tribe as a reminder of their home and that they will always have a place to return.

In Midgard, tribe keepers are often found among the residents of the Rothenian Plains. They can also be found among the nomadic tribes in the wastes around Nuria Natal and Ishadia, as well as among the trollkin and skraelings eking out an existence in the fierce Northlands tundra.

Defend Your Own. When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to move up to 5 feet toward the attacking creature. If you end your movement adjacent to the attacking creature, you impose disadvantage on the attack roll. Once you use this feature, you cannot do so again until you finish a short or long rest.

Wary Nature. You have proficiency in the Insight skill. Whenever you make an Insight check to determine whether a creature is trustworthy, you can treat any d20 die roll of a 7 or lower as though you rolled an 8.

Languages. You know Common and one additional language of your choice. Typical tribe keeper heritage characters choose a language native to their tribe.

Venerator Background

Before you became an adventurer, you trained to honor those who came before, whether they be ancestors, guardian spirits, or honored champions. You have spent time recounting the deeds and wisdom of those you venerate.

Perhaps you were a later scion of an important family line, an apprentice to a shaman or spirit-talker, or a central figure to your people, reminding them of what they aspire to. In any case, you model yourself after someone or something tremendous.

In Midgard, venerators can be found in any culture that holds those who came before in high regard. The dwarves of the Ironcrags value their clan second only to the canton in which they live, honoring the dwarves who came before. They can also be found among the lesser noble houses dotting the Grand Duchy of Dornig, each with ancestral names and legacies to uphold.

Skill Proficiencies: Choose two fromHistory, Insight, Performance, or Religion.

Additional Proficiencies: Learn one additional language of your choice and gain proficiency with artist tools or a musical instrument.

Equipment: a book of tales or legends, a set of common clothes, a tool you are proficient with, a relic from an era or individual you venerate, and a pouch containing 10 gp.

Talent

You’ve had special training combined with some natural ability to make you an outstanding venerator. Choose a talent from this list to represent your experience: Comrade, Ritualist, and Scrutinous.

Adventuring Motivation

Venerators only leave their communities with good reason. Perhaps some calamity befell your people, and you want to restore them. Or maybe you have an evangelical bent, going into the world to tell others about how great the person or concept you venerate really is.

ADVENTURING MOTIVATION

d8ADVENTURING MOTIVATION1Adventuring is all I have left after a terrible misunderstanding.2Adventuring is how I honor my object of veneration. They went adventuring, and so must I.3Adventuring allows me to expand my horizons.4The fast way to raise money to restore a shrine or erect a remembrance is through adventuring.5 Adventuring gives me new people to tell about the object of my veneration.6 When I return victorious from adventure, that glory will transfer to my object of veneration.7 The next step in guidance form my object of veneration is on the adventuring path.8 Can anything equal my object of veneration? Only adventuring in the world will still the doubts.

Get into Midgard with the Midgard Worldbook! This acclaimed campaign setting is rich and deep, with a decade of support from Kobold Press. Want a more focused start? Try the Zobeck Clockwork City Collector’s Edition! This detailed sourcebook gives players plenty of room to run, and includes adventures within the Clockwork City itself!

Harley Quinn Brings Chaos to WizKids' Pinball Board Game

WizKids will release DC Super-Skill Pinball: Harley Quinn Ball, a new pinball board game, into retail in August 2024.
The newest edition of Super-Skill Pinball (see “‘Super-Skill Pinball: 4-Cade'”) adds Harley Quinn and the DC villains to the mix. Players can join the infamous psychologist turned psycopath as they hit bumpers, drop targets, gain skill shots, activate the multi-ball, and play mini-games. This edition comes with four new tables to play on: Harley Quinn Vs. Coney Island, The Joker Tower, Suicide Squad, and Gotham City Gems. Each table is inspired by Harley Quinn team-ups and iconic moments in DC history.The game box comes with 4 copies each of 4 different tables,  4 dry-erase markers with erasers,  8 Pinball tokens, 2 dice, and a rulebook. This game is for one to four players, ages 12 and up, and plays in 45 minutes. It will retail for $24.99.

Wizards of the Coast Launches Avalon Hill Game Nights

Wizards of the Coast launched Avalon Hill Game Nights, a new pilot program for WPN organized play.
Avalon Hill Game Nights program offers up OP events for select Avalon Hill lines to WPN stores. These demo events coincide with evergreen titles that WotC is increasing availability for to WPN stores via distribution. These titles include the HeroQuest line, Betrayal at House on the Hill, The Yawning Portal, and Risk and Risk Strike. Retailers can contact their preferred WPN distributor to order these titles.The WPN team has created a pilot event for this program that will be offered to 200 WPN stores in the U.S. and Canada. This first event will revolve around HeroQuest, and offer up a demo copy and materials for retailers to run an event between July 29, 2024 and August 29, 2024. Participating stores will receive a copy of HeroQuest, marketing materials, promotional HeroQuest dice, and instructions to run the event. These events will be run via event link and WPN stores not contacted by June 10, 2024 to run this event can fill out a form on the WPN site to get on a waiting list to receive one of this pilot kits.
Wizards of the Coast also banned a card from Modern Horizons 3, in the Pauper format, ahead of its release (see “Bans ‘Modern Horizons 3’ Card Ahead of Its Release”).    

Can Bad Themes Ruin a Great Board Game?

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Not themes like ‘man vs nature’, or ‘coming of age’. Board game themes like, ‘Are we rolling dice to kill monsters, or to collect resources?’

There are thousands of board games out there today. But, when you really break it down, there are only so many different game play mechanics. You can roll dice, draw cards, collect tokens, move miniatures around, etc.
Since there are so many more games than there are mechanics, what separates them? What makes one game more exciting than any other? What get players really involved in the of the game and want to play more?  The answer is… not one single thing, but for this article, we’re pretending it is.  And that answer is theme.

Importance of Theme in Board Games
First, what is theme? Theme in board gaming is the compilation of several factors: tone, art style, narrative story, but mostly it’s the universe or setting in which the game takes place. If the gameplay mechanics are the CPU, RAM and video card, then theme is the RBG LED light strips on your PC case. For most players, theme is vital, whether they realize it or not.
Take zombies, for instance. Plenty of people are totally over zombies. No matter how clean the mechanics or great the gameplay, they don’t want anything to do with the shambling masses of the undead who represent either ourselves as consumers, or our own inescapable mortality. And I get that.
Look how sad you’ve made him with your harsh words.
Zombie games in particular tend to be fairly story based. The game tells a story that begins during set up and continues until the end of the game. If you’re sick and tired of hearing about zombies, you’re not going to care about the characters’ survival, even if you’re one of them.
Alternatively, a good theme can pull a new player towards a game they see on a store shelf. Even if the world or story isn’t readily obvious, the art style can still pull a lot of weight. For example, I love the 80’s synthwave aesthetic. So even though I had no idea what Radlands was when I saw it on the store shelf, you can bet I had to take a look.

Theme Makes Games Memorable
Even if you don’t care much about theme in board gaming, it’s still important. Let’s take Yahtzee for example. Yahtzee is a bad game. Sorry, haters. It’s random dice rolls and you have very little way to affect the outcome. But, more importantly, it’s meaningless. It doesn’t represent anything and there’s nothing at stake.
However, throw in a little Cthulhu and you got yourself Elder Sign and suddenly, you’re saving the world from otherworldly gods. Sprinkle in a dash of pestilence and you got yourself some Pandemic: The Cure. Now, you’re not just rolling dice for nothing. The fate of humanity is at stake!
Or maybe just do both.
The theme in different board games allows games that would be otherwise fairly similar to feel different. Granted, each of these games have plenty of other mechanics beyond just the dice being rolled, but the point stands: the dice are the game.
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This applies even if the theme is just a small part of the game, rather than the main mechanic. Rock-Paper-Scissors is a stand-alone game which by itself, is terrible. However, with some proper theming and additional flair, it becomes a fantastic combat mechanic used in fan-favorite games such as Fury of Dracula.
What themes make or break a game for you? Do you consider theme when buying a new game?

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Matt has loved games of all kinds his whole life: board, video, war, roleplaying. He’s worked as a writer for BoLS since 2017. He’s worked as freelance editor for board game rulebooks and has designed many of his own games as well.

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Warhammer 40K: Good, Bad, & the Ugly – Codex: Adepta Sororitas

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Goatboy here, with what you need to know about the new Warhammer 40K 10th Edition Codex: Adepta Sororitas.

Goatboy here and we have another two codexes to talk about this week.  As usual I want to gloss over what I liked about the books as both of these armies I am not personally heavily invested in.  I have played versus both factions a lot, and they are just not the style of faction I normally want to collect – but’s just me.  I like the Sororitas models and find their design overall is cool.  But what I do know is I can tell you what I think seems good and what seems bad when weighing them against the current 10th Edition Meta. With that – let’s dive into the Sisters of Battle.
As usual will do a Good, a Bad, and the Ugly for any new Codex.  I think the Adepta Sororitas seems the stronger compared to GSC – with the overall theme from the index living large and in charge in this book. You can tell this one was written or started fairly quickly after the new edition dropped, with a ton more buffs versus debuffs compared to recent codexes.

Adeptus Sororitas – The Good
Hey if you wanted ways to cheat your dice rolls – this codex is for you!  Miracle Dice and Acts of Faith survived any real changes and even got some buffs with several of the new detachments.  The whole “extra pool” of dice rolls remains the same, and utilizing your Faith at the right times will be important.  I know from all the games I have played I really feel like shifting the wound roll to a Miracle dice and a save roll are really the best options.  You could also say any charge roll as well, becasue that seems to be what I see most of the time when playing against Sisters.

Detachment – Blood of Martyrs
This codex is fully of crazy fanatics of the Emperor full of Melta nonsense, powerful heroes, and crazy rules interactions.  Heck, all the detachments seem to push some of this, with each one being pretty powerful.  The old Index Blood of Martyrs is still there with a whole theme of wounded Sisters units hitting better and wounding better.  I think this one might just stay strong as it has a ton of good Stratagems and ways to abuse your faith points.  You get to bring back  Characters, get access to Enhancements that let you reroll Miracle Dice, and an auto fight on death power.  Heck, it is simply the index reprinted in the codex which is a good thing if that is what you are used to playing.

Detachment – Penitent Host
There are a total of 4 detachments and we continue with books with a lower amount of options – but all of them seem interesting in their own ways.  Penitent Host is for those who love those little walkers and friends.  You get to choose a different Vow to start the phase and they can only be selected once.  They basically make your Penitent units better by either moving faster, adding 1 to attacks/strength, or a 2+ fight on death for the units.  All of these seem good and while you only have 3 you can do your mini little Waaghs and help your sisters out.  This one has an interesting Enhancement that lets you discard Miracle dice when your Penitent kills something and replace that faith dice with a 6.  Their stratagems all revolve around Penitent units. and while some of the Sisters units don’t have that keyword you can give it to a character and then watch it activate for the unit.  This lets you do things like Auto Advance 6″ and charge, 4+ FNP, 5+ exploding Melee hits, and even a movement when getting shot at.  It seems like a fun little detachment, and while it has some powerful stuff, getting locked into Penitent keyworded units will leave it less explosive than the original Index one.
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Detachment – Brings of the Flame
There is the Bringers of the Flame Detachment that is all about weapons gaining the Assault keyword and anything shot within 12″ has the weapon gain a +1 to their Strength of the attack.  It isn’t a bad ability and just like the Renegades for CSM – it allows an army to always be moving and doing damage.  Their Enhancements all deal with Sisters being mad with a discard Miracle dice for extra attacks and strength, 2+ armor with 5+ FNP, discarded two Miracle dice to create a new one, and even just letting a character amp up their units shooting.  This Detachment gains an Armor of Contempt Stratagem, Melee Lethal hits, Devastating Wounds Torrent shots, and even a disembark and shoot normally at single enemy unit strat.  All of these seem good. While it isn’t the most flashy it does have a very powerful set of rules that lets your army always move and do damage which is a powerful thing.

Detachment – Army of Faith
The final detachment is the Army of Faith, with its big, powerful rule being units can use two Acts of Faith per phase.  This means you could auto hit and auto wound with something you need.  Or you could just bank two saves if you want to.  Heck, you could really push anything through if you have enough Miracle Dice.  I would expect any of the generate extra dice units would be powerful in here and just allowing you to really supercharge some of your unit’s shooting and damage potential.  You of course, gain Enhancements that let you roll more Miracle dice, a weapon that lets you gain Miracle dice if you kill something with it, a battle shock testing option that if the enemy fails you gain a Miracle Dice, and even an Enhancement that lets you discard a Miracle dice to auto pass an Armor save no matter the number on the Miracle dice used.  All of these fit the Detachment theme pretty well and their stratagems match up too.  A lot of them get better when done on any of the Jump Pack options, which allows little Auras to activate off of them.  Heck, between things like -1 to hit, FNP 5+ for Mortals, and ignoring Weapon Skill/Ballistic Skill modifiers, this army will want you to have a ton of jump options doing stuff and making the army explode in damage.

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Dataslate Changes
There are a lot of changes to the Dataslates – almost too many to talk about.  Things like small tweaks on the “abused” ones are expected, but overall the Sororitas got more  buffs than drops.  The one I really want to talk about is how Morvenn  Vahl just got better in this book.  Now, instead of just getting the +3 attacks once a game, she can do it all the time for discarding one Miracle dice.  Vahl is going to be in every army and I would advise most people to find some way to ignore it if you can.  It will be tough as nails.  The other unit I expect to see is the Triumph of Saint Katherine as it seems to really activate a ton of Miracle dice.  Just having the ability to auto-gain a 6 on the Miracle dice for having this model on the table seems very powerful.
The Imagifier now gives a unit they join a 2+ armor save and 4+ Invulnerable save.  This seems pretty good as they can also join a unit with a Canoness, Palatine, Judith, or Astred that is already joined to it.  Just creating little tougher Deathstars sounds pretty awesome. Really Codex: Ade[tus Sororitas is just full of interesting stuff and it will just have to wait on what rough armies come out of it.

Adeptus Sororitas – The Bad
Again the points in this codex are not valid.  This is always an issue and makes figuring out armies as a writer hard.  I get the feeling will see points go up in the codex as a ton of this seems very powerful.  If you skirt the edge of having too many options, it can become a real problem with tons of Miracle Dice generated, a bunch of options to abuse said dice, and just too many things that punch up too much.  We’ll just have to wait and see within the week of release how many Sisters models will see on the tabletop.
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The other thing is again this army has a ton of damage-dealing options that get locked into a small handful of units.  It still makes me feel bad that all this Melta damage relies on spikes of a 5+ to wound a lot of the time and this can make you feel bad.  Sure if they get through it can do a ton of damage but it forces the player to save those 5+ form Miracle dice to guarantee some damage gets done.  I also think some of these named characters are too good to not have in an army so a lot of the time you get a feeling of facing the same Sisters threat every time.

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Adeptus Sororitas – The Ugly
A few things got lost in this codex like the Death Cult Assassins and Crusaders.  I know they have plastic kits and I expect them to come out later on in some new book or option rolling all these Imperial Agents together.  A lot of the 4+ Feel No Pain options went away on units and I expect this to be the norm in the future with most things hitting 5+ for all the time and only one special occasions (like when they get all A’s on their report card) would they get a 4+ or better.
Really the big bit of Ugly is the points and what Codex: Adepta Sororitas could do if things are too cheap.  Thankfully these things don’t tend to last long so if you don’t already have an army together I would wait for the points, only buy staple units, and then see what shakes out as you build up your force.  This is still one of the prettier armies on the table with everything in plastic, a unique look, and a ton of flavor behind each fanatical solider for the Emperor.
Faith Is My Shield!

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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.

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GameStop Reports Early – Worse than Expected

GameStop released its Q1 earnings report on Friday, earlier than expected, which included an earnings miss and showed continued sharp declines in sales.Sales declined 29% to $881.8 million in Q1 2024, compared to $1.2 billion in Q1 2023.  That was much worse than the nearly 20% sales decline the chain experienced in the holiday quarter (see “GameStop Sales Down Nearly 20%”).Sales in GameStop’s Collectibles category were the bright spot, only down 21% to $136.8 million, from $173.0 million in the year ago quarter.  The Collectibles category includes tabletop games (the chain carries four brands, some in considerable depth), some board games, and merch (see “Channel Check – GameStop”).The chain recently started buying graded Pokemon TCG and Yu-Gi-Oh! TCG cards from its brick-and-mortar locations, to be sold on the website (see “GameStop Buying High Grade Cards”).Despite the sharp sales decline, GameStop did manage to reduce its losses to $32.5 million, from $50.5 million in Q1 2023.The GameStop meme stock phenomenon is once again predominant for investors, with online media driving wild gyrations in the stock price.  The company is taking advantage of recent increases in its price to raise cash at a good valuation, announcing plans Friday to sell 75 million shares at the market price, which would raise over $2 billion at Friday’s closing price. Last month, the company announced raising $933.4 million by selling 45 million new shares.The stock dropped nearly 40% on Friday, after the disappointing earnings, the announcement of the dilutive stock sale, and an underwhelming response to a mid-day livestream by Keith Gill, known online as Roaring Kitty, the day trader whose posts drove the initial short squeeze in GameStop’s stock.

Heresy’s Heroes and Imperialis Coming Up, Plus New Stormlight RPG – Weekend Rewind

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Dive into this weekend’s hottest news: learn about Saint Sabbat, check out the weirdest D&D weapons, and get big savings on Heroquest.

D&D: Five Of The Weirdest Weapons In 5E
Magic weapons are a staple of D&D, especially 5E. But these five weapons are among the weirdest you’ll find in any book.

The Stormlight Archive RPG Gets An Official Kickstarter Date And Sweet New Trailer
This year, the official Stormlight Archive tabletop RPG has an official Kickstarter date: August 6th. The campaign is going to be huge.

Warhammer 40K Next Week – Heresy ‘Heroes’ And Imperialis Tanks
Next week’s pre-order releases see a number of the Heresy’s heroes, depending on whose side you’re on, as well as Imperialis reinforcements for days.

‘HeroQuest’ Is Over 50% Off To Celebrate The Upcoming Quest Pack With Multiple Endings
The Jungles of Delthrak quest pack for HeroQuest will add a ton of new content. If you haven’t been playing HeroQuest, this is the best time to start.

Warhammer 40K: Who Is Saint Sabbat?
Perhaps you’ve heard of the Sabbat Worlds made famous by The Gaunt’s Ghost series – but who is the person the sector is named after?

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Pop culture writer and news editor that has been on the BoLS team since 2010. Contributor on the One of Us podcast. Marvel, Vertigo, Batman, and dystopian sci-fi fan. Enjoys bad movies, amazing stunt performances, and the internet. Hates rom-coms. (she/they)

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Warhammer 40K Next Week – Heresy ‘Heroes’ and Imperialis Tanks

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Next week’s pre-order releases see a number of the Heresy’s heroes, depending on whose side you’re on, as well as Imperialis reinforcements for days.

Next week is a big one for small miniatures. With a rollout of battle groups for both the Legiones Astartes and the Solar Auxilia, there’s a ton of tiny tanks you’ll soon be able to wage war with atop a table near you. Of course, it’s not just the epic battles you’ll have to deal with. It’s the epic heroes too.
Although these epic heroes are personalities who came to the foreground during the Horus Heresy, their miniatures are modern and stylish. From the conflicted Hibou Khan, to a guy they call “Little Horus”. All this, next week!
Heresy Heroes

First up, a pair of heroic figures from the Horus Heresy who decided to remain loyal to the Emperor. Though, in at least one of these cases, it took a little bit longer to make that ultimate decision, notably Hibou Khan, Seeker of Atonement.
He was initially part of the White Scars that was forcibly going to side with Warmaster Horus, but then eventually atoned in combat, the way that it goes in the world of 40K. With a giant two-handed power sword, he carved the face clean off of “Little” Horus Aximand.

And then there’s Shadrak Meduson, who in addition to having a cool name, was also a dedicated survivor. As Master of the Shattered Legions, Meduson has gathered up survivors from the Raven Guard and Salamanders and harangued Horus at every turn. Well, his forces anyway.

Speaking of ol’ Little Horus, there’s Horus Aximand, one of the most devoted of Horus’ Captains. He carries a big shield and a broadsword, but neither were able to keep his face from being sliced off. They put it back on, as you can see, but I bet it hurt like you wouldn’t believe.

Or grab Tybalt Marr, favored agent of Horus, whose brutal tactics make him a deadly threat on any flank.
Legiones Imperialis – Astartes and Auxilia

Tanks are the name of the game in next week’s pre-order releases for Legiones Imperialis. With not one, but two Battle Group boxed sets. Starting with the Legiones Astartes Battle Group boxed set, which has an absolute devastation of miniatures, including: 4 Kratos Heavy Tanks, 10 Rhinos, 4 Leviathan Dreadnoughts, 4 Deredeo Dreadnoughts, 4 Rapiers, 4 Tarantulas, 2 Command Squads, 8 Tactical Legionary bases, 2 Terminator bases, 2 Assault Marine bases, 4 Support Legionary bases, 4 Contemptor Dreadnoughts, 4 Outrider bases, 6 Scimitar Jetbike bases, 4 Javelins, and 4 Land Speeders.

For those who prefer their future soldiers to not also be transhuman supermutants, there’s the Solar Auxilia Battle Group. This contains, 2 Baneblades, 12 Rapiers, 4 Cyclops, 12 Taranulas, 2 Legate Commander bases, 8 Auxiliary bases, 4 Veletarii bases, 4 Auxiliary bases with flamers, 4 Charonite Ogryn bases, 4 Aethon Heavy Sentinels, 6 Dracosan transports, and 8 Lemans Russ.
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If that isn’t enough tanks for you, you can also supplement your forces with an additional Leman Russ strike force containing eight tanks that can be built with battle cannon or Vanquisher cannon.

Or for the Astartes, you can pick up a Predator Squadron, which comes with six tanks, each of which can be outfitted with a Predator Cannon or twin-linked Lascannons and sponsons in either heavy bolter or lascannon.
All this, next week!

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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D&D: Five of the Weirdest Weapons in 5E

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Magic weapons are a staple of D&D, especially 5E. But these five weapons are among the weirdest you’ll find in any book.

Magic weapons are a staple of fantasy adventures. And especially in D&D, where’s they expect you to be shining with magical weapons by the time you hit level 5. You might have a sword that can cut off an enemy’s head with a single stroke. Or…you might end up with one of these weirder magic weapons.
Devotee’s Censer

To start with, this is a magical flail. Which is rare enough in D&D, where most weapons are greatswords, halberds, or hand crossbows. The Devotee’s Censer is an incense-filled flail. Not only does it deal 1d8 extra radiant damage, but it also can emanate a cloud of incense out to 10 feet. You and any other creatures in the incense regain 1d4 hit points at the start of each turn.
This means you’ll heal your enemies and your friends, but hey, when you’re a Paladin that’s just how you roll.
Lash of Shadows

Out of the Explorer’s Guide to Wildemount, the Lash of Shadows is one of the weirder magic weapons out there. It’s a sentient magical whip that’s been touched by Zehir, an evil serpent god. It’s also inhabited by a marilith. As a result, it has a short temper and only experiences extreme emotions, being most happy when dealing harm.
Which is weird enough to start with. But when you whip someone with it, you can poison someone (assuming they fail their save). You’ll have a total of four options to choose from, but you can only use each option once per day.
Sling Bullets of Althemone

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When was the last time you looked twice at magical ammunition, let alone ammunition for a sling? But here we are. One of the best but more unusual magic items introduced in Mythic Odysseys of Theros, these sling bullets have a variety of different effects.

Banishment – A creature hit by this bullet must save or be banished
Fulguration – Creatures hit by these bullets are struck for 2d8 extra lightning damage, creatures within 10 feet must save or take 1d8 thunder damage
Stunning – These bullets deal an extra 1d10 force damage and stun their targets until the end of your next turn
Tracking – These bullets mark creatures with a glowing rune that will let you follow a creature for 24 hours

Trident of Fish Command

This is a magical trident. While you hold it, you can command fish. Or any other beast with an innate swimming speed. If that isn’t weird enough for you, I don’t know what else to tell you.
Dyrrn’s Tentacle Whip

Finally, we come to Dyrrn’s Tentacle Whip. This is one of the strangest yet. It’s a symbiotic weapon, a living creature that’s been shaped by the Dal Quori of Eberron into a weapon. After painfully embedding tendrils into your arm, you gain a magical whip.
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It deals 1d6 extra psychic damage and stuns targets on a natural 20, plus, you can retract the whip into your arm. As long as you’re attuned to it, that is. But you can’t de-attune from it voluntarily. You’ve got a symbiont now and forever until death do you part.
What are your favorite examples of weird weapons in 5E?

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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‘HeroQuest’ is Over 50% Off To Celebrate The Upcoming Quest Pack With Multiple Endings

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The Jungles of Delthrak quest pack for HeroQuest will add a ton of new content. If you haven’t been playing HeroQuest, this is the best time to start.

HeroQuest is iconic in the fantasy board gaming genre. It’s been touted as the best game ever made, and we here at BoLS don’t disagree.

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After the initial release, The Mythic Tier backers set was hard to find a copy. Fortunately, our own Adam had picked up the entire available set to show off, which you can see in the unboxing video above.
The available stock fluctuates pretty quickly. But right now, you can pick up the base game, as well as plenty more expansion packs, which add new characters, new items, new monsters–new everything!

What is HeroQuest?
HeroQuest is basically Dungeons and Dragons in a box. It works in much the same way. A single-game master will control the baddies, and the remaining players are intrepid heroes looking to thwart evil where it may rise. The original was released in the 80s. However, due to its avid fanbase, Hasbro opened up a HasLab crowdfunding campaign to bring back HeroQuest with a fresh coat of paint.
Each player controls a single character with unique stats and abilities and will grow and level up over time.

HeroQuest Expansion Packs
HeroQuest is designed to be a modular system where anyone can create their own scenarios with new monsters, items, and spells. It was released with two official quest packs as well. But now there are plenty more to keep your HeroQuest game new and exciting. They often sell out quickly and aren’t easily available until they restock. So, pick up your favorites today!

If you’re a fan of classic RPGs and looking for some good-time nostalgia, I don’t need to be the one to tell you to grab your own copy of HeroQuest. It’s a classic for a reason. It’s endured for as long as it has, thanks to solid gameplay and an open design structure.

BoLS might make a few bucks on anything you buy from these links. But, be honest, you don’t enjoy randomly browsing online stores. So let us do the annoying part for you. Help us help you.

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Matt has loved games of all kinds his whole life: board, video, war, roleplaying. He’s worked as a writer for BoLS since 2017. He’s worked as freelance editor for board game rulebooks and has designed many of his own games as well.

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D&D Accessories: Tools For Your Table’s Artificer

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Gears, goggles, and robotics with a fantasy twist will ring a little of that artificer aesthetic to your game table.

Artificers are a popular class in D&D with an unmistakable style. A little fantasy and a little steampunk, there are so many ways to do Artificer right.. And with these Artificer-themed D&D accessories, your character will be inspired to tinker better, build more constructs, and infuse all of the items.
1. Gear Dice

Throwing a gear on it and calling it steampunk is such a trope that it became a joke years ago. Yet anytime I see something decorated with bronze gears I immediately know what sort of vibe the person was going for. In this case, hollow metal dice with cogs, gears and bronze numbering makes me think of my artificer character and her pockets full of loose gears and tools right away.

2. Artificer Mini

If you’re playing an artificer, you’ll probably be in need of an mini. This one features a human with armor, goggles, and a hammer suitable for getting into scrapes or knocking some shapes out of metal. Their pouch is probably full of as many tools as your character’s, and those gloves are ready for welding. Of course, if this doesn’t look enough like your artificer, there are a million minis out there.

3. Automaton Dice Box

The first thing I thought of when I saw this dice box were the killer robots from Breath of the Wild. And hopefully this automaton dice box will keep your dice just as safe as one of those guard robots. Complete with a lid for travel and your choice of colors, your friendly tabletop construct will always know where your dice are for when you need them – that is unless they’re in your other tabletop construct jail.

4. Wooden Mug

Metal work and adventuring are both thirty work, your character is going to need to take a drink break or two. And when they do this wooden mug with a gear design is perfect for your party’s favorite artificer. Sometimes a simple design is the best, and I think this may be one of those times. This mug would be perfectly in place at your D&D table, at the Renn Faire, or just next time you’re having a few drinks with your not-in-character friends.

5. The Artificer’s Journal

It’s a rule of D&D that we should all probably be taking better game notes. Maybe this notebook will inspire you to do just that. Fifty character pages, fourth ruled pages for note taking, forty graph pages (twenty grid and twenty hex!), and a bonus twenty blank pages will give you plenty of space for everything you should jot down for later. Now you just need to remember to take those notes, and when you figure out how to master that let me know.

What tools do you think are a requirement for playing an artificer? Will any of our picks make your wish list? What’s your artificer’s go-to aesthetic and would they like any of these goodies? Let us know in the comments!
Happy Adventuring!

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She/Her/They/Them | Writer, Cosplayer, Podcaster, Tapletop RPGer, Opossum Enthusiast, Mediocre Ukulele Player, & Coffee Addict. To find Meaghan elsewhere on the internet, check out her LinkTree at https://linktr.ee/habie_cosplays
Any emails regarding articles or potential game or accessory spotlights can be sent to [email protected].

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D&D: An Adventurer’s Guide To Yondalla

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Yondalla was the mother of halflings. A goddess of fertility and fields, as well as hearth and home. Oh, and illusions.

The halflings of Faerûn owe much to Yondalla. She was the matriarch of their pantheon, but also their creator. Every halfling descends from their mother goddess, who in turn blesses them with bountiful fields and surprising luck. A halfling can turn even the darkest of tides.
All because of Yondalla.
Yondalla – Mother of Halflings

Though the stories of halflings origins were shrouded in myth and contradictory accounts, they all tended to fall into one or two different camps.
The first stories portrayed Yondalla as the mother/creator of halflings. In these tales, she gave birth to the first halflings directly. She was driven to birth them herself after being mocked by the gods for having no children to call her own.
Other stories had Yondalla as more of a creator/mother, in that she assembled the first halflings from the disparate qualities of Faerûn’s other peoples. She gathered mirth from the fey (who were otherwise too frivolous), the grace of the elves (but not their stuffiness and patience), the stoutness of dwarves (but not their dour nature), the boldness of orcs, and the plentifulness of humans.
Whatever the case, once halflings came to be, Yondalla nurtured them carefully. She gave them tenderness, but when the world was unkind, she fought for them fiercer than even the warrior gods. And her secret was a hidden, darker nature.
Dallah Thaun, her Dark Mirror

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Dallah Thaun, Lady of Mysteries, was Yondalla’s rebellious dark side. She and Yondalla were once one being, but they physically separated into two “distinct entities” after Yondalla created halflings. But they were still one being.
What Yondalla knows, Dallah Thaun does too. And worshipping one is the same as worshipping the other. But despite being the same, er, being, they couldn’t be more different.
Where Yondalla was kind, Thaun was fierce. Yondalla might nurture the survivors of a tragedy, while Thaun would seek vengeance and justice, often through violent means. In short, Thaun did the dirty work to keep Yondalla’s hands clean.
This meant that the Mother of Halflings could negotiate with Corellon Larethian for the rights to the green spaces of the world, while the daring thief, Thaun, would drive out bandits and demons and wickedness from the grasslands promised to the halflings.
A mother’s love—and her ferocity went hand in hand to protect the halflings.
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To this day, they keep Dallah Thaun a secret, never revealed to outsiders.
In return, they live mostly idyllic lives, knowing that two aspects of one goddess are looking out for them.
Happy Adventuring 

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Games Workshop Pre-Orders: Genestealer Cults & Adepta Sororitas Weekend

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The Genestealer Cults and the Adepta Sororitas square off this weekend with pre-orders from Games Workshop.

Get ready for a battle of faiths as the Genestealer Cults and the Sister of the Adepta Sororitas duke it out this weekend over Pre-orders. There’s a lot of stuff up for pre-order but you’re probably going to want to snag those codexes. Which Emperor are you swearing loyalty to — the Emperor of Mankind or the Four-armed variety?
via Warhammer.com

CODEX: ADEPTA SORORITAS (COLLECTORS EDITION) $110
This well-appointed Collectors Edition of Codex: Adepta Sororitas features unique cover art with bronze foil lettering and bronze foil gilt page edges.
This book also contains a one-use code to unlock Codex: Adepta Sororitas content in Warhammer 40,000: The App.

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CODEX: ADEPTA SORORITAS $60
The Adepta Sororitas are the armed wing of the Imperial faith. They defend the Emperor’s cathedrums, chapels, and holy shrines from the heretic, the mutant, the witch, and the alien. Encased within power armour, the Battle Sisters of the Orders Militant wield boltguns, flamers, and chainswords as they march relentlessly towards their enemies, bearing relics of fallen martyrs and singing prayers above the din of battle. Their tanks and wargear are bedecked with the iconography of the Adeptus Ministorum, a demonstration of their zeal to any who would opposed them. Where the Adepta Sororitas tread, so does the light of the Emperor shine.
This 129-page book is richly embellished with art and background information celebrating the courage, strength, and zeal of the Sisters of Battle. You’ll find within these pages all the rules, inspiration, and reference material you’ll need to collect, build, and play games with your mighty armies, including datasheets for every unit in the army, and a Combat Patrol for playing fast-paced games of Warhammer 40,000.
This hardback Codex contains:– Background material illustrating the rich history, organization, and ethos of these holy warriors– Stunning art capturing the majesty of the Adepta Sororitas, and the horrors into which they charge headlong, plus a showcase of beautifully painted miniatures to inspire you– Full rules for every unit in the army, including 30 datasheets, and four specialised Detachments– A full complement of rules for launching a cleansing crusade with your Adepta Sororitas, even resulting in one of them possibly becoming a living saint– Concise datasheets and rules for fast-paced Combat Patrol games
This book also contains a one-use code to unlock Codex: Adepta Sororitas content in Warhammer 40,000: The App.
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CODEX: GENESTEALER CULTS (COLLECTORS EDITION) $110
ABOUT THIS EDITIONThis plush Collector’s Edition version of Codex: Genestealer Cults features special cover art with purple foil lettering and purple foil gilt page edges.

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CODEX: GENESTEALER CULTS $60
Genestealer Cults are fanatical sects of alien hybrids that infest Human worlds beyond count. They lurk unseen for generations, hiding and preparing in the dark until their Day of Ascension arrives. Then they rise in a tide of mutated acolytes, turncoat soldiery, and predatory xenos monstrosities to tear down those they see as oppressors.
Codex: Genestealer Cults contains a trove of background information covering prominent Genestealer infestations from the past and present, accompanied by spectacular artwork and galleries of painted miniatures. Take a detailed look into the organisation of these xeno-tainted armies and the troops, leaders, and war machines that fight among them. This book also contains the rules for leading a Genestealer Cults army in Combat Patrol, Crusade, and Matched Play games of Warhammer 40,000.
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Inside this 120-page hardback book, you’ll find:– In-depth background and lore on the Genestealer Cults, how they take over planets and prepare them for the Great Devourer – even going so far as to infiltrate the Imperial military structure– Rousing artwork that will inspire your cults to acts of exemplary sedition and a showcase of expertly-painted Genestealer Cults miniatures– All the rules you need to play your Genestealer Cults army, including 24 datasheets covering every unit and five Detachments– A full suite of rules for playing narrative Crusade campaigns and intense Combat Patrol games
This book also contains a one-use code to unlock Codex: Genestealer Cults content in Warhammer 40,000: The App.

ADEPTA SORORITAS BATTLEFORCE: ARMY OF FAITH $215
The Sisters of Battle know when to hold back and defend, and when to swoop in with an undeniable surge of rightous fury that can send their opponents reeling. These highly mobile forces are equipped with jump packs, allowing them to soar over the fray to strike at the heart of the enemy. When supported with mobile artillery, they’re poised to deliver a crushing blow to even the most stalwart of foes.
This Adepta Sororitas Battleforce builds an extremely aggressive army, led by a Canoness with Jump Pack, available in this box for the first time. Alongside this inspiring warrior, Seraphim and Zephyrim leap into battle, delivering vengeance to heretic and witch alike. All these potent warriors are supported by an Exorcist, which lays down a barrage of ordnance as well as a fitting accompaniment. Few foes can withstand this army’s initial charge. If you’re looking to give your existing Adepta Sororitas collection a massive boost, you’ll find every unit in this box a boon, and this will save you money over buying each kit individually. This battleforce also makes a fantastic way to leap into a new project, ready to hit the table en masse.
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This set includes the following multipart plastic models:– 1x Canoness with Jump Pack (new)– 1x Exorcist– 5x Zephyrim– 10x Seraphim– 3x Adepta Sororitas transfer sheets
All models come with their appropriate bases and transfer sheets. These miniatures are supplied unpainted and require assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
The Canoness with Jump Pack will be available separately at a later date. The other miniatures in this box are available separately.

BATTLEFORCE: GENESTEALER CULTS – BIOSANCTIC BROODSURGE $215
Genestealer Cults erupt from the shadows in a tide of mutated acolytes, turncoat soldiery and predatory xenos monsters. They employ ambush and subterfuge to outmanoeuvre their enemies, turning industrial mining equipment and repurposed civilian vehicles into potent weapons of rebellion against the hated Imperial oppressors.
This xenos-empowered box contains a terrifying Genestealer Cults force, led by an enigmatic Benefictus. This zealous leader is surrounded by determined and rebellious soldiers such as Neophyte Hybrids, and the twisted bulk of crude-weapon wielding Aberrants. Added to this is the formidable armour, firepower, and troop-carrying potential of both a Goliath Rockgrinder and a Goliath Truck, whilst a unit of terrifying purestrain Genestealers bursts forth ready to shred all foes limb from limb.
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This box also allows you to save money compared to buying each kit individually, making it an excellent way to start your army or expand an existing collection.
This set includes the following 29 multipart plastic models:
1x Benefictus1x Abominant5x Aberrants1x Goliath Rockgrinder1x Goliath Truck10x Neophyte Hybrids10x Purestrain Genestealers
All models come with their appropriate bases. These miniatures are supplied unpainted and require assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.
The Benefictus will be available separately at a later date. The other miniatures in this box are available separately.

COMBAT PATROL: ADEPTA SORORITAS $168
Armies of the Adepta Sororitas include everything from the most zealous, pious warriors, to the most craven and disposable. All have their place. No matter their size, the Sisters of Battle form the core of the force, supported by melee specialists and screens of penitent warriors to distract and overwhelm the enemy.
Cleanse the galaxy with Combat Patrol: Adepta Sororitas. This loaded box includes a versatile and balanced army, led by a powerful Canoness. She is in turn protected by an elite bodyguard of Celestian Sacresants, equipped for close combat. The core of the army is a full unit of Battle Sisters, and rounding it out is a mob of Arco-Flagellants, ready to charge headlong into battle, heedless of their own safety.
This box also allows you to save money compared to buying each kit individually, making it an excellent way to start your army or expand an existing collection. These miniatures can also be used as a complete Adepta Sororitas army for use in Combat Patrol games of Warhammer 40,000 – the rules for this Combat Patrol are available as a free download on the Warhammer Community website.
This set includes the following multipart plastic models:– 1x Canoness– 5x Celestian Sacresants– 10x Battle Sisters, with 1x Incensor Cherub– 10x Arco-Flagellants– 2x Adepta Sororitas Transfer Sheets, each containing 290 transfers
All models come with their appropriate bases. These miniatures are supplied unpainted and require assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.

COMBAT PATROL: GENESTEALER CULTS $168
Genestealer Cults armies outmanoeuvre their foes with infiltration, clawed horrors and grimy militia alike, squirming through sewers and pipe networks to reach their prey. They prepare ambush sites and kill zones, flotillas of repurposed vehicles and dirtcycles roaring from obscured flanks to crush their reeling enemies.
Praise the Four-armed Emperor with Combat Patrol: Genestealer Cults. This loaded box includes a blisteringly fast force, led by a swift and deadly Jackal Alphus, riding at the head of a group of Atalan Jackals. The armour and firepower of an Achilles Ridgerunner drives up in support, whilst a unit of thrashing Hybrid Metamorphs scuttles forward with preternatural speed.
This box also allows you to save money compared to buying each kit individually, making it an excellent way to start your army or expand an existing collection. These miniatures can also be used as a complete Genestealer Cult army for use in Combat Patrol games of Warhammer 40,000 – the rules for this Combat Patrol are available as a free download on the Warhammer Community website.
This set includes the following 17 multipart plastic models:– 1x Jackal Alphus– 1x Achilles Ridgerunner– 5x Atalan Jackals– 10x Hybrid Metamorphs (which can alternatively be built as Acolyte Hybrids)
All models come with their appropriate bases. These miniatures are supplied unpainted and require assembly – we recommend using Citadel Plastic Glue and Citadel Colour paints.

ADEPTA SORORITAS DICE SET $33.50
Praise the God-Emperor with this set of themed dice. They’re sure to draw His gaze as you hunt down the witch, the heretic, and the xenos.
This is a set of 16 six-sided dice for games of Warhammer 40,000, themed around the Adepta Sororitas. These dice are cast in a pearlised black, befitting their grim purpose, with bronze markings. The 1-5 facings are traditionally pipped, but each ‘6’ facing is emblazoned with the fleur-de-lys symbol of the Adepta Sororitas.
Contents:– 16x square-cornered D6 dice, each measuring 16x16x16mm, in a pearlescent black with bronze markings.

MINISTORUM PRIEST WITH VINDICTOR $35
Ministorum Priests fill the role of stoking the faith of warriors in battle. They often join Wars of Faith – though it is not unheard of for a Ministorum Priest to lead one. Filled with a fearsome religious fervour, they incite the faithful as they bellow catechisms of hatred, smiting the foe and inspiring their charges to further acts of violence.
This multipart plastic miniature builds one Ministorum Priest, armed with the utterly deadly vindictor, a combination of a heavy chainsword and flamer. Leading from the front, this powerful support unit empowers nearby Adepta Sororitas units to fight all the harder.
This kit contains four plastic components, and a Citadel 32mm Round Slotta base. This push-fit miniature can be assembled without glue, and is supplied unpainted – we recommend using Citadel Colour paints.

GENESTEALER CULTS DICE SET $33.50
The Genestealer Cults are rising. Join them and praise the Four-armed Emperor on every roll, using these themed dice!
This is a set of 16 six-sided dice for games of Warhammer 40,000, themed around the Genestealer Cults. These dice are cast in purple, with a pearlescent swirl effect and white markings. The 1-5 facings are traditionally pipped, but each ‘6’ facing is instead decorated with the faction symbol of the Genestealer Cults.
Contents:– 16x square-cornered D6 dice, each measuring 16x16x16mm, in a pearlescent purple colour with white ink.

DATASHEET CARDS: GENESTEALER CULTS $35.00
Genestealer Cults consist of mutated acolytes, turncoat soldiers, and predatory alien monsters. Corrupted by xenos gene-taint, the cults fight with the coordination of swarming insects and the zealotry of true believers.
This set of 29 cards will help you track your Genestealer Cults in your games with individual datasheets for every unit – detailing their profiles, wargear, options, and special abilities. You’ll also find a reference card for the Genestealer Cults army rule and special datasheet cards for use in Combat Patrol games.

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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D&D: An Adventurer’s Guide to Garl Glittergold

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Garl Glittergold was the most popular gnomish god. Laughter, jokes, and gold all appeal to the Sparkling Wit of Faerun’s pantheon.

In all of Faerun, there were no deities quite as mirthful as Garl Glittergold, the god of gnomes and luck and trickery. With concepts like joke-telling, dancing, and storytelling under his portfolio, Garl Glittergold was a dashing, irreverent figure.
Depending on which end of his “jokes” you ended up on, he was either a great friend and protector or the arch-enemy of your entire species. Whatever your opinion, there’s no denying that Garl Glittergold left an impression wherever he went.
Garl Glittergold – Luck, Trickery, Gnomes

Garl Glittergold was often depicted as a handsome, golden-skinned gnome with gemstones for eyes. Wearing a flowing silk cloak, he was often depicted in lavish settings. This depiction likely led to the gnomish myth that Glittergold, and other deities, were birthed in veins of precious metals in the heart of the world.
And it’s worth mentioning that the gnomes of Faerun (or anywhere else in the multiverse) tend to believe many contradictory things at once. For the gnomes believe that Garl Glittergold also discovered the first gnomes.
As an ever-curious deity, he is said to have descended into a massive cave system. When his companion, Arumdina, a magical and sentient axe, detected a hidden chamber, Garl Glittergold entered it. There, he found a vast cavern covered from wall to ceiling with brilliant gems.
Most gnomes hold that he plucked gems from out of the wall and breathed on them, giving life to tiny forms within the gems. These became the first gnomes:

Svirfneblin came from rubies
Rock gnomes from diamonds
Forest gnomes emeralds

Although some legends say that Glittergold also accidentally released some of these forms into the air, becoming the ancestors of faeries.
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Whatever the case, Garl Glittergold leads the gnomes out of the cavern by telling them a very good joke and then convincing them to follow along.
Divine Tricks

Glittergold had a knack for trickery that would drive anyone of less than divine patience to frustration. His pranks have brought mirth to many a deity. But it has also earned him the wrathful ire of his enemies. In particular Kurtulmak, god of the kobolds.
According to legend, Kurtulmak ambushed Garl, who proceeded to pretend to be tightly bound in order to be taken deep into Kurtulmak’s cave halls. There, while Kurtulmak was entertaining “one of the major arch-devils”, did Glittergold collapse the ceiling on them both? The arch-devil, believing this to be an assassination attempt, punished Kurtulmak. In this case, by suspending the kobold’s deity over an active volcano by his tail for six weeks.
Kurtulmak from that point on swore eternal vengeance against the gnomish trickster.
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Clerics of the Sparkling Wit

Glittergold’s clerics adorn themselves with jewels. In particular, their helms and belts are said to represent the sparkling wit of their deity.
They follow Garl Glittergold’s commandments, which include:

Cultivate a sense of humor, regardless of your hardships
Teach your community to cooperate for the greater good
Pranks are a necessary way of life, especially against those in power
Authority figures shouldn’t take themselves too seriously
Preserve the tales and jokes of the gnomish people
Embrace the changing tides of the world

Ceremonies dedicated to Glittergold often involve storytelling, feasts, jests, and dancing.
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Happy adventuring!

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Marvel: Crisis Protocol – Five More Street Level Villains We Want

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Marvel: Crisis Protocol needs to add some Threat level 2’s and 3’s to the mix and these Street Level Villains would be perfect.

Alright MCP fans, we’re about to get a little obscure with some of these characters but it’s for a reason. It really seems like a lot the newer releases are Threat Level 4 with an occasional 3 or 5 mixed in. And I get it. We’re dealing with Superheroes and Villains, right? Well, sometimes you don’t want to call on Thor to do battle with Thanos. Sometimes you just want to have a bunch of cheap dudes that can cause problems — or at least overwhelm the heroes with numbers. Or maybe you just want a Threat Level 2 or 3 to round out those final few points in a list…(which happens to me more times than I can count).
Whatever the reason, I’ve decided to reach back into the deep, deep depths of Marvel Comics and pull out some villains that fit the bill. Some of them can hold their own against their respective hero — but that’s probably because the heroes were holding back.

Hammerhead
Hammerhead – Marvel Comics
Hammerhead is a crime boss and is often at odds with the likes of Spider-Man. He’s appeared in the Spider-Man cartoon but also has appeared in Spider-Man comics over the years. But really Hammerhead’s thing is, well, his oddly shaped head. But that odd head isn’t just for looks – it’s a flat top and apparently it’s made of adamantium!
Other than his head, he doesn’t really have any other super powers. He doesn’t fly, he can’t shoot energy blasts out of his body, and he’s not exactly super durable (except for his head…apparently). Oh and he does have some level of Superhuman strength on account of the head implants. I think he’d be a hilarious edition to MCP as a Threat Level 2. And hey, if your characters get close enough so he can headbutt them, they deserve it.
Bushmaster

Okay, so this is another weird one and twofer to boot. Did you know there were actually two different Bushmasters? The first one (and arguably more popular post-Netflix’s Luke Cage) is the OG Bushmaster named John McIver. In the comics, he’s a crime boss who attempted to have a similar experiment done to him as Luke Cage. Unfortunately for him, it didn’t work out and he actually died.
This Bushmaster’s son (named Cruz Bushmaster) also attempted to resurrect his father. It worked. Kinda. But Luke Cage and Ironfist managed to stop those plans and (once again) things backfired for Bushmaster and he died. Again.
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The second Bushmaster (or third if you’re counting Cruz) is actually the brother of John. His name is Quincy McIver. He had the misfortune of getting his limbs chopped off in a boating “accident” and, while his brother ran off to run a crime family in Europe, Quincy got in with Roxxon Oil Company. The oil company used it’s money to give him bionic arms and replaced his legs with a bionic snake tail. Why? Well because of a long drawn out legal dispute that won him the rights to sue the company for environmental damage, physical deformities, and emotional damages. The bionics were a settlement option. BECAUSE COMICS, duh!
This snake-man Bushmaster joined the Serpent Society (yes, it’s a thing because, again, comics). He’s the second one pictured above.

I guess what I’m trying to say is that I’d rather see the Bushmaster from the TV Show as a street level threat in MCP. But this will probably never happen.
Mister Negative
Mister Negative – Marvel Comics
Mister Negative is a weird one. The short explanation is that he’s a Chinese gangster and crime boss who got “black electricity powers” similar to a photographic negative. This energy allows him to heal with a touch but also gives him mind control powers, superhuman strength and reflexes, and he can also charge melee weapons with this energy.
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He’s also got another personality known as Martin Li who operates a soup kitchen and is a philanthropist. He’s been known to tangle with Spider-Man as well. But perhaps most interestingly (at least to me) is that he’s one of the reasons for Anti-Venom.
Anyhow, I think he’d be another weird and interesting addition to the roster of MCP characters. Hey, if Wong can be a TL 2 healer/support guy then why not Mister Negative?!
Tarantula
Tarantula – Marvel Comics
No, The Tarantula isn’t just a Spider-Man knock off…this guy can’t even crawl on walls. But apparently he can jump really well. Okay, he can kinda crawl on walls with his retractable blades in his costume — but does that count with all the damage? Eh, whatever. The point is that he’s a villain! He’s had run-ins with Spider-Man and The Punisher and at one point he even tries to undergo an experiment to get super powers like Spider-Man. But that doesn’t work out and he goes waaay more into the “Man-Spider” side of things. To be honest, his real super power is probably diplomatic immunity.
I think he’d be a fun/goofy addition to the game. He’s at least a talented hand-to-hand combatant and he’s got “envenomed” claws on his fingers and toe-claws. Sounds like a Threat Level 2 if I’ve ever heard of one.
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Chameleon
Chameleon – Marvel Comics
Chameleon is a master of disguise and elite spy master. He can flawlessly mimic the appearance and mannerisms of just about anyone. He’s also the half-brother of Kraven the Hunter which I’m sure leads to some hijinx at Thanksgiving. He also appeared in The Amazing Spider-Man #1 making him the very first member of Spider-man’s rogues gallery!

As one of Spider-man’s oldest foes, I’m a little surprised he hasn’t gotten more attention over the years. Maybe Atomic Mass Games can think of a fun way to bring him into MCP…or maybe he’s already there!
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Alright folks, that’s it for this wacky villain list. What street level threat would you like to see added to Marvel: Crisis Protocol?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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D&D: Five Ways to Survive in Nature Without Really Trying

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Exploration and survival can be difficult challenges in Dungeons & Dragons. Why not trivialize that with these handy tricks instead?

Deep in the wilderness lurk dangerous monsters. Hungry dragons. Deadly snakes. And just a surprising number of plants that want to kill you, specifically. Don’t even get me started on chickens.
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But that’s life in Dungeons & Dragons. One of the three pillars of the game is Exploration. The other two, Social Interaction and Combat are pretty self-explanatory. But Exploration is vague. And it’s also the most underutilized crumbling pillar of the game. This is why you shouldn’t feel bad about using these tricks to straight up ignore most of the dangers of being lost in the woods.
Tiny Hut

One of the biggest problems with nature is that once you’re in it, it’s everywhere. You can’t really get away from it. You’re in the woods or out in the desert. And anything can find you if it wants. It’s one of the basic needs: food, water, clothing, and shelter.
But Tiny Hut just solves that problem. Cast this spell and create a magical dome. You and up to nine of your friends can all hang out together inside it. Once inside, the atmosphere is comfortable and dry. Creatures inside the dome can pass through it freely, but all other creatures and objects are barred from passing through it. Spells can’t be cast through it either. It’s total immunity for 8 hours (just long enough to take a long rest and be refreshed).
Goodberry

This first-level spell is one of the most useful spells you can pick up. Because, right from the jump you can create ten berries. Each berry not only restores one hit point—meaning you can use it to revive a downed colleague—it also provides enough nourishment to sustain a creature for one day.
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This means you can feed up to ten people with one spell slot. That’s two of your basic needs taken care of already.
Speak With Animals

Are you lost in the woods? Looking for someone? Well with this spell, you can solve that. Speak with animals lets you talk to the animals nearby. But it does more than that. You can also convince them to perform small favors. Meaning, you can learn about your surroundings without having to risk it. Just ask that chipmunk what it’s seen, and what nearby monsters are around, and you’re set.
Create or Destroy Water

Finding fresh water is another one of the tricky challenges of survival in D&D. Unless you have access to Create or Destroy Water, that is.
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Then, you can create up to ten gallons of clean water within range in an open container. And that’s at the first level. The spell only gets more powerful as you go up. But 10 gallons a day is more than enough to thrive on, even in the deepest desert.
Find Familiar

With 1 hour of casting and 10 gold pieces, you can figure out where you are in the world. Because with Find Familiar, you can summon a flying hawk or owl or raven or the like. This might not seem the most useful a first, but, you can give it instructions and use an action to see through its eyes and hear through its ears. Meaning you can get a literal bird’s eye view of where you are in the world.
You’ll never be lost when you can find a landmark in the skies. Just as long as you have the gold to get your familiar in the first place.
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Happy adventuring!

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Corvus Belli: June Releases For ‘Infinity’ – Roller Derby Time

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Corvus Belli has a new batch of miniatures coming out this month for Infinity. It’s time to grind down the competition — Roller Derby style!

Infinity is back with some really great miniatures. This month there’s releases for quite a few factions but the one that really stood out to me was the Dire Foes Mission Pack 14: Blocking Zone. It appears a Roller Derby Jammer is on the field and ready to lap her opponents to snag some points! Or maybe she’s just looking to check some foolish opponents in her way. Check out all the releases from Corvus Belli this month:
Corvus Belli June 2024 Releases

Libertos (Submachine gun)
Armies: NA2
It’s time to recover lost pride, to take up arms, and rise up against the oppressor. The time has come for us to fight to regain our own destiny. And if it means that we must kill each and every one of the PanOceanians on this planet, and all those traitorous submissive slaves Omn who collaborate with them, then so be it! Death to the PanOceanian oppressor!
This blister includes one mercenary Liberto with a Submachine gun. There is nothing more lethal than a guerrilla fighter willing to die for freedom.

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ALEPH Support Pack Beta
Armies: ALEPH / Operations Subsection of the SSS / Imperial Service
Sophotects are field technical support and medical assistance operatives. They have been designed, trained, and equipped for keeping ALEPH’s personnel and equipment on the march during special operations or rescue missions.
This box includes six miniatures: one Sophotect with Combi Rifle, two Yudbots, and three Netrods. This box is a great complement to provide specialized troops and orders to your ALEPH Force from Operation: Blackwind.

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Reinf. Brigadier Jacques Bruant (AP Spitfire)
Armies: Ariadna / USAriadna Ranger Force / Tartary Army Corps / Kosmoflot
Bruant is not a hero, not in the classical way at least, but he will do anything to survive; and he is the kind of person who considers it an outrage that someone tries to kill him, so he will always attempt to take down anyone trying to do so.
This box includes one miniature of Jacques Bruant with AP Spitfire. The perfect complement to your Ariadna reinforcements. There will be no armor able to resist to Bruant and his AP Spitfire.
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Dire Foes Mission Pack 14: Blocking Zone
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Armies: O-12 / Torchlight Brigade/ Nomads / Jurisdictional Command of Corregidor
In the dynamic and vibrant world of Roller Derby, the fast roller-skating contact sport, blocking zones are those parts of the body where it is permissible to hit another skater when blocking.
Unfortunately for Gol-Pol Marshal Sonya Lacroix and Vortex Lupe Balboa, in the rougher street version of the Human Sphere, these zones are very large. So even tough girls like them can get more than seriously bruised when investigating alien tech smuggling in the most brutal circuit of the Human Sphere’s lawless zones.
This box includes 3 miniatures: Sonya Lacroix with MULTI Rifle, Lupe Balboa with Combi Rifle, and one Roller Girl. With this box, you can not only expand your collection of Infinity miniatures, but you will get new options for your army—giving them personality with these two heroes—and also a neutral model to play missions and scenarios.

Moran, Maasai Hunters
Armies: Nomads / Jurisdictional Command of Corregidor
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The Maasai warriors, called Moran, became the hunters of the Nomad Military Force. Designated as Light Infantry, every one of them is a seasoned scout. Their duties in the NMF include intelligence gathering, that is, serving the role of the army’s forward eyes and ears.
This box includes 6 miniatures: One Moran with Combi Rifle, one Moran with Boarding Shotgun, and 4 CrazyKoalas. If you are looking for powerful tabletop control, the Moran Maasai are the best choice. Their CrazyKoalas will frustrate the enemy advance and their Repeaters will extend the area of effect of your Hackers.
All of these products are coming from Corvus Belli on June 27th, 2024. Happy Hunting!

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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While ‘Terraria’ Rolls Out Another Final Update, Check Out ‘Terraria: The Board Game’ on Kickstarter Now

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Terraria may have started as a 2D Minecraft inspired game. But it’s quickly become a whole new beast in and of itself. And now it’s a board game too!

Already blowing past $1,000,000 on the Kickstarter campaign for Terraria: The Board Game, and there’s still plenty of days left to go. I’ve been playing Terraria for years so, this is one game I was very interested to check out in more detail. So let’s dig into it!

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Terraria: The Board Game Overview
Terraria: The Board Game is a cooperative game for 1-4 players. The goal of the players is to complete your chosen objectives before the days run out or your respawns are depleted. The designers have said their goal in creating the game was to distill the essence of Terraria down to a satisfying gameplay loop that anyone can enjoy.

A simple deckbuilding foundation at its core and a flexible action point system, Terraria: The Board Game keeps the game moving forward quickly and easily, even as the world grows and expands.
Just like in the video game, players will be exploring various biomes, creating a unique world each time they play. But Terraria is more than just the surface world and the board game is no different. Digging deep underground reveals caverns, monsters, treasure chests. But those who dig too deep and too greedily might find themselves in a bit of a hot spot.

But while you’re gathering all your resources, you’ll want to use them too! Players will be able to build bases to unlock new crafting receips and invite NPCs for other advantages. You’ll need these improved weapons and armor to take on the toughest bosses.

There have been a lot of board game adaptations of video games coming out lately. Sea of Thieves, Don’t Starve, and Worms, just to name a few. As a big fan of video games and board games, I gotta say, this has been a great year for me!
Terraria seems like a board game that is ready for expansions. And I hope even a few fan mods, to really lean into the video game roots. I’m excited to see what it has in store as it hits shelves.

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Matt has loved games of all kinds his whole life: board, video, war, roleplaying. He’s worked as a writer for BoLS since 2017. He’s worked as freelance editor for board game rulebooks and has designed many of his own games as well.

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‘Quake’ and ‘Halo Wars’ RPG Designer Jenell Jaquays to Be Honored at Nebula Awards

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Jenell Jaquays will posthumously receive the 2024 Kate Wilhelm Solstice Award at this year’s Nebula Award Ceremony.

It is hard to overstate the tremendous impact that designer, writer, and activist Jenell Jaquays has had on gaming and science-fiction/fantasy. So much so that it’s little wonder the Science Fiction and Fantasy Writer’s Association (SFWA) has selected the late Jaquays to be the recipient of the 2024 Kate Wilhelm Solstice Award.
The Solstice Award is handed out to those who have made “significant contributions to the science fiction, fantasy, and related genres community.” That distinction suits Jaquays to a tee. Her work on the Dark Tower and Caverns of Thracia modules helped shake up D&D.
Her work in video games spans genres and gameplay types, from Quake II and III, to Halo Wars and Age of Empires III.
Jenell Jaquays to receive 2024 Kate Wilhelm Solstice Award

Here’s a look at the announcement from the SFWA, who call out Jaquays work both as a designer and an activist:
A multi-award winning and honored artist, game designer, editor, and activist, Jennell Jaquays left an indelible mark on the gaming industry and SFF community for nearly fifty years. Ms. Jaquays’ career began in college, when she and her friends created “The Dungeoneer,” one of the first licensed Dungeons and Dragons fanzines.Now, from magazines to books, Ms. Jaquays’ art can be seen on multiple covers and throughout the pages of the many different forms and iterations of Dungeons and Dragons’ media. Having designed two modules of her own, “Dark Tower” and “The Caverns of Thracia,”  her writing was celebrated by players for eschewing traditional and linear game mechanics and are not only playable today–but continue to inspire game designers and GMs.

Past honorees include Cerece Rennie Murphy, Greg Bear, Petra Mayer, Arley Sorg, Troy L. Wiggins, Ben Bova, and Rachel Caine, so Jaquays will be in good company.
But it isn’t just her incredible work that helped earn this distinction. Calling her a “beacon of hope and inspiration”, the SFWA’s Director-at-Large, Monical Valentinelli spoke about the honor:
“A beacon of hope and inspiration, Jennell Jaquays worked tirelessly in the spirit of community while gifting us with her art, her games, and her stories for almost fifty years.
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The Board is honored to commemorate Jennell Jaquays and her indelible legacy as an artist, writer, and game designer in the video game and tabletop roleplaying industries.”
Jaquays passed earlier this year, and the award will be accepted by her wife, Rebecca Heineman.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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This Jessica Rabbit Cosplayer Certainly “Do Right” With This Song & Dance Cover

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Melissa BeCraft wasn’t born bad, she was just drawn this way. And with this Jessica Rabbit cosplay, she shows us all a redhead can do!

Jessica Rabbit is easily one of the most recognizable cartoon ladies in existence. She’s a heartthrob who never stops inspiring film watchers and cosplayers alike. Dancer Melissa BeCraft has a particular talent for integrating her red hair into themed character cosplays to feature her dance.
In her “Redhead Cartoon Characters” shorts series, she creates simple cosplay looks, and dances to theme songs for those characters. It’s a really cute concept, and she executes it FLAWLESSLY. This is a girl after my own heart, as I’m similarly obsessed with strong, sassy redheads. Her sultry Jessica Rabbit dance video makes us wanna do right too!

Jessica Rabbit Cosplay by Melissa Becraft

You had plenty money, 1922You let other women make a fool of youWhy don’t you do right, like some other men do?Get out of here and get me some money too

You’re sittin’ there and wonderin’ what it’s all aboutYou ain’t got no money, they will put you outWhy don’t you do right, like some other men do?Get out of here and get me some money too

If you had prepared twenty years agoYou wouldn’t be a-wanderin’ from door to doorWhy don’t you do right, like some other men do?Get out of here and get me some money too

I fell for your jivin’ and I took you inNow all you got to offer me’s a drink of ginWhy don’t you do right, like some other men do?Get out of here and get me some money tooWhy don’t you do right, like some other men do?Like some other men do

If you had prepared twenty years agoYou wouldn’t be a-wanderin’ from door to doorWhy don’t you do right, like some other men do?Get out of here and get me some money too

a
~Join us next week for more cosplay coverage~
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Have a Cosplay question you would like Mayhem’s Muse to answer?
Know a Cosplayer you’d like to see featured? Send an email here!

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Jennifer aka “Mayhem’s Muse” is the Cosplay Editor for BoLS and manages Ad Sales and Communications. Her cosplay awards include the RTX Judge’s Choice Award and Dragon’s Lair Austin’s Cosplay Symposium.
Jennifer has been a Cosplay Guest Judge at RTX, Tacticon and Genghis Con in Colorado. She regularly attends conventions to cover cosplay for BoLS. Her cosplay work has been featured in publications such as Girls Who Love Monsters, Geek Fuel, and Renaissance Magazine. Jennifer has modeled in the Her Universe Fashion Show, Precision Camera’s yearly Precision Camera University, and has taught several workshops for photographers about partnering with cosplayers and creative muses/models.
Jennifer is a lifelong enthusiast of retro video games and loves Dungeons & Dragons, urban fantasy, tabletop games, VR technology, and historical archery. She has set National Records through USA Archery’s Traditional Division for Asiatic Bows and earned 4th Place in the World Nomad Games in Kyrgyzstan in 2018 for Women’s Korean Archery. Jennifer is currently studying for her Masters’s Degree in Organizational Leadership.

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The Stormlight Archive RPG Gets an Official Kickstarter Date and Sweet New Trailer

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This year, the official Stormlight Archive tabletop RPG has an official Kickstarter date: August 6th. The campaign is going to be huge.

Brandon Sanderson’s The Stormlight Archive series is getting an official tabletop roleplaying game. We’ve known this for a while. It was announced an impossible to imagine “two whole years ago”, with a planned release date of 2024. Seriously, imagining 2024 in 2022 is like asking people in 2020 to imagine later in 2020. Impossible gulfs of time exist between now and then.
Between 2022 and 2024, the oceans drank Atlantis, and the sons of Aryas rose. Conan strode the world and sat astride the jeweled throne of Aquilonia in an age undreamed of before 2024 came around. But somehow, against the odds, here we are.
Today, Brotherwise Games, developers of The Stormlight Archive RPG, announced the Kickstarter Date: August 6th. This is absolutely perfect. You can sign up to be notified and learn more below.

The Stormlight Archive RPG Heads to Kickstarter on August 6th

Announced on Twitter, Brotherwise Games teased both the release date and a video showcasing some of the excellent artwork that will fill the pages of these books. You may also have seen some of the miniatures that you’ll have at your disposal.
Per the announcement, the Stormlight Archive RPG Kickstarter Campaign is August 6th. But along with it, Beta Playtesting rules will be made available to everyone:

The Stormlight Archive TTRPG goes live on Kickstarter on Tuesday, August 6th!With with the launch of the campaign, Beta Playtesting materials will be made available – this will include detailed rules, the resources you need to build your first character, and an introductory adventure.

If author Sanderson’s novel Kickstarters are any indication, this is probably going to be one of the biggest RPG Kickstarters of the year. I mean, there are no guarantees, of course (outside of death and taxes).
But it feels pretty safe to say that Stormlight Archive fans are horny for any kind of content. And an RPG is exactly the sort of mental thirst trap that will satisfy their wildest desires: getting to argue over the minutiae of the rules of the magic of the world. I mean, that’s basically it. Forget adventure. Forget “romancing” NPCs; heck, forget fleshing out the far corners of the world unexplored in the story. It’s all just arguing about the rules of magic.
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But now, there’ll be a book that breaks down the rules. You can hear the comical cash register cha-ching just thinking about it.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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GW, Warhammer, 40K & Fantasy Minis Trivia Challenge – June 7th

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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 decades, GW has been making miniatures for everything from Dungeons & Dragons to Star Trek, Judge Dredd, Lord of the Rings, 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 these out…

What System is it 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): Sisters of Sigmar Matriarch (Mordheim), Tyranid Grabber/Slasher (40K/RT), Arbites Cybermastiff (Necromunda)

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Dad, Gamer, Publisher, Pilot, Texan. All games all the time since junior-high.
I started BoLS Interactive in 2006. I’m a lifelong tabletop & RPG gaming enthusiast, and internet publisher working to entertain and inform my readers every day.
I’ve been playing RPGs and Tabletop Games since the 1970s. I’m been playing and covering Warhammer and Warhammer 40K for over 35 years.

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Finalists for 2024 Diana Jones Award Announced

Committee Nominates Two Conventions, a Designer, a Bundle, and a Union.
The Diana Jones Award committee announced its 2024 finalists.
The five finalists for this year’s award are all exemplify “excellence” in the games industry in their own unique. The Diana Jones Award for Excellence in Gaming is awarded to “…a game system or supplement, a magazine, a company, a designer, an event or convention, or any other entity that shows gaing at its absolute zenith.” This year, Adepticon (in the Midwest) and Fastaval (in Denmark) were both nominated as conventions. TTRPGs for Trans Rights in Florida was also nominated as a charity bundle by Rue Dickey.
The sole designer amongst the nominees was Ami Baio, who is the owner of Pink Tiger Games. Finally, the DJA committee nominated the United Paizo Workers for their groundbreaking work in helping to bring unionization to the games industry (see ” Paizo Employees Form Union”). The winner of the award will be announced at Gen Con on July 31, 2024.

Outside the Box – June 7th: Some Rescue Squad to Save You from the Midnight Stalker

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Welcome back to another issue of Outside the Box, this week with news from Steamforged Games, Asmodee Group, Cool Mini or Not, Wargames Atlantic, and more!

In case you missed it, Steamforged Games acquired the Warmachine IP and more from Privateer Press!– > More Steamforged Games News
Asmodee Group released new sets for Marvel Crisis Protocol and Star Wars Shatterpoint: – > More Asmodee Group News
New DC United previews have been published by Cool Mini or Not:– > More Cool Mini or Not News
Wyrd Miniatures presents the Hopscotch and Hoochdini for Malifaux:– > More Wyrd Miniatures News
New Infinity sets are available from Corvus Belli: – > More Corvus Belli News
Para Bellum Wargames offers the Crucible Of Wills: The Stone Face lore campaign set: – > More Para Bellum Wargames News
New plastic Werewolves are coming soon from Wargames Atlantic: – > More Wargames Atlantic News

Artel W Miniatures released new miniatures:
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– > More Artel W Miniatures News

And Rubicon Models presents a new preview picture:– > More Rubicon Models News

Check Out This Week’s Kickstarters

And if you want to stay up to date, head over to the Tabletop Fix for daily news updates!

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The Seven – Origins of ‘The Boys’ Corporate Superhero Team
Ironheart – The MCU’s New Genius Engineer Explained
D&D Race Guide: How to Play a Githyanki

Author: Tabletop Fix

The Tabletop Fix is a newsblog about wargames and miniatures.
Unofficial – Independent – Non-Commercial. I have been writing about the tabletop and miniatures industry since 2010.

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MTG: Lore of the Multiverse – The Mad Golem Memnarch

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Memnarch, Karn’s most trusted disciple, is MTG’s perfect example of when ambition overrides sense and genius gives way to madness.

Welcome, Praetors and Planeswalkers, to our ongoing series about the people and places that help make MTG incredible. From great heroes and deadly villains to gorgeous locales and important events, the Multiverse constantly evolves to keep the game fresh. Even if you don’t know anything about the story, all the background drives your favorite cards from place to place. You can check out all the previous MTG goodness over here.

Jump To…

Before Mirrodin was the site of Phyrexia’s resurgence, it was the metallic plane of Argentum. Karn created this artificial plane as a test of his newly-acquired Planeswalking abilities and left the golem Memnarch in charge. However, Memnarch’s ambition far outstripped his intellect, and he became the very thing Karn was fighting against. If not for Karn’s hubris and the single drop of Phyrexian oil he left on his perfect realm, the Multiverse may have stayed free of Phrexian taint.

Warden of Karn’s Tower

Before he had a name, Memnarch was the Warden of Karn’s castle, Galdroon, on Argentum. Along with the other ur-golems, he was charged with the stewardship and maintenance of the artificial plane. Of all the golems, however, Karn loved the Warden best.
When he left the plane to train the newly sparked Planeswalker Jeska, he left the Warden with two gifts. The first was to make him protector of all Argentum, chief among the ur-golems. The second, and likely the source of the Warden’s downfall, was the wish-granting Mirari.

The Mirari greatly enhanced Memnarch’s mind and capabilities, and he spent the next several years wandering the planes of Argentum. He marveled at the mathematical perfection of the creation, but he lamented the emptiness. However, he did notice one imperfection: the Blinkmoths.
These small firefly-like creatures seemed to have come from nowhere, and they did not fit the barren plane. This began his process to populate Argentum with life, hoping to anticipate Karn’s desires. However, he saw a strange puddle of black fluid, reaching out to touch it. This simple act changed the course of the Multiverse forever.

From Argentum to Mirrodin

Memnarch renamed the plane Mirrodin after the Mirari at his core and set to work reshaping the plane. He instructed his fellow ur-golems to terraform the plane, making it more habitable for true life. After their work was done, Memnarch began to eliminate them one by one. After all, there would be no room for them in his new world. He constructed a series of mechanical “soul traps” and began abducting sentient life from across the Multiverse. This process went on for centuries until every corner of the plane was populated. However, as the black oil seeped into the core of Mirrodin, it gave birth to a new imperfection: Mycosynth.

This strange spore-like substance began to turn flesh to metal and vice versa, giving Mirrodin’s inhabitants their signature metallic enhancements. Memnarch tried to eliminate the Mycosynth wherever he saw it, but he noticed himself gaining fatigue, which was unfitting for a golem of his stature. His hard body became soft, and he realized he was becoming flesh. He began to go mad as his vision moved further from his grasp.
Memnarch turned to the blinkmoths, who could be drained of their glowing fluids, to provide vast insight. However, even this was not enough, and eventually, Memnarch altered his own body to house a massive reservoir for the blinkmoth fluid. Taking that much of the mind-altering fluid only exacerbated the madness, and his vision turned to darker pursuits. He realized that he didn’t want to perfect his creator’s world but rather see other worlds as his creator did. He wanted to be a Planeswalker.
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Searching for a Spark

Memnarch began abducting and experimenting on the inhabitants of Mirrodin, hoping to find a trace of the Planeswalker spark. When he couldn’t induce the change himself, he sent Levelers to villages he believed could hide a viable candidate. By triggering the spark, he hoped to find and extract the nascent Planeswalker and transfer their spark to himself. While his Levelers destroyed countless villages, he set about with his greatest project. He would turn the entire metal world into a machine to steal the spark from an individual and implant it into himself.

After many failed attempts, he at last found a viable candidate in the elf Glissa Sunseeker. However, he found her harder to capture than he expected, as she eluded every attempt. As he continued his assault, her hatred for him grew until she was resolved to hunt him down and destroy him. She gathered a group of like-minded warriors, hunted down the legendary Kaldra artifacts, and took the fight to Memnarch in Mirrodin’s core.
Memnarch was prepared for this, however. When the three Kaldra artifacts were brought together, they summoned an artificial construct, and Memnarch was able to wrest control of it and turn it against the heroes. She likely would have been taken there if not for the intervention of her ally Bosh, one of the last surviving ur-golems (though he was not aware of this). He held the Kaldra construct off long enough for Glissa and the others to destabilize the machine’s core, causing a chain reaction that gave birth to Mirrodin’s Green Sun. In the ensuing chaos, Glissa escaped.

Soulfire

Failure after failure drove all the intellectual might from Memnarch. Driven mad with rage and the desire to return to his master, he began an all-out war on Mirrodin’s inhabitants. If they harbored Glissa, he would tear them out root and stem. Glissa retaliated with an alliance of leonin, goblins, and elves, attacking Mephidross, where the bulk of Memnarch’s army was stationed. However, Memnarch was able to trap her in a temporal bubble, where she remained in stasis for five years. In that time, Memnarch was able to capture the goblin Slobad, forcing him to retrofit his original device to run off the souls of Mirrodin’s inhabitants.

When Glissa awoke, she found her home ruined and Memnarch’s forces closing in to capture her. Rallying what support she could, she made a last desperate attack against Memnarch’s stronghold. Memnarch had planned for this, however, and activated the extraction device as soon as Glissa arrived. Seeing no alternative, Glissa flung herself at Memnarch, dragging them both into the mana core at Mirrodin’s heart. Not only did this destroy the soul traps, shunting those taken by them back to their home planes, but it inadvertently transferred Glissa’s latent spark to Slobad.
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Madness Unmade

As Slobad was lamenting the loss of his friend, he was approached by an imposing silver golem. The golem introduced himself as Karn and told Slobad that he had made the plane but had been locked out by the soul traps. As a gift to Slobad for defeating Memnarch, he restored all the lives that had been lost to Memnarch’s forces, using the goblin’s stolen spark. That done, he recovered the body of Memnarch and destroyed it, retrieving the Mirari and entrusting it to Glissa, Slobad, and the necromancer Geth. With Memnarch dead, the plane returned to some sense of normalcy. Unfortunately, without a steward to prune it, the Mycosynth began to grow out of control. Before long, a new being…or rather a very old one, emerged on Mirrodin: the first New Phyrexians.

What Lore would you like to see next?

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From North Carolina to Texas and back to North Carolina again, Clint lives the life of a traveling artist. An avid gamer, writer, actor, pyrotechnician, and general nerd, he has finally turned his love of EDH into a career. When not busy being a clueless cowboy, Winterfell Bannermen, or whatever else acting life throws at him, he enjoys reading folklore from around the world, writing narratives for his Wargaming armies, or running D&D 5e games as a professional DM. Look for his storytelling podcast, By the Dancing Fire, or find him on Twitch at FeybornPhyrexian, where he produces MTG content.

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Games Workshop: ‘Talisman’ Returns – New 5th Edition Inbound

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The classic board game is back from Games Workshop with a new edition inbound. Get ready for Talisman 5th Edition!

It seems like Games Workshop is just rolling out the new editions for everything this year. Talisman is back with a new 5th edition coming out July 1, 2024. And the first 5th edition expansion will be out later this year, too! But let’s get into all the details.

via Warhammer Community
“Games Workshop isn’t just about Warhammer, you know. We’ve made some absolutely banging board games over the years – including the likes of Fury of Dracula, and Warrior Knights. Talisman is another classic, a game that’s been around for more than 40 years across numerous editions – and which is, for fans of a certain vintage, a glittering shard of pure nostalgia.”
Talisman 5th Edition

So what’s new in this edition? It’s the same gameplay you remember. Two to six players are competing to traverse the land and gain power in hope to become powerful enough to claim the Crown of Command. For the new edition there’s new art and some “smart refinements” to the gameplay to make it a smoother experience.
“The 5th Edition of Talisman: The Magical Quest Board Game is produced by Avalon Hill and is currently available to pre-order. It contains 12 classic characters, 100 Adventure cards, 24 spells, and all the other accoutrements you expect – including those iconic coloured cones to demonstrate stat improvements. The new art is gorgeous, and the refinements to the rules are clearly picked out.”

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Talisman Expansion?
Oh hey, remember above when we mentioned an expansion was coming later this year? Well say hello to Talisman Alliances: Fate Beckons.

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Talisman is no stranger to expansions. The classic game had a TON of cool extras that really (and literally) expanded the board game. But Fate Beckons is adding something never before seen in Talisman: Co-operative game play.
“You’ll work together with your fellow players to overcome unique challenges called Trials. Instead of claiming the Crown of Command for yourself, you’ll join forces to bury Talismans in the Places of Power, unseal the Portal of Power, and defeat the adversary of each Trial. Overcome all five to complete the game and win together. This is a ‘legacy’ format – you’ll play five linked games, and as you complete each Trial, you’ll open envelopes and boxes to discover mystery cards and new figures to add to your next game.”

Okay…I’m interested for real now. My issue with a lot of legacy games is that 1) you’ve changed the base game so much that it’s unrecognizable/unplayable and 2) it can be hard to reset and go again with a new group. This expansion seems like it fixes at least one of those issues for me. Because it’s not going to change the “core” experience/base game you can just play that mode again with a quick reset.  It also pushes you to play with your friends in a co-op mode to actually finish this campaign. I can get behind those changes!
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With the new edition on the way and a new way to play with the expansion later this year I did not have “get excited about Talisman” on my bingo card for 2024. It’s nice to be surprised!

A whole new way to play in a new edition? I guess it’s time for some Talisman!
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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Age of Sigmar: ‘Ossiarch Bonereapers’ Faction Focus – Relentless Discipline On Display

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The Osseous Host has returned with a Faction Focus from Games Workshop. Let’s see how the Ossiarch Bonereapers will look in Age of Sigmar.
stuff

via Warhammer Community
“The Ossiarch Bonereapers are intricate masterworks of necromancy, raw bone reshaped by cunning magic into components for macabre legionaries, each animated by a careful blend of souls. They operate without dissent, led by generals who do not waver, a perfect and precise weapon that exists only to further the will of Nagash.”
Ossiarch Bonereaper Battle Traits

The Battle Traits of the Ossiarch Bonereapers once again relies on the Relentless Disciple rule. It’s changed once again, too:
“The implacable legions battle with Relentless Discipline, following the dictates of their commanders. In each of the Movement, Charge, and Combat phases, Ossiarch Bonereapers have a choice of two abilities, allowing a single HERO to instruct all the troops around them.”
Basically, in each phase, OBR units can choose which of the two Relentless Disciple effects they want to kick in and it’s based on the hero using them ability now. This is a big change from previous editions as it’s no longer “just” bonus Command Points to spend. And I’ll be honest this looks potent! It’s going to depend on positioning and well managed “ranks” but that seems like something the Ossiarch Bonereapers are good at. I’m really excited about that +1 to wound with the Bludegon effect. I also like the Counter-strike option, too.
Ossiarch Bonereaper Battle Formation
Once again there are four Battle Formations to choose from. Here we get a look at one formation with the Mortisan Council. This is just a flat +1 to Ossiarch Bonereapers Infantry Wizards. Sorry Arkhan The Black, no extra +1 to casting for you. Still, that’s a nice across the board casting boost for them.
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“Other formations employ massed Mortek Crawler artillery in fortified positions to obliterate key targets, tireless cavalry to ride out ahead of their armies, or endless waves of Mortek Guard that grind down the enemy.”
Lore of the Ossian Sorcery
The Ossiarch Bonereapers are getting their own spell lore (again). Here we have the ever popular Empower Nadirite Weapons. The target unit gets melee hits to crit on unmodified 5+ rolls when this is active.

It’s worth noting that every nadirite weapon also comes standard with Crit (2 hits). So you’re getting quite a few hits in when your unit rolls a bunch of 5+ to hit rolls.
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Ossiarch Bonereapers Warscrolls
We get a look at four new warscrolls from the Ossiarch Bonereapers. As a bonus, and because he was already revealed with an Ossiarch Bonereaper Warscroll, I’m including Nagash in the mix. Why? Because he’s Nagash. Aside from that check out all the warscrolls and see how they’ve been changed.

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As a OBR player myself, those are some gnarly changes. There’s some good and some bad coming my way with this army. I’m not thrilled with the changes to the Necropolis Stalkers aspects. I like the “no ward rolls” but man some of these options are kind of weird to me. Eh, I’m going to wait to see what their points ended up working out to before judging too hard though. They were my personal favorite unit in the army (aside from say Katakros). But now I”m not sure about their damage output. You’re really relying on spiking those crit hits now.
Ossiarch Bonereapers Spearhead – Tithe-Reaper Echelon

You guessed it, the Spearhead is the exact same as the current Spearhead box.
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Contents:

1x Mortisan Soulreaper
1x Gothizzar Harvester
5x Kavalos Deathriders
20x Mortek Guard

This is actually a solid foundation for an Ossiarch Bonereapers army in general. So if you’re looking to start (or just dabble with them) pick this one up. You’ve still got a couple days before the price hike hits.
Aside from that, their Battle Traits are kind of a nod to their old army wide ability in the sense they are getting two CP around instead of just one.

We also have a look at how the Kavalos Deathriders will work in Spearhead.

The Ossiarch Bonereapers are coming to collect those tithes. Will they be as dangerous in the new edition? I’m certainly going to find out when we get their full rules!
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What do you think of the Ossiarch Bonereapers new rules?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Pack Tactics Advice: How can I get my players to be more proactive?

It’s time again for the Kobold Press advice column, Pack Tactics!

Our roundtable experts this month are Ben Eastman, Basheer Ghouse, Ben McFarland, Brian Suskind, Jeff Quick, and Mike Welham.

You might recognize some of these names from Kobold Press products such as the updated Tome of Beasts 1 and Campaign Builder: Dungeons & Ruins. And as contributors to this very blog!

Whatever questions you have about running a game, handling tricky metagame traps, and ruling edge cases, they’ve got an answer. Sometimes several!

Anonymous GM asks . . .

My players seem fine with whatever I throw at them, but they never seem to take initiative. How do I get my players to be more proactive?

Basheer Ghouse: Player proactivity is a tough one since it’s often not clear what has gone wrong that players aren’t proactive. Building on player ideas can help a bunch but, they need some proactivity to have ideas for you to build on. Getting that initial burst can be a pain.

Brian Suskind: First of all, what is being proactive?

Jeff Quick: Mr. Define-Your-Terms is in the building.

Brian: Wait, I’m going somewhere with this! To me, being proactive means the players are driving the narrative of the game. They are actively telling the GM what they are doing before the GM has to ask, “What are you doing?” If you are lucky enough to have a game like this, there is nothing better.

So first you have to ask yourself some questions. Are you providing a space where players feel like they can be proactive? Are the players willing or able to take the narrative reins? Assuming the answer to those two things are yes, then we get to meat of this question.

Jeff: I suspect that I have discouraged my players from taking initiative before . . . when they wanted to do something that I wasn’t ready to run with them on, I steered them back into what I was prepared to do. In an unspoken, social contract kind of way, everyone learned to stay on the rails. I bet I’m not the only one who’s done that.

Brian: That can happen, and it’s not necessarily a bad thing. If you’re running a published adventure or a game that isn’t a freeform sandbox, there is an unspoken agreement between GM and players to stay on the rails. Often, it’s better to speak that unspoken agreement as it heads off misunderstandings.

But yeah, players lose proactivity if they feel like they have no control over the narrative. If the GM jumps in and makes decisions for the players, that can be horribly discouraging. I’m not saying decisions during battle or anything (but GMs shouldn’t do that either). But if the players leave the tavern, the GM shouldn’t jump in and “decide” which direction they are going. There is a balance to this. You want to let the players decide things, but they (being players) can also get paralyzed by too many options

Ben Eastman: Saying “no” is a quick way to shut the door in their face. “Yes, but” can be a nicer way of doing this.

Another thing I’ve picked up from Powered by the Apocalypse games, aside from “be a fan of the players,” is asking a question and just rolling with whatever the player says unless it’s too ridiculous. When your players realize that they can influence the narrative through asking questions, you’ll find they are often more engaged.

Brian: To me, what facilitates proactive players is investment in their characters and the story/campaign. If they care about their characters, their lives, their pasts, their goals and dreams, then they will want to guild those characters (and thus the narrative) toward those goals. To build investment, touch base with your players, either in a Session Zero or even during the campaign, and basically ask them. “Why is your character adventuring?” “What is your character’s goal?” “How do you see them ending up at the end of all of this?” Knowing what the players think their characters are working toward will help the GM craft the game so that those goals are possible.

Jeff: I’m going to do a little devil’s advocacy here. I’ve observed an assumption in internet discourse that players wantto be proactive. My players are mostly adults with kids and day jobs and commutes, and they’re not coming to the game table looking to stretch a lot. They’re more like, “Tell me what’s on Channel D&D tonight. Let’s go.”

Proactivity is fun, and it takes some pressure off GMing when trust is high. But I do want to mention that not every player wants to or is ready to be proactive. And you don’t need to automatically assume that more passive players are doing it wrong.

Mike Welham: Getting players invested in their characters helps them be more proactive. I encourage my players to develop at least a basic background, so I can introduce elements of the background into game sessions. I also try to ask less proactive players for their input on a regular basis. This sends the message that their perspective is wanted, and over time, they start to provide their own perspectives more naturally.

I think Jeff has a point, that sometimes it is difficult to pull a particularly introverted person out of their shell. I am mindful of that, so the player doesn’t feel put on the spot. As long as they’re having fun in their own way, I don’t always worry about a lack of proactiveness.

Brian: One thing I do to build investment is to regularly have the players describe the world, or invent NPCs or locations. The shared storytelling promotes proactive play.

Basheer: Having players pitch in on worldbuilding really helps. Once they get comfortable just making A Dude or A Place they’re a lot more comfortable inventing goals to pursue.

Ben McFarland: I’ve fought this battle a number of times, and this has worked for me, definitely. Mike suggests this, but I want to drive home that the investment game is a long one. You’ve got to really hope for a long-running game to bust this barrier.

Jeff: I do this pitching-in thing sometimes, and approximately 75% of my players freeze when you put them on the spot to make up something. You can’t just say, “Basheer, tell me about the gardener.” Deer in headlights. (The other 25% love it and will run to the moon with an open-ended question!)

For people who are new to proactive narrative, I like to come with two or three choices. “Is the gardener a human or a gnome? Are they pleased with their work or frustrated with it right now?” There’s less paralysis when you narrow the field of choices for people who don’t have a lot of practice contributing in that way. And you model the kind of thinking they can do in the future.

Ben Mc: Proactivity requires blank spaces where players feel comfortable with creating, building investment. And that means they feel comfortable with the knowledge that their descriptions, their understanding of the setting and gameplay is accurate and in line with the GM, or that the GM can handle anything they might throw into the game.

Brian: Ben bringing up Powered by the Apocalypse games reminds me of one more thing about narrative control. Fifth edition-type games, such as the Tales of the Valiant RPG, are primary GM-based narratives. The world and plot stem from the GM. The players bring various levels of roleplaying to the game depending on their preferences.

Other games emphasize player-generated narrative more. Collaborative story games really emphasize giving players the freedom to control the narrative, including world, plot and NPCs.

It’s tricky to bring this sort of game style into a 5e/ToV campaign, and consultation with your players is 100% necessary. Some players prefer the traditional GM-based narrative.

Either way, it’s important to establish the limits of player narrative control. This is group storytelling. It won’t work is someone just up and says, “we find the artifact we were searching for under that nearby rock”. If players are taking on this responsibility, they also should understand that they are likewise responsible for throwing obstacles and conflicts into their own way. The GM always has the authority to override these changes, though an approach which is less “No,” and more “Yes, but…” is recommended.

What Do You Think?

How do you encourage your players to be more proactive? Be proactive and let us know in the comments or over on our Discord server!

Do you have a question for the pack? Let our pros weigh in on your tough questions. Then check back first Friday of each month for more Pack Tactics!

Steamforged Games: Warmachine Manifesto – Future Plans For The Iron Kingdoms

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Steamforged Games released part one of their plans on how they plan to be the custodians of the Iron Kingdoms. Warmachine is in good hands.

In case you missed the news, Steamforged Games has acquired the rights to the Iron Kingdoms from Privateer Press. That means, Warmachine/Hordes, Formula P3 Paints, and a whole lot more of those IP are now held by Steamforged Games.

If you’re not familiar with Steamforged Games you might not know how good of a fit this really is for the Iron Kingdoms. First off, they make those Epic Encounters I’m always raving about. Secondly, you might of heard of them from Guild Ball. They also have a host of awesome board games like Bardsung, and many licensed video game IPs they also made miniature-based board games for. The point is, they’ve been around the block and make good stuff. Not to mention their miniature sculpts are awesome, too. Anyhow, they also dropped a “manifesto” for what they want to do with Warmachine and the Iron Kingdoms moving forward. You can check the whole thing out right here.
It’s written by the Co-founder and CCO of Steamforged Games Mat Hart. It’s worth the read and hopefully by the end of it any concerns you had about the future of Warmachine are squashed — or at least put at ease a bit. He also touches on many of the other ranges as well. But what I really want to focus on is this entire section about Warmachine and then a second section. But first, here’s what I’m referring to:

Basically, Steamforged Games isn’t looking to completely reinvent the wheel. They are looking to help get Warmachine products out and work with the current edition — so don’t expect a massive edition update. For now, it’s about getting the products out (see: Strengthening the Supply Chain) and engaging with players and hobbyists at all levels again. There’s another section where Mat Hart talks a bit more about that vision, too.

The other aspects of the Iron Kingdoms aren’t going to be forgotten about either. There’s just a LOT of work to do. Focusing Warmachine, Formula P3 Paints, and the upcoming Iron Kingdoms RPG are their main priorities right now. But it does seem like Steamforged Games wants to get into all the other great games from the Iron Kingdoms — eventually. They aren’t a massive company with infinite money so allocating resources wisely and making sure the foundations are good before expanding even more is a good idea.
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The Future of Warmachine …Looks Bright
Anyhow, let’s talk about some of the goals from the “manifesto” part of the post. In part one, it’s really just an introduction and a here’s what we have planned.

Moving on from there, Mat also shared some exciting info about future releases, too. For starters how about a new 2-Player Starter?

“In the announcement, we shared a tease of some brand new models for Cygnar Storm Legion and Khador Winter Korps. These models will feature in a new 2-player Command Starter Set planned for release later this year!”
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And in case you were wondering the 2-player starter will be in hard plastic (or HIPS if you’re into the industry lingo). The contents will include two Warcasters, two Character Warjacks, two Character Solos, two Character Units, and terrain. Which checks out as it’s for two players and it’s built to get two people into the game quickly!
Steamforged Games also mentioned their plans for getting the website back up and running to enable sales. Keep an eye out for that early next week — it’s a big task and they are checking all those boxes to ensure a smooth experience for their customers. Expect updates on that front, too. Additionally, if you are a retailer or distributor, there’s an FAQ doc for you to check out.
I think the key point here are that Steamforged Games isn’t scrapping the current Warmachine rules. For now, they are looking to start to regrow the game and get their manufacturing pipeline back up and running to get product into the players hands once again. Ultimately, I think this is a good thing and I’m looking forward to see how this goes.
Additionally, there’s an FAQ at the bottom of their post, too. If you’ve got more questions I highly recommend you check that out.
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Steamforged Games has plans for the Iron Kingdoms. And it’s sounding pretty good to me!

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Wizards of the Coast Bans 'Modern Horizons 3' Card Ahead of Its Release

Wizards of the Coast banned a card from Modern Horizons 3, in the Pauper format, ahead of its release.
The common card Cranial Ram has been banned a hours before it would hit the tabletop. Apparently, this card would be simply too much for Pauper decks because it is a Living Weapon card that increases power based on the number of artifacts in play that can be reequipped to other creatures once the Germ token it is attached to dies. This card would’ve been unbalancing in Pauper because of all the cheap artifacts and artifact lands floating around the format. WotC designers had banned All That Glitters recently from Pauper for similar reasons (see “Banned and Restricted Announcements”).Modern Horizon 3 prereleases start today, June 7, 2024, and the official release of the set is next week (see “Modern Horizons 3′”).

Perfect Fathers Day Gifts For Your Game Playing Dad

She/Her/They/Them | Writer, Cosplayer, Podcaster, Tapletop RPGer, Opossum Enthusiast, Mediocre Ukulele Player, & Coffee Addict. To find Meaghan elsewhere on the internet, check out her LinkTree at https://linktr.ee/habie_cosplays
Any emails regarding articles or potential game or accessory spotlights can be sent to [email protected].

Goatboy’s Grimdark Armylist: Tournament-Proven World Eaters

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Here’s my tournament-proven and tuned World Eaters armylist, ready to go for the jugular in 40K 10th Edition!

Goatboy here again and I previously talked about how I enjoyed my last MSU World Eaters list from this past couple of 40K events.  The list was a ton of fun, gave me a ton of options, and always let me feel like I had a chance.  It also let me not worry so much if I lost a unit or two as I always had more to throw into the lines, hide behind a wall, and just slashed things up for Khorne.  With that last playthrough in mind I thought – what would I change in the list to make it work better?

Cutting The Fat Out of the World Eaters List
Well, you are about to read it.  I decided to remove some of the World Eater units that didn’t always help.  The Rhino with Zerkers, Master of Executions, and Missile Kharn was fun, but it didn’t always help me in the game.  In fact I thought a lot of the time I just used it to hold the back objective and maybe babysit my Forgefiends.
I rarely needed to do that, and while they did come out and punch a few things, a lot of the time, that 3rd wave wasn’t nearly needed as much.  This had me going back and looking at what I could do to add it more punch or at least another Wave beyond the Maulerfiends.  I initially set it up so that I could have 6 things Scouting and found that not always as useful, too – but it isn’t bad to have just in case.
The other big glaring change is, of course, the removal of Angron from the list.  I found I didn’t need him, and while he is good – his points basically took away so much potential from the army.  He had to get into combat to justify his cost. So, if he never came back, he wouldn’t be nearly as good.  It also meant that my blessing rolls were almost always what I wanted – Feel No Pain and some kind of movement boost.  I didn’t need to fish for the 3 6’s to regrow Daddy and instead could focus on just playing the mission, putting pressure as needed, and maybe winning the game.

Focussing On What Worked
The Forgefiends worked a lot better than I imagined and just gave me a chance to hurt so many things. The AP -3 was huge as well as the flat 3 damage.  If I could pull a bead on someone, I would unload so much firepower into them – which in turn would help me activate a Maulerfiend or, at the very least, let some of my guys hit better.  Just the ability to do damage beyond getting into Close Combat was great and I would say any World Eater player should look at them.
Here is the updated World Eaters list I might play at my next event.  I feel it gives me all the options I want. It has good shooting, and tons of bodies to help hold objectives.  If only the Maulerfiends had a higher OC, I would be set for life.
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Goatboy’s Tourney-Proven World Eaters – V.2
World EatersBerzerker WarbandStrike Force (2000 Points)
CHARACTERS

Lord Invocatus (140 Points)• Warlord• 1x Bolt Pistol1x Coward’s Bane1x Juggernaut’s bladed horn
OTHER DATASHEETS
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Eightbound (145 Points)• 1x Eightbound Champion• 1x Lacerators• 2x Eightbound• 2x Eightbound eviscerators
Eightbound (145 Points)• 1x Eightbound Champion• 1x Lacerators• 2x Eightbound• 2x Eightbound eviscerators
Eightbound (145 Points)• 1x Eightbound Champion• 1x Lacerators• 2x Eightbound• 2x Eightbound eviscerators
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Exalted Eightbound (160 Points)• 1x Exalted Eightbound Champion• 1x Eightbound chainfist1x Eightbound eviscerator• 2x Exalted Eightbound• 2x Eightbound chainfist2x Eightbound eviscerator
Exalted Eightbound (160 Points)• 1x Exalted Eightbound Champion• 1x Eightbound chainfist1x Eightbound eviscerator• 2x Exalted Eightbound• 2x Eightbound chainfist2x Eightbound eviscerator
Exalted Eightbound (160 Points)• 1x Exalted Eightbound Champion• 1x Eightbound chainfist1x Eightbound eviscerator• 2x Exalted Eightbound• 2x Eightbound chainfist2x Eightbound eviscerator
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World Eaters Chaos Spawn (65 Points)• 2x Chaos Spawn• 2x Hideous mutations

World Eaters Forgefiend (145 Points)• 1x Ectoplasma cannon2x Ectoplasma cannon1x Forgefiend claws
World Eaters Forgefiend (145 Points)• 1x Ectoplasma cannon2x Ectoplasma cannon1x Forgefiend claws
World Eaters Forgefiend (145 Points)• 1x Ectoplasma cannon2x Ectoplasma cannon1x Forgefiend claws

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World Eaters Maulerfiend (140 Points)• 1x Lasher tendrils1x Maulerfiend fists
World Eaters Maulerfiend (140 Points)• 1x Lasher tendrils1x Maulerfiend fists
World Eaters Maulerfiend (140 Points)• 1x Lasher tendrils1x Maulerfiend fists
1975 pts

Final World Eaters Tactics & Tips
As you can see I updated the Forgefiend counts, dropped to 1 character, and added a final Exalted Unit of Eightbound.  This should give me enough MSU to hold objectives, throw 2 units into something that needs to die, and not give up a ton of options if my guys get wrecked by incoming fire.
What do you think?  It is also pretty spot on the army points came out to 1975 exactly!
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Skulls for the Skull Throne!

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Thomas Reidy, aka Goatboy, the ever-evil member of BoLS. I do arts, play 40k, and even paint a lot of stuff. I have been playing Warhammer 40K since the 1990s, and have won multiple national events including Adepticon and GW GTs. I’ve been writing for BoLS for 15 years. Look at my Instagram to see what I am working on – or working on for someone. I am always doing something hobby related.

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Age of Sigmar: Hobby Highlight – Painting Krondys

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It’s time to paint up Krondys, Son of Dracothion, for Stormcast in this week’s Hobby Highlight!

This time I am showing Krondys, Son of Dracothion, for Age of Sigmar.

Krondys, Son of Dracothian, is a truly huge dragon model for Stormcast Eternals. Foremost among the Draconith, it was Krondys who swore the Pact Draconis, forging the alliance between the drakes and the Stormborn, and creating the Stormdrake Guard. The great drake strikes an imposing form upon the battlefield in his full regalia, making a great centerpiece for any army. With a new edition looming large, a large model is the perfect antidote.

Krondys Paint Scheme

I went with a sort of by-the-book color scheme for Krondys, using the red/cream scheme usually associated with Karazai to his arcane brother, rather than blue/white. There is another slight variation, carrying the cream from the dragon’s wings onto his face. I used the aged bronze I have been fond of lately for many of the armored parts, but also did a classic Retributor Gold based piece. I let the red from the body bleed over on the wings near the body, and really enjoy the effect.

Painting Recipe

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DragonWraithbone PrimerAirbrush Fleshtearer RedAirbrush Blood Angel RedMephiston Red highlightsAirbrush Skeleton Horde
BronzeCastellax BronzeNihilak Oxide
GoldRetributor Gold spraySeraphim SepiaDrybrush Liberator Gold
HornsAbaddon BlackCorvus BlackSkavenblight DingeNuln Oil
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Happy Krondys hobbying!
What Age of Sigmar projects are y’all getting into as we approach the new edition??

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Twenty year Games Workshop Hobbyist, Gamer, and Writer. I love Necromunda, Horus Heresy, (40K), and Age of Sigmar (and Mordheim- let’s get a reboot of that!).

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Explain the Scientific Nature of the Whammy: The Dana Scully Closet Cosplay

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Grab your sunflower seeds—this X-Files closet cosplay never lets the Devil steal the show.

I haven’t hosted a seance or watched the X-Files since high school. Okay, I’ve NEVER hosted a seance. I did, however, watch a fair amount of the X-Files, and I will be forever traumatized by the late-night sounds of its haunting theme song resonating down the darkened hallway from my bedroom to the living room where my folks watched.

I was always taken with Dr. Dana Scully. Strong, stoic, whip-smart, and always looking for answers- she was the perfect role model. Conveniently, she’ll also make for a highly recognizable, easy to wear, and easy to have fun with closet cosplay!

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Dana Scully Closet Cosplay: The Blouse

Dana is a classy lady with good taste. As such, she wears simple yet fine clothing. Her look is pretty standard business fare, so it should be easy to scrounge up (if you don’t have it already!)

Dana Scully Closet Cosplay: The Slacks

Another classic piece is the black slacks. They’re useable for just about any business meeting, job interview, or elusive MD with a taste for mystery.

Dana Scully Closet Cosplay: The Jacket

Scully handles her business in a traditional black blazer. Double-breasted and double-pocketed, because you KNOW a Doc has gotta have her pockets.

Dana Scully Closet Cosplay: The Shoes

I chose a simple black pump for the heel. The 90s was an era of the thicker wedge heel, but you could also get away with a loafer. It all comes down to where you’re going out on the town with your cosplay!

Dana Scully Closet Cosplay: The FBI Badge

Round your closet cosplay out with a bit of authenticity. The name badge says it all. It makes for some great conversation starters at a convention, too!

~Join us next week for more cosplay coverage~
Have a Cosplay question you would like Mayhem’s Muse to answer?
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Know a Cosplayer you’d like to see featured? Send an email here!

Just so you know BoLS may collect a share of sales from the links on this page if you decide to shop from them. 

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Jennifer aka “Mayhem’s Muse” is the Cosplay Editor for BoLS and manages Ad Sales and Communications. Her cosplay awards include the RTX Judge’s Choice Award and Dragon’s Lair Austin’s Cosplay Symposium.
Jennifer has been a Cosplay Guest Judge at RTX, Tacticon and Genghis Con in Colorado. She regularly attends conventions to cover cosplay for BoLS. Her cosplay work has been featured in publications such as Girls Who Love Monsters, Geek Fuel, and Renaissance Magazine. Jennifer has modeled in the Her Universe Fashion Show, Precision Camera’s yearly Precision Camera University, and has taught several workshops for photographers about partnering with cosplayers and creative muses/models.
Jennifer is a lifelong enthusiast of retro video games and loves Dungeons & Dragons, urban fantasy, tabletop games, VR technology, and historical archery. She has set National Records through USA Archery’s Traditional Division for Asiatic Bows and earned 4th Place in the World Nomad Games in Kyrgyzstan in 2018 for Women’s Korean Archery. Jennifer is currently studying for her Masters’s Degree in Organizational Leadership.

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Fight Cthulhu with Spec Ops in the ‘Delta Green Humble Bundle’

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Delta Green is an RPG about investigating Cthulhu in the modern age, with modern tools and problems—and eldritch ones.

Delta Green, if you’ve never played it, is a modern take on Call of Cthulhu. Only instead of playing investigators who manage to unearth a speck of Eldritch Truth, you play as members of a secret government organization that knows what’s up.
That’s right. You’re basically the government’s secret “please stop the apocalypse” organization. Delta Green is a conspiracy, but it’s one dedicated to fighting the eldritch wherever it rears its head. And, as you might imagine, there are a lot of twisted webs that run deep.

But you don’t have to imagine it. You can find out for yourself. There’s an incredible Delta Green Humble Bundle running now through June 22nd. Not only will you get everything you need to start playing the game, including the core books, all at a significant discount, but you’ll also benefit Covenant House, an organization providing food, shelter, crisis care, and ongoing service to homeless and trafficked young people. Do good. Fight Cthulhu. What more do you want?

The Delta Green Humble Bundle

Fan of H.P. Lovecraft’s Cthulhu Mythos? Delta Green is the premier modern day setting for cosmic horror roleplaying, casting players as operatives for a top secret government organization tasked with keeping the eldritch at bay. This bundle includes everything you need for endless adventure in this thrilling world! You’ll get the Agent’s Handbook and Handler’s Guide core rulebooks plus an entire library of sourcebooks, adventures, and game aids to keep your gaming group busy for as long as your sanity can handle! Plus, your purchase helps support Covenant House.

As with all of these humble bundles, the more you give, the more you get. But the real star is the 20-item bundle, which you can get for just $18. That will get you everything you need to play, plus adventures and character sheets. Here’s a look:

Delta Green: Agent’s HandbookDelta Green: Handler’s GuideImpossible LandscapeConspiracyGod’s TeethA Night at the OperaControl GroupThe LabyrinthBlack SitesIconoclastsThe ComplexStatic ProtocolARCHINT

And, of course, you’ll get some game aids for many of the adventures listed above. However, if you’re anything like me, the “Murder Board” pack, which lets you make an actual murder board with digital assets and everything, is the real draw outside of the two core books. Those three alone are worth the $18. But everything else is pretty good, too.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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The Scientist Princess of Ooo; A Princess Bubblegum Explainer

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In case ruling the candy kingdom with a rock candy fist isn’t enough work, Princess Bubblegum is also an accomplished scientist.

There are a lot of princesses in the land of Ooo, a detail we’ll get to in a little bit. But the most regal, and possibly the most terrifying is Princess Bubblegum. Ruler, scientist, a sentient piece of bubblegum residing over a kingdom of candy people. How did PB come to power and why is everyone (rightfully) a little afraid of her?
Princess Bubblegum Basics
Princess Bonnibel Bubblegum is one of the main protagonists of Adventure Time and the ruler of the Candy Kingdom. The kingdom-city inhabited entirely by sentient candy people is where a great deal of the show takes place- especially in its earlier seasons- and where Finn and Jake are shown to spend a lot of time. Though, this is likely because of their friendship with Princess Bubblegum.

Throughout the show we see PB as a multifaced character with a lot of her royal plate. She can be kind and a good friend, or a borderline authoritarian ruler. She’s often the smartest person in the room, but not terribly intuitive when it comes to interpersonal relationships.

“People get built different. We don’t need to figure it out. We just need to respect it.” – Princess Bubblegum.

At one point we learn that Princess Bubblegum is the current incarnation of the Candy Elemental. In Ooo the elementals are eternal embodiments of the four main elements that make up the entire world: fire, ice slime, and candy. They have exited forever and have lived, died, and reincarnated for eons. So while Princess Bubblegum is much older than she looks, she has been reincarnating forward for even longer.
READ MORE: This Finn The Human Explainer Will Kick Your Buns

The Backstory of a Bubblegum Princess
Shortly after the Mushroom War- which is as dark as it sounds- a massive hive-minded blob of pink bubblegum known as the ‘Mother Gum’ was formed. It spread out, destroying the city it originated in and occasionally helped some familiar characters. But overtime Bonnibel began to form independent of her gummy parent(s). She learned to think and feel for herself and eventually broke free of the Mother Gum.

As a child, Bonnibel and her brother Neddy would hide out in Ooo, scavenging, and creating additional family members when they got lonely. This eventually went poorly as her family made plans to build a city, but Bonnibel, would always have a need to stay in control after exposing them to the ‘Dum-Dum Juice’ and turning them into docile and agreeable candy subjects, she declared herself Princess of the now-forming Candy Kingdom

Powers & Abilities
Princess Bubblegum’s greatest ability is her intelligence and scientific aptitude. She is often seen creating, inventing, and fixing things in her lab. She is also multi-lingual, speaking at least English, German, and understanding if not speaking Korean. PB can also write equally well with both hands and has some proficientcy in hand to hand combat.
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As a bubble-gum person, she is fairly tough, can replace or reform parts of her body out of gum, and can shoot candy out of her hands as projectiles. We see her communicating with people though her dreams and connecting to all of the candy throughout the entire galaxy. And her crown and earrings act as a guard against the Lich’s influence.

The Candy Kingdom
Originally the idea of PB’s family, the Candy Kingdom is a city-kingdom inhabited almost entirely by sentient candy people. Its first inhabitants were Bubblegum’s candy family after they had been effected by the juice that made them happy and agreeable, and in its earliest years, we see that there is a river of radioactive sludge being buried under candy where the city would one day stand.

After it’s completion, the Candy Kingdom was a prosperous and relatively technologically advanced state under the rule of Princess Bubblegum, but it has for short periods of time had other rulers such as the King of Ooo and Lemongrab.
We know that at some point in the future the Candy Kingdom sees a catastrophic event and is abandoned. Predicting this, Princess Bubblegum sends colonization missiles to other planets just in case something does happen. But when we see the far-future flash-forwards, it’s not revealed what has caused this future to come to be.
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Notable Relationships
Princess Bubblegum has close friendships with a number of figures throughout Ooo including Finn, Jake, Lady Rainicorn. The Ice King has a fascination with Bubblegum, since she reminds of him of his long lost finance, Betty, who looked similar and was also a scientist.
But Bonnibel’s most notable relationship is the romantic one with Marceline. They have one-and-off dated for a number of years, eventually breaking up due to the stress and Bubblegum’s responsibilities to her kingdom. Towards the end of the series they reconnect as friends and eventually begin dating again.

Is Princess Bubblegum LGBT?
Yes! Bonnibell is seen dating or having romantic feelings for a few characters. Most well known is Marceline. But when she was turned into a thirteen year old version of herself, we see her returning Finn’s feelings and we know that she also dating a Mr. Cream Puff.
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That said, Princess Bubblegum is made of candy and many of the characters in Adventure Time aren’t human. Sexuality and attraction in this world may be somewhat fluid in general.

Who Is The Male Version of Princess Bubblegum?
In Fiona and Cake we are introduced to Prince Gumball, the male version of Princess Bubblegum. He is voiced by Neil Patrick Harris in the spin-off series.

Why Are There So Many Princesses in Adventure Time?
Ooo is a world made up of a whole bunch of kingdoms including the Candy Kingdom, the Flame Kingdom, Lumpy Space, the Ice Kingdom. And most of them are ruled by a princesses. There’s never a reason given for this in world. But it’s likely just a fun trope based on Finn’s character archetype as a fantasy hero or knight who has to rescue the princess(es).
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Happy adventuring!

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She/Her/They/Them | Writer, Cosplayer, Podcaster, Tapletop RPGer, Opossum Enthusiast, Mediocre Ukulele Player, & Coffee Addict. To find Meaghan elsewhere on the internet, check out her LinkTree at https://linktr.ee/habie_cosplays
Any emails regarding articles or potential game or accessory spotlights can be sent to [email protected].

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D&D: The 2025 Monster Manual Alt Cover Has the Most Welcoming Mind Flayer You’ve Ever Seen

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WotC unveiled the alternate art cover for the upcoming 2025 Monster Manual, which features a Mind Flayer right out of the opening cinematic of Baldur’s Gate 3.

Well this is the last big cover reveal in the new core rulebooks. D&D 5.5E will have some gorgeous books, whatever else you may say. And today we got a look at the alternate art cover (available only in your FLGS) for the 2025 Monster Manual.
Thanks to Dexerto, who cover a fair amount of Baldur’s Gate 3 news, we got to see the new cover in all its glory. And, as you might imagine, Josh Herman, head of art for D&D, had a few things to say about the new Olena Richards designed cover.
That Mind Flayer Just Wants to Say Hi and Offer You a Parasite

And let’s just check out the new cover in all its glory. The new Monster Manual will feature only a single foe, but what an eminently recognizable one. This is a Mind Flayer, and not just any mind flayer, but one evoking Baldur’s Gate 3 with its outstretched hand and the yawning maw of a Mind Flayer tadpole awaiting within. Just ready to get right up in your ocular orbit where it can slip into something more comfortable (your brain).

Of course the design is no coincidence. As Herman told Dexerto:
“The mind flayer is a really great villain that’s super classic to D&D in every possible way. It’s great in combat, it has great lore, it has really great roleplaying opportunities.If you said 12 months ago ‘Have you heard of a mind flayer?’ I don’t think everybody would have, but now I think a lot of people do. We wanted to put that out there as a ‘this is also the same game as Baldur’s Gate 3’ to help create that extra connection with fans that this is sort of the same thing.”

And you can see the resemblance, clearly. It’s not a bad way to attract new players, which is I think a big goal of 5.5E. Capitalize on the success while also growing. Just like a Mind Flayer colony.
At any rate, the pose of the Mind Flayer is meant to be cheeky. Welcoming while also threatening. Which is what you want out of a good monster. Keep an eye out for the new Monster Manual in 2025. We know that alongside Mind Flayers, the book will feature several brand new to D&D monsters, as well as revived versions of old favorites we haven’t seen in quite a while.
The Monster Manual releases February 18th, 2025!
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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Dungeons & Dragons To Releases Special USPS Stamps

Posted in: Dungeons & Dragons, Games, Tabletop, Wizards of the Coast | Tagged: d&d, stamps, uspsDuring Gen Con 2024, you’ll have a chance to see and purchase a new line of Dungeons & Dragons USPS stamps, which you can use in the mail!Article Summary
USPS & Wizards of the Coast launch D&D stamps at Gen Con 2024.
D&D celebrates 50 years with exclusive USPS stamp series.
Collectible stamps feature Fifth Edition artwork, available August 1.
Stamps debut at Lucas Oil Stadium and Indianapolis Main Post Office.
Wizards of the Coast has teamed up with the United States Post Office for a special Gen Con exclusive, as Dungeons & Dragons are coming to postage stamps. As you can see from the image below, the two will release a series of stamps together featuring iconic artwork from Fifth Edition, which will work as real stamps you can use in the mail for any USPS letter. The stamps will be shown off at Gen Con this year, which we have more info about below, and will be made available to the public on August 1, 2024, for purchase.Credit: USPS
Dungeons & Dragons x USPS
Dungeons & Dragons, celebrating its 50th anniversary in 2024, brought a bold new type of game to tabletops all over the world, one in which players collaborate by telling an open-ended story guided by books, dice, and their own imaginations. By inviting participants to imagine themselves as wizards, warriors, and other adventurers in exciting and treacherous fantasy worlds, the game opened doors to whole new universes of creativity for generations of players.
The Postal Service will unveil the stamps and have activities and retail sales in two locations.

Lucas Oil Stadium, as a part of the Gen Con Indy convention, near the Wizards of the Coast. Retail sales and cancelations of the stamps will be available for the four days of the convention on the west concourse. Entry into Gen Con requires the purchase of a pass, which can be found on the Gen Con website.
Indianapolis Main Post Office located at 125 W. South St., Indianapolis 46206, across the street from Lucas Oil Stadium. The Post Office will hold retail sales and cancelations on Aug. 1 for collectors and others who do not wish to purchase passes to Gen Con Indy.

Greg Breeding, the art director for the stamps, will be available for autographs at 10 a.m. EDT Thursday, following the unveiling of the stamps at Lucashttps://www.gencon.com/gen-con-indy/your_badge Oil Stadium.
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June 2024 Organized Play Monthly Update

OPC Musings

Happy June, everybody! Convention season is in full swing. I’m writing this update on the last day of PaizoCon Online, where we’re going to clock in at nearly 400 tables run online. We’ve also had nine successful PaizoCon@ events running dozens of tables, and ran two interactive specials totaling over 100 tables! A successful event, if I do say so myself.

In a couple of weeks I’ll be headed out to Origins in Columbus, with a quick turnaround afterwards to attend the American Library Association Expo in San Diego. Once I get home from those two trips, it’ll be time to pack the pallets for Gen Con in Indianapolis! And then I’m off to PaizoCon Europe! What a whirlwind. I hope the cats remember who I am in September!

Digital Adventure Releases

These adventures will be available on June 26, 2024.

Pathfinder Society
Pathfinder Society Scenario #5-18: Equal Exchanges – Tapestry of the Mind*Pathfinder Society Scenario #5-19: Demonic Afterparty*Pathfinder Quest (Series 2) #19: The Elsewhere Feast

Starfinder Society

Starfinder Society Scenario #7-03: Aucturn Asunder*

*part of a subscription

Sanctioning & New Options

We’ve got a whole mess of new player options for both campaigns this month, let’s take a look!

Sanctioned Content

Howl of the Wild and Mechageddon! were both released last month, and both are now sanctioned for use in their respective campaigns! Boons are available for Howl of the Wild ancestries and other uncommon content, and sanctioning for Mechageddon! is posted on its product page. This marks the last content release for Starfinder first edition, but the playtest is just around the corner!

New Boons

Both campaigns also have new boons available! In Pathfinder Society, we’ve created an Avid Collector boon for uncommon items from the GM Core. We’ve also created a new Special Materials Access boon, which will allow your characters to purchase or craft items, armor and weapons of a special material. Full text of both of these boons is available on the Pathfinder Society FAQ.

Starfinder Society also has two new boons to celebrate the launch of Year 7! Starfinders can now have finitrium augmentations installed, unlocking new abilities, and can become First Ones Scholars which should be useful in our upcoming Year of Era’s End. Check them both out on the Starfinder Society FAQ and in the boon store.

Release the Poppets!

Finally, as announced in our Organized Play Updates panel at PaizoCon, all Pathfinder Society players now have access to the poppet ancestry! This comes just in time for our upcoming poppet-themed Free RPG Day adventure, releasing later this month. Previously-purchased poppet boons also have gained the traditional free resurrection ritual.

GM Recognition

Campaign Service Coins
This month, a new Campaign Service Coin was awarded! We award these coins to members of the community who have gone above and beyond to provide an exceptional program to the community at large. Campaign Coins are awarded based on nominations; if you believe someone in your community is deserving of this award (whether or not they are a Venture Officer), send an email to organizedplay[at]paizo[dot]com with their name and reasons.

Congratulations to:Kate Baker, who now holds a campaign coin and OP ID #904

GM Ranks

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

This month, we had two GMs earn their 5th rank!
5th Glyph (PFS2): Philip Newton, Travis St. Ames

Until next time – Explore! Report! Cooperate! And I’ll see you on the road!

Alex SpeidelOrganized Play Coordinator

D&D: Roll with Pride – WotC Unveils New ‘Progress Pride’ Dice

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It is Pride Month and this year, WotC has teamed up with the creator of the Progress Pride flag for an amazing new set of dice.

Wizards of the Coast has a brand new set of dice for LGBTQIA+ Pride Month this year. Celebrating all sorts of queer identity, whether gender or sexuality, WotC’s new Progress Pride dice set has got you covered.
What makes them so special? These dice were made in collaboration with the designer of the Progress Pride flag, which you might recognize from the reacts or icons of your favorite Discord Server, and/or the sections of Target that aren’t too cowardly to host Pride Merch this year.

But while these dice are as gorgeous as they are gay, there’s a surprisingly limited number of them. So if you want to snag a set, you may want to buy ’em sooner, rather than later.
WotC’s Polyhedral Progress Pride Dice Set – Roll with Pride

These dice are available from Sirius Dice, and as is the case with most of WotC’s Pride campaigns, sales of these dice benefit the Trevor Project. So not only will you get these amazing dice, you’ll also help an amazing cause.
“We’re proud to introduce our new Progress Pride dice set, a celebration of diversity and inclusion. Crafted in partnership with Daniel Quasar, the creator behind the Progress Pride flag, each sharp-edged die features a different color of the rainbow and the Progress Pride flag is encapsulated in clear resin.”
As you can see, these were made in partnership with Daniel Quasar, which is excpetionally cool. Quasar created the Progress Pride flag back in 2018, and it has since become iconic. In Quasar’s words:
“[This] design forces the viewer to reflect on their own feelings towards the original Pride flag and its meaning, as well as the differing opinions on who that flag really represents, while also bringing into clear focus the current needs within our community.”

Back to the dice, though, for every set sold, $30 will go to the Trevor Project. But, there will only be 1,500 made in this limited edition set. So you might want to order yours online or head out to your FLGS as quick as you can if you want to make sure you have some of these for your next Tiefling Bard.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Punish Dice That Make Poor Rolls When It Counts

Lynx Accessories revealed Dice Jail Chair and Dunce Hat, a new RPG accessory, which will hit retail in Q3 2024.
Finally, RPG enthusiasts have a way to shame their bad dice without throwing them across the room in a fit of rage. This dunce hat and Chair of Shame is handcrafted and painted, and a surefire way of making misbehaving dice consider the consequences of their actions. The hat fits on all types of RPG dice, from D20 to D4, so players can make an example out of the dice that irritate them the most on the tabletop. Ironically, this accessory is also the perfect gift to troll adventure party members who suck at rolling dice.Click on Gallery below for full-size images!

D&D: Five Spells for Your Adventuring Base Magical

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Whether you’re in a wizard tower, a guildhall, or any other home base, here are five spells that can make your manor magical.

The adventuring lifestyle is one that often leads to a lot of wandering. But one of the things about wandering is you’ll eventually want a place to call your own. Many adventurers establish a more permanent home base at some point during their careers. The upcoming 5.5E Bastion Rules will make it easier than ever.
But it takes more than just having a house to make it a home. Fortunately there are plenty of magical spells that can enhance your daily life. And we’re going to look at five of the best spells for your home base.
Unseen Servant

This is a fantastic spell for any campsite, even. But in a magical home base it’s even better. Unseen Servant can be cast as a ritual spell, which means you can cast it without spending a spell slot on it, or even having to prepare it.
And for your efforts, you get a huge boon. You basically get the effects of the magical broomstick in the Sorcerer’s Apprentice, only no risk of too much water or magical brooms. An unseen force will perform simple tasks like fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. You can have  a couple of these going at once thanks to the ritual tag (and no concentration required) which can make it very luxurious.
Of course, they have to stay within 60 feet of you. But this spell is enough to make any home base comfortable.
Arcane Lock

This is a great spell for securing your home base. You can magically lock a closed door, window, gate, chest, etc. For the small cost of 25 gold pieces, you create a magically reinforced lock that’s difficult to break or pick. And it lasts until you dispel the spell, so you can repeat it throughout your magical manor to your delight.
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Silence

Everyone needs a quiet room in their house. Some place where you can get away and relax to your heart’s content. With Silence that can be any room. It magically prevents any sound from getting to whoever is ensconced within its magical dome.
Which means that you can make sure you get an amazing bit of respite, at least for a few short minutes. Mix in some magical scents from something like prestidigitation and you’ve got a perfect mini-spa ready to happen.
Programmed Illusion

Speaking of illusions, Programmed Illusion is a great way to liven up any home. You can create a magical illusion of an object, creature, or any other visible phenomenon, and set it to activate whenever a specific condition occurs.
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Which means you can have something magically greet you every time you come home. Or if you want to get more intricate, you could create a system of visual cues to provide emergency lighting or pathway illumination for up to five minutes, or any other visual phenomena that would brighten your day.
You can program multiple illusions in an area. And even if you know it’s an illusion, it’s a great way to magically decorate your home.
Nystul’s Magic Aura

Finally, Nystul’s Magic Aura is a perfect way to conceal any magical things you might have in your house. Most adventurers have enough magic items by the time they’re looking to settle down, that a single enterprising thief could be quite profitable/devastating depending on which side of the equation you’re on.
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With Nystul’s Magic Aura, you can change the way your target appears to spells and magical effects like detect magic. You can make magical objects appear mundane, or mundane objects appear magical. That way you can make a bunch of “magical” treasure out of, say, your chamberpot—especially since casting this spell every day for 30 days makes it permanent—and then when it’s stolen, you know you already have your revenge on the thief.

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Bell of Lost Souls Staff Writer and DM, J.R. covers RPGs of all stripes and on occasion eats sandwiches. You can ask him about either at [email protected]

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Warhammer 40K: ‘Sisters of Battle’ Detachments Bring The Faith And Flame

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The new Codex for the Adepta Sororitas is on the way. Are you going to join the faithful or be burned as a heretic?

Games Workshop is showcasing a few of the rules from the detachments of the Sisters of Battle. They’ve got a total of four different detachments to use in their new codex with Hallowed Martyrs returning and three new ones to try. Get ready to face the flames of the faithful and their righteous zeal!
via Warhammer Community
“The Hallowed Martyrs are back and just as filled with righteous indignation as before – powering up as Battle Sisters bite the bullet. The three new Detachments each take another of the faction’s big themes – fire, PENITENT units, and Acts of Faith – and supercharge them with divine power.”
Adepta Sororitas Detachments
Bringers of Flame
When it comes to the instruments of their divine retribution, the Sisters rely on a holy trinity of weapons: Bolter, Flamer, and Melta weapons. This detachment leans into this battle philosophy hard. They get to change these weapons to Assault and when they target units within 12″ they also get to boost the strength of those attacks.

Furthermore, they have a few more tricks to play with. The Enhancement Fire and Fury is just one option. It adds 1 to the Torrent weapon attacks for models in the unit being led by this character. And other ranged weapons have sustained hits 1. Righteous Blows is a stratagem that gives melee weapons lethal hits and can cause the targets of these attacks to take a battle-shock test if they had any casualties.

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Penitent Host
If you prefer the ravenous zeal of the Penitent models in the army, then this detachment is for you. This detachment plays around with a series of Vows they get access to. These can really amp-up the units to new heights of “zeal for the Emperor.”

These are fairly straightforward boosts to the army. They are only usable once but using the right one on the right turn is where the tactical choice comes into play.  To supplement these even further there’s also their stratagems as well.

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Converting your unmodified melee hit rolls of 5+ into Critical Hits ain’t bad! That should help trigger a ton of “fun” effects from those Penitent units for sure!
Army of Faith
Last but not least we have the Army of Faith. This one is for folks who really like those Acts of Faith. It’s got a simple rule that’s quite potent:

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Your units can do two Acts of Faith per turn instead of just one. Uh…yikes. Moving on, let’s see those other teasers for the Army of Faith.

A weapon that not only makes your melee attacks better and more effective against armor but also can generate you more Miracle dice? Great…that’s just great. And Divine Guidance ALSO gives you more Miracle dice? I can wait to play against this detachment. I’m sure the Adepta Sororitas fans are going to get a kick out of this one. But I’m not looking forward to seeing this across the tabletop.
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The new Codex is getting ready to drop — are you prepared for the fire and the faithful?

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Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Age of Sigmar: ‘Sons of Behemat’ Faction Focus – The Mega-Gargants Are Ready To Stomp

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Get ready for a massive look at the Mega-Gargants of the Sons of Behemat with the latest Faction Focus from Games Workshop.

When it comes to low model count armies few compare to the Spawn of the World Titan. The Sons of Behemat might not have numbers on their side but when you’re a Mega-Gargant, you’ve got your weight to throw around! Let’s see how they stack up in the upcoming edition.

via Warhammer Community
“Gargants have been stomping around since the Age of Myth, sleeping, eating, belching, and tussling – typically with other gargants, for they see the smaller races as little more than pipsqueaks. Size is an almost holy quality to the Sons of Behemat, so little ‘uns are seldom treated as more than playthings to poke, prod, and squish – revelling in the funny little noises they make – or as snacks.”
Sons of Behemat – Battle Traits

First up we have a look at their Battle Traits. TIMBERRRRR! is a passive that is triggered anytime one of the Mega-Gargants or Gargants in the army is slain. They are really big and when they fall, they fall hard. This fall can cause D3 mortal damage to multiple units within 3″ of the impact point.
Gargant Charge can inflict another D3 mortal damage to a target within 1″ of a Mega-Gargant or Gargant that charged and didn’t use a Rampage ability this turn. It might not seem like a lot, but it’s going to add up. Another Rampage option is Earthshaking Roar. This stops an enemy unit in combat from using any commands for the rest of the turn.
There’s also the Colossal Slam which is as awesome as it sounds. This allows a Mega-Gargant who hjs not used a Rampage to pick-up an enemy monster or war machine within 1″ and move it somewhere else within 1″ of the Mega-Gargant. This then causes D3 mortal damage. Yep, the body slam is back! And speaking of things that are also back, there’s the Jump Up and Down ability, too. On a 3+ die roll, the Gargant or Mega-Gargant gets to roll a die for each model in the target unit for the chance at causing mortal damage. You don’t want to get squished!
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Sons of Behemat – Battle Formation
The Faction pack does actually come with a total of four battle formations for the big guys. I’m a little shocked but it sounds like it’s based around the various tribes of the Gargants:
“Three other battle formations are included in the Faction Pack – Breaker tribes whose besieging tactics let them shield each other from enemy attacks, Stomper tribes who rejoice in smearing whole armies underfoot, and Boss tribes that rely on bellowing at a rabble of Footslogga underlings.”
The preview is for the fourth option: The Taker Tribe.

Artefacts of Power
Unlike most of the other armies, they Sons don’t really bring the spells or prayers. Instead they get access to Titan Trophies — which are their Artefacts of Power!
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Sons of Behemat Warscrolls
We get to compare King Brodd to a couple of the different Mega-Gargants. And we also get a look at the Mancrusher Gargants which we can also compare to their Spearhead versions below. Aside from that, take your time and check out what’s changed on these warscrolls.

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Sons of Behemat Spearhead – Wallsmasher Stomp

This one is basically Three Mancrusher Gargants and yep, this is basically the Mancrusher Mob box. But what will they be able to do in Spearhead? Here’s a look at their rules:

And for comparison sake, here’s that Mancrusher Gargant Warscroll. You can see the differences from this one and the “main” warscroll.

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That’s it from the Sons of Behemat. They are coming back once again to stomp their way across the Mortal Realms in Warhammer: Age of Sigmar!

King Brodd or Kragnos? Why not both?!

Don’t Miss:

Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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Warhammer 40K: Previews – Better Than Brood Brothers?

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Games Workshop showed off some more info for the Genestealer Cults Detachments in the upcoming codex. Can they dethrone Brood Brothers?

We got a closer look at the Brood Brothers Detachment for the Genestealer Cults and it basically allows you to take half your points from Astra Militarum units now. Plus it has some other rules mixed in, too.  The additional heavy armor mixed in with the lighter, sneaker elements of the GSC could be quite a punishing combo. But now we’re getting a look at the other detachments and they seem like they will be able to compete. Let’s take a better look at those now.
via Warhammer Community
“The Ascension Day Detachment returns from the Index, now called the Host of Ascension and armed with remixed Stratagems and new Enhancements. There are three additional Detachments to be found – for a total of five – offering entirely new experiences for aspiring Patriarchs. Each zeroes in on key units and tactics to build your battle plan around, giving these armies a wildly different vibe.”
Genestealer Cult Detachments
Xenocreed Congregation
This one really highlights the fanatics of the Genestealer Cults. It’s built for folks who want to run a board-load of GSC Hybrids with the Magnus, Primus, and Acolyte Iconwards running around. Not only do your characters feed the mob’s zeal by making them Advance and Charge further, they also are protected by the mob.

If one of your characters does have to fail all their 3+ Feel No Pain rolls, that’s not the end of the world as now as you’ve got Vengeance for the Martyr! to use. Oh and don’t forget about Deeds That Speak To The Masses as it improves your Cult Ambush odds.

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Biosanctic Broodsurge
Do you like to bring the Aberrants and Genestealers? How about a detachment that powers up your more obvious Genestealer infused members. Just bring some Biophagus character along for the ride.

A bonus to charge rolls and another bonus to attacks on the charge? That’s just a simple and effective detachment rule for these units. And if that’s not enough there’s a few stratagems that can really tip the scales in your favor.

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I like the weird Stimulated Bio-Surge as it can give you an even higher chance of landing those charges. It combos really well with your detachment rule here. And there’s also the Gene-Twisted Muscle stratagem that’s just a flat bonus to wound rolls.
Outlander Claw
The final detachment preview we have is the Outlander Claw. This one really focuses on the Jackals and Ridgerunners in your army. If you want a fast moving and outflanking option that’s about the vehicles and still uses Cult Ambush this could be for you.

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Rapid Takeover is setup in such a way that it should allow for your faster moving vehicles to snag objectives early. Ideally, you’ll also be able to keep those for the duration with a Atalan Jackals unit, too.

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Along Shadowed Trailer gives you the option for “the ol’switcheroo” by allowing you to move a Cult Ambush marker that was within 9″ or more of an enemy unit to a new spot outside of 9″ from the enemy unit. That new Cult Ambush option can only be used by the Atalan Jackals, but that might not be a bad thing! Especally with their detachment rule that gives you better Objective Control.
But Are They Better Than Brood Brothers?
Clearly, I have a soft spot for the Brood Brothers in the GSC army. Do I think these are better than Brood Brothers? I think there’s loads of potential here. Plus, current GSC players may not have a lot of Astra Militarum units ready to go at the start (unless they also happened to play AM, too). Personally, I’ve always liked Genestealers in my lists (probably because I have a full Tyranid Army). I do like the Biosanctic Broodsurge for that reason.

But that’s just me — at the end of the day it’s going to come back to what you already have in your army. Or if you’re building a new force you’ve got five different playstyles to lean into. We really won’t know how good each of these detachments truly are until we get the codexes in hand and the army on the tabletop. The Genestealer Cults have always been a deadly army in the right hands. It’s not an easy army to play but when done right it’s a very, very dangerous one!

Don’t Miss:

Writer, Editor, Texas Native, and Austinite for 15+ years, Adam covers all things Tabletop Gaming. Which includes Warhammer 40,000, Age of Sigmar, D&D, Board Games and everything else that involves dice, boards, cards and a table.
A hobbyist, player, and collector of miniatures and games, Adam’s current obsession are his Death and Chaos Armies for Age of Sigmar, his Blood Angels and Tyranids for 40k, an expanding collection of Marvel: Crisis Protocol minis, and his ever growing Arkham Horror: The Card Game Collection.

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D-Day: The Darkest Day Campaign Focus

By John HoulihanArt by Jens Lindfors

It’s launch day for D-Day: The Darkest Day and to celebrate its release in print and PDF, this week we’re going to take a look at the epic 12 part campaign which forms the bulk of the book. 
When it came to designing the campaign component (and see previous blog posts for details on the Guide aspects of Tools of the Trade, Vehicles and Creatures), we took on board some interesting feedback from last year’s big campaign release The Serpent and the Sands.
While there’s always space in our hearts and minds for huge, multi-part, linear campaigns, the many challenges of modern life mean we’re all a bit time-poor nowadays. Getting four to six people around a table to play together regularly is hard enough, but getting them to commit to a full six month plus campaign can be even trickier.
So this time we decided to take a more modular approach which would give GMs and players more flexibility in how they wanted to play. How to achieve this? Well, we settled on a more modular style, which could still give that epic campaign feel, but would allow GMs to choose a more episodic method, effectively allowing them to pick and choose which of the 12 missions they’d like to play. 
There was also the question of setting. Most people think of D-Day as the storming of the invasion beaches or perhaps parachuting behind the lines into the heart of a small French village. While both are iconic images, they’re quite limited in scope for designing an actual campaign. The events leading up to Operation Overlord involved the whole of South Eastern England becoming a fortified military zone, the entire expanse of the Atlantic Wall, plus much of inland France where Resistance operations and sabotage paved the way for a successful invasion. Utilising all of these settings provided a much broader palette and allowed a wide array of different kinds of missions and adventures.
There was also the question of the Achtung! Cthulhu timeline and how the Darkest Day would fit into its continuity. D-Day was certainly a pivotal moment in the second world war and rightly hailed as the start of the true liberation of Europe and the beginning of the end of the loathsome Nazi regime. In the Secret War it would be the start of the endgame but also signal the last chance for the Nazi occult organisations to attempt to delay or destroy the vast Allied invasion. Their success or failure would ultimately influence how the final years of the war played out and when the eventual fall of Black Sun and Nachtwölfe would take place. 
So those were our guiding, rather lofty, design considerations, but when it comes to designing any book or campaign, you should never forget the fun factor too, and it was also a chance to go off piste a little and explore some of the lore and heritage established in the original Gamemaster’s Guide. There, an apparently innocent almost throwaway few paragraphs about Major Desiree Jones’ visit to the Deep One enclave of Tep-Ditha and the dire warning she returned with, became the inspiration for a major narrative arc.
With all this in mind, we divided The Darkest Day campaign into three main sections. The first section is Pre-Invasion and describes events in the lead up to Operation Overlord. Operation Red Herring opens with a mission behind the lines to a French village and a chance to plant intelligence Operation Mincemeat-style to misdirect German intelligence. Home Front takes place at Clemens Park, home of Section M and is a good old fashioned whodunnit requiring all your agents’ cunning and investigative skills. We round off with Operation Tsunami, an excursion to Alderney in the occupied Channel Islands and a chance to foil a Black Sun scheme to sink the invasion before it’s even begun.
The middle section, Down with the Deep Ones, is a four episode narratively linked mini-campaign which gives agents a chance to interact much more closely with Cthulhu’s children. The story begins with a training exercise going horribly wrong at Poyton Sands, continues with negotiations with a troublesome hybrid village, and finishes with an unlikely alliance as the agents travel into the ocean’s depths and help defend a Deep One undersea enclave from Mi-Go attack.
The final section, The Darkest Day, is a sequence of loosely linked but ever more challenging missions which pits the agents against a series of sophisticated Wunderwaffe, wonder weapons, which Nachtwölfe deploys to stop the invasion in its tracks. Super subs, robotic vehicles and automatons, advanced thermobaric rockets and massive calibre railway guns are your agents’ primary targets. But Black Sun also has a trick or two up its sleeve and a climactic confrontation sees agents face a Black Sun prior in a race against time to prevent a hellish horde being unleashed which would wreak havoc amongst the invading troops.
With all the different missions which comprise this campaign, we hope we’ve managed to capture something of the authentic flavour of the greatest seaborne invasion in history. 
While Achtung! Cthulhu is a pulp TTRPG and this book is a work of fiction, when we were creating The Darkest Day, the true heroes of D-Day were never far from our minds. As the 80th anniversary dawns, we pay tribute to the heroism and sacrifice made by people of all nations who engaged in the liberation of Europe, who faced appalling tyranny and stood up against it—often at great cost. As a tribute to those brave souls, a percentage of this book’s profits will be donated to charity, so that we never forget and keep the true spirit of D-Day alive.
The Darkest Day is available now.
Modiphius.netModiphius.us

Check out the whole Achtung! Cthulhu collection in the UK and US for the full core books, dice, accessories, missions, campaigns and much more!
You can also join a host of existing fans on our official Modiphius Discord Channel. There’s a friendly and welcoming fan group on Facebook and you can sign up for the newsletter to hear all the latest news and take advantage of some very special offers!

You Should Watch ‘Star Trek: Enterprise’ — But…

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Star Trek: Discovery is over. But one of its parting gifts is a reference to the series which precedes it—Star Trek: Enterprise. About that.

Towards the end of the DISCO series finale “Life, Itself,” Captain Michael Burnham asks Kovich to reveal a secret: his real name. “Agent Daniels” is his reply. And in that moment, cell phone screens the world over lit up so that countless people could ask the obvious question: who the #$% is Agent Daniels?
The short answer is: Agent Daniels is a time traveler who first appears on Star Trek: Enterprise. The next logical question is: should I watch Enterprise? And the answer is “YES”. Of course you should! You should watch all the Star Trek shows and movies.
In fact, Star Trek: Enterprise and Star Trek: Discovery have a few things in common. They are both prequel series. They also both face a number of similar criticisms. They’re too dark! Edicts from the brass inhibits the writers from doing their best work! They don’t really find their rhythm until cancellation!
However, just because they face similar challenges, does not mean the shape of the resultant flaws are the same. In fact, in many ways DISCO and ENT are opposites. So when recommending Enterprise to recent Trekkies, qualifiers become necessary. Should you watch it? Absolutely. However, there are a few things to keep in mind.
But first, let’s talk about why Enterprise is worth diving into post DISCO.
Courtesy of CBS Television
The Temporal Cold War
The obvious reason to watch Enterprise after Discovery is to find out more about Agent Daniels. And to prepare you: he’s not in ENT much. However, the concept he introduces, the Temporal Cold War, its fingerprints are all over the sum entirety of Enterprise. Right from the pilot “Broken Bow” we see the Suliban Cabal and as well as their mysterious, future benefactor. Why is someone trying to change time? Why, indeed.
The Temporal Cold War is exactly what it sounds like. There are factions who can travel across time. There are accords over when time travel is allowed and when it’s not. And, of course, different factions break the rules all the time with disastrous results.
At the time, time travel was a source of frustration for Trek fans. Specifically, because the previous series Star Trek: Voyager did the time warp again (and again and again and AGAIN) fans were a little tired of time travel shenanigans.
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Fortunately, time travel stuff is not an every episode situation on Discovery. It plays a major part in the transition from season two to season three, but it’s kept to a minimum otherwise.
Therefore, there’s less time travel burnout among Trek fans. Plus, it’s cool to see how the altered past of ENT connects with the far flung future of DISCO.
Courtesy of CBS Television
Star Trek: Enterprise After Dark
Star Trek executive producer Alex Kurtzman has a theory for why Star Trek: Discovery suffered in its first season—it was too dark. And this is absolutely one of the biggest criticisms against Enterprise, too. However, while Kurtzman says DISCO, ” was always intended to be a journey from darkness into light,” ENT embraces its darkness and its light in equal measure over the course of four seasons.
In the early 2000s audiences had to deal with a lot of one specific kind of content: 9/11 wank. If you were alive, you remember this well. Every show does a “war on terror and its complicated” arc. Enterprise is a perfect example of this. It’s entire third season is basically just 9/11 in space. However, while this was contentious at the time, two decades later there’s something fascinating about going back and seeing how Star Trek handles complex politics in the moment.
I’ll say it: Enterprise season 3 is good. Like DISCO there’s a focus on the season arc. We meet the Xindi, a group of aliens all working together to fight the Federation. And we get genuine complexity from our villains. Meanwhile, the NX-01 gets military on board and a sense of unease. Are they doing the right thing? It’s genuinely compelling television and if you enjoyed the darker side of DISCO, the Xindi arc is arguably the biggest reason you should watch ENT.
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Courtesy of CBS Television
Also Season 4 is Very Good
Most people believe Star Trek: Discovery‘s fifth and final season is its best. In a bit of synchronicity this is true of Enterprise‘s fourth and final season. Helmed by the late great Manny Coto, the fourth season of Enterprise  mostly plays across a series of multi-part stories. We get Nazis! We get Orions! The Vulcan home world finds itself in turmoil. Human’s go anti-alien. And, as is true of every season of Enterprise, we get the best version of the Andorians in Star Trek history.
You’ve undoubtedly heard the series finale is bad. And it is. But the season itself feels like both a throwback to what made the original Star Trek great while also taking advantage of everything that makes serialized television worthwhile. Dark? In places. But if Discovery is a show which builds itself towards the light of the Federation’s return, then Enterprise‘s final season is about the founding of that Federation in the first place.
All that being said, Star Trek: Enterprise does have its fair share of legitimate criticisms. And if DISCO is your first foray into the world of Star Trek, there’s some blemishes its best you know about before delving into Trek’s past generally, and into Enterprise specifically. Better to know this stuff is coming than to be blindsided by it.
Courtesy of CBS Television
Star Trek: Enterprise and “Diversity”
Star Trek: Discovery is the first show in the franchise with a gay married couple aboard. It’s the first time there’s a Black woman captain as the main character. The first trans and non-binary characters are on DISCO. And while there’s certainly plenty to debate as to the quality of the storytelling for those characters, there’s an undeniable effort on DISCO to make sure to make whomever might be watching feel represented and seen.
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While all Star Trek shows attempt to keep their bridge crews diverse in one way or another, it’s safe to say that Enterprise does this the least. To recap: there’s Hoshi Sato and Travis Mayweather. That’s it. One Korean actor playing a Japanese character and one Black actor playing a character who basically has no character. That’s essentially your diversity. After five seasons of DISCO, it’s understandable if this kind of storytelling feels like a slap in the face.
Is Star Trek: Enterprise a bad show because the white characters basically get all the play? No. But it is the kind of thing you ought to know before you start watching. Every Star Trek show has its weaknesses. Heck, the original series seems to have a “women, am I right” scene in nearly every episode. That doesn’t mean the show is skippable. But it’s better to know ahead of time—especially if your only experience with Trek is DISCO.
And while we’re on the topic of women and Enterprise…
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Courtesy of CBS Television
Move Over Seven of Nine, It’s T’Pol’s Time To… Oh, No. Not Again.
The original Seven of Nine costume Jeri Ryan has to wear is so tight she passes out wearing it. And there’s a lot of revolt among actors, crew, and fans over the sexualization of Seven. Surely things would improve. Right?
No. Truly, the part of Enterprise which remains hardest to swallow is the hyper HYPER sexualization of Jolene Blalock’s character, Sub Commander T’Pol. Yes, the Vulcan science officer on the NX-01 is subject to some of the most unpleasant nonsense in the history of Star Trek. Captain Archer’s face winds up in her chest for no reason. Basically everyone on the ship fantasizes about her. Two crewmembers who think she’s dead even drunkenly talk about her “bum”.
Jolene Blalock, like Jeri Ryan before her, suffers these indignities week after week while still churning out many of the best performances in the show. T’Pol expands our understanding of Vulcans. Seeing her entire time on Enterprise gives us a chance to really see why a full Vulcan finds humanity intriguing. Blalock is a great actor and T’Pol is an exciting character when the show lets her be something other than sweaty and in various stages of undress.
But her costumes are all pajamas with lines specifically designed to show off her body. It’s worth noting that every character, the men included, get sexualized on Enterprise. However, T’Pol gets it the most and after four seasons of Discovery being equal-opportunity horny it’s best to know that going in.
All that being said…
Courtesy of CBS Television
Consensus: There Ain’t One
If you look up any episode of any show in the franchise from Star Trek: The Original Series through Star Trek: Voyager, there’s a clear delineation over which episodes are good and which ones are skippable. One of the most interesting things about Enterprise is that universal consensus does not exist. There are exceptions, of course. “Dear Doctor” and “These Are The Voyages” are generally disliked. And most people like the Borg story as well as that glimpse into T’Pol’s family past.
However, I’ve found over the years that there’s endless debate over whether most episodes work or don’t. While most of Star Trek’s past has been talked to death, Enterprise remains in many ways the undiscovered country.
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I would argue that Enterprise, more than any other past Star Trek show, is the right series to dig into post Discovery. They’re commonalities are just as plentiful as their differences. They both deal with ships trying to build relationships with other worlds. And they both take weird risks that will make you cheer as much as scratch your head.
Just one thing: Enterprise streams on Paramount Plus, but only with 2.0 audio. The Blu-rays are 5.1 DTS Master Audio. It does make a difference. All I’m saying.

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Lina is a 10+ year entertainment journalist veteran whose bylines include SYFY Wire, Looper, and Screen Fanatic. She has written comic scripts for IDW Comics and Zenescope Enetertainment and has written Doctor Who shorts for BBC Worldwide. She is a long-time podcast host and producer who has worked on Who Won the Week, SYFY’s Every Day series, and the Amazon podcast Untold Story. She currently co-hosts the New York Times recommended podcast Song vs Song.

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Roll up a random fey forest

The fey forest is a classic setting for adventure in fantasy games, and the Tales of the Valiant roleplaying game is no exception. Mysterious sounds and lights, trees that move, tricks played by fey creatures, and sudden violence are hallamrks of this kind of location.

This table helps you complete the contents of a fey forest. Roll 3d8, one for each column, and combine the results using your imagination to create something unique for your campaign.

Have fun with the results you get. If a result seems incongruous, ask yourself why it could be like that and embrace the strangeness. Upending expectations is part of the fey forest experience.

For more free adventure ideas in a fey forest, try the Margeve Relic Hunt!

 d8SceneCreatureAction1Bone cageCoven of hagsArgument or battle2Bottomless pitSpritesCollecting supplies3Dark swampBoglinCommuning with spirits4Garden of giant flowersEttinGrowing a magical plant5Grove of mistMushroom folkHunting a magical beast6Ring of stonesSatyr-kinInsiding the out7Tree houseWill-o’-wispSearching for a mystical object8Wandering riverSelkieSummoning the elements

Scenes

A bone cage is a prison constructed from the bones of an enormous creature such as a dragon or dinosaur. The Creature could be either a prisoner or guard of the cage.

A bottomless pit is disguised by rocks or brush, but once within a few feet of it, the dark hole is exposed. Echoes suggest it’s extremely deep with faint sounds of the Creature within.

The dark swamp is small and always dark as if it’s midnight, no matter the actual time of day. There’s always movement seen by visitors from the corner of their eyes, but creatures are difficult to find.

The garden of giant flowers is filled with flowers as big as oak trees, offering the opportunity for Creatures to live in the huge flowers above.

A grove of mist is an area that has dense mist at all times which can’t be dismissed. Vision is lightly or heavily obscured at all times. The Creature within has full vision through the mist.

A ring of stones is made of stones of any size, with Creatures living within the ring, or possibly the stones themselves.

Tree houses can be a simple hut in the boughs or a complex as big as a village in the branches high above. The Creature uses the advantage of height and camouflage to surprise visitors below.

A wandering river is usually narrow, but changes its path when visitors are momentarily distracted. The river is either controlled by the whims of a Creature or it has a mind of its own.

Creatures

A coven of hags often appears as a single witch when first encountered, but the rest of the coven (often two hags, but maybe more!) is always nearby. They prefer to make deals with visitors (usually risky for the visitor) rather than enter combat.

Sprites are tiny creatures similar to pixies or leprechauns that play tricks and jokes. They always have a secret agenda, such as discovering a legendary treasure.

A boglin is a goblin corrupted by the magic of a fey forest. In a Grove of Mist they control fog, but in a Garden of Giant Flowers, they have control over the growth of nearby plants.

An ettin has unique personalities in each head. It might argue with itself or one head can cast wizard spells while mustering barbarian rage with the other.

Mushroom folk are always found in numbers of at least a dozen, but all the folk vary in size. They are intelligent and speak dozens of languages, while maintaining a connection to the earth.

Satyr-kin are combinations of human and beasts, but not limited to human/goat hybrids. Some examples are human/jaguars, human/kangaroos and human/chameleons. The Monster Vault has several good options, including centaurs and ettercaps!

Will-o’-wisps appear as a collection of floating balls of light. They have the effect of portending bad luck, so viewers have disadvantage on upcoming checks, searches or are easily surprised.

Selkies are shapeshifters that shift between human and seal form. They have agendas which they never stray from, becoming enraged when anyone impedes their objectives.

Actions

An argument or battle happens between several of the Creature types encountered.

Collecting supplies means the Creatures are looking for food, fuel for fires, or items needed for an elaborate ritual. They keep their purpose secret.

Communing with spirits means the Creatures are conducting a ritual to get aid from a powerful spirit.

If the Creatures are growing a magical plant, they have the ability to use magic to make plants grow as the visitors watch.

If the Creatures are hunting a magical beast they don’t pause for long but are more than happy to accept help from visitors. The magical beast could be something of legend, or roll again on the Creature column to find what they’re hunting.

Insiding the out means the Creatures are halfway through using magic to turn a boulder, tree, pond, or even reality, inside out.

If the Creatures are searching for a mystical object, they don’t pause for long, but they also don’t want help from visitors for fear of another claiming their treasure.

If the Creatures are summoning the elements, they are part way through drawing forces from the elemental planes, such as summoning lightning, a conflagration fire, or a torrent of water.